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using UnityEngine.UIElements;
namespace UnityEditor.VFX.UI
{
class VFXFlipBookField : VFXControl<FlipBook>
{
IntegerField m_X;
IntegerField m_Y;
void CreateTextField()
{
m_X = new IntegerField("X");
m_Y = new IntegerField("Y");
m_X.AddToClassList("fieldContainer");
m_Y.AddToClassList("fieldContainer");
m_X.AddToClassList("fieldContainer");
m_Y.AddToClassList("fieldContainer");
m_X.RegisterCallback<ChangeEvent<int>>(OnXValueChanged);
m_Y.RegisterCallback<ChangeEvent<int>>(OnYValueChanged);
}
void OnXValueChanged(ChangeEvent<int> e)
{
FlipBook newValue = value;
newValue.x = (int)m_X.value;
SetValueAndNotify(newValue);
}
void OnYValueChanged(ChangeEvent<int> e)
{
FlipBook newValue = value;
newValue.y = (int)m_Y.value;
SetValueAndNotify(newValue);
}
public override bool indeterminate
{
get => m_X.showMixedValue;
set
{
m_X.showMixedValue = value;
m_Y.showMixedValue = value;
}
}
public VFXFlipBookField(string label)
{
var labelElement = new Label(label);
labelElement.AddToClassList("label");
Add(labelElement);
CreateTextField();
style.flexDirection = FlexDirection.Row;
Add(m_X);
Add(m_Y);
}
protected override void ValueToGUI(bool force)
{
if (!m_X.HasFocus() || force)
m_X.value = value.x;
if (!m_Y.HasFocus() || force)
m_Y.value = value.y;
}
}
}