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using UnityEngine.UI;
namespace UnityEngine.Rendering.UI
{
/// <summary>
/// DebugUIHandler for toggle widget.
/// </summary>
public class DebugUIHandlerToggle : DebugUIHandlerWidget
{
/// <summary>Name of the toggle.</summary>
public Text nameLabel;
/// <summary>Value of the toggle.</summary>
public Toggle valueToggle;
/// <summary>Checkermark image.</summary>
public Image checkmarkImage;
/// <summary>
/// The DebugUI.BoolField instance that represents the data and state of the toggle widget managed by this handler.
/// </summary>
protected internal DebugUI.BoolField m_Field;
internal override void SetWidget(DebugUI.Widget widget)
{
base.SetWidget(widget);
m_Field = CastWidget<DebugUI.BoolField>();
nameLabel.text = m_Field.displayName;
UpdateValueLabel();
valueToggle.onValueChanged.AddListener(OnToggleValueChanged);
}
void OnToggleValueChanged(bool value)
{
m_Field.SetValue(value);
}
/// <summary>
/// OnSelection implementation.
/// </summary>
/// <param name="fromNext">True if the selection wrapped around.</param>
/// <param name="previous">Previous widget.</param>
/// <returns>True if the selection is allowed.</returns>
public override bool OnSelection(bool fromNext, DebugUIHandlerWidget previous)
{
nameLabel.color = colorSelected;
checkmarkImage.color = colorSelected;
return true;
}
/// <summary>
/// OnDeselection implementation.
/// </summary>
public override void OnDeselection()
{
nameLabel.color = colorDefault;
checkmarkImage.color = colorDefault;
}
/// <summary>
/// OnAction implementation.
/// </summary>
public override void OnAction()
{
bool value = !m_Field.GetValue();
m_Field.SetValue(value);
UpdateValueLabel();
}
/// <summary>
/// Update the label.
/// </summary>
internal protected virtual void UpdateValueLabel()
{
if (valueToggle != null)
valueToggle.isOn = m_Field.GetValue();
}
}
}