#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 "BsGUIWidget.h" namespace BansheeEngine { const UINT32 GUIVector2Field::ELEMENT_LABEL_WIDTH = 10; GUIVector2Field::GUIVector2Field(const PrivatelyConstruct& dummy, const GUIContent& labelContent, UINT32 labelWidth, const String& labelStyle, const String& inputBoxStyle, const GUILayoutOptions& layoutOptions, bool withLabel) :TGUIField(dummy, labelContent, labelWidth, labelStyle, layoutOptions, withLabel), mFieldX(nullptr), mFieldY(nullptr) { mFieldX = GUIFloatField::create(HString(L"X"), ELEMENT_LABEL_WIDTH, labelStyle, inputBoxStyle); mFieldY = GUIFloatField::create(HString(L"Y"), ELEMENT_LABEL_WIDTH, labelStyle, inputBoxStyle); mLayout->removeElement(mLabel); GUILayout* layout = &mLayout->addLayoutY(); layout->addElement(mLabel); 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); } const String& GUIVector2Field::getGUITypeName() { static String typeName = "GUIVector2Field"; return typeName; } }