BsGUIVector2Field.cpp 2.9 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "GUI/BsGUIVector2Field.h"
  4. #include "GUI/BsGUILayoutX.h"
  5. #include "GUI/BsGUILayoutY.h"
  6. #include "GUI/BsGUIFloatField.h"
  7. #include "GUI/BsGUILabel.h"
  8. #include "GUI/BsGUISpace.h"
  9. using namespace std::placeholders;
  10. namespace bs
  11. {
  12. const UINT32 GUIVector2Field::ELEMENT_LABEL_WIDTH = 15;
  13. GUIVector2Field::GUIVector2Field(const PrivatelyConstruct& dummy, const GUIContent& labelContent,
  14. UINT32 labelWidth, const String& style, const GUIDimensions& dimensions, bool withLabel)
  15. :TGUIField(dummy, labelContent, labelWidth, style, dimensions, withLabel)
  16. {
  17. mFieldX = GUIFloatField::create(HString("X"), ELEMENT_LABEL_WIDTH, getSubStyleName(X_FIELD_STYLE_TYPE));
  18. mFieldY = GUIFloatField::create(HString("Y"), ELEMENT_LABEL_WIDTH, getSubStyleName(Y_FIELD_STYLE_TYPE));
  19. mFieldX->onValueChanged.connect([this](float val) { valueChanged(val, VectorComponent::X); });
  20. mFieldY->onValueChanged.connect([this](float val) { valueChanged(val, VectorComponent::Y); });
  21. mFieldX->onConfirm.connect([this]() { inputConfirmed(VectorComponent::X); });
  22. mFieldY->onConfirm.connect([this]() { inputConfirmed(VectorComponent::Y); });
  23. mLayout->addElement(mFieldX);
  24. mLayout->addNewElement<GUIFixedSpace>(5);
  25. mLayout->addElement(mFieldY);
  26. }
  27. Vector2 GUIVector2Field::getValue() const
  28. {
  29. Vector2 value;
  30. value.x = mFieldX->getValue();
  31. value.y = mFieldY->getValue();
  32. return value;
  33. }
  34. void GUIVector2Field::setValue(const Vector2& value)
  35. {
  36. mFieldX->setValue(value.x);
  37. mFieldY->setValue(value.y);
  38. }
  39. bool GUIVector2Field::hasInputFocus() const
  40. {
  41. return mFieldX->hasInputFocus() || mFieldY->hasInputFocus();
  42. }
  43. void GUIVector2Field::setInputFocus(VectorComponent component, bool focus)
  44. {
  45. switch(component)
  46. {
  47. case VectorComponent::X: mFieldX->setFocus(focus, true); break;
  48. case VectorComponent::Y: mFieldY->setFocus(focus, true); break;
  49. default: break;
  50. }
  51. }
  52. void GUIVector2Field::setTint(const Color& color)
  53. {
  54. if (mLabel != nullptr)
  55. mLabel->setTint(color);
  56. mFieldX->setTint(color);
  57. mFieldY->setTint(color);
  58. }
  59. void GUIVector2Field::valueChanged(float newValue, VectorComponent component)
  60. {
  61. onComponentChanged(newValue, component);
  62. Vector2 value = getValue();
  63. onValueChanged(value);
  64. }
  65. void GUIVector2Field::inputConfirmed(VectorComponent component)
  66. {
  67. onConfirm(component);
  68. }
  69. void GUIVector2Field::styleUpdated()
  70. {
  71. if (mLabel != nullptr)
  72. mLabel->setStyle(getSubStyleName(getLabelStyleType()));
  73. mFieldX->setStyle(getSubStyleName(X_FIELD_STYLE_TYPE));
  74. mFieldY->setStyle(getSubStyleName(Y_FIELD_STYLE_TYPE));
  75. }
  76. const String& GUIVector2Field::getGUITypeName()
  77. {
  78. static String typeName = "GUIVector2Field";
  79. return typeName;
  80. }
  81. }