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Website may be up and down over next few months. I'm currently doing a complete overhaul of everything.
Going back to simple individual .htm pages, new overall site theme, sanitizing and cleaning up html of all
pages and blog posts, attempting to implement a new tooling and publishing system etc etc.
Below is a post I made on stack overflow. -------------------------- Stack Overflow. We meet again. /Sigh Is it just me or is anybody else getting wacky messages from Directory.CreateDirectory. Is it just me or do other people have code that has been running flawlessly for years only to suddenly go poof at random for no reason even, when that code has not been changed at all? Running with windows 10, VS2019. All projects are .NET Core 3.1 or .NET Std 2.0/2.1. Anyway, I have this code ISettingsProvider that gets implemented by my class for managing app settings. (Stored in xml format) In that class constructor I pass in a string representing the file path to the xml file were the settings will be stored. If the file does not already exist I grab the folder path ala Path.GetDirectoryName and check if it exists and if it does not create it, then write out a empty setting file to that folder. Other wise do nothing because we are about to read the data from the file immediately afterwards. Below is the constructor for that class. Again this code has been working flawlessly for me for years, across multiple platforms versions and projects, .net pcl 3.5 4.6 .NET Std, Unity3D etc etc /// <summary>
/// Initializes a new instance of the <see cref="XmlSettingsProvider"/> class.
/// </summary>
/// <param name="fileName">
/// The file name.
/// </param>
/// <param name="create"><c>true</c> Create the settings file immediately if one does not exist.</param>
/// <exception cref="ArgumentNullException">
/// If <see cref="fileName"/> is null or empty.
/// </exception>
public XmlSettingsProvider(string fileName, bool create)
{
if (string.IsNullOrEmpty(fileName))
{
throw new ArgumentNullException(nameof(fileName));
}
var directoryName = Path.GetDirectoryName(fileName);
if (directoryName != null && directoryName.IndexOfAny(Path.GetInvalidPathChars()) != -1)
{
throw new Exception("Invalid path characters detected!");
}
var name = Path.GetFileName(fileName);
if (name != null && name.IndexOfAny(Path.GetInvalidFileNameChars()) != -1)
{
throw new Exception("Invalid filename characters detected!");
}
this.readDelayInSeconds = 5;
this.FileName = fileName;
if (create && !File.Exists(fileName))
{
var doc = new XmlDocument();
var declaration = doc.CreateXmlDeclaration("1.0", null, null);
var settings = doc.CreateElement("settings");
doc.AppendChild(settings);
doc.InsertBefore(declaration, doc.DocumentElement);
Directory.CreateDirectory(directoryName);
using (var stream = new FileStream(fileName, FileMode.OpenOrCreate, FileAccess.Write, FileShare.None))
{
doc.Save(stream);
}
}
this.Read();
}
The problem is with Directory.CreateDirectory. I am trying to create a directory at "d:\documents\StockWatchWpfCore" where "d:\documents" exists and is my windows 10 "My Documents" folder and the "d:\documents\StockWatchWpfCore" does not yet exist.
I thought maybe it was windows 10 Ransomware detection preventing my app from creating a folder in "d:\documents" because I have "d:\documents" added as a protected folder. But I am not getting any messages in Block History stating my app is being blocked.
To make matters worse, or more confusing, the exception info that is being raised is not what you would expect.
The exception data being thrown.
Call Stack
at System.IO.FileSystem.CreateDirectory(String fullPath, Byte[] securityDescriptor)
at System.IO.Directory.CreateDirectory(String path)
at Codefarts.AppCore.SettingProviders.Xml.XmlSettingsProvider..ctor(String fileName, Boolean create) in P:\Code Projects\Codefarts.AppCore\Setting Providers\Codefarts.AppCore.SettingProviders.Xml\XmlSettingsProvider.cs:line 142
at Codefarts.AppCore.SettingProviders.Xml.XmlSettingsProvider..ctor(String fileName) in P:\Code Projects\Codefarts.AppCore\Setting Providers\Codefarts.AppCore.SettingProviders.Xml\XmlSettingsProvider.cs:line 162
at Codefarts.WpfAppBootstrapper.BootstrappedApp.OnStartup(StartupEventArgs e) in P:\Code Projects\Codefarts.WpfAppBootstrapper\BootstrappedApp.cs:line 63
at System.Windows.Application.<.ctor>b__1_0(Object unused)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.DispatcherOperation.InvokeImpl()
at System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state)
at MS.Internal.CulturePreservingExecutionContext.CallbackWrapper(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
Source
"System.IO.FileSystem"
Message
"Could not find file 'd:\\Documents\\StockWatchWpfCore'."
InnerException
null
Did you notice the error message? "Could not find file 'd:\\Documents\\StockWatchWpfCore'." File? I'm working with directories not files?!?!
The plot thickens ......
So in another part of my code I have hooked into the AppDomain.ResolveAssemblies event. Interestingly as soon as I step into Directory.CreateDirectory the ResolveAssemblies event gets fired 2 times both with the same request
Name
"System.IO.FileSystem.resources, Version=4.1.2.0, Culture=en-US, PublicKeyToken=b03f5f7f11d50a3a"
RequestingAssembly
{System.IO.FileSystem, Version=4.1.2.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a}
My assembly resolve event code
private Assembly ResolveAssemblies(object sender, System.ResolveEventArgs args)
{
var folderPaths = new List<string>(this.AssemblySearchFolders);
folderPaths.Add(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location));
var filter = new AssemblyName(args.Name);
foreach (var folderPath in folderPaths)
{
if (!Directory.Exists(folderPath))
{
continue;
}
var fileMatches = Directory.GetFiles(folderPath, filter.Name + ".dll", SearchOption.AllDirectories);
var assemblyPath = fileMatches.FirstOrDefault();
if (!string.IsNullOrWhiteSpace(assemblyPath) && File.Exists(assemblyPath))
{
return Assembly.LoadFrom(assemblyPath);
}
}
return null;
}
BTW "this.AssemblySearchFolders" is an empty collection. It's just there in case I want to search other locations other then the app install folder.
Ok so at this point it seems like .net is trying to resolve a missing assembly reference that it can't find on it's own. So I opened up my project containing the XmlSettingsProvider implementation. That project is a .NET Core 3.1 project type with this project info
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netcoreapp3.1</TargetFramework>
<AssemblyVersion>2020.5.10.9</AssemblyVersion>
<FileVersion>2020.5.10.9</FileVersion>
</PropertyGroup>
<PropertyGroup>
<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\Codefarts.AppCoreNETStd\Codefarts.AppCoreNETStd2.csproj" />
</ItemGroup>
</Project>
Notice that after I started having this issue I made sure to include the CopyLocalLockFileAssemblies property in my .csproj file. But it does not copy any references to the bin folder like "System.IO.FileSystem".
Ok, so then I tried to do a nuget search for System.IO.FileSystem and found this https://www.nuget.org/packages/System.IO.FileSystem/4.3.0?_src=template
It appears to support .NET Standard 1.3 but no mention of .NET Core. I added the nuget reference anyway and did a rebuild then ran my app again and still the same issue. No System.IO.FileSystem.dll being copied to the bin folder and AssemblyResolve event still being fired still looking for missing assembly references.
It's at this point I'm running out of ideas and am at the limit of my understandings. Also the googles is not helping. It's frustrating because the XmlSettingsProvider code has not changed and has been working fine for the last two weeks.. All of a sudden it decides to pipe up and start giving my this error last two days.
As a simplified test I started a new .Net Core 3.1 console app with this code and I get the same issue with not being able to resolve System.IO.FileSystem
using System;
using System.IO;
namespace assembly_resolve
{
class Program
{
static void Main(string[] args)
{
AppDomain.CurrentDomain.AssemblyResolve += CurrentDomain_AssemblyResolve;
Directory.CreateDirectory(@"d:\documents\wpfcore");
}
private static System.Reflection.Assembly CurrentDomain_AssemblyResolve(object sender, ResolveEventArgs args)
{
return args.RequestingAssembly;
}
}
}
Also as a test of my sanity I wrote this linqPad6 test code.
void Main()
{
AppDomain.CurrentDomain.AssemblyResolve += (s, e) =>
{
return e.RequestingAssembly;
};
Directory.CreateDirectory(@"d:\documents\WpfCoreTest");
}
The test code does not fire the AssemblyResolve event as I new it would not. Also tried obligatory system shutdown and reboot to no avail. So it would seem that there are architecture/behaviour changes moving from .NET Framework to .NET Core. Ala -> https://docs.microsoft.com/en-us/dotnet/api/system.appdomain.assemblyresolve?view=netcore-3.1
Also tried a hail marry via this (Shameless plug) http://www.createdbyx.com/createdbyx/post/2016/07/02/MSBuild-Recursively-Copy-Indirect-Project-Dependencies-to-bin.aspx But still no success.
So in conclusion I need to somehow instruct .net where to find the assembly "System.IO.FileSystem" digery do so it can "Do the thing"
Pweaze Halp!
==========================
UPDATE: The next day. Was up thinking about it all night. My whole mindset was toward something going wrong with .NET Core, or some kind of user permissions etc so I created additional console projects in C# and VS2019 targeting .NET Framework 4 Client Profile, 4.6, 4.7, .NET Core 3.1 all of them did not work and throw the same error when trying to create a directory. Now I know they have worked in the past but could not figure out why it has stopped working. I also tried running vs2019 in administrator mode to no avail. What is going on?
I noticed the version number of the assembly it was trying to look for "System.IO.FileSystem.resources, Version=4.1.2.0, ..." When I look at the [nuget package][1] that package has no version 4.1.2.0. Additionally when I look in my "C:\Users\Dean\.nuget\packages\system.io.filesystem" folder there is no corresponding folder for 4.1.2.
So my thinking now is that something has gone horribly wrong on my system and is not my code at all.
Then I tried turning off windows ransomware protection and .... what the hell ... it started working. Which makes things more interesting because of the fact that there is no block history reports in windows ransomware protection indicating that it is protecting my system from my own application code?!!?! But I get block history notifications and reports every other day from other applications on my system. As a side note I do have vs2019 devenv.exe added as an allowed app.
Added my application .exe to "Add an app through Controlled folder access" and voila it's working. Also modified the application code and re ran it to check if ransomware protection would detect a different version of my app and it did not. So that suggests it's not doing any type of crc/file contents comparison check from when the block rule was first created.
I'm wondering if it's because it's a .net application that ransomware protection does not report block history. In any case the issue has been tracked down, my sanity has been restored, and I am in the process of filing a bug report via the "Give us feedback" link located on the right of the ransomware protection window.
e9cae77c-d8d2-49dc-9276-d5876db35224|0|.0
/// <summary>
/// Determines whether an enum has been marked Obsolete.
/// </summary>
/// <param name="value">The enum value to check against.</param>
/// <returns>
/// <c>true</c> if marked obsolete; otherwise, <c>false</c>.
/// </returns>
public static bool IsEnumObsolete(this Enum value)
{
var fi = value.GetType().GetField(value.ToString());
var attributes = (ObsoleteAttribute[])fi.GetCustomAttributes(typeof(ObsoleteAttribute), false);
return attributes.Length > 0;
}
be7a966d-9156-44a5-9022-2764949e4101|0|.0
/// <summary>Removes any items in a list that match a criteria</summary>
/// <param name="list">The list.</param>
/// <param name="predicate">The callback used to determine weather or not the item in the list should be removed.</param>
/// <exception cref="ArgumentNullException"><paramref name="predicate"/> is <see langword="null"/></exception>
public static void RemoveAny(this IList list, Predicate<object> predicate )
{
if (predicate == null)
{
throw new ArgumentNullException("predicate");
}
for (var i = list.Count - 1; i >= 0; i--)
{
var item = list[i];
if (predicate(item))
{
list.RemoveAt(i);
}
}
}
80d21f91-fd7e-43d4-875e-f30bfe5ab5fd|0|.0
/// <summary>Gets the value associated with the specified key and casts the value to the desired type.</summary>
/// <returns>true if the <see cref="T:System.Collections.Generic.Dictionary`2" /> contains an element with the specified key; otherwise, false.</returns>
/// <param name="dictionary">The dictionary to retrieve the value from.</param>
/// <param name="key">The key of the value to get.</param>
/// <param name="value">When this method returns, contains the value associated with the specified key, if the key is found; otherwise, the default value for the type of the <paramref name="value" /> parameter. This parameter is passed uninitialized.</param>
public static bool TryGetValueCast<T, V, C>(this IDictionary<T, V> dictionary, T name, out C value)
{
return TryGetValueCast(dictionary, name, out value, default(C));
}
/// <summary>Gets the value associated with the specified key and casts the value to the desired type.</summary>
/// <returns>true if the <see cref="T:System.Collections.Generic.Dictionary`2" /> contains an element with the specified key; otherwise, false.</returns>
/// <param name="dictionary">The dictionary to retrieve the value from.</param>
/// <param name="key">The key of the value to get.</param>
/// <param name="value">When this method returns, contains the value associated with the specified key, if the key is found; otherwise, the default value for the type of the <paramref name="value" /> parameter. This parameter is passed uninitialized.</param>
/// <param name="defaultValue">The default value to return if unable to fetch using key.</param>
public static bool TryGetValueCast<T, V, C>(this IDictionary<T, V> dictionary, T key, out C value, C defaultValue)
{
if (dictionary == null)
{
throw new ArgumentNullException("dictionary");
}
try
{
value = (C)Convert.ChangeType(dictionary[key], typeof(C));
}
catch
{
value = defaultValue;
return false;
}
return true;
}
e7c04853-9d7e-401a-8c66-abe7d4656c5f|0|.0
I needed to add tab key support to a GUI.TextArea and soon discovered it was not quite as easy as I had originally thought. I have provided two code examples below. The first example is simplified and the second example is more complex that wraps TextArea controls inside of parent control.
With these examples you can type text in a TextArea/TextField and press the tab key to insert 4 spaces, or press Shift+Tab to move the line 4 spaces to the left if the area is clear.
I have also provided a third advanced example from my UIControls library to give an example of a real word usage scenario. This third example synchronizes my TextBox control with the unity’s TextEditor. My TextBox control has similar properties as Winforms TextBox.
Simplified example
using System;
using UnityEditor;
using UnityEngine;
public class TextAreaTabSupport : EditorWindow
{
private int lastKBFocus = -1;
private string textA = string.Empty;
private string textB = string.Empty;
private string textC = string.Empty;
[MenuItem("Test/Text Area Tab Support")]
public static void ShowWindow()
{
GetWindow<TextAreaTabSupport>().Show();
}
public void OnGUI()
{
var current = Event.current;
GUI.SetNextControlName("testa");
if (GUI.GetNameOfFocusedControl() == "testa" && this.lastKBFocus == GUIUtility.keyboardControl)
{
if (current.type == EventType.KeyDown || current.type == EventType.KeyUp)
{
if (current.isKey && (current.keyCode == KeyCode.Tab || current.character == '\t'))
{
if (current.type == EventType.KeyUp)
{
var te = (TextEditor)GUIUtility.GetStateObject(typeof(TextEditor), GUIUtility.keyboardControl);
if (!current.shift)
{
for (var i = 0; i < 4; i++)
{
te.Insert(' ');
}
}
else
{
var min = Math.Min(te.cursorIndex, te.selectIndex);
var index = min;
var temp = te.text;
for (var i = 1; i < 5; i++)
{
if ((min - i) < 0 || temp[min - i] != ' ')
{
break;
}
index = min - i;
}
if (index < min)
{
te.selectIndex = index;
te.cursorIndex = min;
te.ReplaceSelection(string.Empty);
}
}
this.textA = te.text;
}
current.Use();
}
}
}
this.textA = GUI.TextArea(new Rect(0, 40, 100, 100), this.textA);
if (GUI.GetNameOfFocusedControl() == "testa" && current.type == EventType.KeyDown || current.type == EventType.KeyUp)
{
this.lastKBFocus = GUIUtility.keyboardControl;
}
GUI.SetNextControlName("testb");
this.textB = GUI.TextArea(new Rect(110, 40, 100, 100), this.textB);
GUI.SetNextControlName("testc");
this.textC = GUI.TextField(new Rect(220, 40, 100, 30), this.textC);
if (GUI.Button(new Rect(10, 110, 50, 25), "Click"))
{
}
}
}
And a more complex example
using System;
using UnityEditor;
using UnityEngine;
public class TextAreaTabSupport : EditorWindow
{
private Vector2 scroll;
private int lastKBFocus = -1;
private string textA = string.Empty;
private string textB = string.Empty;
private string textC = string.Empty;
[MenuItem("Test/Text Area Tab Support")]
public static void ShowWindow()
{
GetWindow<TextAreaTabSupport>().Show();
}
public void OnGUI()
{
var current = Event.current;
GUI.SetNextControlName("scroller");
using (var scroll = new GUI.ScrollViewScope(new Rect(Vector2.zero, new Vector2(330, 150)), this.scroll, new Rect(Vector2.zero, new Vector2(330, 150))))
{
this.scroll = scroll.scrollPosition;
if (GUI.GetNameOfFocusedControl() == "testa" && this.lastKBFocus == GUIUtility.keyboardControl)
{
if (current.type == EventType.KeyDown || current.type == EventType.KeyUp)
{
if (current.isKey && (current.keyCode == KeyCode.Tab || current.character == '\t'))
{
if (current.type == EventType.KeyUp)
{
var te = (TextEditor)GUIUtility.GetStateObject(typeof(TextEditor), GUIUtility.keyboardControl);
if (!current.shift)
{
for (var i = 0; i < 4; i++)
{
te.Insert(' ');
}
}
else
{
var min = Math.Min(te.cursorIndex, te.selectIndex);
var index = min;
var temp = te.text;
for (var i = 1; i < 5; i++)
{
if ((min - i) < 0 || temp[min - i] != ' ')
{
break;
}
index = min - i;
}
if (index < min)
{
te.selectIndex = index;
te.cursorIndex = min;
te.ReplaceSelection(string.Empty);
}
}
this.textA = te.text;
}
current.Use();
}
}
}
using (new GUI.GroupScope(new Rect(0, 0, 110, 110)))
{
GUI.SetNextControlName("testa");
this.textA = GUI.TextArea(new Rect(0, 4, 100, 100), this.textA);
}
if (this.lastKBFocus != GUIUtility.keyboardControl && (current.type == EventType.KeyDown || current.type == EventType.KeyUp))
{
this.lastKBFocus = GUIUtility.keyboardControl;
}
GUI.SetNextControlName("testb");
this.textB = GUI.TextArea(new Rect(110, 40, 100, 100), this.textB);
GUI.SetNextControlName("testc");
this.textC = GUI.TextField(new Rect(220, 40, 100, 30), this.textC);
if (GUI.Button(new Rect(10, 110, 50, 25), "Click"))
{
}
}
}
}
Advanced example
namespace Codefarts.UIControls.Renderers
{
#if UNITY_5
using System;
using UnityEngine;
/// <summary>
/// Provides a renderer implementation for the <see cref="TextBox"/> control.
/// </summary>
[ControlRenderer(typeof(TextBox))]
public class TextBoxRenderer : BaseRenderer
{
/// <summary>
/// Implemented by inheritors to draw the actual control.
/// </summary>
/// <param name="args">The rendering argument information.</param>
/// <exception cref="System.ArgumentNullException">control</exception>
public override void DrawControl(ControlRenderingArgs args)
{
var textBox = (TextBox)args.Control;
// unity gui does not like null strings
var text = textBox.Text == null ? string.Empty : textBox.Text;
var maxLength = textBox.MaxLength == 0 ? int.MaxValue : textBox.MaxLength;
var rect = new Rect(textBox.Location + args.Offset, textBox.Size);
var hsbVisibility = textBox.HorizontalScrollBarVisibility;
var vsbVisibility = textBox.VerticalScrollBarVisibility;
var alwaysShowHorizontal = hsbVisibility == ScrollBarVisibility.Visible;
var alwaysShowVertical = vsbVisibility == ScrollBarVisibility.Visible;
KeyCode keyCode;
bool isDown;
bool isUp;
string controlName;
this.GetKeyInfoAndSetControlName(textBox, out keyCode, out isDown, out isUp, out controlName, false);
// get style and sync it up
var style = textBox.GetStyle(Control.ControlStyle, true, GUI.skin.textArea);
if (textBox.Font != null)
{
style.SetFontStyle(textBox.Font);
}
var current = Event.current;
int lastKBFocus;
textBox.Properties.TryGetValueCast(ControlDrawingHelpers.LastKeyboardControlID, out lastKBFocus, -1);
var selectionStart = textBox.SelectionStart;
var selectionLength = textBox.SelectionLength;
if (GUI.GetNameOfFocusedControl() == controlName && lastKBFocus == GUIUtility.keyboardControl)
{
var te = (TextEditor)GUIUtility.GetStateObject(typeof(TextEditor), GUIUtility.keyboardControl);
// sync textbox & texteditor selections
this.SyncTextBoxSelection(TextBox.TextBoxSelectionStartChanged, te, textBox);
this.SyncTextBoxSelection(TextBox.TextBoxSelectionLengthChanged, te, textBox);
// process tab key if nessary
text = this.HandleTabKeyPress(ref selectionStart, te, current, textBox, text);
selectionLength = Math.Abs(te.cursorIndex - te.selectIndex);
}
// draw the text area/field control
textBox.Text = this.DrawActualTextControl(textBox, text, rect, alwaysShowHorizontal, alwaysShowVertical, style, maxLength, controlName);
// check if we need to record last keyboard control id
if (GUI.GetNameOfFocusedControl() == controlName && lastKBFocus != GUIUtility.keyboardControl)
{
textBox.Properties[ControlDrawingHelpers.LastKeyboardControlID] = GUIUtility.keyboardControl;
}
// check is text selection changed and sync if nessary
if (textBox.SelectionStart != selectionStart)
{
textBox.SelectionStart = selectionStart;
}
if (textBox.SelectionLength != selectionLength)
{
textBox.SelectionLength = selectionLength;
}
// Handle key events
this.HandleKeyEventsAfterControlDrawn(controlName, keyCode, isDown, textBox, isUp);
// handle mouse enter & leave events
this.HandleMouseEvents(textBox);
}
private string HandleTabKeyPress(ref int selectionStart, TextEditor te, Event current, TextBox textBox, string text)
{
selectionStart = Math.Min(te.cursorIndex, te.selectIndex);
if (current.type == EventType.KeyDown || current.type == EventType.KeyUp)
{
if (current.isKey && (current.keyCode == KeyCode.Tab || current.character == '\t'))
{
// consume the tab key event before drawing the control
if (current.type == EventType.KeyUp && textBox.AcceptsTab)
{
if (!current.shift)
{
for (var i = 0; i < 4; i++)
{
te.Insert(' ');
}
}
else
{
var min = selectionStart;
var index = min;
var temp = te.text;
for (var i = 1; i < 5; i++)
{
if ((min - i) < 0 || temp[min - i] != ' ')
{
break;
}
index = min - i;
}
if (index < min)
{
te.selectIndex = index;
te.cursorIndex = min;
te.ReplaceSelection(string.Empty);
}
}
selectionStart = Math.Min(te.cursorIndex, te.selectIndex);
text = te.text;
}
current.Use();
}
}
return text;
}
private void SyncTextBoxSelection(string name, TextEditor editor, TextBox tb)
{
var props = tb.Properties;
if (props != null)
{
bool changed;
if (props.TryGetValueCast(name, out changed, false) && changed)
{
props[name] = false;
this.SetTextEditorSelection(editor, tb.SelectionStart, tb.SelectionLength);
}
}
}
private void SetTextEditorSelection(TextEditor editor, int start, int length)
{
if (editor.cursorIndex < editor.selectIndex)
{
editor.cursorIndex = start;
editor.selectIndex = start + length;
}
else
{
editor.selectIndex = start;
editor.cursorIndex = start + length;
}
}
protected virtual string DrawActualTextControl(TextBox textBox, string text, Rect rect, bool alwaysShowHorizontal, bool alwaysShowVertical,
GUIStyle style, int maxLength, string controlName)
{
var scrollPosition = new Vector2(-textBox.HorizontalOffset, -textBox.VerticalOffset);
if (textBox.AcceptsReturn)
{
var textSize = GUI.skin.textArea.CalcSize(new GUIContent(text));
var viewRect = new Rect(Vector2.zero, textSize);
viewRect.width = Math.Max(textSize.x, rect.width);
viewRect.height = Math.Max(textSize.y, rect.height);
var drawHorizScroll = viewRect.width > rect.width || alwaysShowHorizontal;
var drawVertScroll = viewRect.height > rect.height || alwaysShowVertical;
var horizRect = new Rect(
0,
rect.height - GUI.skin.horizontalScrollbar.fixedHeight,
rect.width - (drawVertScroll ? GUI.skin.verticalScrollbar.fixedWidth : 0),
GUI.skin.horizontalScrollbar.fixedHeight);
var vertRect = new Rect(
rect.width - GUI.skin.verticalScrollbar.fixedWidth,
0,
GUI.skin.verticalScrollbar.fixedWidth,
rect.height - (drawHorizScroll ? GUI.skin.horizontalScrollbar.fixedHeight : 0));
horizRect.position += rect.position;
vertRect.position += rect.position;
scrollPosition.x = drawHorizScroll ? scrollPosition.x : 0;
scrollPosition.y = drawVertScroll ? scrollPosition.y : 0;
viewRect.position = scrollPosition;
var grpRect = new Rect(
rect.x,
rect.y,
rect.width - (drawVertScroll ? GUI.skin.verticalScrollbar.fixedWidth : 0),
rect.height - (drawHorizScroll ? GUI.skin.horizontalScrollbar.fixedHeight : 0));
using (new GUI.GroupScope(grpRect))
{
// draw background
var brush = textBox.Background;
if (brush != null)
{
BrushExtensions.Draw(brush, new Rect(Vector2.zero, grpRect.size));
}
GUI.SetNextControlName(controlName);
// as of unity v5.3 there is a bug that prevent me from specifying a maxlength
//BUG: see details here -> https://fogbugz.unity3d.com/default.asp?768436_vikdrmh7ernh03ls
text = GUI.TextArea(viewRect, text, style);
}
if (drawHorizScroll)
{
textBox.HorizontalOffset = GUI.HorizontalScrollbar(
horizRect,
textBox.HorizontalOffset,
Math.Min(viewRect.width, rect.width),
0,
viewRect.width + (drawVertScroll ? GUI.skin.verticalScrollbar.fixedWidth : 0));
}
if (drawVertScroll)
{
textBox.VerticalOffset = GUI.VerticalScrollbar(
vertRect,
textBox.VerticalOffset,
Math.Min(viewRect.height, rect.height),
0,
viewRect.height + (drawHorizScroll ? GUI.skin.horizontalScrollbar.fixedHeight : 0));
}
}
else
{
// draw background
var brush = textBox.Background;
if (brush != null)
{
BrushExtensions.Draw(brush, rect);
}
GUI.SetNextControlName(controlName);
text = GUI.TextField(rect, text, maxLength, style);
}
return text;
}
}
#endif
}
7e8e00a5-cad7-4eca-8192-9fb6363764d9|1|1.0
The class below provides a progress model for reporting the progress of an action. /// <summary>
/// Provides a progress class for reporting progress data.
/// </summary>
/// <typeparam name="T">The type used for the result data.</typeparam>
public class ProgressModel<T>
{
/// <summary>
/// Gets the results queue.
/// </summary>
public Queue<T> Results { get; private set; }
/// <summary>
/// Gets the message queue.
/// </summary>
public Queue<string> Messages { get; private set; }
/// <summary>
/// Gets or sets a value indicating whether this instance is completed.
/// </summary>
public bool IsComplete { get; set; }
/// <summary>
/// Flags the response model as canceled.
/// </summary>
public void Cancel()
{
this.IsCanceled = true;
}
/// <summary>
/// Initializes a new instance of the <see cref="ProgressModel{T}"/> class.
/// </summary>
public ProgressModel()
{
this.Results = new Queue<T>();
this.Messages = new Queue<string>();
}
/// <summary>
/// Gets a value indicating whether this instance is canceled.
/// </summary>
public bool IsCanceled { get; private set; }
/// <summary>
/// Gets or sets the progress.
/// </summary>
public float Progress { get; set; }
/// <summary>
/// Gets or sets the information that may have been thrown.
/// </summary>
public Exception Exception { get; set; }
/// <summary>
/// Gets a value indicating whether this instance is faulted.
/// </summary>
public bool IsFaulted
{
get
{
return this.Exception != null;
}
}
/// <summary>
/// Gets or sets the title.
/// </summary>
public string Title { get; set; }
}
8049ff95-cebf-4d09-af67-ded756539755|0|.0
The code below provides a handy helper method for drawing GUI textures via GUI.DrawTextureWithTexCoords.
///
/// Draws a image image.
///
/// The destination image.
/// The x position in the destination image.
/// The y position in the destination image.
/// The destination width of the drawn image.
/// The destination height of the drawn image.
/// If set to true the image will be drawn fliped horizontally.
/// If set to true the image will be drawen flipped vertically.
/// If set to true the image will be tiled across the destination area.
/// image
/// If width, height, sourceWidth or sourceHeight are less then 1.
public static void Draw(Texture2D image, float x, float y, float width, float height, bool flipHorizontally, bool flipVertically, bool tile)
{
Draw(image, x, y, width, height, 0, 0, image.width, image.height, false, false, false);
}
///
/// Draws a image image.
///
/// The destination image.
/// The x position in the destination image.
/// The y position in the destination image.
/// The destination width of the drawn image.
/// The destination height of the drawn image.
/// The x position in the source image.
/// The y position in the source image.
/// The source width.
/// The source height.
/// image
/// If width, height, sourceWidth or sourceHeight are less then 1.
public static void Draw(Texture2D image, float x, float y, float width, float height, float sourceX, float sourceY, float sourceWidth, float sourceHeight)
{
Draw(image, x, y, width, height, sourceX, sourceY, sourceWidth, sourceHeight, false, false, false);
}
///
/// Draws a image image.
///
/// The destination image.
/// The x position in the destination image.
/// The y position in the destination image.
/// The destination width of the drawn image.
/// The destination height of the drawn image.
/// The x position in the source image.
/// The y position in the source image.
/// The source width.
/// The source height.
/// If set to true the image will be drawn fliped horizontally.
/// If set to true the image will be drawen flipped vertically.
/// If set to true the image will be tiled across the destination area.
/// image
/// If width, height, sourceWidth or sourceHeight are less then 1.
/// This method has issues with Clamped textures.
public static void Draw(Texture2D image, float x, float y, float width, float height, float sourceX, float sourceY, float sourceWidth, float sourceHeight,
bool flipHorizontally, bool flipVertically, bool tile)
{
// perform input validation
if (image == null)
{
throw new ArgumentNullException("image");
}
if (sourceWidth < float.Epsilon)
{
throw new ArgumentOutOfRangeException("sourceWidth");
}
if (sourceHeight < float.Epsilon)
{
throw new ArgumentOutOfRangeException("sourceHeight");
}
if (width < float.Epsilon)
{
return;
}
if (height < float.Epsilon)
{
return;
}
var imgWidth = (float)image.width;
var imgHeight = (float)image.height;
var srcWidth = sourceWidth / imgWidth;
var srcHeight = sourceHeight / imgHeight;
var position = new Rect(x, y + height, width, -height);
if (tile)
{
srcWidth = width / imgWidth;
srcHeight = height / imgHeight;
}
srcWidth = flipHorizontally ? -srcWidth : srcWidth;
srcHeight = !flipVertically ? -srcHeight : srcHeight;
var texCoords = new Rect(sourceX / imgWidth, imgHeight - (sourceY / imgHeight), srcWidth, srcHeight);
GUI.DrawTextureWithTexCoords(position, image, texCoords, true);
}
92650749-1936-4014-b502-fc2e53082029|0|.0
Provides a helper method for instantiating all types within the app domain that implement an interface /// <summary>
/// Initializes a collection of types that implement an interface.
/// </summary>
/// <typeparam name="T">The interface type to check for.</typeparam>
/// <param name="loadingErrors">The loading errors that may have occurred.</param>
/// <returns>A list of type <see cref="T"/>.</returns>
public IEnumerable<T> GetPlugins<T>(out IEnumerable<Exception> loadingErrors)
{
// search for types in each assembly that implement the type
var fullName = typeof(T).FullName;
var list = new List<T>();
var errors = new List<Exception>();
// search through all assemblies
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
// search through all types
foreach (var type in asm.GetTypes())
{
// ignore abstract classes
if (type.IsAbstract)
{
continue;
}
// get interfaces that the type implements
foreach (var inter in type.GetInterfaces())
{
try
{
// check if type implements interface
if (string.CompareOrdinal(inter.FullName, fullName) == 0)
{
// create/add type to list
var obj = asm.CreateInstance(type.FullName);
var instance = (T)obj;
list.Add(instance);
}
}
catch (Exception ex)
{
// record error
errors.Add(ex);
}
}
}
}
loadingErrors = errors;
return list;
}
f8527835-c3c7-4606-be50-733f654ef573|0|.0
/// <summary>
/// Determines whether the renderer is visible from the specified camera.
/// </summary>
/// <param name="renderer">The renderer to check for visibility.</param>
/// <param name="camera">The camera to check against.</param>
/// <returns>true if the renderer is visible to the camera; otherwise false.</returns>
public static bool IsVisibleFrom(this Renderer renderer, Camera camera)
{
var planes = GeometryUtility.CalculateFrustumPlanes(camera);
return GeometryUtility.TestPlanesAABB(planes, renderer.bounds);
}
2ffbca2b-3ff0-4694-a5bb-301e6b5e565c|1|5.0
Will try to fetch then remove an item at index, returning true if succeeded. /// <summary>Retrieves and removes an item from the list.</summary>
/// <typeparam name="T">The type that the generic list contains.</typeparam>
/// <param name="list">The list.</param>
/// <param name="index">The index of the item to be pulled out of the list.</param>
/// <param name="value">The value that was retrieved from the list.</param>
/// <returns>true if successful; otherwise false.</returns>
public static bool TryPullItemAt<T>(this IList<T> list, int index, out T value)
{
try
{
value = list[index];
list.RemoveAt(index);
return true;
}
catch
{
value = default(T);
return false;
}
}
68dd7224-0196-46ec-b68f-c25b80a696de|0|.0
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