DrawGuiModeSwitcher.cs
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using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine;
using Unity.PlasticSCM.Editor.Views.PendingChanges;
namespace Unity.PlasticSCM.Editor
{
internal static class DrawGuiModeSwitcher
{
internal static void ForMode(
bool isGluonMode,
WorkspaceWindow workspaceWindow,
TreeView changesTreeView,
EditorWindow editorWindow)
{
GUI.enabled = !workspaceWindow.IsOperationInProgress();
EditorGUI.BeginChangeCheck();
GuiMode currentMode = isGluonMode ?
GuiMode.GluonMode : GuiMode.DeveloperMode;
GuiMode selectedMode = (GuiMode)EditorGUILayout.EnumPopup(
currentMode,
EditorStyles.toolbarDropDown,
GUILayout.Width(100));
if (EditorGUI.EndChangeCheck())
{
SwitchGuiModeIfUserWants(
workspaceWindow, currentMode, selectedMode,
changesTreeView, editorWindow);
}
GUI.enabled = true;
}
static void SwitchGuiModeIfUserWants(
WorkspaceWindow workspaceWindow,
GuiMode currentMode, GuiMode selectedMode,
TreeView changesTreeView,
EditorWindow editorWindow)
{
if (currentMode == selectedMode)
return;
bool userConfirmed = SwitchModeConfirmationDialog.SwitchMode(
currentMode == GuiMode.GluonMode, editorWindow);
if (!userConfirmed)
return;
bool isGluonMode = selectedMode == GuiMode.GluonMode;
workspaceWindow.UpdateWorkspaceForMode(
isGluonMode, workspaceWindow);
PendingChangesTreeHeaderState.SetMode(
changesTreeView.multiColumnHeader.state,
isGluonMode);
}
enum GuiMode
{
DeveloperMode,
GluonMode
}
}
}