using BansheeEngine; namespace BansheeEditor { /// /// Displays GUI for a serializable property containing a 2D vector. /// public class InspectableVector2 : InspectableField { private Vector2 propertyValue; private GUIVector2Field guiField; /// /// Creates a new inspectable 2D vector GUI for the specified property. /// /// Name of the property, or some other value to set as the title. /// Determines how deep within the inspector nesting hierarchy is this field. Some fields may /// contain other fields, in which case you should increase this value by one. /// Parent layout that all the field elements will be added to. /// Serializable property referencing the array whose contents to display. public InspectableVector2(string title, int depth, InspectableFieldLayout layout, SerializableProperty property) : base(title, depth, layout, property) { } /// protected internal override void BuildGUI(int layoutIndex) { if (property.Type == SerializableProperty.FieldType.Vector2) { guiField = new GUIVector2Field(new GUIContent(title)); guiField.OnChanged += OnFieldValueChanged; layout.AddElement(layoutIndex, guiField); } } /// public override bool IsModified() { Vector2 newPropertyValue = property.GetValue(); if (propertyValue != newPropertyValue) return true; return base.IsModified(); } /// protected internal override void Update(int layoutIndex) { propertyValue = property.GetValue(); if (guiField != null) { if (guiField.HasInputFocus()) return; guiField.Value = propertyValue; } } /// /// Triggered when the user changes the field value. /// /// New value of the 2D vector field. private void OnFieldValueChanged(Vector2 newValue) { property.SetValue(newValue); } } }