using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using BaseGames.Localization;
namespace BaseGames.Editor.Localization
{
///
/// 带搜索框的本地化 Key 选择器窗口。
/// 替代 GenericMenu,支持 1000+ 条目的快速模糊搜索(key 和译文均可搜索)。
///
/// 键盘操作:
/// ↑ / ↓ — 上下移动高亮行
/// Enter — 确认选择当前高亮行
/// Esc — 关闭窗口(不选中任何 key)
///
/// 用法:
///
/// LocalizationKeyPickerWindow.Show(table, currentKey, selectedKey => {
/// _keyProp.stringValue = selectedKey;
/// serializedObject.ApplyModifiedProperties();
/// });
///
///
public class LocalizationKeyPickerWindow : EditorWindow
{
// ── 状态 ──────────────────────────────────────────────────────────────
private string _searchText = "";
private Vector2 _scroll;
private List<(string key, string preview)> _allEntries = new();
private List<(string key, string preview)> _filtered = new();
private Action _onSelected;
private string _currentKey;
private int _hoveredIndex = -1;
private int _keyboardIndex = -1; // 键盘当前高亮行
// 预缓存样式,避免每帧 new GUIStyle
private GUIStyle _keyStyle;
private GUIStyle _previewStyle;
private const float RowHeight = 40f;
private const float SearchHeight = 22f;
// ── 公开入口 ──────────────────────────────────────────────────────────
///
/// 打开 Key 选择器窗口。
///
/// 要从哪张表加载 Key(先查简体中文,找不到查英文)。
/// 当前已选 Key(高亮显示)。
/// 选中 Key 后的回调。
public static void Show(string table, string currentKey, Action onSelected)
{
var dict = LocalizationManager.GetEditorTable(Language.ChineseSimplified, table)
?? LocalizationManager.GetEditorTable(Language.English, table);
if (dict == null || dict.Count == 0)
{
EditorUtility.DisplayDialog("Key 选择器",
$"表「{table}」尚无可用 Key。\n" +
$"请先用「BaseGames / Localization / 表格编辑器」或在 {LocalizationPaths.DataRoot}/{{语言}}/{table}.json 中添加条目。",
"确定");
return;
}
var win = CreateInstance();
win.titleContent = new GUIContent($"Key 选择器 — {table}");
win.minSize = new Vector2(440, 520);
win._currentKey = currentKey;
win._onSelected = onSelected;
win._allEntries = dict
.Select(kvp => (kvp.Key, kvp.Value))
.OrderBy(t => t.Item1, StringComparer.Ordinal)
.ToList();
win.ApplyFilter();
// 把键盘索引初始化到当前 key 所在行
int idx = win._filtered.FindIndex(t => t.key == currentKey);
if (idx >= 0)
{
win._keyboardIndex = idx;
win._scroll = new Vector2(0, idx * RowHeight);
}
win.ShowUtility();
}
// ── GUI ───────────────────────────────────────────────────────────────
private void OnGUI()
{
EnsureStyles();
HandleKeyboardInput(); // 在绘制之前处理按键,当帧即生效
DrawSearchBar();
DrawEntryCount();
DrawList();
}
// ── 键盘导航 ──────────────────────────────────────────────────────────
private void HandleKeyboardInput()
{
var e = Event.current;
if (e.type != EventType.KeyDown) return;
switch (e.keyCode)
{
case KeyCode.UpArrow:
MoveKeyboardSelection(-1);
e.Use();
break;
case KeyCode.DownArrow:
MoveKeyboardSelection(+1);
e.Use();
break;
case KeyCode.Return:
case KeyCode.KeypadEnter:
if (_keyboardIndex >= 0 && _keyboardIndex < _filtered.Count)
{
_onSelected?.Invoke(_filtered[_keyboardIndex].key);
e.Use();
Close();
}
break;
case KeyCode.Escape:
e.Use();
Close();
break;
}
}
private void MoveKeyboardSelection(int delta)
{
if (_filtered.Count == 0) return;
_keyboardIndex = _keyboardIndex < 0
? (delta > 0 ? 0 : _filtered.Count - 1)
: Mathf.Clamp(_keyboardIndex + delta, 0, _filtered.Count - 1);
ScrollToKeyboardIndex();
Repaint();
}
/// 调整滚动位置,保证 _keyboardIndex 行始终在可见视口内。
private void ScrollToKeyboardIndex()
{
float viewportH = position.height - SearchHeight - 30f;
float rowTop = _keyboardIndex * RowHeight;
float rowBot = rowTop + RowHeight;
if (rowTop < _scroll.y)
_scroll.y = rowTop;
else if (rowBot > _scroll.y + viewportH)
_scroll.y = rowBot - viewportH;
}
// ── 搜索栏 ────────────────────────────────────────────────────────────
private void DrawSearchBar()
{
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
GUI.SetNextControlName("SearchField");
var newSearch = EditorGUILayout.TextField(_searchText, EditorStyles.toolbarSearchField);
if (GUILayout.Button("✕", EditorStyles.toolbarButton, GUILayout.Width(22)))
newSearch = "";
EditorGUILayout.EndHorizontal();
if (newSearch != _searchText)
{
_searchText = newSearch;
_hoveredIndex = -1;
_keyboardIndex = -1;
ApplyFilter();
}
}
private void DrawEntryCount()
{
EditorGUILayout.LabelField(
$"共 {_filtered.Count} 个结果(总 {_allEntries.Count} 条) | ↑↓ 导航 Enter 选中 Esc 关闭",
EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space(2);
}
// ── 列表(虚拟渲染)──────────────────────────────────────────────────
private void DrawList()
{
float viewportH = position.height - SearchHeight - 30f;
_scroll = EditorGUILayout.BeginScrollView(_scroll,
GUILayout.Height(viewportH));
int firstVisible = Mathf.Max(0, (int)(_scroll.y / RowHeight) - 1);
int lastVisible = Mathf.Min(_filtered.Count - 1,
(int)((_scroll.y + viewportH) / RowHeight) + 1);
// 顶部占位(未渲染行)
if (firstVisible > 0)
GUILayout.Space(firstVisible * RowHeight);
for (int i = firstVisible; i <= lastVisible && i < _filtered.Count; i++)
{
var (key, preview) = _filtered[i];
bool isCurrent = string.Equals(key, _currentKey, StringComparison.Ordinal);
bool isKeyboard = i == _keyboardIndex;
bool isHovered = i == _hoveredIndex;
var rowRect = GUILayoutUtility.GetRect(0, RowHeight, GUILayout.ExpandWidth(true));
// 背景优先级:当前选中 > 键盘高亮 > 鼠标悬停
Color bg = isCurrent ? new Color(0.25f, 0.55f, 1f, 0.25f)
: isKeyboard ? new Color(0.40f, 0.75f, 0.4f, 0.20f)
: isHovered ? new Color(1f, 1f, 1f, 0.05f)
: Color.clear;
if (bg.a > 0)
EditorGUI.DrawRect(rowRect, bg);
// 当前 key 左边蓝色竖条
if (isCurrent)
EditorGUI.DrawRect(new Rect(rowRect.x, rowRect.y, 3, rowRect.height),
new Color(0.3f, 0.7f, 1f, 1f));
// 键盘选中绿色竖条
else if (isKeyboard)
EditorGUI.DrawRect(new Rect(rowRect.x, rowRect.y, 3, rowRect.height),
new Color(0.4f, 0.9f, 0.4f, 1f));
// Key 文本
EditorGUI.LabelField(
new Rect(rowRect.x + 8, rowRect.y + 4, rowRect.width - 12, 18),
key, _keyStyle);
// 预览文本(绿色)
string previewText = preview.Length > 60 ? preview[..60] + "…" : preview;
EditorGUI.LabelField(
new Rect(rowRect.x + 8, rowRect.y + 22, rowRect.width - 12, 14),
previewText, _previewStyle);
// 鼠标交互
var ev = Event.current;
if (rowRect.Contains(ev.mousePosition))
{
if (_hoveredIndex != i) { _hoveredIndex = i; Repaint(); }
if (ev.type == EventType.MouseDown && ev.button == 0)
{
_onSelected?.Invoke(key);
ev.Use();
Close();
return;
}
}
}
// 底部占位(未渲染行)
int remaining = _filtered.Count - lastVisible - 1;
if (remaining > 0)
GUILayout.Space(remaining * RowHeight);
EditorGUILayout.EndScrollView();
}
// ── 辅助 ──────────────────────────────────────────────────────────────
private void ApplyFilter()
{
if (string.IsNullOrEmpty(_searchText))
{
_filtered = new List<(string, string)>(_allEntries);
return;
}
_filtered = _allEntries
.Where(t => t.key.IndexOf(_searchText, StringComparison.OrdinalIgnoreCase) >= 0
|| t.preview.IndexOf(_searchText, StringComparison.OrdinalIgnoreCase) >= 0)
.ToList();
}
private void EnsureStyles()
{
_keyStyle ??= new GUIStyle(EditorStyles.boldLabel)
{
fontSize = 11,
};
_previewStyle ??= new GUIStyle(EditorStyles.miniLabel)
{
normal = { textColor = new Color(0.5f, 0.88f, 0.5f) },
fontSize = 10,
};
}
}
}