Files
FlaxEngine/Source/Editor/Surface/Elements/FloatValue.cs
2021-01-02 14:28:49 +01:00

217 lines
6.6 KiB
C#

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using FlaxEditor.GUI.Input;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.Surface.Elements
{
/// <summary>
/// Floating point value editing element.
/// </summary>
/// <seealso cref="FloatValueBox" />
/// <seealso cref="ISurfaceNodeElement" />
[HideInEditor]
public sealed class FloatValue : FloatValueBox, ISurfaceNodeElement
{
/// <inheritdoc />
public SurfaceNode ParentNode { get; }
/// <inheritdoc />
public NodeElementArchetype Archetype { get; }
/// <summary>
/// Gets the surface.
/// </summary>
public VisjectSurface Surface => ParentNode.Surface;
/// <inheritdoc />
public FloatValue(SurfaceNode parentNode, NodeElementArchetype archetype)
: base(Get(parentNode, archetype), archetype.Position.X, archetype.Position.Y, 50, archetype.ValueMin, archetype.ValueMax, 0.01f)
{
ParentNode = parentNode;
Archetype = archetype;
ParentNode.ValuesChanged += OnNodeValuesChanged;
}
private void OnNodeValuesChanged()
{
Value = Get(ParentNode, Archetype);
}
/// <inheritdoc />
public override void Draw()
{
base.Draw();
// Draw border
if (!IsFocused)
Render2D.DrawRectangle(new Rectangle(Vector2.Zero, Size), Style.Current.BorderNormal);
}
/// <inheritdoc />
protected override void OnValueChanged()
{
base.OnValueChanged();
Set(ParentNode, Archetype, Value);
}
/// <summary>
/// Gets the floating point value from the specified parent node. Handles type casting and components gather.
/// </summary>
/// <param name="parentNode">The parent node.</param>
/// <param name="arch">The node element archetype.</param>
/// <returns>The result value.</returns>
public static float Get(SurfaceNode parentNode, NodeElementArchetype arch)
{
if (arch.ValueIndex < 0)
return 0;
float result;
var value = parentNode.Values[arch.ValueIndex];
// Note: this value box may edit on component of the vector like Vector3.Y, BoxID from Archetype tells which component pick
if (value is int valueInt)
{
result = (float)valueInt;
}
else if (value is float valueFloat)
{
result = valueFloat;
}
else if (value is double valueDouble)
{
result = (float)valueDouble;
}
else if (value is Vector2 valueVec2)
{
result = (arch.BoxID == 0 ? valueVec2.X : valueVec2.Y);
}
else if (value is Vector3 valueVec3)
{
result = (arch.BoxID == 0 ? valueVec3.X : arch.BoxID == 1 ? valueVec3.Y : valueVec3.Z);
}
else if (value is Vector4 valueVec4)
{
result = (arch.BoxID == 0 ? valueVec4.X : arch.BoxID == 1 ? valueVec4.Y : arch.BoxID == 2 ? valueVec4.Z : valueVec4.W);
}
else
{
result = 0;
}
return result;
}
/// <summary>
/// Sets the floating point value of the specified parent node. Handles type casting and components assignment.
/// </summary>
/// <param name="parentNode">The parent node.</param>
/// <param name="arch">The node element archetype.</param>
/// <param name="toSet">The value to set.</param>
public static void Set(SurfaceNode parentNode, NodeElementArchetype arch, float toSet)
{
if (arch.ValueIndex < 0)
return;
var value = parentNode.Values[arch.ValueIndex];
if (value is int)
{
value = (int)toSet;
}
else if (value is float)
{
value = toSet;
}
else if (value is double)
{
value = (double)toSet;
}
else if (value is Vector2 valueVec2)
{
if (arch.BoxID == 0)
valueVec2.X = toSet;
else
valueVec2.Y = toSet;
value = valueVec2;
}
else if (value is Vector3 valueVec3)
{
if (arch.BoxID == 0)
valueVec3.X = toSet;
else if (arch.BoxID == 1)
valueVec3.Y = toSet;
else
valueVec3.Z = toSet;
value = valueVec3;
}
else if (value is Vector4 valueVec4)
{
if (arch.BoxID == 0)
valueVec4.X = toSet;
else if (arch.BoxID == 1)
valueVec4.Y = toSet;
else if (arch.BoxID == 2)
valueVec4.Z = toSet;
else
valueVec4.W = toSet;
value = valueVec4;
}
else
{
value = 0;
}
parentNode.SetValue(arch.ValueIndex, value);
}
/// <summary>
/// Sets all the values to the given value (eg. all components of the vector).
/// </summary>
/// <param name="parentNode">The parent node.</param>
/// <param name="arch">The node element archetype.</param>
/// <param name="toSet">The value to assign.</param>
public static void SetAllValues(SurfaceNode parentNode, NodeElementArchetype arch, float toSet)
{
if (arch.ValueIndex < 0)
return;
var value = parentNode.Values[arch.ValueIndex];
if (value is int)
{
value = (int)toSet;
}
else if (value is float)
{
value = toSet;
}
else if (value is double)
{
value = (double)toSet;
}
else if (value is Vector2)
{
value = new Vector2(toSet);
}
else if (value is Vector3)
{
value = new Vector3(toSet);
}
else if (value is Vector4)
{
value = new Vector4(toSet);
}
else
{
value = 0;
}
parentNode.SetValue(arch.ValueIndex, value);
}
}
}