//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// using System; using System.Runtime.CompilerServices; using bs; namespace bs.Editor { /** @addtogroup GUI-Editor * @{ */ /// /// Editor GUI element that displays a reference to a and an optional label. Game objects can /// be dragged and dropped onto the field to update the reference. /// public sealed class GUIGameObjectField : GUIElement { public delegate void OnChangedDelegate(GameObject newValue); /// /// Triggered when the value in the field changes. /// public event OnChangedDelegate OnChanged; /// /// referenced by the field. /// public GameObject Value { get { GameObject value; Internal_GetValue(mCachedPtr, out value); return value; } set { Internal_SetValue(mCachedPtr, value); } } /// /// Creates a new game object field element with a label. /// /// Specific type of this field accepts. /// Content to display on the label. /// Width of the title label in pixels. /// Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUIGameObjectField(Type type, GUIContent title, int titleWidth = 100, string style = "", params GUIOption[] options) { Internal_CreateInstance(this, type, ref title, titleWidth, style, options, true); } /// /// Creates a new game object field element without a label. /// /// Specific type of this field accepts. /// Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used. /// Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style. public GUIGameObjectField(Type type, string style = "", params GUIOption[] options) { GUIContent emptyContent = new GUIContent(); Internal_CreateInstance(this, type, ref emptyContent, 0, style, options, false); } /// /// Colors the element with a specific tint. /// /// Tint to apply to the element. public void SetTint(Color color) { Internal_SetTint(mCachedPtr, ref color); } /// /// Triggered by the runtime when the value of the field changes. /// /// New game object referenced by the field. private void DoOnChanged(GameObject newValue) { if (OnChanged != null) OnChanged(newValue); } [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_CreateInstance(GUIGameObjectField instance, Type type, ref GUIContent title, int titleWidth, string style, GUIOption[] options, bool withTitle); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_GetValue(IntPtr nativeInstance, out GameObject value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetValue(IntPtr nativeInstance, GameObject value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetTint(IntPtr nativeInstance, ref Color color); } /** @} */ }