#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.ErrorMessage = "이름은 필수입니다.";
/// // 오류 제거
/// input.ErrorMessage = "";
///
/// // 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()
{
RegisterCallback>(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);
}
}, TrickleDown.TrickleDown);
}
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;
UnregisterCallback>(OnTextValueChanged);
OnValueChanged = null;
OnFocused = null;
OnBlurred = null;
OnSubmit = null;
}
#endregion
}
}