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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using UnityEngine.UIElements;
namespace UnityEditor.Overlays
{
class DropdownToggle : BaseField<bool>
{
public new static readonly string ussClassName = "unity-dropdown-toggle";
public static readonly string dropdownClassName = ussClassName + "__dropdown";
public static readonly string toggleClassName = ussClassName + "__toggle";
public static readonly string toggleIconClassName = ussClassName + "__icon";
readonly Button m_Toggle;
readonly Button m_DropdownButton;
public Button dropdownButton => m_DropdownButton;
public DropdownToggle() : this(null) {}
public DropdownToggle(string label) : base(label)
{
AddToClassList(ussClassName);
m_Toggle = new Button(ToggleValue);
m_Toggle.AddToClassList(toggleClassName);
var icon = new VisualElement();
icon.AddToClassList(toggleIconClassName);
icon.pickingMode = PickingMode.Ignore;
m_Toggle.Add(icon);
m_DropdownButton = new Button();
m_DropdownButton.AddToClassList(dropdownClassName);
var arrow = new VisualElement();
arrow.AddToClassList("unity-icon-arrow");
arrow.pickingMode = PickingMode.Ignore;
m_DropdownButton.Add(arrow);
Add(m_Toggle);
Add(m_DropdownButton);
}
void ToggleValue()
{
value = !value;
}
public override void SetValueWithoutNotify(bool newValue)
{
if (newValue)
{
m_Toggle.pseudoStates |= PseudoStates.Checked;
m_DropdownButton.pseudoStates |= PseudoStates.Checked;
}
else
{
m_Toggle.pseudoStates &= ~PseudoStates.Checked;
m_DropdownButton.pseudoStates &= ~PseudoStates.Checked;
}
base.SetValueWithoutNotify(newValue);
}
}
}