BsGUIVector4Field.cpp 4.7 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/BsGUIVector4Field.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 GUIVector4Field::ELEMENT_LABEL_WIDTH = 15;
  13. GUIVector4Field::GUIVector4Field(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. mFieldZ = GUIFloatField::create(HString("Z"), ELEMENT_LABEL_WIDTH, getSubStyleName(Z_FIELD_STYLE_TYPE));
  20. mFieldW = GUIFloatField::create(HString("W"), ELEMENT_LABEL_WIDTH, getSubStyleName(W_FIELD_STYLE_TYPE));
  21. mFieldX->onValueChanged.connect([this](float val) { valueChanged(val, VectorComponent::X); });
  22. mFieldY->onValueChanged.connect([this](float val) { valueChanged(val, VectorComponent::Y); });
  23. mFieldZ->onValueChanged.connect([this](float val) { valueChanged(val, VectorComponent::Z); });
  24. mFieldW->onValueChanged.connect([this](float val) { valueChanged(val, VectorComponent::W); });
  25. mFieldX->onConfirm.connect([this]() { inputConfirmed(VectorComponent::X); });
  26. mFieldY->onConfirm.connect([this]() { inputConfirmed(VectorComponent::Y); });
  27. mFieldZ->onConfirm.connect([this]() { inputConfirmed(VectorComponent::Z); });
  28. mFieldW->onConfirm.connect([this]() { inputConfirmed(VectorComponent::W); });
  29. mFieldX->onFocusChanged.connect([this](bool val) { onComponentFocusChanged(val, VectorComponent::X); });
  30. mFieldY->onFocusChanged.connect([this](bool val) { onComponentFocusChanged(val, VectorComponent::Y); });
  31. mFieldZ->onFocusChanged.connect([this](bool val) { onComponentFocusChanged(val, VectorComponent::Z); });
  32. mFieldW->onFocusChanged.connect([this](bool val) { onComponentFocusChanged(val, VectorComponent::W); });
  33. mLayout->removeElement(mLabel);
  34. GUILayout* layout = mLayout->addNewElement<GUILayoutY>();
  35. layout->addElement(mLabel);
  36. mLabel->resetDimensions();
  37. GUILayout* elementLayout = layout->addNewElement<GUILayoutX>();
  38. elementLayout->addElement(mFieldX);
  39. elementLayout->addNewElement<GUIFixedSpace>(5);
  40. elementLayout->addElement(mFieldY);
  41. elementLayout->addNewElement<GUIFixedSpace>(5);
  42. elementLayout->addElement(mFieldZ);
  43. elementLayout->addNewElement<GUIFixedSpace>(5);
  44. elementLayout->addElement(mFieldW);
  45. }
  46. Vector4 GUIVector4Field::getValue() const
  47. {
  48. Vector4 value;
  49. value.x = mFieldX->getValue();
  50. value.y = mFieldY->getValue();
  51. value.z = mFieldZ->getValue();
  52. value.w = mFieldW->getValue();
  53. return value;
  54. }
  55. void GUIVector4Field::setValue(const Vector4& value)
  56. {
  57. mFieldX->setValue(value.x);
  58. mFieldY->setValue(value.y);
  59. mFieldZ->setValue(value.z);
  60. mFieldW->setValue(value.w);
  61. }
  62. bool GUIVector4Field::hasInputFocus() const
  63. {
  64. return mFieldX->hasInputFocus() || mFieldY->hasInputFocus() || mFieldZ->hasInputFocus() || mFieldW->hasInputFocus();
  65. }
  66. void GUIVector4Field::setInputFocus(VectorComponent component, bool focus)
  67. {
  68. switch(component)
  69. {
  70. case VectorComponent::X: mFieldX->setFocus(focus, true); break;
  71. case VectorComponent::Y: mFieldY->setFocus(focus, true); break;
  72. case VectorComponent::Z: mFieldZ->setFocus(focus, true); break;
  73. case VectorComponent::W: mFieldW->setFocus(focus, true); break;
  74. default: break;
  75. }
  76. }
  77. void GUIVector4Field::setTint(const Color& color)
  78. {
  79. if (mLabel != nullptr)
  80. mLabel->setTint(color);
  81. mFieldX->setTint(color);
  82. mFieldY->setTint(color);
  83. mFieldZ->setTint(color);
  84. mFieldW->setTint(color);
  85. }
  86. void GUIVector4Field::styleUpdated()
  87. {
  88. if (mLabel != nullptr)
  89. mLabel->setStyle(getSubStyleName(getLabelStyleType()));
  90. mFieldX->setStyle(getSubStyleName(X_FIELD_STYLE_TYPE));
  91. mFieldY->setStyle(getSubStyleName(Y_FIELD_STYLE_TYPE));
  92. mFieldZ->setStyle(getSubStyleName(Z_FIELD_STYLE_TYPE));
  93. mFieldW->setStyle(getSubStyleName(W_FIELD_STYLE_TYPE));
  94. }
  95. void GUIVector4Field::valueChanged(float newValue, VectorComponent component)
  96. {
  97. onComponentChanged(newValue, component);
  98. Vector4 value = getValue();
  99. onValueChanged(value);
  100. }
  101. void GUIVector4Field::inputConfirmed(VectorComponent component)
  102. {
  103. onConfirm(component);
  104. }
  105. const String& GUIVector4Field::getGUITypeName()
  106. {
  107. static String typeName = "GUIVector4Field";
  108. return typeName;
  109. }
  110. }