//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2018 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// using BansheeEngine; namespace BansheeEditor { /** @addtogroup Inspector * @{ */ /// /// Displays GUI for a serializable property containing a floating point distribution. GUI elements will switch between /// floating point and curve input depending on the distribution type. /// public class InspectableFloatDistribution : InspectableField { private GUIFloatDistributionField guiDistributionField; private InspectableState state; /// /// Creates a new inspectable float distribution GUI for the specified property. /// /// Parent Inspector this field belongs to. /// Name of the property, or some other value to set as the title. /// Full path to this property (includes name of this property and all parent properties). /// 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 field whose contents to display. public InspectableFloatDistribution(Inspector parent, string title, string path, int depth, InspectableFieldLayout layout, SerializableProperty property) : base(parent, title, path, SerializableProperty.FieldType.FloatDistribution, depth, layout, property) { } /// protected internal override void Initialize(int layoutIndex) { if (property != null) { guiDistributionField = new GUIFloatDistributionField(new GUIContent(title)); guiDistributionField.OnChanged += OnFieldValueChanged; guiDistributionField.OnConfirmed += OnFieldValueConfirm; guiDistributionField.OnFocusLost += OnFieldValueConfirm; layout.AddElement(layoutIndex, guiDistributionField); } } /// public override InspectableState Refresh(int layoutIndex) { if (guiDistributionField != null && !guiDistributionField.HasInputFocus) guiDistributionField.Value = property.GetValue(); InspectableState oldState = state; if (state.HasFlag(InspectableState.Modified)) state = InspectableState.NotModified; return oldState; } /// /// Triggered when the user edits the distribution. /// private void OnFieldValueChanged() { property.SetValue(guiDistributionField.Value); state |= InspectableState.ModifyInProgress; } /// /// Triggered when the user confirms input in the float fields used for displaying the non-curve distribution. /// private void OnFieldValueConfirm() { if (state.HasFlag(InspectableState.ModifyInProgress)) state |= InspectableState.Modified; } } /** @} */ }