InspectableVector4.cs 4.5 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. using bs;
  4. namespace bs.Editor
  5. {
  6. /** @addtogroup Inspector
  7. * @{
  8. */
  9. /// <summary>
  10. /// Displays GUI for a serializable property containing a 4D vector.
  11. /// </summary>
  12. public class InspectableVector4 : InspectableField
  13. {
  14. private GUIVector4Field guiField;
  15. private InspectableState state;
  16. /// <summary>
  17. /// Creates a new inspectable 4D vector GUI for the specified property.
  18. /// </summary>
  19. /// <param name="context">Context shared by all inspectable fields created by the same parent.</param>
  20. /// <param name="title">Name of the property, or some other value to set as the title.</param>
  21. /// <param name="path">Full path to this property (includes name of this property and all parent properties).</param>
  22. /// <param name="depth">Determines how deep within the inspector nesting hierarchy is this field. Some fields may
  23. /// contain other fields, in which case you should increase this value by one.</param>
  24. /// <param name="layout">Parent layout that all the field elements will be added to.</param>
  25. /// <param name="property">Serializable property referencing the field whose contents to display.</param>
  26. public InspectableVector4(InspectableContext context, string title, string path, int depth, InspectableFieldLayout layout,
  27. SerializableProperty property)
  28. : base(context, title, path, SerializableProperty.FieldType.Vector4, depth, layout, property)
  29. {
  30. }
  31. /// <inheritoc/>
  32. protected internal override void Initialize(int layoutIndex)
  33. {
  34. if (property.Type == SerializableProperty.FieldType.Vector4)
  35. {
  36. guiField = new GUIVector4Field(new GUIContent(title));
  37. guiField.OnComponentChanged += OnFieldValueChanged;
  38. guiField.OnConfirm += x =>
  39. {
  40. OnFieldValueConfirm();
  41. StartUndo(x.ToString());
  42. };
  43. guiField.OnComponentFocusChanged += (focus, comp) =>
  44. {
  45. if (focus)
  46. StartUndo(comp.ToString());
  47. else
  48. OnFieldValueConfirm();
  49. };
  50. layout.AddElement(layoutIndex, guiField);
  51. }
  52. }
  53. /// <inheritdoc/>
  54. public override InspectableState Refresh(int layoutIndex)
  55. {
  56. if (guiField != null && !guiField.HasInputFocus)
  57. guiField.Value = property.GetValue<Vector4>();
  58. InspectableState oldState = state;
  59. if (state.HasFlag(InspectableState.Modified))
  60. state = InspectableState.NotModified;
  61. return oldState;
  62. }
  63. /// <inheritdoc/>
  64. public override void SetHasFocus(string subFieldName = null)
  65. {
  66. if(subFieldName == "X")
  67. guiField.SetInputFocus(VectorComponent.X, true);
  68. else if(subFieldName == "Y")
  69. guiField.SetInputFocus(VectorComponent.Y, true);
  70. else if(subFieldName == "Z")
  71. guiField.SetInputFocus(VectorComponent.Z, true);
  72. else if(subFieldName == "W")
  73. guiField.SetInputFocus(VectorComponent.W, true);
  74. else
  75. guiField.SetInputFocus(VectorComponent.X, true);
  76. }
  77. /// <summary>
  78. /// Triggered when the user changes the field value of a single component.
  79. /// </summary>
  80. /// <param name="newValue">New value of a single component in the 3D vector field.</param>
  81. /// <param name="component">Component that was changed.</param>
  82. private void OnFieldValueChanged(float newValue, VectorComponent component)
  83. {
  84. property.SetValue(guiField.Value);
  85. state |= InspectableState.ModifyInProgress;
  86. }
  87. /// <summary>
  88. /// Triggered when the user confirms input in the 3D vector field.
  89. /// </summary>
  90. private void OnFieldValueConfirm()
  91. {
  92. if (state.HasFlag(InspectableState.ModifyInProgress))
  93. state |= InspectableState.Modified;
  94. EndUndo();
  95. }
  96. }
  97. /** @} */
  98. }