using System; using System.Runtime.CompilerServices; using BansheeEngine; namespace BansheeEditor { /// /// Editor GUI element that displays a reference to a and an optional label. Textures can /// be dragged and dropped onto the field to update the reference. This is similar to /// but the will display the texture contents and not only the name. /// public sealed class GUITextureField : GUIElement { public delegate void OnChangedDelegate(Texture newValue); /// /// Triggered when the value in the field changes. /// public event OnChangedDelegate OnChanged; /// /// referenced by the field. /// public Texture Value { get { Texture value; Internal_GetValue(mCachedPtr, out value); return value; } set { Internal_SetValue(mCachedPtr, value); } } /// /// Creates a new texture field element with a label. /// /// Content to display on the label. /// Width of the title label in pixels. /// Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUITextureField(GUIContent title, int titleWidth = 100, string style = "", params GUIOption[] options) { Internal_CreateInstance(this, title, titleWidth, style, options, true); } /// /// Creates a new texture field element without a label. /// /// Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUITextureField(string style = "", params GUIOption[] options) { Internal_CreateInstance(this, null, 0, style, options, false); } /// /// Colors the element with a specific tint. /// /// Tint to apply to the element. public void SetTint(Color color) { Internal_SetTint(mCachedPtr, color); } /// /// Triggered by the runtime when the value of the field changes. /// /// New resource referenced by the field. private void Internal_DoOnChanged(Texture newValue) { if (OnChanged != null) OnChanged(newValue); } [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_CreateInstance(GUITextureField instance, GUIContent title, int titleWidth, string style, GUIOption[] options, bool withTitle); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_GetValue(IntPtr nativeInstance, out Texture value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetValue(IntPtr nativeInstance, Texture value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetTint(IntPtr nativeInstance, Color color); } }