//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
using System.Runtime.CompilerServices;
using BansheeEngine;
namespace BansheeEditor
{
/** @addtogroup GUI-Editor
* @{
*/
///
/// 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(RRef newValue);
///
/// Triggered when the value in the field changes.
///
public event OnChangedDelegate OnChanged;
///
/// referenced by the field. This will load the texture if it is not already loaded. Use
/// if you don't require a loaded resource.
///
public Texture Value
{
get
{
Texture value;
Internal_GetValue(mCachedPtr, out value);
return value;
}
set { Internal_SetValue(mCachedPtr, value); }
}
///
/// Reference to the referenced by the field.
///
public RRef ValueRef
{
get
{
RRef value;
Internal_GetValueRef(mCachedPtr, out value);
return value;
}
set { Internal_SetValueRef(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, ref 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)
{
GUIContent emptyContent = new GUIContent();
Internal_CreateInstance(this, ref emptyContent, 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, ref color);
}
///
/// Triggered by the runtime when the value of the field changes.
///
/// New resource referenced by the field.
private void Internal_DoOnChanged(RRef newValue)
{
if (OnChanged != null)
OnChanged(newValue);
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_CreateInstance(GUITextureField instance, ref 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_GetValueRef(IntPtr nativeInstance, out RRef value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_SetValueRef(IntPtr nativeInstance, RRef value);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_SetTint(IntPtr nativeInstance, ref Color color);
}
/** @} */
}