mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/Editor/Drawing/Views/Slots/MultiFloatSlotControlView.cs
2024-09-20 20:30:10 +02:00

83 lines
3.1 KiB
C#

using System;
using System.Globalization;
using UnityEditor.Graphing;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph.Drawing.Slots
{
class MultiFloatSlotControlView : VisualElement
{
readonly AbstractMaterialNode m_Node;
readonly Func<Vector4> m_Get;
readonly Action<Vector4> m_Set;
int m_UndoGroup = -1;
public MultiFloatSlotControlView(AbstractMaterialNode node, string[] labels, Func<Vector4> get, Action<Vector4> set)
{
styleSheets.Add(Resources.Load<StyleSheet>("Styles/Controls/MultiFloatSlotControlView"));
m_Node = node;
m_Get = get;
m_Set = set;
var initialValue = get();
for (var i = 0; i < labels.Length; i++)
AddField(initialValue, i, labels[i]);
}
void AddField(Vector4 initialValue, int index, string subLabel)
{
var dummy = new VisualElement { name = "dummy" };
var label = new Label(subLabel);
dummy.Add(label);
Add(dummy);
var field = new FloatField { userData = index, value = initialValue[index] };
var dragger = new FieldMouseDragger<double>(field);
dragger.SetDragZone(label);
field.Q("unity-text-input").RegisterCallback<KeyDownEvent>(evt =>
{
// Record Undo for input field edit
if (m_UndoGroup == -1)
{
m_UndoGroup = Undo.GetCurrentGroup();
m_Node.owner.owner.RegisterCompleteObjectUndo("Change " + m_Node.name);
}
// Handle scaping input field edit
if (evt.keyCode == KeyCode.Escape && m_UndoGroup > -1)
{
Undo.RevertAllDownToGroup(m_UndoGroup);
m_UndoGroup = -1;
evt.StopPropagation();
}
// Dont record Undo again until input field is unfocused
m_UndoGroup++;
this.MarkDirtyRepaint();
}, TrickleDown.TrickleDown);
// Called after KeyDownEvent
field.RegisterValueChangedCallback(evt =>
{
// Only true when setting value via FieldMouseDragger
// Undo recorded once per dragger release
if (m_UndoGroup == -1)
{
m_Node.owner.owner.RegisterCompleteObjectUndo("Change " + m_Node.name);
}
var value = m_Get();
if (value[index] != (float)evt.newValue)
{
value[index] = (float)evt.newValue;
m_Set(value);
m_Node.Dirty(ModificationScope.Node);
}
});
// Reset UndoGroup when done editing input field & update title
field.Q("unity-text-input").RegisterCallback<FocusOutEvent>(evt =>
{
m_Node.owner.owner.isDirty = true;
m_UndoGroup = -1;
}, TrickleDown.TrickleDown);
Add(field);
}
}
}