//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "GUI/BsGUIVector2Field.h" #include "GUI/BsGUILayoutX.h" #include "GUI/BsGUILayoutY.h" #include "GUI/BsGUIFloatField.h" #include "GUI/BsGUILabel.h" #include "GUI/BsGUISpace.h" using namespace std::placeholders; namespace bs { const UINT32 GUIVector2Field::ELEMENT_LABEL_WIDTH = 15; GUIVector2Field::GUIVector2Field(const PrivatelyConstruct& dummy, const GUIContent& labelContent, UINT32 labelWidth, const String& style, const GUIDimensions& dimensions, bool withLabel) :TGUIField(dummy, labelContent, labelWidth, style, dimensions, withLabel) { mFieldX = GUIFloatField::create(HString("X"), ELEMENT_LABEL_WIDTH, getSubStyleName(X_FIELD_STYLE_TYPE)); mFieldY = GUIFloatField::create(HString("Y"), ELEMENT_LABEL_WIDTH, getSubStyleName(Y_FIELD_STYLE_TYPE)); mFieldX->onValueChanged.connect([this](float val) { valueChanged(val, VectorComponent::X); }); mFieldY->onValueChanged.connect([this](float val) { valueChanged(val, VectorComponent::Y); }); mFieldX->onConfirm.connect([this]() { inputConfirmed(VectorComponent::X); }); mFieldY->onConfirm.connect([this]() { inputConfirmed(VectorComponent::Y); }); mFieldX->onFocusChanged.connect([this](bool val) { onComponentFocusChanged(val, VectorComponent::X); }); mFieldY->onFocusChanged.connect([this](bool val) { onComponentFocusChanged(val, VectorComponent::Y); }); mLayout->addElement(mFieldX); mLayout->addNewElement(5); mLayout->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::setInputFocus(VectorComponent component, bool focus) { switch(component) { case VectorComponent::X: mFieldX->setFocus(focus, true); break; case VectorComponent::Y: mFieldY->setFocus(focus, true); break; default: break; } } void GUIVector2Field::setTint(const Color& color) { if (mLabel != nullptr) mLabel->setTint(color); mFieldX->setTint(color); mFieldY->setTint(color); } void GUIVector2Field::valueChanged(float newValue, VectorComponent component) { onComponentChanged(newValue, component); Vector2 value = getValue(); onValueChanged(value); } void GUIVector2Field::inputConfirmed(VectorComponent component) { onConfirm(component); } void GUIVector2Field::styleUpdated() { if (mLabel != nullptr) mLabel->setStyle(getSubStyleName(getLabelStyleType())); mFieldX->setStyle(getSubStyleName(X_FIELD_STYLE_TYPE)); mFieldY->setStyle(getSubStyleName(Y_FIELD_STYLE_TYPE)); } const String& GUIVector2Field::getGUITypeName() { static String typeName = "GUIVector2Field"; return typeName; } }