Files
FlaxEngine/Source/Editor/GUI/Popups/AssetSearchPopup.cs
2023-01-10 15:29:37 +01:00

177 lines
5.2 KiB
C#

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
using System;
using FlaxEditor.Content;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.GUI
{
/// <summary>
/// Popup that shows the list of assets to pick. Supports searching and basic items filtering.
/// </summary>
/// <seealso cref="FlaxEditor.GUI.ItemsListContextMenu" />
public class AssetSearchPopup : ItemsListContextMenu
{
/// <summary>
/// The asset item.
/// </summary>
/// <seealso cref="FlaxEditor.GUI.ItemsListContextMenu.Item" />
public class AssetItemView : Item, IContentItemOwner
{
private AssetItem _asset;
/// <summary>
/// The icon size (in pixels).
/// </summary>
public const float IconSize = 28;
/// <summary>
/// Gets the asset.
/// </summary>
public AssetItem Asset => _asset;
/// <summary>
/// Initializes a new instance of the <see cref="AssetItemView"/> class.
/// </summary>
/// <param name="asset">The asset.</param>
public AssetItemView(AssetItem asset)
{
_asset = asset;
_asset.AddReference(this);
Name = asset.ShortName;
TooltipText = asset.Path;
Height = IconSize + 4;
}
/// <inheritdoc />
protected override void GetTextRect(out Rectangle rect)
{
var height = Height;
rect = new Rectangle(IconSize + 4, (height - 16) * 0.5f, Width - IconSize - 6, 16);
}
/// <inheritdoc />
public override void Draw()
{
base.Draw();
// Draw icon
var iconRect = new Rectangle(2, 2, IconSize, IconSize);
_asset.DrawThumbnail(ref iconRect);
}
/// <inheritdoc />
public override void OnDestroy()
{
if (_asset != null)
{
_asset.RemoveReference(this);
_asset = null;
}
base.OnDestroy();
}
/// <inheritdoc />
public void OnItemDeleted(ContentItem item)
{
Dispose();
}
/// <inheritdoc />
public void OnItemRenamed(ContentItem item)
{
Name = _asset.ShortName;
}
/// <inheritdoc />
public void OnItemReimported(ContentItem item)
{
}
/// <inheritdoc />
public void OnItemDispose(ContentItem item)
{
Dispose();
}
}
/// <summary>
/// Validates if the given asset item can be used to pick it.
/// </summary>
/// <param name="asset">The asset.</param>
/// <returns>True if is valid.</returns>
public delegate bool IsValidDelegate(AssetItem asset);
private IsValidDelegate _isValid;
private Action<AssetItem> _selected;
private AssetSearchPopup(IsValidDelegate isValid, Action<AssetItem> selected)
{
_isValid = isValid;
_selected = selected;
ItemClicked += OnItemClicked;
// TODO: use async thread to search workspace items
foreach (var project in Editor.Instance.ContentDatabase.Projects)
{
if (project.Content != null)
FindAssets(project.Content.Folder);
}
SortItems();
}
private void OnItemClicked(Item item)
{
_selected(((AssetItemView)item).Asset);
}
private void FindAssets(ContentFolder folder)
{
for (int i = 0; i < folder.Children.Count; i++)
{
if (folder.Children[i] is AssetItem asset && _isValid(asset))
{
AddItem(new AssetItemView(asset));
}
}
for (int i = 0; i < folder.Children.Count; i++)
{
if (folder.Children[i] is ContentFolder child)
{
FindAssets(child);
}
}
}
/// <summary>
/// Shows the popup.
/// </summary>
/// <param name="showTarget">The show target.</param>
/// <param name="showTargetLocation">The show target location.</param>
/// <param name="isValid">Event called to check if a given asset item is valid to be used.</param>
/// <param name="selected">Event called on asset item pick.</param>
/// <returns>The dialog.</returns>
public static AssetSearchPopup Show(Control showTarget, Float2 showTargetLocation, IsValidDelegate isValid, Action<AssetItem> selected)
{
var popup = new AssetSearchPopup(isValid, selected);
popup.Show(showTarget, showTargetLocation);
return popup;
}
/// <inheritdoc />
public override void OnDestroy()
{
_isValid = null;
_selected = null;
base.OnDestroy();
}
}
}