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CrowdControl/Assets/3rd/Plugins/Smart-Inspector/Runtime/Fluent UITK/FluentElement.Bindings.cs

60 lines
2.1 KiB
C#

#if UNITY_EDITOR
using System;
using System.Linq.Expressions;
using UnityEngine.UIElements;
using UnityEditor;
using UnityEditor.UIElements;
namespace AV.UITK
{
public partial class FluentElement<T>
{
// TODO: Challenge! Try to achieve complex binding with InspectorPrefs.PatchesTable
// TODO: SerializedProperty wrapper with linq-like deep iteration, i.e. Where("key", x => x.stringValue == patch.prefKey)
public FluentElement<T> Bind(string bindingPath)
{
if (x is BindableElement bindable)
bindable.bindingPath = bindingPath;
else
throw new Exception($"{x.name} is not a BindableElement. Can't assign '{bindingPath}' as binding path.");
return x;
}
/// <summary> Retrieves full path of a source member and sets it as a binding path. </summary>
public FluentElement<T> Bind<TSource>(Expression<Func<TSource, object>> member)
{
var fullPath = FluentUITK.GetMemberPath(member);
Bind(fullPath); return x;
}
public FluentElement<T> Bind(SerializedProperty property)
{
Bind(property.propertyPath); return x;
}
public FluentElement<T> Bind(SerializedObject serializedObject) { x.Bind(serializedObject); return x; }
public void Unbind() => x.Unbind();
public FluentElement<PropertyField> NewField(SerializedProperty property, string label = null)
{
return new PropertyField(property) { label = label };
}
public FluentElement<PropertyField> NewField(string bindingPath, string label = null)
{
return new PropertyField { bindingPath = bindingPath, label = label };
}
public FluentElement<PropertyField> NewField<TSource>(Expression<Func<TSource, object>> member, string label = null)
{
var bindingPath = FluentUITK.GetMemberPath(member);
return new PropertyField { bindingPath = bindingPath, label = label };
}
}
}
#endif