UnityExplorer/src/UI/InteractiveValues/InteractiveFloatStruct.cs
Sinai c748be7bcc Rewrite InteractiveUnityStruct, now called InteractiveFloatStruct
InteractiveFloatStruct supports any struct where all the fields are floats.
2021-04-05 20:32:47 +10:00

199 lines
6.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using System.Reflection;
namespace UnityExplorer.UI.InteractiveValues
{
// Class for supporting any "float struct" (ie Vector, Rect, etc).
// Supports any struct where all the public instance fields are floats (or types assignable to float)
public class StructInfo
{
public string[] FieldNames { get; }
private readonly FieldInfo[] m_fields;
public StructInfo(Type type)
{
m_fields = type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
.Where(it => !it.IsLiteral)
.ToArray();
FieldNames = m_fields.Select(it => it.Name)
.ToArray();
}
public object SetValue(ref object instance, int fieldIndex, float val)
{
m_fields[fieldIndex].SetValue(instance, val);
return instance;
}
public float GetValue(object instance, int fieldIndex)
=> (float)m_fields[fieldIndex].GetValue(instance);
public void RefreshUI(InputField[] inputs, object instance)
{
try
{
for (int i = 0; i < m_fields.Length; i++)
{
var field = m_fields[i];
float val = (float)field.GetValue(instance);
inputs[i].text = val.ToString();
}
}
catch (Exception ex)
{
ExplorerCore.Log(ex);
}
}
}
public class InteractiveFloatStruct : InteractiveValue
{
private static readonly Dictionary<string, bool> _typeSupportCache = new Dictionary<string, bool>();
public static bool IsTypeSupported(Type type)
{
if (!type.IsValueType)
return false;
if (_typeSupportCache.TryGetValue(type.AssemblyQualifiedName, out bool ret))
return ret;
ret = true;
var fields = type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
foreach (var field in fields)
{
if (field.IsLiteral)
continue;
if (!typeof(float).IsAssignableFrom(field.FieldType))
{
ret = false;
break;
}
}
_typeSupportCache.Add(type.AssemblyQualifiedName, ret);
return ret;
}
//~~~~~~~~~ Instance ~~~~~~~~~~
public InteractiveFloatStruct(object value, Type valueType) : base(value, valueType) { }
public override bool HasSubContent => true;
public override bool SubContentWanted => true;
public StructInfo StructInfo;
public override void RefreshUIForValue()
{
InitializeStructInfo();
base.RefreshUIForValue();
if (m_subContentConstructed)
StructInfo.RefreshUI(m_inputs, this.Value);
}
internal override void OnToggleSubcontent(bool toggle)
{
InitializeStructInfo();
base.OnToggleSubcontent(toggle);
StructInfo.RefreshUI(m_inputs, this.Value);
}
internal Type m_lastStructType;
internal void InitializeStructInfo()
{
var type = Value?.GetType() ?? FallbackType;
if (StructInfo != null && type == m_lastStructType)
return;
if (StructInfo != null && m_subContentConstructed)
DestroySubContent();
m_lastStructType = type;
StructInfo = new StructInfo(type);
if (m_subContentParent.activeSelf)
ConstructSubcontent();
}
#region UI CONSTRUCTION
internal InputField[] m_inputs;
public override void ConstructUI(GameObject parent, GameObject subGroup)
{
base.ConstructUI(parent, subGroup);
}
public override void ConstructSubcontent()
{
base.ConstructSubcontent();
if (StructInfo == null)
{
ExplorerCore.LogWarning("Setting up subcontent but structinfo is null");
return;
}
var editorContainer = UIFactory.CreateVerticalGroup(m_subContentParent, "EditorContent", false, true, true, true, 2, new Vector4(4, 4, 4, 4),
new Color(0.08f, 0.08f, 0.08f));
m_inputs = new InputField[StructInfo.FieldNames.Length];
for (int i = 0; i < StructInfo.FieldNames.Length; i++)
AddEditorRow(i, editorContainer);
RefreshUIForValue();
}
internal void AddEditorRow(int index, GameObject groupObj)
{
try
{
var row = UIFactory.CreateHorizontalGroup(groupObj, "EditorRow", false, true, true, true, 5, default, new Color(1, 1, 1, 0));
string name = StructInfo.FieldNames[index];
var label = UIFactory.CreateLabel(row, "RowLabel", $"{name}:", TextAnchor.MiddleRight, Color.cyan);
UIFactory.SetLayoutElement(label.gameObject, minWidth: 30, flexibleWidth: 0, minHeight: 25);
var inputFieldObj = UIFactory.CreateInputField(row, "InputField", "...", 14, 3, 1);
UIFactory.SetLayoutElement(inputFieldObj, minWidth: 120, minHeight: 25, flexibleWidth: 0);
var inputField = inputFieldObj.GetComponent<InputField>();
m_inputs[index] = inputField;
inputField.onValueChanged.AddListener((string val) =>
{
try
{
float f = float.Parse(val);
Value = StructInfo.SetValue(ref this.Value, index, f);
Owner.SetValue();
}
catch { }
});
}
catch (Exception ex)
{
ExplorerCore.Log(ex);
}
}
#endregion
}
}