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mod/PLibOptions/NullableFloatOptionsEntry.cs
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132
mod/PLibOptions/NullableFloatOptionsEntry.cs
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/*
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* Copyright 2022 Peter Han
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
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* and associated documentation files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or
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* substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
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* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using PeterHan.PLib.UI;
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using TMPro;
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using UnityEngine;
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namespace PeterHan.PLib.Options {
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/// <summary>
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/// An options entry which represents float? and displays a text field and slider.
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/// </summary>
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public class NullableFloatOptionsEntry : SlidingBaseOptionsEntry {
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/// <summary>
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/// The text that is rendered for the current value of the entry.
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/// </summary>
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protected virtual string FieldText {
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get {
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return value?.ToString(Format ?? FloatOptionsEntry.DEFAULT_FORMAT) ?? string.
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Empty;
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}
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}
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public override object Value {
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get {
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return value;
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}
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set {
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if (value == null) {
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this.value = null;
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Update();
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} else if (value is float newValue) {
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this.value = newValue;
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Update();
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}
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}
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}
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/// <summary>
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/// The realized text field.
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/// </summary>
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private GameObject textField;
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/// <summary>
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/// The value in the text field.
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/// </summary>
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private float? value;
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public NullableFloatOptionsEntry(string field, IOptionSpec spec,
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LimitAttribute limit = null) : base(field, spec, limit) {
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textField = null;
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value = null;
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}
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protected override PSliderSingle GetSlider() {
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float minLimit = (float)limits.Minimum, maxLimit = (float)limits.Maximum;
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return new PSliderSingle() {
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OnValueChanged = OnSliderChanged, ToolTip = LookInStrings(Tooltip),
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MinValue = minLimit, MaxValue = maxLimit, InitialValue = 0.5f * (minLimit +
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maxLimit)
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};
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}
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public override GameObject GetUIComponent() {
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textField = new PTextField() {
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OnTextChanged = OnTextChanged, ToolTip = LookInStrings(Tooltip),
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Text = FieldText, MinWidth = 64, MaxLength = 16,
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Type = PTextField.FieldType.Float
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}.Build();
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Update();
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return textField;
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}
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/// <summary>
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/// Called when the slider's value is changed.
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/// </summary>
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/// <param name="newValue">The new slider value.</param>
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private void OnSliderChanged(GameObject _, float newValue) {
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// Record the value
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if (limits != null)
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value = limits.ClampToRange(newValue);
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else
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value = newValue;
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Update();
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}
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/// <summary>
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/// Called when the input field's text is changed.
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/// </summary>
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/// <param name="text">The new text.</param>
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private void OnTextChanged(GameObject _, string text) {
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if (string.IsNullOrWhiteSpace(text))
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// Limits are assumed to allow null, because why not use non-nullable
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// otherwise?
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value = null;
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else if (float.TryParse(text, out float newValue)) {
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if (Format != null && Format.ToUpperInvariant().IndexOf('P') >= 0)
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newValue *= 0.01f;
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if (limits != null)
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newValue = limits.ClampToRange(newValue);
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// Record the valid value
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value = newValue;
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}
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Update();
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}
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/// <summary>
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/// Updates the displayed value.
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/// </summary>
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protected override void Update() {
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var field = textField?.GetComponentInChildren<TMP_InputField>();
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if (field != null)
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field.text = FieldText;
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if (slider != null && value != null)
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PSliderSingle.SetCurrentValue(slider, (float)value);
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}
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}
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}
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