#nullable enable using System; using UnityEngine; using UnityEngine.UIElements; namespace UVC.UIToolkit { /// /// 입력 필드 컴포넌트. /// Unity TextField를 래핑하여 커스텀 스타일을 적용합니다. /// /// /// C# 코드에서 사용: /// /// // 기본 입력 필드 /// var input = new UTKInputField(); /// input.Label = "이름"; /// input.Placeholder = "이름을 입력하세요"; /// input.OnValueChanged += (value) => Debug.Log($"입력값: {value}"); /// /// // 비밀번호 입력 필드 /// var password = new UTKInputField(); /// password.Label = "비밀번호"; /// password.isPasswordField = true; /// /// // 검증 오류 표시 /// input.SetError("이름은 필수입니다."); /// input.ClearError(); /// /// // 변형 스타일 /// input.Variant = UTKInputField.InputFieldVariant.Outlined; /// /// UXML에서 사용: /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// /// [UxmlElement] public partial class UTKInputField : TextField, IDisposable { #region Constants private const string USS_PATH = "UIToolkit/Input/UTKInputField"; #endregion #region Fields private bool _disposed; private bool _isEnabled = true; private string _errorMessage = ""; private InputFieldVariant _variant = InputFieldVariant.Default; #endregion #region Events /// 값 변경 이벤트 public event Action? OnValueChanged; /// 포커스 이벤트 public event Action? OnFocused; /// 포커스 해제 이벤트 public event Action? OnBlurred; /// 엔터 키 이벤트 public event Action? OnSubmit; #endregion #region Properties /// 입력 값 public string Value { get => value; set => SetValue(value, true); } /// 플레이스홀더 텍스트 [UxmlAttribute("placeholder")] public string Placeholder { get => textEdition.placeholder; set => textEdition.placeholder = value; } /// 에러 메시지 [UxmlAttribute("error-message")] public string ErrorMessage { get => _errorMessage; set { _errorMessage = value; EnableInClassList("utk-input--error", !string.IsNullOrEmpty(value)); } } /// 활성화 상태 [UxmlAttribute("is-enabled")] public bool IsEnabled { get => _isEnabled; set { _isEnabled = value; SetEnabled(value); EnableInClassList("utk-input--disabled", !value); } } /// 읽기 전용 public new bool isReadOnly { get => base.isReadOnly; set { base.isReadOnly = value; EnableInClassList("utk-input--readonly", value); } } /// 멀티라인 모드 public new bool multiline { get => base.multiline; set { base.multiline = value; EnableInClassList("utk-input--multiline", value); } } /// 스타일 변형 [UxmlAttribute("variant")] public InputFieldVariant Variant { get => _variant; set { _variant = value; UpdateVariant(); } } #endregion #region Enums public enum InputFieldVariant { Default, Filled, Outlined } #endregion #region Constructor public UTKInputField() : base() { UTKThemeManager.Instance.ApplyThemeToElement(this); var uss = Resources.Load(USS_PATH); if (uss != null) { styleSheets.Add(uss); } SetupStyles(); SetupEvents(); SubscribeToThemeChanges(); // UXML에서 로드될 때 속성이 설정된 후 UI 갱신 // Unity 6의 소스 생성기는 Deserialize에서 필드에 직접 값을 할당하므로 // AttachToPanelEvent를 사용하여 패널에 연결된 후 UI를 갱신 RegisterCallback(OnAttachToPanel); } public UTKInputField(string label, string placeholder = "") : this() { this.label = label; Placeholder = placeholder; } #endregion #region Setup private void SetupStyles() { AddToClassList("utk-input"); UpdateVariant(); } private void SetupEvents() { this.RegisterValueChangedCallback(OnTextValueChanged); RegisterCallback(_ => { EnableInClassList("utk-input--focused", true); OnFocused?.Invoke(); }); RegisterCallback(_ => { EnableInClassList("utk-input--focused", false); OnBlurred?.Invoke(); }); RegisterCallback(evt => { if (evt.keyCode == KeyCode.Return && !multiline) { OnSubmit?.Invoke(value); } }); } private void SubscribeToThemeChanges() { UTKThemeManager.Instance.OnThemeChanged += OnThemeChanged; RegisterCallback(_ => { UTKThemeManager.Instance.OnThemeChanged -= OnThemeChanged; }); } private void OnThemeChanged(UTKTheme theme) { UTKThemeManager.Instance.ApplyThemeToElement(this); } #endregion #region Event Handlers private void OnAttachToPanel(AttachToPanelEvent evt) { // UXML 속성이 설정된 후 한 번만 UI 갱신 UnregisterCallback(OnAttachToPanel); UpdateVariant(); // IsEnabled 상태 적용 SetEnabled(_isEnabled); EnableInClassList("utk-input--disabled", !_isEnabled); } private void OnTextValueChanged(ChangeEvent evt) { OnValueChanged?.Invoke(evt.newValue); } #endregion #region Methods /// /// 값 설정 /// public void SetValue(string newValue, bool notify) { if (value == newValue) return; if (notify) { value = newValue ?? ""; } else { SetValueWithoutNotify(newValue ?? ""); } } /// /// 선택 영역 설정 /// public void SelectAll() { textSelection.SelectAll(); } private void UpdateVariant() { RemoveFromClassList("utk-input--default"); RemoveFromClassList("utk-input--filled"); RemoveFromClassList("utk-input--outlined"); var variantClass = _variant switch { InputFieldVariant.Filled => "utk-input--filled", InputFieldVariant.Outlined => "utk-input--outlined", _ => "utk-input--default" }; AddToClassList(variantClass); } #endregion #region IDisposable public void Dispose() { if (_disposed) return; _disposed = true; UTKThemeManager.Instance.OnThemeChanged -= OnThemeChanged; OnValueChanged = null; OnFocused = null; OnBlurred = null; OnSubmit = null; } #endregion } }