first commit
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using System;
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using System.Diagnostics.CodeAnalysis;
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using SingularityGroup.HotReload.DTO;
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using SingularityGroup.HotReload.Editor.Cli;
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using UnityEditor;
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using UnityEngine;
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using EditorGUI = UnityEditor.EditorGUI;
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namespace SingularityGroup.HotReload.Editor {
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internal struct HotReloadSettingsTabState {
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public readonly bool running;
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public readonly bool trialLicense;
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public readonly LoginStatusResponse loginStatus;
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public readonly bool isServerHealthy;
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public readonly bool registrationRequired;
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public HotReloadSettingsTabState(
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bool running,
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bool trialLicense,
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LoginStatusResponse loginStatus,
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bool isServerHealthy,
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bool registrationRequired
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) {
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this.running = running;
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this.trialLicense = trialLicense;
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this.loginStatus = loginStatus;
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this.isServerHealthy = isServerHealthy;
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this.registrationRequired = registrationRequired;
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}
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}
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internal class HotReloadSettingsTab : HotReloadTabBase {
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private readonly HotReloadOptionsSection optionsSection;
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// cached because changing built target triggers C# domain reload
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// Also I suspect selectedBuildTargetGroup has chance to freeze Unity for several seconds (unconfirmed).
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private readonly Lazy<BuildTargetGroup> currentBuildTarget = new Lazy<BuildTargetGroup>(
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() => BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget));
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private readonly Lazy<bool> isCurrentBuildTargetSupported = new Lazy<bool>(() => {
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var target = BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget);
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return HotReloadBuildHelper.IsMonoSupported(target);
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});
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// Resources.Load uses cache, so it's safe to call it every frame.
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// Retrying Load every time fixes an issue where you import the package and constructor runs, but resources aren't loadable yet.
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private Texture iconCheck => Resources.Load<Texture>("icon_check_circle");
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private Texture iconWarning => Resources.Load<Texture>("icon_warning_circle");
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[SuppressMessage("ReSharper", "Unity.UnknownResource")] // Rider doesn't check packages
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public HotReloadSettingsTab(HotReloadWindow window) : base(window,
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"Settings",
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"_Popup",
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"Make changes to a build running on-device.") {
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optionsSection = new HotReloadOptionsSection();
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}
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private GUIStyle headlineStyle;
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private GUIStyle paddedStyle;
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private Vector2 _settingsTabScrollPos;
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HotReloadSettingsTabState currentState;
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public override void OnGUI() {
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// HotReloadAboutTabState ensures rendering is consistent between Layout and Repaint calls
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// Without it errors like this happen:
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// ArgumentException: Getting control 2's position in a group with only 2 controls when doing repaint
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// See thread for more context: https://answers.unity.com/questions/17718/argumentexception-getting-control-2s-position-in-a.html
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if (Event.current.type == EventType.Layout) {
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currentState = new HotReloadSettingsTabState(
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running: EditorCodePatcher.Running,
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trialLicense: EditorCodePatcher.Status != null && (EditorCodePatcher.Status?.isTrial == true),
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loginStatus: EditorCodePatcher.Status,
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isServerHealthy: ServerHealthCheck.I.IsServerHealthy,
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registrationRequired: RedeemLicenseHelper.I.RegistrationRequired
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);
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}
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using (var scope = new EditorGUILayout.ScrollViewScope(_settingsTabScrollPos, GUI.skin.horizontalScrollbar, GUI.skin.verticalScrollbar, GUILayout.MaxHeight(Math.Max(HotReloadWindowStyles.windowScreenHeight, 800)), GUILayout.MaxWidth(Math.Max(HotReloadWindowStyles.windowScreenWidth, 800)))) {
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_settingsTabScrollPos.x = scope.scrollPosition.x;
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_settingsTabScrollPos.y = scope.scrollPosition.y;
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using (new EditorGUILayout.VerticalScope(HotReloadWindowStyles.DynamicSectionHelpTab)) {
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GUILayout.Space(10);
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if (!EditorCodePatcher.LoginNotRequired
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&& !currentState.registrationRequired
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// Delay showing login in settings to not confuse users that they need to login to use Free trial
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&& (HotReloadPrefs.RateAppShown
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|| PackageConst.IsAssetStoreBuild)
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) {
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using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionOuterBoxCompact)) {
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using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionInnerBoxWide)) {
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using (new EditorGUILayout.VerticalScope()) {
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RenderLicenseInfoSection();
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}
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}
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}
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}
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using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionOuterBoxCompact)) {
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using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionInnerBoxWide)) {
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using (new EditorGUILayout.VerticalScope()) {
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HotReloadPrefs.ShowConfiguration = EditorGUILayout.Foldout(HotReloadPrefs.ShowConfiguration, "Configuration", true, HotReloadWindowStyles.FoldoutStyle);
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if (HotReloadPrefs.ShowConfiguration) {
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EditorGUILayout.Space();
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RenderUnityAutoRefresh();
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RenderAssetRefresh();
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if (HotReloadPrefs.AllAssetChanges) {
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using (new EditorGUILayout.VerticalScope(paddedStyle ?? (paddedStyle = new GUIStyle { padding = new RectOffset(20, 0, 0, 0) }))) {
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RenderIncludeShaderChanges();
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}
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EditorGUILayout.Space();
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}
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using (new EditorGUI.DisabledScope(!EditorCodePatcher.autoRecompileUnsupportedChangesSupported)) {
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RenderAutoRecompileUnsupportedChanges();
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if (HotReloadPrefs.AutoRecompileUnsupportedChanges && EditorCodePatcher.autoRecompileUnsupportedChangesSupported) {
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using (new EditorGUILayout.VerticalScope(paddedStyle ?? (paddedStyle = new GUIStyle { padding = new RectOffset(20, 0, 0, 0) }))) {
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RenderAutoRecompileUnsupportedChangesImmediately();
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RenderAutoRecompileUnsupportedChangesOnExitPlayMode();
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RenderAutoRecompileUnsupportedChangesInPlayMode();
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RenderAutoRecompilePartiallyUnsupportedChanges();
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}
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}
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EditorGUILayout.Space();
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}
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RenderConsoleWindow();
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RenderAutostart();
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if (EditorWindowHelper.supportsNotifications) {
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RenderShowNotifications();
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using (new EditorGUILayout.VerticalScope(paddedStyle ?? (paddedStyle = new GUIStyle { padding = new RectOffset(20, 0, 0, 0) }))) {
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RenderShowPatchingNotifications();
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RenderShowCompilingUnsupportedNotifications();
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}
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EditorGUILayout.Space();
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}
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EditorGUILayout.Space();
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using (new EditorGUILayout.HorizontalScope()) {
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GUILayout.FlexibleSpace();
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HotReloadWindow.RenderShowOnStartup();
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}
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}
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}
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}
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}
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if (!EditorCodePatcher.LoginNotRequired && currentState.trialLicense && currentState.running) {
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using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionOuterBoxCompact)) {
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using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionInnerBoxWide)) {
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using (new EditorGUILayout.VerticalScope()) {
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RenderPromoCodeSection();
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}
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}
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}
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}
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using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionOuterBoxCompact)) {
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using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionInnerBoxWide)) {
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using (new EditorGUILayout.VerticalScope()) {
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RenderOnDevice();
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}
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}
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}
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}
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}
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}
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void RenderUnityAutoRefresh() {
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var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Allow to manage Unity's Auto Compile settings (recommended)"), HotReloadPrefs.AllowDisableUnityAutoRefresh);
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if (newSettings != HotReloadPrefs.AllowDisableUnityAutoRefresh) {
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HotReloadPrefs.AllowDisableUnityAutoRefresh = newSettings;
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}
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string toggleDescription;
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if (HotReloadPrefs.AllowDisableUnityAutoRefresh) {
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toggleDescription = "Hot Reload will manage Unity's Auto Refresh and Script Compilation settings when it's running. Previous settings will be restored when Hot Reload is stopped.";
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} else {
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toggleDescription = "Enable to allow Hot Reload to manage Unity's Auto Refresh and Script Compilation settings when it's running. If enabled, previous settings will be restored when Hot Reload is stopped.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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EditorGUILayout.Space(3f);
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}
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void RenderAssetRefresh() {
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var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Asset refresh (recommended)"), HotReloadPrefs.AllAssetChanges);
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if (newSettings != HotReloadPrefs.AllAssetChanges) {
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HotReloadPrefs.AllAssetChanges = newSettings;
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// restart when setting changes
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if (ServerHealthCheck.I.IsServerHealthy) {
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var restartServer = EditorUtility.DisplayDialog("Hot Reload",
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$"When changing 'Asset refresh', the Hot Reload server must be restarted for this to take effect." +
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"\nDo you want to restart it now?",
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"Restart server", "Don't restart");
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if (restartServer) {
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EditorCodePatcher.RestartCodePatcher().Forget();
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}
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}
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}
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string toggleDescription;
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if (HotReloadPrefs.AllAssetChanges) {
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toggleDescription = "Hot Reload will refresh changed assets in the project.";
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} else {
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toggleDescription = "Enable to allow Hot Reload to refresh changed assets in the project. All asset types are supported including sprites, prefabs, shaders etc.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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EditorGUILayout.Space(3f);
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}
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void RenderIncludeShaderChanges() {
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HotReloadPrefs.IncludeShaderChanges = EditorGUILayout.BeginToggleGroup(new GUIContent("Refresh shaders"), HotReloadPrefs.IncludeShaderChanges);
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string toggleDescription;
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if (HotReloadPrefs.IncludeShaderChanges) {
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toggleDescription = "Hot Reload will auto refresh shaders. Note that enabling this setting might impact performance.";
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} else {
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toggleDescription = "Enable to auto-refresh shaders. Note that enabling this setting might impact performance";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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}
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void RenderConsoleWindow() {
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if (!HotReloadCli.CanOpenInBackground) {
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return;
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}
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var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Hide console window on start"), HotReloadPrefs.DisableConsoleWindow);
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if (newSettings != HotReloadPrefs.DisableConsoleWindow) {
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HotReloadPrefs.DisableConsoleWindow = newSettings;
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// restart when setting changes
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if (ServerHealthCheck.I.IsServerHealthy) {
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var restartServer = EditorUtility.DisplayDialog("Hot Reload",
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$"When changing 'Hide console window on start', the Hot Reload server must be restarted for this to take effect." +
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"\nDo you want to restart it now?",
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"Restart server", "Don't restart");
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if (restartServer) {
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EditorCodePatcher.RestartCodePatcher().Forget();
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}
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}
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}
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string toggleDescription;
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if (HotReloadPrefs.DisableConsoleWindow) {
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toggleDescription = "Hot Reload will start without creating a console window. Logs can be accessed through \"Help\" tab.";
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} else {
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toggleDescription = "Enable to start Hot Reload without creating a console window.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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EditorGUILayout.Space(3f);
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}
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void RenderAutostart() {
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var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Autostart on Unity open"), HotReloadPrefs.LaunchOnEditorStart);
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if (newSettings != HotReloadPrefs.LaunchOnEditorStart) {
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HotReloadPrefs.LaunchOnEditorStart = newSettings;
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}
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string toggleDescription;
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if (HotReloadPrefs.LaunchOnEditorStart) {
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toggleDescription = "Hot Reload will be launched when Unity project opens.";
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} else {
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toggleDescription = "Enable to launch Hot Reload when Unity project opens.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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EditorGUILayout.Space();
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}
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void RenderShowNotifications() {
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GUILayout.Label("Indications", HotReloadWindowStyles.NotificationsTitleStyle);
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string toggleDescription;
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if (!EditorWindowHelper.supportsNotifications && !UnitySettingsHelper.I.playmodeTintSupported) {
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toggleDescription = "Indications are not supported in the Unity version you use.";
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} else {
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toggleDescription = "Chosen indications are enabled:";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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}
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void RenderShowPatchingNotifications() {
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HotReloadPrefs.ShowPatchingNotifications = EditorGUILayout.BeginToggleGroup(new GUIContent("Patching Indication"), HotReloadPrefs.ShowPatchingNotifications);
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string toggleDescription;
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if (!EditorWindowHelper.supportsNotifications) {
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toggleDescription = "Patching Notification is not supported in the Unity version you use.";
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} else if (!HotReloadPrefs.ShowPatchingNotifications) {
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toggleDescription = "Enable to show GameView and SceneView indications when Patching.";
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} else {
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toggleDescription = "Indications will be shown in GameView and SceneView when Patching.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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}
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void RenderShowCompilingUnsupportedNotifications() {
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HotReloadPrefs.ShowCompilingUnsupportedNotifications = EditorGUILayout.BeginToggleGroup(new GUIContent("Compiling Unsupported Changes Indication"), HotReloadPrefs.ShowCompilingUnsupportedNotifications);
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string toggleDescription;
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if (!EditorWindowHelper.supportsNotifications) {
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toggleDescription = "Compiling Unsupported Changes Notification is not supported in the Unity version you use.";
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} else if (!HotReloadPrefs.ShowCompilingUnsupportedNotifications) {
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toggleDescription = "Enable to show GameView and SceneView indications when compiling unsupported changes.";
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} else {
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toggleDescription = "Indications will be shown in GameView and SceneView when compiling unsupported changes.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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}
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void RenderAutoRecompileUnsupportedChanges() {
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HotReloadPrefs.AutoRecompileUnsupportedChanges = EditorGUILayout.BeginToggleGroup(new GUIContent("Auto recompile unsupported changes (recommended)"), HotReloadPrefs.AutoRecompileUnsupportedChanges && EditorCodePatcher.autoRecompileUnsupportedChangesSupported);
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string toggleDescription;
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if (!EditorCodePatcher.autoRecompileUnsupportedChangesSupported) {
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toggleDescription = "Auto recompiling unsupported changes is not supported in the Unity version you use.";
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} else if (HotReloadPrefs.AutoRecompileUnsupportedChanges) {
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toggleDescription = "Hot Reload will recompile when unsupported changes are detected.";
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} else {
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toggleDescription = "Enable to recompile when unsupported changes are detected.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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}
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void RenderAutoRecompilePartiallyUnsupportedChanges() {
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HotReloadPrefs.AutoRecompilePartiallyUnsupportedChanges = EditorGUILayout.BeginToggleGroup(new GUIContent("Include partially unsupported changes"), HotReloadPrefs.AutoRecompilePartiallyUnsupportedChanges);
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string toggleDescription;
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if (HotReloadPrefs.AutoRecompilePartiallyUnsupportedChanges) {
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toggleDescription = "Hot Reload will recompile partially unsupported changes.";
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} else {
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toggleDescription = "Enable to recompile partially unsupported changes.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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}
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void RenderAutoRecompileUnsupportedChangesImmediately() {
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HotReloadPrefs.AutoRecompileUnsupportedChangesImmediately = EditorGUILayout.BeginToggleGroup(new GUIContent("Recompile immediately"), HotReloadPrefs.AutoRecompileUnsupportedChangesImmediately);
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string toggleDescription;
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if (HotReloadPrefs.AutoRecompileUnsupportedChangesImmediately) {
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toggleDescription = "Unsupported changes will be recompiled immediately.";
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} else {
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toggleDescription = "Unsupported changes will be recompiled when editor is focused. Enable to recompile immediately.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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}
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void RenderAutoRecompileUnsupportedChangesInPlayMode() {
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HotReloadPrefs.AutoRecompileUnsupportedChangesInPlayMode = EditorGUILayout.BeginToggleGroup(new GUIContent("Recompile in Play Mode"), HotReloadPrefs.AutoRecompileUnsupportedChangesInPlayMode);
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string toggleDescription;
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if (HotReloadPrefs.AutoRecompileUnsupportedChangesInPlayMode) {
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toggleDescription = "Hot Reload will exit Play Mode to recompile unsupported changes.";
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} else {
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toggleDescription = "Enable to auto exit Play Mode to recompile unsupported changes.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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}
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void RenderAutoRecompileUnsupportedChangesOnExitPlayMode() {
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HotReloadPrefs.AutoRecompileUnsupportedChangesOnExitPlayMode = EditorGUILayout.BeginToggleGroup(new GUIContent("Recompile on exit Play Mode"), HotReloadPrefs.AutoRecompileUnsupportedChangesOnExitPlayMode);
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string toggleDescription;
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if (HotReloadPrefs.AutoRecompileUnsupportedChangesOnExitPlayMode) {
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toggleDescription = "Hot Reload will recompile unsupported changes when exiting Play Mode.";
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} else {
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toggleDescription = "Enable to recompile unsupported changes when exiting Play Mode.";
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}
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EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
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EditorGUILayout.EndToggleGroup();
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}
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void RenderOnDevice() {
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HotReloadPrefs.ShowOnDevice = EditorGUILayout.Foldout(HotReloadPrefs.ShowOnDevice, "On-Device", true, HotReloadWindowStyles.FoldoutStyle);
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if (!HotReloadPrefs.ShowOnDevice) {
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return;
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}
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// header with explainer image
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{
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if (headlineStyle == null) {
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// start with textArea for the background and border colors
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headlineStyle = new GUIStyle(GUI.skin.label) {
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fontStyle = FontStyle.Bold,
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alignment = TextAnchor.MiddleLeft
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};
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headlineStyle.normal.textColor = HotReloadWindowStyles.H2TitleStyle.normal.textColor;
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// bg color
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if (HotReloadWindowStyles.IsDarkMode) {
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headlineStyle.normal.background = EditorTextures.DarkGray40;
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} else {
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headlineStyle.normal.background = EditorTextures.LightGray225;
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}
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// layout
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headlineStyle.padding = new RectOffset(8, 8, 0, 0);
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headlineStyle.margin = new RectOffset(6, 6, 6, 6);
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}
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GUILayout.Space(9f); // space between logo and headline
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GUILayout.Label("Make changes to a build running on-device",
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headlineStyle, GUILayout.MinHeight(EditorGUIUtility.singleLineHeight * 1.4f));
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// image showing how Hot Reload works with a phone
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// var bannerBox = GUILayoutUtility.GetRect(flowchart.width * 0.6f, flowchart.height * 0.6f);
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// GUI.DrawTexture(bannerBox, flowchart, ScaleMode.ScaleToFit);
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}
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GUILayout.Space(16f);
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//ButtonToOpenBuildSettings();
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{
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GUILayout.Label("Manual connect", HotReloadWindowStyles.H3TitleStyle);
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EditorGUILayout.Space();
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GUILayout.BeginHorizontal();
|
||||
|
||||
// indent all controls (this works with non-labels)
|
||||
GUILayout.Space(16f);
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
string text;
|
||||
var ip = IpHelper.GetIpAddressCached();
|
||||
if (string.IsNullOrEmpty(ip)) {
|
||||
text = $"If auto-pair fails, find your local IP in OS settings, and use this format to connect: '{{ip}}:{RequestHelper.port}'";
|
||||
} else {
|
||||
text = $"If auto-pair fails, use this IP and port to connect: {ip}:{RequestHelper.port}" +
|
||||
"\nMake sure you are on the same LAN/WiFi network";
|
||||
}
|
||||
GUILayout.Label(text, HotReloadWindowStyles.H3TitleWrapStyle);
|
||||
|
||||
if (!currentState.isServerHealthy) {
|
||||
DrawHorizontalCheck(ServerHealthCheck.I.IsServerHealthy,
|
||||
"Hot Reload is running",
|
||||
"Hot Reload is not running",
|
||||
hasFix: false);
|
||||
}
|
||||
|
||||
if (!HotReloadPrefs.ExposeServerToLocalNetwork) {
|
||||
var summary = $"Enable '{new ExposeServerOption().ShortSummary}'";
|
||||
DrawHorizontalCheck(HotReloadPrefs.ExposeServerToLocalNetwork,
|
||||
summary,
|
||||
summary);
|
||||
}
|
||||
|
||||
// explainer image that shows phone needs same wifi to auto connect ?
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
GUILayout.Space(16f);
|
||||
|
||||
// loading again is smooth, pretty sure AssetDatabase.LoadAssetAtPath is caching -Troy
|
||||
var settingsObject = HotReloadSettingsEditor.LoadSettingsOrDefault();
|
||||
var so = new SerializedObject(settingsObject);
|
||||
|
||||
// if you build for Android now, will Hot Reload work?
|
||||
{
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Build Settings Checklist", HotReloadWindowStyles.H3TitleStyle);
|
||||
EditorGUI.BeginDisabledGroup(isSupported);
|
||||
// One-click to change each setting to the supported value
|
||||
if (GUILayout.Button("Fix All", GUILayout.MaxWidth(90f))) {
|
||||
FixAllUnsupportedSettings(so);
|
||||
}
|
||||
EditorGUI.EndDisabledGroup();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
|
||||
// NOTE: After user changed some build settings, window may not immediately repaint
|
||||
// (e.g. toggle Development Build in Build Settings window)
|
||||
// We could show a refresh button (to encourage the user to click the window which makes it repaint).
|
||||
DrawSectionCheckBuildSupport(so);
|
||||
}
|
||||
|
||||
|
||||
GUILayout.Space(16f);
|
||||
|
||||
// Settings checkboxes (Hot Reload options)
|
||||
{
|
||||
GUILayout.Label("Options", HotReloadWindowStyles.H3TitleStyle);
|
||||
if (settingsObject) {
|
||||
optionsSection.DrawGUI(so);
|
||||
}
|
||||
}
|
||||
GUILayout.FlexibleSpace(); // needed otherwise vertical scrollbar is appearing for no reason (Unity 2021 glitch perhaps)
|
||||
}
|
||||
|
||||
private void RenderLicenseInfoSection() {
|
||||
HotReloadRunTab.RenderLicenseInfo(
|
||||
_window.RunTabState,
|
||||
currentState.loginStatus,
|
||||
verbose: true,
|
||||
allowHide: false,
|
||||
overrideActionButton: "Activate License",
|
||||
showConsumptions: true
|
||||
);
|
||||
}
|
||||
|
||||
private void RenderPromoCodeSection() {
|
||||
_window.RunTab.RenderPromoCodes();
|
||||
}
|
||||
|
||||
public void FocusLicenseFoldout() {
|
||||
HotReloadPrefs.ShowLogin = true;
|
||||
}
|
||||
|
||||
// note: changing scripting backend does not force Unity to recreate the GUI, so need to check it when drawing.
|
||||
private ScriptingImplementation ScriptingBackend => HotReloadBuildHelper.GetCurrentScriptingBackend();
|
||||
private ManagedStrippingLevel StrippingLevel => HotReloadBuildHelper.GetCurrentStrippingLevel();
|
||||
public bool isSupported = true;
|
||||
|
||||
/// <summary>
|
||||
/// These options are drawn in the On-device tab
|
||||
/// </summary>
|
||||
// new on-device options should be added here
|
||||
public static readonly IOption[] allOptions = new IOption[] {
|
||||
new ExposeServerOption(),
|
||||
IncludeInBuildOption.I,
|
||||
new AllowAndroidAppToMakeHttpRequestsOption(),
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Change each setting to the value supported by Hot Reload
|
||||
/// </summary>
|
||||
private void FixAllUnsupportedSettings(SerializedObject so) {
|
||||
if (!isCurrentBuildTargetSupported.Value) {
|
||||
// try switch to Android platform
|
||||
// (we also support Standalone but HotReload on mobile is a better selling point)
|
||||
if (!TrySwitchToStandalone()) {
|
||||
// skip changing other options (user won't readthe gray text) - user has to click Fix All again
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var buildOption in allOptions) {
|
||||
if (!buildOption.GetValue(so)) {
|
||||
buildOption.SetValue(so, true);
|
||||
}
|
||||
}
|
||||
so.ApplyModifiedProperties();
|
||||
var settingsObject = so.targetObject as HotReloadSettingsObject;
|
||||
if (settingsObject) {
|
||||
// when you click fix all, make sure to save the settings, otherwise ui does not update
|
||||
HotReloadSettingsEditor.EnsureSettingsCreated(settingsObject);
|
||||
}
|
||||
|
||||
if (!EditorUserBuildSettings.development) {
|
||||
EditorUserBuildSettings.development = true;
|
||||
}
|
||||
|
||||
HotReloadBuildHelper.SetCurrentScriptingBackend(ScriptingImplementation.Mono2x);
|
||||
HotReloadBuildHelper.SetCurrentStrippingLevel(ManagedStrippingLevel.Disabled);
|
||||
}
|
||||
|
||||
public static bool TrySwitchToStandalone() {
|
||||
BuildTarget buildTarget;
|
||||
if (Application.platform == RuntimePlatform.LinuxEditor) {
|
||||
buildTarget = BuildTarget.StandaloneLinux64;
|
||||
} else if (Application.platform == RuntimePlatform.WindowsEditor) {
|
||||
buildTarget = BuildTarget.StandaloneWindows64;
|
||||
} else if (Application.platform == RuntimePlatform.OSXEditor) {
|
||||
buildTarget = BuildTarget.StandaloneOSX;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
var current = EditorUserBuildSettings.activeBuildTarget;
|
||||
if (current == buildTarget) {
|
||||
return true;
|
||||
}
|
||||
var confirmed = EditorUtility.DisplayDialog("Switch Build Target",
|
||||
"Switching the build target can take a while depending on project size.",
|
||||
$"Switch to Standalone", "Cancel");
|
||||
if (confirmed) {
|
||||
EditorUserBuildSettings.SwitchActiveBuildTargetAsync(BuildTargetGroup.Standalone, buildTarget);
|
||||
Log.Info($"Build target is switching to {buildTarget}.");
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Section that user can check before making a Unity Player build.
|
||||
/// </summary>
|
||||
/// <param name="so"></param>
|
||||
/// <remarks>
|
||||
/// This section is for confirming your build will work with Hot Reload.<br/>
|
||||
/// Options that can be changed after the build is made should be drawn elsewhere.
|
||||
/// </remarks>
|
||||
public void DrawSectionCheckBuildSupport(SerializedObject so) {
|
||||
isSupported = true;
|
||||
var selectedPlatform = currentBuildTarget.Value;
|
||||
DrawHorizontalCheck(isCurrentBuildTargetSupported.Value,
|
||||
$"The {selectedPlatform.ToString()} platform is selected",
|
||||
$"The current platform is {selectedPlatform.ToString()} which is not supported");
|
||||
|
||||
using (new EditorGUI.DisabledScope(!isCurrentBuildTargetSupported.Value)) {
|
||||
foreach (var option in allOptions) {
|
||||
DrawHorizontalCheck(option.GetValue(so),
|
||||
$"Enable \"{option.ShortSummary}\"",
|
||||
$"Enable \"{option.ShortSummary}\"");
|
||||
}
|
||||
|
||||
DrawHorizontalCheck(EditorUserBuildSettings.development,
|
||||
"Development Build is enabled",
|
||||
"Enable \"Development Build\"");
|
||||
|
||||
DrawHorizontalCheck(ScriptingBackend == ScriptingImplementation.Mono2x,
|
||||
$"Scripting Backend is set to Mono",
|
||||
$"Set Scripting Backend to Mono");
|
||||
|
||||
DrawHorizontalCheck(StrippingLevel == ManagedStrippingLevel.Disabled,
|
||||
$"Stripping Level = {StrippingLevel}",
|
||||
$"Stripping Level = {StrippingLevel}",
|
||||
suggestedSolutionText: "Code stripping needs to be disabled to ensure that all methods are available for patching."
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw a box with a tick or warning icon on the left, with text describing the tick or warning
|
||||
/// </summary>
|
||||
/// <param name="condition">The condition to check. True to show a tick icon, False to show a warning.</param>
|
||||
/// <param name="okText">Shown when condition is true</param>
|
||||
/// <param name="notOkText">Shown when condition is false</param>
|
||||
/// <param name="suggestedSolutionText">Shown when <paramref name="condition"/> is false</param>
|
||||
void DrawHorizontalCheck(bool condition, string okText, string notOkText = null, string suggestedSolutionText = null, bool hasFix = true) {
|
||||
if (okText == null) {
|
||||
throw new ArgumentNullException(nameof(okText));
|
||||
}
|
||||
if (notOkText == null) {
|
||||
notOkText = okText;
|
||||
}
|
||||
|
||||
// include some horizontal space around the icon
|
||||
var boxWidth = GUILayout.Width(EditorGUIUtility.singleLineHeight * 1.31f);
|
||||
var height = GUILayout.Height(EditorGUIUtility.singleLineHeight * 1.01f);
|
||||
GUILayout.BeginHorizontal(HotReloadWindowStyles.BoxStyle, height, GUILayout.ExpandWidth(true));
|
||||
var style = HotReloadWindowStyles.NoPaddingMiddleLeftStyle;
|
||||
var iconRect = GUILayoutUtility.GetRect(
|
||||
Mathf.Round(EditorGUIUtility.singleLineHeight * 1.31f),
|
||||
Mathf.Round(EditorGUIUtility.singleLineHeight * 1.01f),
|
||||
style, boxWidth, height, GUILayout.ExpandWidth(false));
|
||||
// rounded so we can have pixel perfect black circle bg
|
||||
iconRect.Set(Mathf.Round(iconRect.x), Mathf.Round(iconRect.y), Mathf.CeilToInt(iconRect.width),
|
||||
Mathf.CeilToInt(iconRect.height));
|
||||
var text = condition ? okText : notOkText;
|
||||
var icon = condition ? iconCheck : iconWarning;
|
||||
if (GUI.enabled) {
|
||||
DrawBlackCircle(iconRect);
|
||||
// resource can be null when building player (Editor Resources not available)
|
||||
if (icon) {
|
||||
GUI.DrawTexture(iconRect, icon, ScaleMode.ScaleToFit);
|
||||
}
|
||||
} else {
|
||||
// show something (instead of hiding) so that layout stays same size
|
||||
DrawDisabledCircle(iconRect);
|
||||
}
|
||||
GUILayout.Space(4f);
|
||||
GUILayout.Label(text, style, height);
|
||||
|
||||
if (!condition && hasFix) {
|
||||
isSupported = false;
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
if (!condition && !String.IsNullOrEmpty(suggestedSolutionText)) {
|
||||
// suggest to the user how they can resolve the issue
|
||||
EditorGUI.indentLevel++;
|
||||
GUILayout.Label(suggestedSolutionText, HotReloadWindowStyles.WrapStyle);
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
|
||||
void DrawDisabledCircle(Rect rect) => DrawCircleIcon(rect,
|
||||
Resources.Load<Texture>("icon_circle_gray"),
|
||||
Color.clear); // smaller circle draws less attention
|
||||
|
||||
void DrawBlackCircle(Rect rect) => DrawCircleIcon(rect,
|
||||
Resources.Load<Texture>("icon_circle_black"),
|
||||
new Color(0.14f, 0.14f, 0.14f)); // black is too dark in unity light theme
|
||||
|
||||
void DrawCircleIcon(Rect rect, Texture circleIcon, Color borderColor) {
|
||||
// Note: drawing texture from resources is pixelated on the edges, so it has some transperancy around the edges.
|
||||
// While building for Android, Resources.Load returns null for our editor Resources.
|
||||
if (circleIcon != null) {
|
||||
GUI.DrawTexture(rect, circleIcon, ScaleMode.ScaleToFit);
|
||||
}
|
||||
|
||||
// Draw smooth circle border
|
||||
const float borderWidth = 2f;
|
||||
GUI.DrawTexture(rect, EditorTextures.White, ScaleMode.ScaleToFit, true,
|
||||
0f,
|
||||
borderColor,
|
||||
new Vector4(borderWidth, borderWidth, borderWidth, borderWidth),
|
||||
Mathf.Min(rect.height, rect.width) / 2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user