using BansheeEngine; namespace BansheeEditor { /// /// Displays GUI for a serializable property containing a string. /// public class InspectableString : InspectableField { private GUITextField guiField; private InspectableState state; /// /// Creates a new inspectable string 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 InspectableString(string title, int depth, InspectableFieldLayout layout, SerializableProperty property) : base(title, SerializableProperty.FieldType.String, depth, layout, property) { } /// protected internal override void Initialize(int layoutIndex) { if (property.Type == SerializableProperty.FieldType.String) { guiField = new GUITextField(new GUIContent(title)); guiField.OnChanged += OnFieldValueChanged; guiField.OnConfirmed += OnFieldValueConfirm; guiField.OnFocusLost += OnFieldValueConfirm; layout.AddElement(layoutIndex, guiField); } } /// public override InspectableState Refresh(int layoutIndex) { if (guiField != null && !guiField.HasInputFocus) guiField.Value = property.GetValue(); InspectableState oldState = state; if (state.HasFlag(InspectableState.Modified)) state = InspectableState.NotModified; return oldState; } /// /// Triggered when the user inputs a new string. /// /// New value of the text field. private void OnFieldValueChanged(string newValue) { property.SetValue(newValue); state |= InspectableState.ModifyInProgress; } /// /// Triggered when the user confirms input in the text field. /// private void OnFieldValueConfirm() { if (state.HasFlag(InspectableState.ModifyInProgress)) state |= InspectableState.Modified; } } }