//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using bs;
namespace bs.Editor
{
/** @addtogroup Inspector
* @{
*/
///
/// Displays GUI for a serializable property containing a floating point value.
///
public class InspectableFloat : InspectableField
{
private GUIFloatField guiFloatField;
private InspectableState state;
private InspectableFieldStyleInfo style;
///
/// Creates a new inspectable float GUI for the specified property.
///
/// Context shared by all inspectable fields created by the same parent.
/// 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.
/// Information that can be used for customizing field rendering and behaviour.
public InspectableFloat(InspectableContext context, string title, string path, int depth, InspectableFieldLayout layout,
SerializableProperty property, InspectableFieldStyleInfo style)
: base(context, title, path, SerializableProperty.FieldType.Float, depth, layout, property)
{
this.style = style;
}
///
protected internal override void Initialize(int layoutIndex)
{
if (property != null)
{
guiFloatField = new GUIFloatField(new GUIContent(title));
if (style != null)
{
if (style.StepStyle != null && style.StepStyle.Step != 0)
guiFloatField.Step = style.StepStyle.Step;
if (style.RangeStyle != null)
guiFloatField.SetRange(style.RangeStyle.Min, style.RangeStyle.Max);
}
guiFloatField.OnChanged += OnFieldValueChanged;
guiFloatField.OnConfirmed += () =>
{
OnFieldValueConfirm();
StartUndo();
};
guiFloatField.OnFocusLost += OnFieldValueConfirm;
guiFloatField.OnFocusGained += StartUndo;
layout.AddElement(layoutIndex, guiFloatField);
}
}
///
public override InspectableState Refresh(int layoutIndex)
{
if (guiFloatField != null && !guiFloatField.HasInputFocus)
guiFloatField.Value = property.GetValue();
InspectableState oldState = state;
if (state.HasFlag(InspectableState.Modified))
state = InspectableState.NotModified;
return oldState;
}
///
public override void SetHasFocus(string subFieldName = null)
{
guiFloatField.Focus = true;
}
///
/// Triggered when the user inputs a new floating point value.
///
/// New value of the float field.
private void OnFieldValueChanged(float newValue)
{
property.SetValue(newValue);
state |= InspectableState.ModifyInProgress;
}
///
/// Triggered when the user confirms input in the float field.
///
private void OnFieldValueConfirm()
{
if (state.HasFlag(InspectableState.ModifyInProgress))
state |= InspectableState.Modified;
EndUndo();
}
}
/** @} */
}