//********************************** 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 string.
///
public class InspectableString : InspectableField
{
private GUITextField guiField;
private InspectableState state;
///
/// Creates a new inspectable string 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.
public InspectableString(InspectableContext context, string title, string path, int depth, InspectableFieldLayout layout,
SerializableProperty property)
: base(context, title, path, 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();
StartUndo();
};
guiField.OnFocusLost += OnFieldValueConfirm;
guiField.OnFocusGained += StartUndo;
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;
EndUndo();
}
}
/** @} */
}