VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Editor/Utils/OptionalDrawer.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

61 lines
2.4 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using UnityEditor;
namespace Oculus.Interaction.Editor
{
/// <summary>
/// Adds an (Optional) label in the inspector next to any SerializedField with this attribute.
/// </summary>
[CustomPropertyDrawer(typeof(OptionalAttribute))]
public class OptionalDrawer : DecoratorDrawer
{
private const string _label = "(Optional)";
private const string _labelAuto = "(Generated if missing)";
private const string _labelObsolete = "(⚠ Obsolete)";
private const float _indentWidth = 15f; //from the internal constant EditorGUI.kIndentPerLevel
public override void OnGUI(Rect position)
{
OptionalAttribute optionalAtt = attribute as OptionalAttribute;
bool isAuto = (optionalAtt.Flags & OptionalAttribute.Flag.AutoGenerated) != 0;
bool isObsolete = (optionalAtt.Flags & OptionalAttribute.Flag.Obsolete) != 0;
string label = isAuto ? _labelAuto : _label;
label += isObsolete ? _labelObsolete : string.Empty;
GUIStyle style = new GUIStyle(EditorStyles.miniLabel);
style.normal.textColor = new Color(style.normal.textColor.r, style.normal.textColor.g, style.normal.textColor.b, 0.55f);
Vector2 size = style.CalcSize(new GUIContent(label));
position.height = EditorGUIUtility.singleLineHeight;
position.x += EditorGUIUtility.labelWidth - size.x - (EditorGUI.indentLevel * _indentWidth);
EditorGUI.LabelField(position, label, style);
}
public override float GetHeight()
{
return 0f;
}
}
}