335 lines
11 KiB
C#
335 lines
11 KiB
C#
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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using FlaxEditor.GUI.Input;
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using FlaxEngine;
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using FlaxEngine.GUI;
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namespace FlaxEditor.Surface.Elements
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{
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/// <summary>
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/// Floating point value editing element.
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/// </summary>
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/// <seealso cref="FloatValueBox" />
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/// <seealso cref="ISurfaceNodeElement" />
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[HideInEditor]
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public sealed class FloatValue : FloatValueBox, ISurfaceNodeElement
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{
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/// <inheritdoc />
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public SurfaceNode ParentNode { get; }
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/// <inheritdoc />
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public NodeElementArchetype Archetype { get; }
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/// <summary>
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/// Gets the surface.
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/// </summary>
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public VisjectSurface Surface => ParentNode.Surface;
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/// <inheritdoc />
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public FloatValue(SurfaceNode parentNode, NodeElementArchetype archetype)
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: base(Get(parentNode, archetype), archetype.Position.X, archetype.Position.Y, 50, archetype.ValueMin, archetype.ValueMax, 0.01f)
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{
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ParentNode = parentNode;
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Archetype = archetype;
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ParentNode.ValuesChanged += OnNodeValuesChanged;
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// Disable slider if surface doesn't allow it
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if (ParentNode.Surface != null && !ParentNode.Surface.CanLivePreviewValueChanges)
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_slideSpeed = 0.0f;
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}
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private void OnNodeValuesChanged()
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{
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Value = Get(ParentNode, Archetype);
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}
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/// <inheritdoc />
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public override void Draw()
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{
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base.Draw();
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// Draw border
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if (!IsFocused)
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Render2D.DrawRectangle(new Rectangle(Float2.Zero, Size), Style.Current.BorderNormal);
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}
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/// <inheritdoc />
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protected override void OnValueChanged()
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{
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base.OnValueChanged();
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Set(ParentNode, Archetype, Value);
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}
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/// <summary>
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/// Gets the floating point value from the specified parent node. Handles type casting and components gather.
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/// </summary>
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/// <param name="parentNode">The parent node.</param>
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/// <param name="arch">The node element archetype.</param>
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/// <param name="customValue">The custom value override (optional).</param>
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/// <returns>The result value.</returns>
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public static float Get(SurfaceNode parentNode, NodeElementArchetype arch, object customValue = null)
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{
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if (arch.ValueIndex < 0 && customValue == null)
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return 0;
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float result;
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var value = customValue ?? parentNode.Values[arch.ValueIndex];
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// Note: this value box may edit on component of the vector like Vector3.Y, BoxID from Archetype tells which component pick
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if (value is int asInt)
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{
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result = (float)asInt;
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}
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else if (value is float asFloat)
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{
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result = asFloat;
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}
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else if (value is double asDouble)
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{
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result = (float)asDouble;
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}
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else if (value is Vector2 asVector2)
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{
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result = (float)(arch.BoxID == 0 ? asVector2.X : asVector2.Y);
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}
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else if (value is Vector3 asVector3)
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{
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result = (float)(arch.BoxID == 0 ? asVector3.X : arch.BoxID == 1 ? asVector3.Y : asVector3.Z);
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}
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else if (value is Vector4 asVector4)
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{
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result = (float)(arch.BoxID == 0 ? asVector4.X : arch.BoxID == 1 ? asVector4.Y : arch.BoxID == 2 ? asVector4.Z : asVector4.W);
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}
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else if (value is Float2 asFloat2)
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{
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result = (arch.BoxID == 0 ? asFloat2.X : asFloat2.Y);
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}
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else if (value is Float3 asFloat3)
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{
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result = (arch.BoxID == 0 ? asFloat3.X : arch.BoxID == 1 ? asFloat3.Y : asFloat3.Z);
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}
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else if (value is Float4 asFloat4)
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{
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result = (arch.BoxID == 0 ? asFloat4.X : arch.BoxID == 1 ? asFloat4.Y : arch.BoxID == 2 ? asFloat4.Z : asFloat4.W);
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}
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else if (value is Double2 asDouble2)
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{
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result = (float)(arch.BoxID == 0 ? asDouble2.X : asDouble2.Y);
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}
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else if (value is Double3 asDouble3)
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{
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result = (float)(arch.BoxID == 0 ? asDouble3.X : arch.BoxID == 1 ? asDouble3.Y : asDouble3.Z);
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}
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else if (value is Double4 asDouble4)
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{
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result = (float)(arch.BoxID == 0 ? asDouble4.X : arch.BoxID == 1 ? asDouble4.Y : arch.BoxID == 2 ? asDouble4.Z : asDouble4.W);
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}
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else
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{
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result = 0;
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}
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return result;
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}
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/// <summary>
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/// Sets the floating point value of the specified parent node. Handles type casting and components assignment.
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/// </summary>
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/// <param name="parentNode">The parent node.</param>
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/// <param name="arch">The node element archetype.</param>
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/// <param name="toSet">The value to set.</param>
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public static void Set(SurfaceNode parentNode, NodeElementArchetype arch, float toSet)
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{
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if (arch.ValueIndex < 0)
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return;
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var value = parentNode.Values[arch.ValueIndex];
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if (value is int)
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{
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value = (int)toSet;
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}
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else if (value is float)
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{
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value = toSet;
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}
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else if (value is double)
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{
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value = (double)toSet;
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}
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else if (parentNode.GroupArchetype.GroupID != 2)
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{
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// Per-component editing is used only by nodes from Constant group, otherwise use float
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value = toSet;
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}
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else if (value is Vector2 asVector2)
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{
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if (arch.BoxID == 0)
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asVector2.X = toSet;
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else
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asVector2.Y = toSet;
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value = asVector2;
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}
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else if (value is Vector3 asVector3)
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{
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if (arch.BoxID == 0)
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asVector3.X = toSet;
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else if (arch.BoxID == 1)
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asVector3.Y = toSet;
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else
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asVector3.Z = toSet;
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value = asVector3;
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}
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else if (value is Vector4 asVector4)
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{
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if (arch.BoxID == 0)
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asVector4.X = toSet;
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else if (arch.BoxID == 1)
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asVector4.Y = toSet;
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else if (arch.BoxID == 2)
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asVector4.Z = toSet;
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else
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asVector4.W = toSet;
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value = asVector4;
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}
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else if (value is Float2 asFloat2)
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{
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if (arch.BoxID == 0)
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asFloat2.X = toSet;
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else
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asFloat2.Y = toSet;
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value = asFloat2;
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}
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else if (value is Float3 asFloat3)
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{
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if (arch.BoxID == 0)
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asFloat3.X = toSet;
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else if (arch.BoxID == 1)
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asFloat3.Y = toSet;
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else
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asFloat3.Z = toSet;
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value = asFloat3;
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}
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else if (value is Float4 asFloat4)
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{
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if (arch.BoxID == 0)
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asFloat4.X = toSet;
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else if (arch.BoxID == 1)
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asFloat4.Y = toSet;
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else if (arch.BoxID == 2)
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asFloat4.Z = toSet;
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else
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asFloat4.W = toSet;
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value = asFloat4;
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}
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else if (value is Double2 asDouble2)
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{
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if (arch.BoxID == 0)
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asDouble2.X = toSet;
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else
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asDouble2.Y = toSet;
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value = asDouble2;
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}
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else if (value is Double3 asDouble3)
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{
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if (arch.BoxID == 0)
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asDouble3.X = toSet;
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else if (arch.BoxID == 1)
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asDouble3.Y = toSet;
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else
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asDouble3.Z = toSet;
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value = asDouble3;
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}
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else if (value is Double4 asDouble4)
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{
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if (arch.BoxID == 0)
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asDouble4.X = toSet;
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else if (arch.BoxID == 1)
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asDouble4.Y = toSet;
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else if (arch.BoxID == 2)
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asDouble4.Z = toSet;
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else
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asDouble4.W = toSet;
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value = asDouble4;
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}
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else
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{
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value = 0;
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}
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parentNode.SetValue(arch.ValueIndex, value);
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}
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/// <summary>
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/// Sets all the values to the given value (eg. all components of the vector).
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/// </summary>
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/// <param name="parentNode">The parent node.</param>
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/// <param name="arch">The node element archetype.</param>
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/// <param name="toSet">The value to assign.</param>
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public static void SetAllValues(SurfaceNode parentNode, NodeElementArchetype arch, float toSet)
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{
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if (arch.ValueIndex < 0)
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return;
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var value = parentNode.Values[arch.ValueIndex];
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if (value is int)
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{
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value = (int)toSet;
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}
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else if (value is float)
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{
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value = toSet;
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}
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else if (value is double)
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{
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value = (double)toSet;
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}
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else if (value is Vector2)
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{
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value = new Vector2(toSet);
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}
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else if (value is Vector3)
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{
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value = new Vector3(toSet);
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}
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else if (value is Vector4)
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{
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value = new Vector4(toSet);
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}
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else if (value is Float2)
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{
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value = new Float2(toSet);
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}
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else if (value is Float3)
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{
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value = new Float3(toSet);
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}
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else if (value is Float4)
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{
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value = new Float4(toSet);
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}
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else if (value is Double2)
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{
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value = new Double2(toSet);
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}
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else if (value is Double3)
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{
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value = new Double3(toSet);
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}
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else if (value is Double4)
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{
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value = new Double4(toSet);
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}
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else
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{
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value = 0;
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}
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parentNode.SetValue(arch.ValueIndex, value);
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}
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}
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}
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