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- #if UNITY_2022_2_OR_NEWER
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Reflection;
- using UnityEditor;
- using UnityEngine;
- using UnityEditor.Search;
- using UnityEditor.UIElements;
- using UnityEngine.UIElements;
- using UnityEngine.Assertions;
-
- namespace Unity.AI.Navigation.Editor.Converter
- {
- // Status for each row item to say in which state they are in.
- // This will make sure they are showing the correct icon
- [Serializable]
- enum Status
- {
- Pending,
- Warning,
- Error,
- Success
- }
-
- // This is the serialized class that stores the state of each item in the list of items to convert
- [Serializable]
- class ConverterItemState
- {
- public bool isActive;
-
- // Message that will be displayed on the icon if warning or failed.
- public string message;
-
- // Status of the converted item, Pending, Warning, Error or Success
- public Status status;
-
- internal bool hasConverted = false;
- }
-
- // Each converter uses the active bool
- // Each converter has a list of active items/assets
- // We do this so that we can use the binding system of the UI Elements
- [Serializable]
- class ConverterState
- {
- // This is the enabled state of the whole converter
- public bool isEnabled;
- public bool isActive;
- public bool isLoading; // to name
- public bool isInitialized;
- public List<ConverterItemState> items = new List<ConverterItemState>();
-
- public int pending;
- public int warnings;
- public int errors;
- public int success;
- internal int index;
-
- public bool isActiveAndEnabled => isEnabled && isActive;
- public bool requiresInitialization => !isInitialized && isActiveAndEnabled;
- }
-
- [Serializable]
- internal struct ConverterItems
- {
- public List<ConverterItemDescriptor> itemDescriptors;
- }
-
- [Serializable]
- internal class SystemConvertersEditor : EditorWindow
- {
- public VisualTreeAsset converterEditorAsset;
- public VisualTreeAsset converterListAsset;
- public VisualTreeAsset converterItem;
-
- ScrollView m_ScrollView;
-
- List<SystemConverter> m_CoreConvertersList = new List<SystemConverter>();
-
- private bool convertButtonActive = false;
-
- // This list needs to be as long as the amount of converters
- List<ConverterItems> m_ItemsToConvert = new List<ConverterItems>();
- //List<List<ConverterItemDescriptor>> m_ItemsToConvert = new List<List<ConverterItemDescriptor>>();
- SerializedObject m_SerializedObject;
-
- List<string> m_ContainerChoices = new List<string>();
- List<SystemConverterContainer> m_Containers = new List<SystemConverterContainer>();
- int m_ContainerChoiceIndex = 0;
-
- // This is a list of Converter States which holds a list of which converter items/assets are active
- // There is one for each Converter.
- [SerializeField] List<ConverterState> m_ConverterStates = new List<ConverterState>();
-
- TypeCache.TypeCollection m_ConverterContainers;
-
- // Name of the index file
- string m_ConverterIndex = "SystemConverterIndex";
-
- public void DontSaveToLayout(EditorWindow wnd)
- {
- // Making sure that the window is not saved in layouts.
- Assembly assembly = typeof(EditorWindow).Assembly;
- var editorWindowType = typeof(EditorWindow);
- var hostViewType = assembly.GetType("UnityEditor.HostView");
- var containerWindowType = assembly.GetType("UnityEditor.ContainerWindow");
- var parentViewField = editorWindowType.GetField("m_Parent", BindingFlags.Instance | BindingFlags.NonPublic);
- var parentViewValue = parentViewField.GetValue(wnd);
- // window should not be saved to layout
- var containerWindowProperty =
- hostViewType.GetProperty("window", BindingFlags.Instance | BindingFlags.Public);
- var parentContainerWindowValue = containerWindowProperty.GetValue(parentViewValue);
- var dontSaveToLayoutField =
- containerWindowType.GetField("m_DontSaveToLayout", BindingFlags.Instance | BindingFlags.NonPublic);
- dontSaveToLayoutField.SetValue(parentContainerWindowValue, true);
- }
-
- void OnEnable()
- {
- InitIfNeeded();
- }
-
- void InitIfNeeded()
- {
- if (m_CoreConvertersList.Any())
- return;
- m_CoreConvertersList = new List<SystemConverter>();
-
- // This is the drop down choices.
- m_ConverterContainers = TypeCache.GetTypesDerivedFrom<SystemConverterContainer>();
- foreach (var continerType in m_ConverterContainers)
- {
- var container = (SystemConverterContainer)Activator.CreateInstance(continerType);
- m_Containers.Add(container);
- m_ContainerChoices.Add(container.name);
- }
-
- if (m_ConverterContainers.Any())
- {
- GetConverters();
- }
- else
- {
- ClearConverterStates();
- }
- }
-
- void ClearConverterStates()
- {
- m_CoreConvertersList.Clear();
- m_ConverterStates.Clear();
- m_ItemsToConvert.Clear();
- }
-
- void GetConverters()
- {
- ClearConverterStates();
- var converterList = TypeCache.GetTypesDerivedFrom<SystemConverter>();
-
- for (int i = 0; i < converterList.Count; ++i)
- {
- // Iterate over the converters that are used by the current container
- SystemConverter conv = (SystemConverter)Activator.CreateInstance(converterList[i]);
- if (conv.container == m_ConverterContainers[m_ContainerChoiceIndex])
- {
- m_CoreConvertersList.Add(conv);
- }
- }
-
- // this need to be sorted by Priority property
- m_CoreConvertersList = m_CoreConvertersList
- .OrderBy(o => o.priority).ToList();
-
- for (int i = 0; i < m_CoreConvertersList.Count; i++)
- {
- // Create a new ConvertState which holds the active state of the converter
- var converterState = new ConverterState
- {
- isEnabled = m_CoreConvertersList[i].isEnabled,
- isActive = false,
- isInitialized = false,
- items = new List<ConverterItemState>(),
- index = i,
- };
- m_ConverterStates.Add(converterState);
-
- // This just creates empty entries in the m_ItemsToConvert.
- // This list need to have the same amount of entries as the converters
- List<ConverterItemDescriptor> converterItemInfos = new List<ConverterItemDescriptor>();
- //m_ItemsToConvert.Add(converterItemInfos);
- m_ItemsToConvert.Add(new ConverterItems { itemDescriptors = converterItemInfos });
- }
- }
-
- public void CreateGUI()
- {
- InitIfNeeded();
- if (m_ConverterContainers.Any())
- {
- m_SerializedObject = new SerializedObject(this);
- converterEditorAsset.CloneTree(rootVisualElement);
-
- rootVisualElement.Q<DropdownField>("conversionsDropDown").choices = m_ContainerChoices;
- rootVisualElement.Q<DropdownField>("conversionsDropDown").index = m_ContainerChoiceIndex;
- RecreateUI();
-
- var button = rootVisualElement.Q<Button>("convertButton");
- button.RegisterCallback<ClickEvent>(Convert);
- button.SetEnabled(false);
-
- var initButton = rootVisualElement.Q<Button>("initializeButton");
- initButton.RegisterCallback<ClickEvent>(InitializeAllActiveConverters);
- }
- }
-
- void RecreateUI()
- {
- m_SerializedObject.Update();
- // This is temp now to get the information filled in
- rootVisualElement.Q<DropdownField>("conversionsDropDown").RegisterCallback<ChangeEvent<string>>((evt) =>
- {
- m_ContainerChoiceIndex = rootVisualElement.Q<DropdownField>("conversionsDropDown").index;
- GetConverters();
- RecreateUI();
- });
-
- var currentContainer = m_Containers[m_ContainerChoiceIndex];
- rootVisualElement.Q<Label>("conversionName").text = currentContainer.name;
- rootVisualElement.Q<TextElement>("conversionInfo").text = currentContainer.info;
-
- rootVisualElement.Q<Image>("converterContainerHelpIcon").image = EditorStyles.iconHelp;
-
- // Getting the scrollview where the converters should be added
- m_ScrollView = rootVisualElement.Q<ScrollView>("convertersScrollView");
- m_ScrollView.Clear();
- for (int i = 0; i < m_CoreConvertersList.Count; ++i)
- {
- // Making an item using the converterListAsset as a template.
- // Then adding the information needed for each converter
- VisualElement item = new VisualElement();
- converterListAsset.CloneTree(item);
- var conv = m_CoreConvertersList[i];
- item.SetEnabled(conv.isEnabled);
- item.Q<Label>("converterName").text = conv.name;
- item.Q<Label>("converterInfo").text = conv.info;
- item.Q<VisualElement>("converterTopVisualElement").tooltip = conv.info;
-
- // setup the images
- item.Q<Image>("pendingImage").image = EditorStyles.iconPending;
- item.Q<Image>("pendingImage").tooltip = "Pending";
- var pendingLabel = item.Q<Label>("pendingLabel");
- item.Q<Image>("warningImage").image = EditorStyles.iconWarn;
- item.Q<Image>("warningImage").tooltip = "Warnings";
- var warningLabel = item.Q<Label>("warningLabel");
- item.Q<Image>("errorImage").image = EditorStyles.iconFail;
- item.Q<Image>("errorImage").tooltip = "Failed";
- var errorLabel = item.Q<Label>("errorLabel");
- item.Q<Image>("successImage").image = EditorStyles.iconSuccess;
- item.Q<Image>("successImage").tooltip = "Success";
- var successLabel = item.Q<Label>("successLabel");
-
- var converterEnabledToggle = item.Q<Toggle>("converterEnabled");
- converterEnabledToggle.bindingPath =
- $"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.isActive)}";
- pendingLabel.bindingPath =
- $"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.pending)}";
- warningLabel.bindingPath =
- $"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.warnings)}";
- errorLabel.bindingPath =
- $"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.errors)}";
- successLabel.bindingPath =
- $"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.success)}";
-
- VisualElement child = item;
- ListView listView = child.Q<ListView>("converterItems");
-
- listView.showBoundCollectionSize = false;
- listView.bindingPath = $"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.items)}";
-
- int id = i;
- listView.makeItem = () =>
- {
- var convertItem = converterItem.CloneTree();
- // Adding the contextual menu for each item
- convertItem.AddManipulator(new ContextualMenuManipulator(evt => AddToContextMenu(evt, id)));
- return convertItem;
- };
-
- listView.bindItem = (element, index) =>
- {
- m_SerializedObject.Update();
- var property = m_SerializedObject.FindProperty($"{listView.bindingPath}.Array.data[{index}]");
-
- // ListView doesn't bind the child elements for us properly, so we do that for it
- // In the UXML our root is a BindableElement, as we can't bind otherwise.
- var bindable = (BindableElement)element;
- bindable.BindProperty(property);
-
- // Adding index here to userData so it can be retrieved later
- element.userData = index;
-
- Status status = (Status)property.FindPropertyRelative("status").enumValueIndex;
- string info = property.FindPropertyRelative("message").stringValue;
-
- // Update the amount of things to convert
- child.Q<Label>("converterStats").text = $"{m_ItemsToConvert[id].itemDescriptors.Count} items";
-
- ConverterItemDescriptor convItemDesc = m_ItemsToConvert[id].itemDescriptors[index];
-
- element.Q<Label>("converterItemName").text = convItemDesc.name;
- element.Q<Label>("converterItemPath").text = convItemDesc.info;
-
- element.Q<Image>("converterItemHelpIcon").image = EditorStyles.iconHelp;
- element.Q<Image>("converterItemHelpIcon").tooltip = convItemDesc.helpLink;
-
- // Changing the icon here depending on the status.
- Texture2D icon = null;
-
- switch (status)
- {
- case Status.Pending:
- icon = EditorStyles.iconPending;
- break;
- case Status.Error:
- icon = EditorStyles.iconFail;
- break;
- case Status.Warning:
- icon = EditorStyles.iconWarn;
- break;
- case Status.Success:
- icon = EditorStyles.iconSuccess;
- break;
- }
-
- element.Q<Image>("converterItemStatusIcon").image = icon;
- element.Q<Image>("converterItemStatusIcon").tooltip = info;
- };
- listView.selectionChanged += obj => { m_CoreConvertersList[id].OnClicked(listView.selectedIndex); };
- listView.unbindItem = (element, index) =>
- {
- var bindable = (BindableElement)element;
- bindable.Unbind();
- };
-
- m_ScrollView.Add(item);
- }
- rootVisualElement.Bind(m_SerializedObject);
- var button = rootVisualElement.Q<Button>("convertButton");
- button.RegisterCallback<ClickEvent>(Convert);
- button.SetEnabled(convertButtonActive);
-
- var initButton = rootVisualElement.Q<Button>("initializeButton");
- initButton.RegisterCallback<ClickEvent>(InitializeAllActiveConverters);
- }
-
- void GetAndSetData(int i, Action onAllConvertersCompleted = null)
- {
- // This need to be in Init method
- // Need to get the assets that this converter is converting.
- // Need to return Name, Path, Initial info, Help link.
- // New empty list of ConverterItemInfos
- List<ConverterItemDescriptor> converterItemInfos = new List<ConverterItemDescriptor>();
- var initCtx = new InitializeConverterContext { items = converterItemInfos };
-
- var conv = m_CoreConvertersList[i];
-
- m_ConverterStates[i].isLoading = true;
-
- // This should also go to the init method
- // This will fill out the converter item infos list
- int id = i;
- conv.OnInitialize(initCtx, OnConverterCompleteDataCollection);
-
- void OnConverterCompleteDataCollection()
- {
- // Set the item infos list to to the right index
- m_ItemsToConvert[id] = new ConverterItems { itemDescriptors = converterItemInfos };
- m_ConverterStates[id].items = new List<ConverterItemState>(converterItemInfos.Count);
-
- // Default all the entries to true
- for (var j = 0; j < converterItemInfos.Count; j++)
- {
- string message = string.Empty;
- Status status;
- bool active = true;
- // If this data hasn't been filled in from the init phase then we can assume that there are no issues / warnings
- if (string.IsNullOrEmpty(converterItemInfos[j].warningMessage))
- {
- status = Status.Pending;
- }
- else
- {
- status = Status.Warning;
- message = converterItemInfos[j].warningMessage;
- active = false;
- m_ConverterStates[id].warnings++;
- }
-
- m_ConverterStates[id].items.Add(new ConverterItemState
- {
- isActive = active,
- message = message,
- status = status,
- hasConverted = false,
- });
- }
-
- m_ConverterStates[id].isLoading = false;
- m_ConverterStates[id].isInitialized = true;
-
- // Making sure that the pending amount is set to the amount of items needs converting
- m_ConverterStates[id].pending = m_ConverterStates[id].items.Count;
-
- EditorUtility.SetDirty(this);
- m_SerializedObject.ApplyModifiedProperties();
-
- CheckAllConvertersCompleted();
- convertButtonActive = true;
- // Make sure that the Convert Button is turned back on
- var button = rootVisualElement.Q<Button>("convertButton");
- button.SetEnabled(convertButtonActive);
- }
-
- void CheckAllConvertersCompleted()
- {
- int convertersToInitialize = 0;
- int convertersInitialized = 0;
-
- for (var j = 0; j < m_ConverterStates.Count; j++)
- {
- var converter = m_ConverterStates[j];
-
- // Skip inactive converters
- if (!converter.isActiveAndEnabled)
- continue;
-
- if (converter.isInitialized)
- convertersInitialized++;
- else
- convertersToInitialize++;
- }
-
- var sum = convertersToInitialize + convertersInitialized;
-
- Assert.IsFalse(sum == 0);
-
- // Show our progress so far
- EditorUtility.ClearProgressBar();
- EditorUtility.DisplayProgressBar($"Initializing converters", $"Initializing converters ({convertersInitialized}/{sum})...", (float)convertersInitialized / sum);
-
- // If all converters are initialized call the complete callback
- if (convertersToInitialize == 0)
- {
- onAllConvertersCompleted?.Invoke();
- }
- }
- }
-
- void InitializeAllActiveConverters(ClickEvent evt)
- {
- // If we use search index, go async
- if (ShouldCreateSearchIndex())
- {
- CreateSearchIndex(m_ConverterIndex);
- }
- // Otherwise do everything directly
- else
- {
- ConverterCollectData(() => { EditorUtility.ClearProgressBar(); });
- }
-
- void CreateSearchIndex(string name)
- {
- // Create <guid>.index in the project
- var title = $"Building {name} search index";
- EditorUtility.DisplayProgressBar(title, "Creating search index...", -1f);
-
- // Private implementation of a file naming function which puts the file at the selected path.
- Type assetdatabase = typeof(AssetDatabase);
- var indexPath = (string)assetdatabase.GetMethod("GetUniquePathNameAtSelectedPath", BindingFlags.NonPublic | BindingFlags.Static).Invoke(assetdatabase, new object[] { $"Assets/{name}.index" });
-
- // Write search index manifest
- System.IO.File.WriteAllText(indexPath,
- @"{
- ""roots"": [""Assets""],
- ""includes"": [],
- ""excludes"": [],
- ""options"": {
- ""types"": true,
- ""properties"": true,
- ""extended"": true,
- ""dependencies"": true
- },
- ""baseScore"": 9999
- }");
-
-
-
- // Import the search index
- AssetDatabase.ImportAsset(indexPath, ImportAssetOptions.ForceSynchronousImport | ImportAssetOptions.DontDownloadFromCacheServer);
-
- EditorApplication.delayCall += () =>
- {
- // Create dummy request to ensure indexing has finished
- var context = SearchService.CreateContext("asset", $"p: a=\"{name}\"");
- SearchService.Request(context, (_, items) =>
- {
- OnSearchIndexCreated(name, indexPath, () =>
- {
- DeleteSearchIndex(context, indexPath);
- });
- });
- };
- }
-
- void OnSearchIndexCreated(string name, string path, Action onComplete)
- {
- EditorUtility.ClearProgressBar();
-
- ConverterCollectData(onComplete);
- }
-
- void ConverterCollectData(Action onConverterDataCollectionComplete)
- {
- EditorUtility.DisplayProgressBar($"Initializing converters", $"Initializing converters...", -1f);
-
- int convertersToConvert = 0;
- for (int i = 0; i < m_ConverterStates.Count; ++i)
- {
- if (m_ConverterStates[i].requiresInitialization)
- {
- convertersToConvert++;
- GetAndSetData(i, onConverterDataCollectionComplete);
- }
- }
-
- // If we did not kick off any converter intialization
- // We can complete everything immediately
- if (convertersToConvert == 0)
- {
- onConverterDataCollectionComplete?.Invoke();
- }
- }
-
- void DeleteSearchIndex(SearchContext context, string indexPath)
- {
- context?.Dispose();
- // Client code has finished with the created index. We can delete it.
- AssetDatabase.DeleteAsset(indexPath);
- EditorUtility.ClearProgressBar();
- }
- }
-
- bool ShouldCreateSearchIndex()
- {
- for (int i = 0; i < m_ConverterStates.Count; ++i)
- {
- if (m_ConverterStates[i].requiresInitialization)
- {
- var converter = m_CoreConvertersList[i];
- if (converter.needsIndexing)
- {
- return true;
- }
- }
- }
-
- return false;
- }
-
- void AddToContextMenu(ContextualMenuPopulateEvent evt, int coreConverterIndex)
- {
- var ve = (VisualElement)evt.target;
- // Checking if this context menu should be enabled or not
- var isActive = m_ConverterStates[coreConverterIndex].items[(int)ve.userData].isActive &&
- !m_ConverterStates[coreConverterIndex].items[(int)ve.userData].hasConverted;
-
- evt.menu.AppendAction("Run converter for this asset",
- e => { ConvertIndex(coreConverterIndex, (int)ve.userData); },
- isActive ? DropdownMenuAction.AlwaysEnabled : DropdownMenuAction.AlwaysDisabled);
- }
-
- void UpdateInfo(int stateIndex, RunItemContext ctx)
- {
- if (ctx.didFail)
- {
- m_ConverterStates[stateIndex].items[ctx.item.index].message = ctx.info;
- m_ConverterStates[stateIndex].items[ctx.item.index].status = Status.Error;
- m_ConverterStates[stateIndex].errors++;
- }
- else
- {
- m_ConverterStates[stateIndex].items[ctx.item.index].status = Status.Success;
- m_ConverterStates[stateIndex].success++;
- }
-
- m_ConverterStates[stateIndex].pending--;
-
- // Making sure that this is set here so that if user is clicking Convert again it will not run again.
- ctx.hasConverted = true;
-
- VisualElement child = m_ScrollView[stateIndex];
- child.Q<ListView>("converterItems").Rebuild();
- }
-
- void Convert(ClickEvent evt)
- {
- List<ConverterState> activeConverterStates = new List<ConverterState>();
- // Get the names of the converters
- // Get the amount of them
- // Make the string "name x/y"
-
- // Getting all the active converters to use in the cancelable progressbar
- foreach (ConverterState state in m_ConverterStates)
- {
- if (state.isActive && state.isInitialized)
- {
- activeConverterStates.Add(state);
- }
- }
-
- int currentCount = 0;
- int activeConvertersCount = activeConverterStates.Count;
- foreach (ConverterState activeConverterState in activeConverterStates)
- {
- currentCount++;
- var index = activeConverterState.index;
- m_CoreConvertersList[index].OnPreRun();
- var converterName = m_CoreConvertersList[index].name;
- var itemCount = m_ItemsToConvert[index].itemDescriptors.Count;
- string progressTitle = $"{converterName} Converter : {currentCount}/{activeConvertersCount}";
- for (var j = 0; j < itemCount; j++)
- {
- if (activeConverterState.items[j].isActive)
- {
- if (EditorUtility.DisplayCancelableProgressBar(progressTitle,
- string.Format("({0} of {1}) {2}", j, itemCount, m_ItemsToConvert[index].itemDescriptors[j].info),
- (float)j / (float)itemCount))
- break;
- ConvertIndex(index, j);
- }
- }
- m_CoreConvertersList[index].OnPostRun();
- AssetDatabase.SaveAssets();
- EditorUtility.ClearProgressBar();
- }
- }
-
- void ConvertIndex(int coreConverterIndex, int index)
- {
- if (!m_ConverterStates[coreConverterIndex].items[index].hasConverted)
- {
- m_ConverterStates[coreConverterIndex].items[index].hasConverted = true;
- var item = new ConverterItemInfo()
- {
- index = index,
- descriptor = m_ItemsToConvert[coreConverterIndex].itemDescriptors[index],
- };
- var ctx = new RunItemContext(item);
- m_CoreConvertersList[coreConverterIndex].OnRun(ref ctx);
- UpdateInfo(coreConverterIndex, ctx);
- }
- }
- }
- }
- #endif
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