//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsScriptEditorPrerequisites.h" #include "GUI/BsGUIElementContainer.h" namespace bs { /** @addtogroup EditorScript * @{ */ /** * GUI object that displays a field in which a GameObject can be dragged and dropped. The field accepts a GameObject of * a specific type and displays an optional label. */ class BS_SCR_BED_EXPORT GUIGameObjectField : public GUIElementContainer { struct PrivatelyConstruct {}; public: /** Returns type name of the GUI element used for finding GUI element styles. */ static const String& getGUITypeName(); /** * Creates a new game object GUI editor field with a label. * * @param[in] typeNamespace Namespace of the type this field accepts. * @param[in] type Type name of the type this field accepts. Must derive from GameObject. * @param[in] labelContent Content to display in the editor field label. * @param[in] labelWidth Width of the label in pixels. * @param[in] options Options that allow you to control how is the element positioned and sized. This will * override any similar options set by style. * @param[in] style Optional style to use for the element. Style will be retrieved from GUISkin of the * GUIWidget the element is used on. If not specified default style is used. */ static GUIGameObjectField* create(const String& typeNamespace, const String& type, const GUIContent& labelContent, UINT32 labelWidth, const GUIOptions& options, const String& style = StringUtil::BLANK); /** * Creates a new game object GUI editor field with a label. * * @param[in] typeNamespace Namespace of the type this field accepts. * @param[in] type Type name of the type this field accepts. Must derive from GameObject. * @param[in] labelContent Content to display in the editor field label. * @param[in] options Options that allow you to control how is the element positioned and sized. This will * override any similar options set by style. * @param[in] style Optional style to use for the element. Style will be retrieved from GUISkin of the * GUIWidget the element is used on. If not specified default style is used. */ static GUIGameObjectField* create(const String& typeNamespace, const String& type, const GUIContent& labelContent, const GUIOptions& options, const String& style = StringUtil::BLANK); /** * Creates a new game object GUI editor field with a label. * * @param[in] typeNamespace Namespace of the type this field accepts. * @param[in] type Type name of the type this field accepts. Must derive from GameObject. * @param[in] labelText Text to display in the editor field label. * @param[in] labelWidth Width of the label in pixels. * @param[in] options Options that allow you to control how is the element positioned and sized. This will * override any similar options set by style. * @param[in] style Optional style to use for the element. Style will be retrieved from GUISkin of the * GUIWidget the element is used on. If not specified default style is used. */ static GUIGameObjectField* create(const String& typeNamespace, const String& type, const HString& labelText, UINT32 labelWidth, const GUIOptions& options, const String& style = StringUtil::BLANK); /** * Creates a new game object GUI editor field with a label. * * @param[in] typeNamespace Namespace of the type this field accepts. * @param[in] type Type name of the type this field accepts. Must derive from GameObject. * @param[in] labelText Text to display in the editor field label. * @param[in] options Options that allow you to control how is the element positioned and sized. This will * override any similar options set by style. * @param[in] style Optional style to use for the element. Style will be retrieved from GUISkin of the * GUIWidget the element is used on. If not specified default style is used. */ static GUIGameObjectField* create(const String& typeNamespace, const String& type, const HString& labelText, const GUIOptions& options, const String& style = StringUtil::BLANK); /** * Creates a new game object GUI editor field without a label. * * @param[in] typeNamespace Namespace of the type this field accepts. * @param[in] type Type name of the type this field accepts. Must derive from GameObject. * @param[in] options Options that allow you to control how is the element positioned and sized. This will * override any similar options set by style. * @param[in] style Optional style to use for the element. Style will be retrieved from GUISkin of the * GUIWidget the element is used on. If not specified default style is used. */ static GUIGameObjectField* create(const String& typeNamespace, const String& type, const GUIOptions& options, const String& style = StringUtil::BLANK); /** * Creates a new game object GUI editor field with a label. * * @param[in] typeNamespace Namespace of the type this field accepts. * @param[in] type Type name of the type this field accepts. Must derive from GameObject. * @param[in] labelContent Content to display in the editor field label. * @param[in] labelWidth Width of the label in pixels. * @param[in] style Optional style to use for the element. Style will be retrieved from GUISkin of the * GUIWidget the element is used on. If not specified default style is used. */ static GUIGameObjectField* create(const String& typeNamespace, const String& type, const GUIContent& labelContent, UINT32 labelWidth, const String& style = StringUtil::BLANK); /** * Creates a new game object GUI editor field with a label. * * @param[in] typeNamespace Namespace of the type this field accepts. * @param[in] type Type name of the type this field accepts. Must derive from GameObject. * @param[in] labelContent Content to display in the editor field label. * @param[in] style Optional style to use for the element. Style will be retrieved from GUISkin of the * GUIWidget the element is used on. If not specified default style is used. */ static GUIGameObjectField* create(const String& typeNamespace, const String& type, const GUIContent& labelContent, const String& style = StringUtil::BLANK); /** * Creates a new game object GUI editor field with a label. * * @param[in] typeNamespace Namespace of the type this field accepts. * @param[in] type Type name of the type this field accepts. Must derive from GameObject. * @param[in] labelText Text to display in the editor field label. * @param[in] labelWidth Width of the label in pixels. * @param[in] style Optional style to use for the element. Style will be retrieved from GUISkin of the * GUIWidget the element is used on. If not specified default style is used. */ static GUIGameObjectField* create(const String& typeNamespace, const String& type, const HString& labelText, UINT32 labelWidth, const String& style = StringUtil::BLANK); /** * Creates a new game object GUI editor field with a label. * * @param[in] typeNamespace Namespace of the type this field accepts. * @param[in] type Type name of the type this field accepts. Must derive from GameObject. * @param[in] labelText Text to display in the editor field label. * @param[in] style Optional style to use for the element. Style will be retrieved from GUISkin of the * GUIWidget the element is used on. If not specified default style is used. */ static GUIGameObjectField* create(const String& typeNamespace, const String& type, const HString& labelText, const String& style = StringUtil::BLANK); /** * Creates a new game object GUI editor field without a label. * * @param[in] typeNamespace Namespace of the type this field accepts. * @param[in] type Type name of the type this field accepts. Must derive from GameObject. * @param[in] style Optional style to use for the element. Style will be retrieved from GUISkin of the * GUIWidget the element is used on. If not specified default style is used. */ static GUIGameObjectField* create(const String& typeNamespace, const String& type, const String& style = StringUtil::BLANK); GUIGameObjectField(const PrivatelyConstruct& dummy, const String& typeNamespace, const String& type, const GUIContent& labelContent, UINT32 labelWidth, const String& style, const GUIDimensions& dimensions, bool withLabel); /** Returns the game object currently referenced by the field, if any. */ HGameObject getValue() const; /** Sets the game object referenced by the field. */ void setValue(const HGameObject& value); /** Triggered whenever the referenced game object changes. */ Event onValueChanged; /** @name Internal * @{ */ /** @copydoc GUIElement::setTint */ void setTint(const Color& color) override; /** @copydoc GUIElement::_updateLayoutInternal */ void _updateLayoutInternal(const GUILayoutData& data) override; /** @copydoc GUIElement::_getOptimalSize */ Vector2I _getOptimalSize() const override; /** @} */ private: virtual ~GUIGameObjectField(); /** * Sets the game object referenced by the field. * * @param[in] value Game object to reference. * @param[in] triggerEvent Determines should the onValueChanged() event be triggered if the new object is * different from the previous one. */ void setValue(const HGameObject& value, bool triggerEvent); /** @copydoc GUIElement::styleUpdated */ void styleUpdated() override; /** Triggered when a drag and drop operation finishes over this element. */ void dataDropped(void* data); /** Triggered when the drop button that displays the game object label is clicked. */ void onDropButtonClicked(); /** Triggered when the clear button is clicked. */ void onClearButtonClicked(); private: static const UINT32 DEFAULT_LABEL_WIDTH; GUILayout* mLayout; GUILabel* mLabel; GUIDropButton* mDropButton; GUIButton* mClearButton; String mType; String mNamespace; UINT64 mInstanceId; }; /** @} */ }