Files
FlaxEngine/Source/Editor/Surface/Elements/FloatValue.cs
Wojtek Figat f94543aac8 Merge remote-tracking branch 'origin/master' into 1.10
# Conflicts:
#	Flax.flaxproj
2025-03-26 19:48:47 +01:00

335 lines
11 KiB
C#

// Copyright (c) 2012-2024 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;
// Disable slider if surface doesn't allow it
if (ParentNode.Surface != null && !ParentNode.Surface.CanLivePreviewValueChanges)
_slideSpeed = 0.0f;
}
private void OnNodeValuesChanged()
{
Value = Get(ParentNode, Archetype);
}
/// <inheritdoc />
public override void Draw()
{
base.Draw();
// Draw border
if (!IsFocused)
Render2D.DrawRectangle(new Rectangle(Float2.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>
/// <param name="customValue">The custom value override (optional).</param>
/// <returns>The result value.</returns>
public static float Get(SurfaceNode parentNode, NodeElementArchetype arch, object customValue = null)
{
if (arch.ValueIndex < 0 && customValue == null)
return 0;
float result;
var value = customValue ?? 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 asInt)
{
result = (float)asInt;
}
else if (value is float asFloat)
{
result = asFloat;
}
else if (value is double asDouble)
{
result = (float)asDouble;
}
else if (value is Vector2 asVector2)
{
result = (float)(arch.BoxID == 0 ? asVector2.X : asVector2.Y);
}
else if (value is Vector3 asVector3)
{
result = (float)(arch.BoxID == 0 ? asVector3.X : arch.BoxID == 1 ? asVector3.Y : asVector3.Z);
}
else if (value is Vector4 asVector4)
{
result = (float)(arch.BoxID == 0 ? asVector4.X : arch.BoxID == 1 ? asVector4.Y : arch.BoxID == 2 ? asVector4.Z : asVector4.W);
}
else if (value is Float2 asFloat2)
{
result = (arch.BoxID == 0 ? asFloat2.X : asFloat2.Y);
}
else if (value is Float3 asFloat3)
{
result = (arch.BoxID == 0 ? asFloat3.X : arch.BoxID == 1 ? asFloat3.Y : asFloat3.Z);
}
else if (value is Float4 asFloat4)
{
result = (arch.BoxID == 0 ? asFloat4.X : arch.BoxID == 1 ? asFloat4.Y : arch.BoxID == 2 ? asFloat4.Z : asFloat4.W);
}
else if (value is Double2 asDouble2)
{
result = (float)(arch.BoxID == 0 ? asDouble2.X : asDouble2.Y);
}
else if (value is Double3 asDouble3)
{
result = (float)(arch.BoxID == 0 ? asDouble3.X : arch.BoxID == 1 ? asDouble3.Y : asDouble3.Z);
}
else if (value is Double4 asDouble4)
{
result = (float)(arch.BoxID == 0 ? asDouble4.X : arch.BoxID == 1 ? asDouble4.Y : arch.BoxID == 2 ? asDouble4.Z : asDouble4.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 (parentNode.GroupArchetype.GroupID != 2)
{
// Per-component editing is used only by nodes from Constant group, otherwise use float
value = toSet;
}
else if (value is Vector2 asVector2)
{
if (arch.BoxID == 0)
asVector2.X = toSet;
else
asVector2.Y = toSet;
value = asVector2;
}
else if (value is Vector3 asVector3)
{
if (arch.BoxID == 0)
asVector3.X = toSet;
else if (arch.BoxID == 1)
asVector3.Y = toSet;
else
asVector3.Z = toSet;
value = asVector3;
}
else if (value is Vector4 asVector4)
{
if (arch.BoxID == 0)
asVector4.X = toSet;
else if (arch.BoxID == 1)
asVector4.Y = toSet;
else if (arch.BoxID == 2)
asVector4.Z = toSet;
else
asVector4.W = toSet;
value = asVector4;
}
else if (value is Float2 asFloat2)
{
if (arch.BoxID == 0)
asFloat2.X = toSet;
else
asFloat2.Y = toSet;
value = asFloat2;
}
else if (value is Float3 asFloat3)
{
if (arch.BoxID == 0)
asFloat3.X = toSet;
else if (arch.BoxID == 1)
asFloat3.Y = toSet;
else
asFloat3.Z = toSet;
value = asFloat3;
}
else if (value is Float4 asFloat4)
{
if (arch.BoxID == 0)
asFloat4.X = toSet;
else if (arch.BoxID == 1)
asFloat4.Y = toSet;
else if (arch.BoxID == 2)
asFloat4.Z = toSet;
else
asFloat4.W = toSet;
value = asFloat4;
}
else if (value is Double2 asDouble2)
{
if (arch.BoxID == 0)
asDouble2.X = toSet;
else
asDouble2.Y = toSet;
value = asDouble2;
}
else if (value is Double3 asDouble3)
{
if (arch.BoxID == 0)
asDouble3.X = toSet;
else if (arch.BoxID == 1)
asDouble3.Y = toSet;
else
asDouble3.Z = toSet;
value = asDouble3;
}
else if (value is Double4 asDouble4)
{
if (arch.BoxID == 0)
asDouble4.X = toSet;
else if (arch.BoxID == 1)
asDouble4.Y = toSet;
else if (arch.BoxID == 2)
asDouble4.Z = toSet;
else
asDouble4.W = toSet;
value = asDouble4;
}
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 if (value is Float2)
{
value = new Float2(toSet);
}
else if (value is Float3)
{
value = new Float3(toSet);
}
else if (value is Float4)
{
value = new Float4(toSet);
}
else if (value is Double2)
{
value = new Double2(toSet);
}
else if (value is Double3)
{
value = new Double3(toSet);
}
else if (value is Double4)
{
value = new Double4(toSet);
}
else
{
value = 0;
}
parentNode.SetValue(arch.ValueIndex, value);
}
}
}