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98 lines
3.2 KiB
98 lines
3.2 KiB
using UnityEngine.UI;
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namespace UnityEngine.Rendering.UI
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{
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/// <summary>
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/// Base class for handling UI actions for widgets.
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/// </summary>
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/// <typeparam name="T">Base type for the field</typeparam>
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public abstract class DebugUIHandlerField<T> : DebugUIHandlerWidget
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where T : DebugUI.Widget
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{
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/// <summary>Text displayed for the "next" button.</summary>
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public Text nextButtonText;
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/// <summary>Text displayed for the "previous" button.</summary>
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public Text previousButtonText;
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/// <summary>Name of the enum field.</summary>
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public Text nameLabel;
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/// <summary>Value of the enum field.</summary>
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public Text valueLabel;
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/// <summary>
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/// The field
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/// </summary>
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internal protected T m_Field;
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/// <summary>
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/// Sets the widget and updates the label
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/// </summary>
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/// <param name="widget">The <see cref="DebugUI.Widget"/></param>
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internal override void SetWidget(DebugUI.Widget widget)
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{
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base.SetWidget(widget);
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m_Field = CastWidget<T>();
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nameLabel.text = m_Field.displayName;
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UpdateValueLabel();
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}
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/// <summary>
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/// OnSelection implementation.
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/// </summary>
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/// <param name="fromNext">True if the selection wrapped around.</param>
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/// <param name="previous">Previous widget.</param>
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/// <returns>State of the widget.</returns>
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public override bool OnSelection(bool fromNext, DebugUIHandlerWidget previous)
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{
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if (nextButtonText != null)
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nextButtonText.color = colorSelected;
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if (previousButtonText != null)
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previousButtonText.color = colorSelected;
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nameLabel.color = colorSelected;
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valueLabel.color = colorSelected;
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return true;
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}
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/// <summary>
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/// OnDeselection implementation.
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/// </summary>
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public override void OnDeselection()
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{
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if (nextButtonText != null)
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nextButtonText.color = colorDefault;
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if (previousButtonText != null)
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previousButtonText.color = colorDefault;
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nameLabel.color = colorDefault;
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valueLabel.color = colorDefault;
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}
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/// <summary>
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/// OnAction implementation.
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/// </summary>
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public override void OnAction()
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{
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OnIncrement(false);
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}
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/// <summary>
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/// Update the label of the widget.
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/// </summary>
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public abstract void UpdateValueLabel();
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/// <summary>
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/// Sets the label text
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/// </summary>
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/// <param name="text">The text to set to the label</param>
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protected void SetLabelText(string text)
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{
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// The UI implementation is tight with space, so let's just truncate the string here if too long.
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const int maxLength = 26;
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if (text.Length > maxLength)
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{
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text = text.Substring(0, maxLength - 3) + "...";
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}
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valueLabel.text = text;
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}
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}
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}
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