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using System;
using System.Reflection;
using UnityEditor.ShaderGraph.Drawing;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph.Drawing.Inspector.PropertyDrawers
{
[SGPropertyDrawer(typeof(Gradient))]
class GradientPropertyDrawer : IPropertyDrawer
{
internal delegate void ValueChangedCallback(Gradient newValue);
internal VisualElement CreateGUI(
ValueChangedCallback valueChangedCallback,
Gradient fieldToDraw,
string labelName,
out VisualElement propertyGradientField,
int indentLevel = 0)
{
var objectField = new GradientField { value = fieldToDraw, colorSpace = ColorSpace.Linear, hdr = true };
if (valueChangedCallback != null)
{
objectField.RegisterValueChangedCallback(evt => { valueChangedCallback((Gradient)evt.newValue); });
}
propertyGradientField = objectField;
// Any core widgets used by the inspector over and over should come from some kind of factory
var defaultRow = new PropertyRow(PropertyDrawerUtils.CreateLabel(labelName, indentLevel));
defaultRow.Add(propertyGradientField);
defaultRow.styleSheets.Add(Resources.Load<StyleSheet>("Styles/PropertyRow"));
return defaultRow;
}
public Action inspectorUpdateDelegate { get; set; }
public VisualElement DrawProperty(PropertyInfo propertyInfo, object actualObject, InspectableAttribute attribute)
{
return this.CreateGUI(
// Use the setter from the provided property as the callback
newValue => propertyInfo.GetSetMethod(true).Invoke(actualObject, new object[] { newValue }),
(Gradient)propertyInfo.GetValue(actualObject),
attribute.labelName,
out var propertyVisualElement);
}
void IPropertyDrawer.DisposePropertyDrawer() { }
}
}