65 lines
2.5 KiB
C#
65 lines
2.5 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEditor;
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using UnityEngine;
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namespace Oculus.Interaction.Editor
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{
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[CustomPropertyDrawer(typeof(TransformerUtils.ConstrainedAxis))]
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public class ConstrainedAxisDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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SerializedProperty constrainAxisProperty = property.FindPropertyRelative("ConstrainAxis");
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SerializedProperty axisRangeProperty = property.FindPropertyRelative("AxisRange");
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EditorGUI.BeginProperty(position, label, property);
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// Draw label
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position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
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// Don't make child fields be indented
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int indent = EditorGUI.indentLevel;
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EditorGUI.indentLevel = 0;
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// Calculate rects
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Rect constraintRect = new Rect(position.x, position.y, 65, position.height);
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Rect toggleRect = new Rect(constraintRect.x + constraintRect.width, position.y, 20, position.height);
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Rect rangeRect = new Rect(toggleRect.x + toggleRect.width, position.y, position.width - constraintRect.width - toggleRect.width, position.height);
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// Draw fields
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EditorGUI.LabelField(constraintRect, "Constrain");
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EditorGUI.PropertyField(toggleRect, constrainAxisProperty, GUIContent.none);
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bool guiEnabled = GUI.enabled;
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GUI.enabled = constrainAxisProperty.boolValue;
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EditorGUI.PropertyField(rangeRect, axisRangeProperty, GUIContent.none);
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GUI.enabled = guiEnabled;
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// Set indent back to what it was
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EditorGUI.indentLevel = indent;
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EditorGUI.EndProperty();
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}
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}
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}
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