forked from BilalY/Rasagar
140 lines
3.9 KiB
C#
140 lines
3.9 KiB
C#
using UnityEngine;
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using UnityEngine.UIElements;
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namespace UnityEditor.VFX.UI
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{
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abstract class VFXVectorNField<T> : VFXControl<T>
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{
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FloatField[] m_Fields;
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protected abstract int componentCount { get; }
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private string GetComponentName(int i)
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{
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switch (i)
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{
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case 0:
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return "x";
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case 1:
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return "y";
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case 2:
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return "z";
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case 3:
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return "w";
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default:
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return "a";
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}
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}
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public override void SetEnabled(bool v)
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{
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for (int i = 0; i < componentCount; ++i)
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{
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m_Fields[i].SetEnabled(v);
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}
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}
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void CreateTextField()
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{
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m_Fields = new FloatField[componentCount];
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for (int i = 0; i < m_Fields.Length; ++i)
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{
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var newField = new FloatField(GetComponentName(i));
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m_Fields[i] = newField;
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m_Fields[i].AddToClassList("fieldContainer");
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m_Fields[i].RegisterCallback<ChangeEvent<float>, int>(OnValueChanged, i);
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m_Fields[i].RegisterCallback<FocusOutEvent>(OnLostFocus);
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var label = newField.Q<Label>();
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label.RegisterCallback<PointerCaptureEvent>(ValueDragStarted);
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label.RegisterCallback<PointerCaptureOutEvent>(ValueDragFinished);
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Add(m_Fields[i]);
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}
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}
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private void OnLostFocus(FocusOutEvent focusOutEvent)
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{
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// Filter value if needed (range attribute for instance)
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this.ValueToGUI(true);
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}
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public override bool indeterminate
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{
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get => m_Fields[0].showMixedValue;
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set
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{
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foreach (var field in m_Fields)
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{
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field.showMixedValue = value;
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}
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ValueToGUI(true);
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}
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}
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protected abstract void SetValueComponent(ref T value, int i, float componentValue);
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protected abstract float GetValueComponent(ref T value, int i);
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void OnValueChanged(ChangeEvent<float> e, int component)
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{
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T newValue = value;
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SetValueComponent(ref newValue, component, m_Fields[component].value);
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SetValueAndNotify(newValue);
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}
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protected VFXVectorNField()
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{
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CreateTextField();
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style.flexDirection = FlexDirection.Row;
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}
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protected override void ValueToGUI(bool force)
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{
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T v = this.value;
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for (int i = 0; i < m_Fields.Length; ++i)
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{
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float componentValue = GetValueComponent(ref v, i);
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if (!m_Fields[i].HasFocus() || force)
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{
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m_Fields[i].SetValueWithoutNotify(componentValue);
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}
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}
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}
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}
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class VFXVector3Field : VFXVectorNField<Vector3>
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{
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protected override int componentCount => 3;
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protected override void SetValueComponent(ref Vector3 v, int i, float componentValue)
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{
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switch (i)
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{
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case 0:
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v.x = componentValue;
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break;
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case 1:
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v.y = componentValue;
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break;
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default:
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v.z = componentValue;
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break;
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}
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}
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protected override float GetValueComponent(ref Vector3 v, int i)
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{
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switch (i)
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{
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case 0:
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return v.x;
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case 1:
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return v.y;
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default:
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return v.z;
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}
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}
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}
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}
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