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Add EnumDropdownBinder
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1 file changed
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using MelonLoader;
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using UnityEngine.UIElements;
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namespace ADOFAIRenderer.Data
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{
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/// <summary>
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/// Binds a UI Toolkit <see cref="DropdownField"/> to an enum type.
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/// Populates choices from enum names and provides typed access to the selected value.
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/// </summary>
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/// <typeparam name="T">The enum type to bind.</typeparam>
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public class EnumDropdownBinder<T> where T : struct, Enum
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{
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private readonly DropdownField _dropdown;
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private readonly List<T> _values;
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/// <summary>
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/// The currently selected enum value.
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/// </summary>
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public T Value => _values[_dropdown.index >= 0 ? _dropdown.index : 0];
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/// <summary>
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/// Queries a <see cref="DropdownField"/> by name from the root VisualElement,
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/// populates it with enum names, and selects the default value.
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/// </summary>
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/// <param name="rootVisualElement">The root VisualElement loaded from the UXML bundle.</param>
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/// <param name="fieldName">The name of the DropdownField in the UXML.</param>
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/// <param name="defaultValue">The initial selected value. Defaults to the first enum member.</param>
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public EnumDropdownBinder(VisualElement rootVisualElement, string fieldName, T? defaultValue = null)
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{
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_dropdown = rootVisualElement.Q<DropdownField>(fieldName);
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if (_dropdown == null)
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{
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Melon<RenderMod>.Logger.Error(
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$"DropdownField '{fieldName}'을(를) 찾을 수 없습니다.");
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_values = new List<T>();
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return;
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}
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_values = Enum.GetValues(typeof(T)).Cast<T>().ToList();
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_dropdown.choices = _values.Select(v => v.ToString()).ToList();
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var initial = defaultValue ?? _values[0];
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_dropdown.index = _values.IndexOf(initial);
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}
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/// <summary>
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/// Registers a callback that fires when the selection changes, providing the new enum value.
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/// </summary>
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public void OnValueChanged(Action<T> callback)
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{
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_dropdown?.RegisterValueChangedCallback(evt =>
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{
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callback(Value);
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});
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}
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}
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}
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