92 lines
3.5 KiB
C#
92 lines
3.5 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Reflection;
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using UnityEditor;
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namespace UnityEngine.InputSystem.Editor
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{
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internal static class EditorHelpers
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{
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public static Action<string> SetSystemCopyBufferContents = s => EditorGUIUtility.systemCopyBuffer = s;
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public static Func<string> GetSystemCopyBufferContents = () => EditorGUIUtility.systemCopyBuffer;
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// SerializedProperty.tooltip *should* give us the tooltip as per [Tooltip] attribute. Alas, for some
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// reason, it's not happening.
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public static string GetTooltip(this SerializedProperty property)
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{
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if (!string.IsNullOrEmpty(property.tooltip))
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return property.tooltip;
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var field = property.GetField();
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if (field != null)
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{
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var tooltipAttribute = field.GetCustomAttribute<TooltipAttribute>();
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if (tooltipAttribute != null)
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return tooltipAttribute.tooltip;
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}
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return string.Empty;
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}
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public static void RestartEditorAndRecompileScripts(bool dryRun = false)
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{
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// The API here are not public. Use reflection to get to them.
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var editorApplicationType = typeof(EditorApplication);
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var restartEditorAndRecompileScripts =
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editorApplicationType.GetMethod("RestartEditorAndRecompileScripts",
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BindingFlags.NonPublic | BindingFlags.Static);
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if (!dryRun)
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restartEditorAndRecompileScripts.Invoke(null, null);
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else if (restartEditorAndRecompileScripts == null)
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throw new MissingMethodException(editorApplicationType.FullName, "RestartEditorAndRecompileScripts");
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}
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public static void CheckOut(string path)
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{
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if (string.IsNullOrEmpty(path))
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throw new ArgumentNullException(nameof(path));
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// Make path relative to project folder.
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var projectPath = Application.dataPath;
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if (path.StartsWith(projectPath) && path.Length > projectPath.Length &&
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(path[projectPath.Length] == '/' || path[projectPath.Length] == '\\'))
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path = path.Substring(0, projectPath.Length + 1);
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AssetDatabase.MakeEditable(path);
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}
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public static void CheckOut(Object asset)
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{
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if (asset == null)
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throw new ArgumentNullException(nameof(asset));
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var path = AssetDatabase.GetAssetPath(asset);
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CheckOut(path);
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}
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// It seems we're getting instabilities on the farm from using EditorGUIUtility.systemCopyBuffer directly in tests.
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// Ideally, we'd have a mocking library to just work around that but well, we don't. So this provides a solution
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// locally to tests.
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public class FakeSystemCopyBuffer : IDisposable
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{
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private string m_Contents;
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private readonly Action<string> m_OldSet;
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private readonly Func<string> m_OldGet;
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public FakeSystemCopyBuffer()
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{
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m_OldGet = GetSystemCopyBufferContents;
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m_OldSet = SetSystemCopyBufferContents;
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SetSystemCopyBufferContents = s => m_Contents = s;
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GetSystemCopyBufferContents = () => m_Contents;
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}
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public void Dispose()
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{
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SetSystemCopyBufferContents = m_OldSet;
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GetSystemCopyBufferContents = m_OldGet;
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}
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}
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}
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}
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#endif // UNITY_EDITOR
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