ManipulationsTimeline.cs
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using System;
using System.Linq;
using UnityEditor.ShortcutManagement;
using UnityEngine;
namespace UnityEditor.Timeline
{
class TimelinePanManipulator : Manipulator
{
const float k_MaxPanSpeed = 50.0f;
bool m_Active;
protected override bool MouseDown(Event evt, WindowState state)
{
if ((evt.button == 2 && evt.modifiers == EventModifiers.None) ||
(evt.button == 0 && evt.modifiers == EventModifiers.Alt))
{
TimelineCursors.SetCursor(TimelineCursors.CursorType.Pan);
m_Active = true;
return true;
}
return false;
}
protected override bool MouseUp(Event evt, WindowState state)
{
if (m_Active)
{
TimelineCursors.ClearCursor();
state.editorWindow.Repaint();
}
return false;
}
protected override bool MouseDrag(Event evt, WindowState state)
{
// Note: Do not rely on evt.button here as some 3rd party automation
// software does not properly set the button data during drag.
if (!m_Active)
return false;
return Pan(evt, state);
}
protected override bool MouseWheel(Event evt, WindowState state)
{
if (Math.Abs(evt.delta.x) < 1e-5 || Math.Abs(evt.delta.x) <= Math.Abs(evt.delta.y))
return false;
TimelineZoomManipulator.InvalidateWheelZoom();
var panEvent = new Event(evt);
panEvent.delta = new Vector2(panEvent.delta.x * k_MaxPanSpeed * -1.0f, 0.0f);
return Pan(panEvent, state);
}
static bool Pan(Event evt, WindowState state)
{
var cursorRect = TimelineWindow.instance.sequenceContentRect;
cursorRect.xMax = TimelineWindow.instance.position.xMax;
cursorRect.yMax = TimelineWindow.instance.position.yMax;
if (state.GetWindow() != null && state.GetWindow().treeView != null)
{
var scroll = state.GetWindow().treeView.scrollPosition;
scroll.y -= evt.delta.y;
state.GetWindow().treeView.scrollPosition = scroll;
state.OffsetTimeArea((int)evt.delta.x);
return true;
}
return false;
}
}
class TimelineZoomManipulator : Manipulator
{
Vector2 m_MouseDownPos = Vector2.zero;
Vector2 m_InitialShownRange = Vector2.zero;
float m_FocalTime;
float m_LastMouseMoveX = -1;
float m_ZoomFactor = 1;
bool m_WheelUsedLast;
TimelineZoomManipulator() {}
public static readonly TimelineZoomManipulator Instance = new TimelineZoomManipulator();
internal void DoZoom(float zoomFactor, WindowState state)
{
var refRange = state.timeAreaShownRange;
DoZoom(zoomFactor, state, refRange, (refRange.x + refRange.y) / 2);
// Force resetting the reference zoom after a Framing operation
InvalidateWheelZoom();
}
static void DoZoom(float zoomFactor, WindowState state, Vector2 refRange, float focalTime)
{
const float kMinRange = 0.05f; // matches zoomable area.
var s = zoomFactor;
if (s <= 0) return;
var t = Mathf.Max(focalTime, refRange.x);
var x = (refRange.x + t * (s - 1)) / s;
var y = (refRange.y + t * (s - 1)) / s;
// don't set it if we reach the limit or panning happens
if (Math.Abs(x - y) > kMinRange)
{
// Zoomable area does not protect 100% against crazy values
state.SetTimeAreaShownRange(
Math.Max(x, -WindowConstants.timeAreaShownRangePadding),
Math.Min(y, WindowState.kMaxShownTime));
}
}
internal static void InvalidateWheelZoom()
{
Instance.m_WheelUsedLast = false;
}
protected override bool MouseDown(Event evt, WindowState state)
{
m_MouseDownPos = evt.mousePosition;
m_FocalTime = state.PixelToTime(m_MouseDownPos.x);
m_InitialShownRange = state.timeAreaShownRange;
return false;
}
protected override bool MouseWheel(Event evt, WindowState state)
{
if (Math.Abs(evt.delta.y) < 1e-5)
return false;
var zoomRect = TimelineWindow.instance.sequenceContentRect;
zoomRect.yMax += TimelineWindow.instance.horizontalScrollbarHeight;
if (!zoomRect.Contains(evt.mousePosition))
return false;
if (!m_WheelUsedLast || Mathf.Abs(m_LastMouseMoveX - evt.mousePosition.x) > 1.0f)
{
m_LastMouseMoveX = evt.mousePosition.x;
m_FocalTime = state.PixelToTime(m_LastMouseMoveX);
m_InitialShownRange = state.timeAreaShownRange;
m_ZoomFactor = 1;
}
var newZoom = m_ZoomFactor * (-evt.delta.y * 0.02f + 1);
newZoom = Mathf.Clamp(newZoom, 1e-7f, 1e7f);
var lastRange = state.timeAreaShownRange;
DoZoom(newZoom, state, m_InitialShownRange, m_FocalTime);
// if we hit a limit, don't change the zoom
// this prevents accumulating when zoom doesn't change
if (lastRange != state.timeAreaShownRange)
m_ZoomFactor = newZoom;
m_WheelUsedLast = true;
return true;
}
protected override bool MouseDrag(Event evt, WindowState state)
{
// Fast zoom...
if (evt.modifiers != EventModifiers.Alt || evt.button != 1) return false;
var mouseMoveLength = Event.current.mousePosition - m_MouseDownPos;
var delta = Math.Abs(mouseMoveLength.x) > Math.Abs(mouseMoveLength.y)
? mouseMoveLength.x
: -mouseMoveLength.y;
m_ZoomFactor = PixelToZoom(delta);
DoZoom(m_ZoomFactor, state, m_InitialShownRange, m_FocalTime);
m_WheelUsedLast = false;
return true;
}
static float PixelToZoom(float x)
{
const float pixel2Zoom = 1 / 300.0f;
x *= pixel2Zoom;
if (x < -0.75)
{
// Rational function that behaves like 1+x on [-0.75,inf) and asymptotically reaches zero on (-inf,-0.75]
// The coefficients were obtained by the following constraints:
//1) f(-0.75) = 0.25
//2) f'(-0.75) = 1 C1 continuity
//3) f(-3) = 0.001 (asymptotically zero)
return 1 / (98.6667f + 268.444f * x + 189.63f * x * x);
}
return 1 + x;
}
}
class TimelineShortcutManipulator : Manipulator
{
protected override bool ValidateCommand(Event evt, WindowState state)
{
return evt.commandName == EventCommandNames.Copy ||
evt.commandName == EventCommandNames.Paste ||
evt.commandName == EventCommandNames.Duplicate ||
evt.commandName == EventCommandNames.SelectAll ||
evt.commandName == EventCommandNames.Delete ||
evt.commandName == EventCommandNames.SoftDelete ||
evt.commandName == EventCommandNames.FrameSelected;
}
protected override bool ExecuteCommand(Event evt, WindowState state)
{
if (state.IsCurrentEditingASequencerTextField())
return false;
if (evt.commandName == EventCommandNames.SelectAll)
{
TimelineAction.Invoke<SelectAllAction>(state);
return true;
}
if (evt.commandName == EventCommandNames.SoftDelete)
{
TimelineAction.Invoke<DeleteAction>(state);
return true;
}
if (evt.commandName == EventCommandNames.FrameSelected)
{
TimelineAction.Invoke<FrameSelectedAction>(state);
return true;
}
return TimelineAction.HandleShortcut(state, evt);
}
}
class InlineCurvesShortcutManipulator : Manipulator
{
protected override bool ExecuteCommand(Event evt, WindowState state)
{
if (state.IsCurrentEditingASequencerTextField())
return false;
var inlineCurveEditor = SelectionManager.GetCurrentInlineEditorCurve();
if (inlineCurveEditor == null || !inlineCurveEditor.inlineCurvesSelected)
return false;
if (evt.commandName != EventCommandNames.FrameSelected)
return false;
TimelineAction.Invoke<FrameSelectedAction>(state);
return true;
}
// CurveEditor uses an hardcoded shortcut to execute the FrameAll action, preventing the ShortcutManager from
// ever picking it up. We have to hijack it to ensure our code is being run when framing inline curves.
protected override bool KeyDown(Event evt, WindowState state)
{
var inlineCurveEditor = SelectionManager.GetCurrentInlineEditorCurve();
if (inlineCurveEditor == null || !inlineCurveEditor.inlineCurvesSelected)
return false;
// Not conflicting with the hardcoded value
if (evt.keyCode != KeyCode.A)
return false;
var combination = ShortcutManager.instance.GetShortcutBinding(Shortcuts.Timeline.frameAll)
.keyCombinationSequence.ToList();
var shortcutCombination = combination.First();
var currentCombination = KeyCombination.FromKeyboardInput(evt);
// User is not actually pressing the correct key combination for FrameAll
if (combination.Count == 1 && shortcutCombination.Equals(currentCombination))
TimelineAction.Invoke<FrameAllAction>(state);
return true;
}
}
}