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using System;
using System.Reflection;
using UnityEditor.Graphing.Util;
using UnityEditor.ShaderGraph.Drawing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph.Drawing.Inspector.PropertyDrawers
{
[SGPropertyDrawer(typeof(ToggleData))]
class ToggleDataPropertyDrawer : IPropertyDrawer
{
internal delegate void ValueChangedCallback(ToggleData newValue);
internal VisualElement CreateGUI(
ValueChangedCallback valueChangedCallback,
ToggleData fieldToDraw,
string labelName,
out VisualElement propertyToggle,
int indentLevel = 0,
string tooltip = null)
{
var row = new PropertyRow(PropertyDrawerUtils.CreateLabel(labelName, indentLevel));
row.tooltip = tooltip;
// Create and assign toggle as out variable here so that callers can also do additional work with enabling/disabling if needed
propertyToggle = new Toggle();
row.Add((Toggle)propertyToggle, (toggle) =>
{
toggle.value = fieldToDraw.isOn;
});
if (valueChangedCallback != null)
{
var toggle = (Toggle)propertyToggle;
toggle.OnToggleChanged(evt => valueChangedCallback(new ToggleData(evt.newValue)));
}
row.styleSheets.Add(Resources.Load<StyleSheet>("Styles/PropertyRow"));
return row;
}
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
newBoolValue => propertyInfo.GetSetMethod(true).Invoke(actualObject, new object[] { newBoolValue }),
(ToggleData)propertyInfo.GetValue(actualObject),
attribute.labelName,
out var propertyVisualElement);
}
void IPropertyDrawer.DisposePropertyDrawer() { }
}
}