PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs

67 lines
2.0 KiB
C#
Raw Normal View History

2022-01-12 10:06:03 +03:00
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal enum SpriteMeshViewMode
{
EditGeometry,
CreateVertex,
CreateEdge,
SplitEdge
}
internal enum MeshEditorAction
{
None,
CreateVertex,
MoveVertex,
CreateEdge,
SplitEdge,
MoveEdge,
SelectVertex,
SelectEdge,
Remove
}
internal interface ISpriteMeshView
{
SpriteMeshViewMode mode { get; set; }
ISelection<int> selection { get; set; }
int defaultControlID { get; set; }
Rect frame { get; set; }
Vector2 mouseWorldPosition { get; }
int hoveredVertex { get; }
int hoveredEdge { get; }
int closestEdge { get; }
void CancelMode();
void BeginLayout();
void EndLayout();
void LayoutVertex(Vector2 position, int index);
void LayoutEdge(Vector2 startPosition, Vector2 endPosition, int index);
bool DoCreateVertex();
bool DoSelectVertex(out bool additive);
bool DoMoveVertex(out Vector2 delta);
bool DoMoveEdge(out Vector2 delta);
bool DoCreateEdge();
bool DoSplitEdge();
bool DoSelectEdge(out bool additive);
bool DoRemove();
void DrawVertex(Vector2 position);
void DrawVertexHovered(Vector2 position);
void DrawVertexSelected(Vector2 position);
void BeginDrawEdges();
void EndDrawEdges();
void DrawEdge(Vector2 startPosition, Vector2 endPosition);
void DrawEdgeHovered(Vector2 startPosition, Vector2 endPosition);
void DrawEdgeSelected(Vector2 startPosition, Vector2 endPosition);
bool IsActionTriggered(MeshEditorAction action);
bool IsActionActive(MeshEditorAction action);
bool IsActionHot(MeshEditorAction action);
Vector2 WorldToScreen(Vector2 position);
void DoRepaint();
bool CanRepaint();
bool CanLayout();
}
}