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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2019 Marko Pintera ([email protected]). All rights reserved. **********************//
- using bs;
- namespace bs.Editor
- {
- /** @addtogroup Inspector
- * @{
- */
- /// <summary>
- /// Displays GUI for a serializable property containing a value in degrees.
- /// </summary>
- [CustomInspector(typeof(Degree))]
- public class InspectableDegree : InspectableField
- {
- private GUIFloatField guiFloatField;
- private InspectableState state;
- private InspectableFieldStyleInfo style;
- /// <summary>
- /// Creates a new inspectable float GUI for the specified property.
- /// </summary>
- /// <param name="context">Context shared by all inspectable fields created by the same parent.</param>
- /// <param name="title">Name of the property, or some other value to set as the title.</param>
- /// <param name="path">Full path to this property (includes name of this property and all parent properties).</param>
- /// <param name="depth">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.</param>
- /// <param name="layout">Parent layout that all the field elements will be added to.</param>
- /// <param name="property">Serializable property referencing the field whose contents to display.</param>
- /// <param name="style">Information that can be used for customizing field rendering and behaviour.</param>
- public InspectableDegree(InspectableContext context, string title, string path, int depth, InspectableFieldLayout layout,
- SerializableProperty property, InspectableFieldStyleInfo style)
- : base(context, title, path, SerializableProperty.FieldType.Object, depth, layout, property)
- {
- this.style = style;
- }
- /// <inheritoc/>
- protected internal override void Initialize(int layoutIndex)
- {
- if (property != null)
- {
- guiFloatField = new GUIFloatField(new GUIContent(title));
- if (style != null)
- {
- if (style.StepStyle != null && style.StepStyle.Step != 0)
- guiFloatField.Step = style.StepStyle.Step;
- if (style.RangeStyle != null)
- guiFloatField.SetRange(style.RangeStyle.Min, style.RangeStyle.Max);
- }
- guiFloatField.OnChanged += OnFieldValueChanged;
- guiFloatField.OnConfirmed += () =>
- {
- OnFieldValueConfirm();
- StartUndo();
- };
- guiFloatField.OnFocusLost += OnFieldValueConfirm;
- guiFloatField.OnFocusGained += StartUndo;
- layout.AddElement(layoutIndex, guiFloatField);
- }
- }
- /// <inheritdoc/>
- public override InspectableState Refresh(int layoutIndex)
- {
- if (guiFloatField != null && !guiFloatField.HasInputFocus)
- guiFloatField.Value = property.GetValue<Degree>().Degrees;
- InspectableState oldState = state;
- if (state.HasFlag(InspectableState.Modified))
- state = InspectableState.NotModified;
- return oldState;
- }
- /// <inheritdoc />
- public override void SetHasFocus(string subFieldName = null)
- {
- guiFloatField.Focus = true;
- }
- /// <summary>
- /// Triggered when the user inputs a new floating point value.
- /// </summary>
- /// <param name="newValue">New value of the float field.</param>
- private void OnFieldValueChanged(float newValue)
- {
- property.SetValue(new Degree(newValue));
- state |= InspectableState.ModifyInProgress;
- }
- /// <summary>
- /// Triggered when the user confirms input in the float field.
- /// </summary>
- private void OnFieldValueConfirm()
- {
- if (state.HasFlag(InspectableState.ModifyInProgress))
- state |= InspectableState.Modified;
- EndUndo();
- }
- }
- /** @} */
- }
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