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