#include "BsGUIVector2Field.h" #include "BsGUIArea.h" #include "BsGUILayout.h" #include "BsGUILabel.h" #include "BsGUIFloatField.h" #include "BsBuiltinResources.h" #include "BsGUIWidget.h" #include "BsGUIMouseEvent.h" #include "BsGUISpace.h" #include "BsGUIWidget.h" using namespace std::placeholders; namespace BansheeEngine { const UINT32 GUIVector2Field::ELEMENT_LABEL_WIDTH = 10; GUIVector2Field::GUIVector2Field(const PrivatelyConstruct& dummy, const GUIContent& labelContent, UINT32 labelWidth, const String& style, const GUILayoutOptions& layoutOptions, bool withLabel) :TGUIField(dummy, labelContent, labelWidth, style, layoutOptions, withLabel), mFieldX(nullptr), mFieldY(nullptr) { mFieldX = GUIFloatField::create(HString(L"X"), ELEMENT_LABEL_WIDTH, getSubStyleName(getFloatFieldStyleType())); mFieldY = GUIFloatField::create(HString(L"Y"), ELEMENT_LABEL_WIDTH, getSubStyleName(getFloatFieldStyleType())); mFieldX->onValueChanged.connect(std::bind(&GUIVector2Field::valueChanged, this, _1)); mFieldY->onValueChanged.connect(std::bind(&GUIVector2Field::valueChanged, this, _1)); mLayout->removeElement(mLabel); GUILayout* layout = &mLayout->addLayoutY(); layout->addElement(mLabel); mLabel->setLayoutOptions(GUIOptions()); GUILayout* elementLayout = &layout->addLayoutX(); elementLayout->addElement(mFieldX); elementLayout->addElement(mFieldY); } Vector2 GUIVector2Field::getValue() const { Vector2 value; value.x = mFieldX->getValue(); value.y = mFieldY->getValue(); return value; } void GUIVector2Field::setValue(const Vector2& value) { mFieldX->setValue(value.x); mFieldY->setValue(value.y); } bool GUIVector2Field::hasInputFocus() const { return mFieldX->hasInputFocus() || mFieldY->hasInputFocus(); } void GUIVector2Field::valueChanged(float newValue) { onValueChanged(getValue()); } void GUIVector2Field::styleUpdated() { if (mLabel != nullptr) mLabel->setStyle(getSubStyleName(getLabelStyleType())); mFieldX->setStyle(getSubStyleName(getFloatFieldStyleType())); mFieldY->setStyle(getSubStyleName(getFloatFieldStyleType())); } const String& GUIVector2Field::getGUITypeName() { static String typeName = "GUIVector2Field"; return typeName; } const String& GUIVector2Field::getFloatFieldStyleType() { static String LABEL_STYLE_TYPE = "EditorFloatField"; return LABEL_STYLE_TYPE; } }