void GameObjectLightComponentWidget::on_m_NearAttSB_editingFinished()
{
	if (!m_IsReady)
	{
		return;
	}

	Light* light = nullptr;

	////////////////////////////////////////
	// Verify LOC and Get Light Object
	light = GetLight();

	if(light == nullptr)
	{
		AETODO("Add log");

		return;
	}

	float newNearAtt = static_cast<float>(m_GameObjectLightComponentWidgetQtUI.m_NearAttSB->value());

	float farAtt = light->GetFarAttenuation();

	if (newNearAtt > farAtt)
	{
		light->SetFarAttenuation(newNearAtt);
		m_GameObjectLightComponentWidgetQtUI.m_FarAttSB->setValue(newNearAtt);
	}

	light->SetNearAttenuation(newNearAtt);
}
void GameObjectLightComponentWidget::InitFields()
{
	Light* light = nullptr;

	////////////////////////////////////////
	// Set Ready to false, so Light cannot change
	// properties while been initialized
	m_IsReady = false;

	////////////////////////////////////////
	// Check Engine Viewer
	AEAssert(m_EngineViewer != nullptr);
	if (m_EngineViewer == nullptr)
	{
		return;
	}

	////////////////////////////////////////
	// Verify LOC and Get Light Object
	light = GetLight();

	if(light == nullptr)
	{
		AETODO("Add log");

		return;
	}

	////////////////////////////////////////
	// Set Light Type
	SetLightTypeComboBoxIndex(light->GetLightType());

	////////////////////////////////////////
	// Set Enabled
	m_GameObjectLightComponentWidgetQtUI.m_Enabled->setChecked(light->IsEnabled());

	////////////////////////////////////////
	// Set Intensity
	m_GameObjectLightComponentWidgetQtUI.m_IntensitySB->setValue(static_cast<double>(light->GetIntensity()));

	////////////////////////////////////////
	// Set Color
	QColor qColor = AEQTHelpers::GetQColorFromColor(light->GetColor());

	SetColorToColorWidget(qColor);

	////////////////////////////////////////
	// Set Near and Far Attenuation
	m_GameObjectLightComponentWidgetQtUI.m_NearAttSB->setValue(static_cast<double>(light->GetNearAttenuation()));
	m_GameObjectLightComponentWidgetQtUI.m_FarAttSB->setValue(static_cast<double>(light->GetFarAttenuation()));

	////////////////////////////////////////
	// Set Shadow Enabled
	m_GameObjectLightComponentWidgetQtUI.m_ShadowEnabled->setChecked(light->IsShadowEnabled());
	m_GameObjectLightComponentWidgetQtUI.m_DrawFrustum->setEnabled(light->IsShadowEnabled());

	////////////////////////////////////////
	// Enable/Visibility of Angle options
	if(light->GetLightType() == LightType::Spot)
	{
		m_GameObjectLightComponentWidgetQtUI.m_LabelAngle->setVisible(true);
		m_GameObjectLightComponentWidgetQtUI.m_LabelFalloffAngle->setVisible(true);

		m_GameObjectLightComponentWidgetQtUI.m_AngleSB->setVisible(true);
		m_GameObjectLightComponentWidgetQtUI.m_FalloffAngleSB->setVisible(true);

		////////////////////////////////////////
		// Get Spot Light
		SpotLight* spotLight = reinterpret_cast<SpotLight*>(light);

		////////////////////////////////////////
		// Set Angle and Fall out Angle
		m_GameObjectLightComponentWidgetQtUI.m_AngleSB->setValue(static_cast<double>(spotLight->GetAngle()));
		m_GameObjectLightComponentWidgetQtUI.m_FalloffAngleSB->setValue(static_cast<double>(spotLight->GetFallOffAngle()));
	}
	else
	{
		m_GameObjectLightComponentWidgetQtUI.m_LabelAngle->setVisible(false);
		m_GameObjectLightComponentWidgetQtUI.m_LabelFalloffAngle->setVisible(false);

		m_GameObjectLightComponentWidgetQtUI.m_AngleSB->setVisible(false);
		m_GameObjectLightComponentWidgetQtUI.m_FalloffAngleSB->setVisible(false);
	}

	////////////////////////////////////////
	// Enable/Visibility of Draw Frustum Cascades
	if (light->GetLightType() == LightType::Directional)
	{
		m_GameObjectLightComponentWidgetQtUI.m_DrawCascadeFrustums->setVisible(true);
	}
	else
	{
		m_GameObjectLightComponentWidgetQtUI.m_DrawCascadeFrustums->setVisible(false);
	}

	////////////////////////////////////////
	// Light is Ready to change properties
	m_IsReady = true;
}