// Copyright (c) 2012 Michael Stevenson // // Permission is hereby granted, free of charge, to any person obtaining a copy of // this software and associated documentation files (the "Software"), to deal in the // Software without restriction, including without limitation the rights to use, copy, // modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included in all copies // or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A // PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF // CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE // OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. using UnityEngine; using UnityEditor; using System.Collections; public class SavePresetWindow : EditorWindow { internal bool didFocus; string presetName = ""; public LMExtendedWindow lmExtendedWindow; void OnGUI () { Event current = Event.current; bool enterKeyDown = current.type == EventType.KeyDown && (current.keyCode == KeyCode.Return || current.keyCode == KeyCode.KeypadEnter); GUI.SetNextControlName ("name"); presetName = EditorGUILayout.TextField (presetName); if (!this.didFocus) { this.didFocus = true; GUI.FocusControl ("name"); } GUI.enabled = presetName.Length != 0 && presetName != "Custom"; if (GUILayout.Button ("Save") || enterKeyDown) { Close (); lmExtendedWindow.SavePreset (presetName); GUIUtility.ExitGUI (); } } }