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- using System;
- using System.Collections.Generic;
- using System.Collections.ObjectModel;
- using System.Diagnostics.CodeAnalysis;
- using System.Linq;
- using UnityEngine.Assertions;
- using UnityEngine.Rendering.UI;
-
- namespace UnityEngine.Rendering
- {
- using UnityObject = UnityEngine.Object;
-
- /// <summary>
- /// IDebugData interface.
- /// </summary>
- public interface IDebugData
- {
- /// <summary>Get the reset callback for this DebugData</summary>
- /// <returns>The reset callback</returns>
- Action GetReset();
- //Action GetLoad();
- //Action GetSave();
- }
-
- /// <summary>
- /// Manager class for the Debug Window.
- /// </summary>
- public sealed partial class DebugManager
- {
- static readonly Lazy<DebugManager> s_Instance = new Lazy<DebugManager>(() => new DebugManager());
- /// <summary>
- /// Global instance of the DebugManager.
- /// </summary>
- public static DebugManager instance => s_Instance.Value;
-
- ReadOnlyCollection<DebugUI.Panel> m_ReadOnlyPanels;
- readonly List<DebugUI.Panel> m_Panels = new List<DebugUI.Panel>();
-
- void UpdateReadOnlyCollection()
- {
- m_Panels.Sort();
- m_ReadOnlyPanels = m_Panels.AsReadOnly();
- }
-
- /// <summary>
- /// List of currently registered debug panels.
- /// </summary>
- public ReadOnlyCollection<DebugUI.Panel> panels
- {
- get
- {
- if (m_ReadOnlyPanels == null)
- UpdateReadOnlyCollection();
- return m_ReadOnlyPanels;
- }
- }
-
- /// <summary>
- /// Callback called when the runtime UI changed.
- /// </summary>
- public event Action<bool> onDisplayRuntimeUIChanged = delegate { };
- /// <summary>
- /// Callback called when the debug window is dirty.
- /// </summary>
- public event Action onSetDirty = delegate { };
-
- event Action resetData;
-
- /// <summary>
- /// Force an editor request.
- /// </summary>
- public bool refreshEditorRequested;
-
- int? m_RequestedPanelIndex;
-
- GameObject m_Root;
- DebugUIHandlerCanvas m_RootUICanvas;
-
- GameObject m_PersistentRoot;
- DebugUIHandlerPersistentCanvas m_RootUIPersistentCanvas;
-
- /// <summary>
- /// Is any debug window or UI currently active.
- /// </summary>
- public bool isAnyDebugUIActive
- {
- get
- {
- return
- displayRuntimeUI || displayPersistentRuntimeUI
- #if UNITY_EDITOR
- || displayEditorUI
- #endif
- ;
- }
- }
-
- DebugManager()
- {
- #if DEVELOPMENT_BUILD || UNITY_EDITOR
- RegisterInputs();
- RegisterActions();
- #endif
- }
-
- /// <summary>
- /// Refresh the debug window.
- /// </summary>
- public void RefreshEditor()
- {
- refreshEditorRequested = true;
- }
-
- /// <summary>
- /// Reset the debug window.
- /// </summary>
- public void Reset()
- {
- resetData?.Invoke();
- ReDrawOnScreenDebug();
- }
-
- /// <summary>
- /// Request the runtime debug UI be redrawn on the next update.
- /// </summary>
- public void ReDrawOnScreenDebug()
- {
- if (displayRuntimeUI)
- m_RootUICanvas?.RequestHierarchyReset();
- }
-
- /// <summary>
- /// Register debug data.
- /// </summary>
- /// <param name="data">Data to be registered.</param>
- public void RegisterData(IDebugData data) => resetData += data.GetReset();
-
- /// <summary>
- /// Register debug data.
- /// </summary>
- /// <param name="data">Data to be registered.</param>
- public void UnregisterData(IDebugData data) => resetData -= data.GetReset();
-
- /// <summary>
- /// Get hashcode state of the Debug Window.
- /// </summary>
- /// <returns>The calculated hashcode for the current state of the Debug Window.</returns>
- public int GetState()
- {
- int hash = 17;
-
- foreach (var panel in m_Panels)
- hash = hash * 23 + panel.GetHashCode();
-
- return hash;
- }
-
- internal void RegisterRootCanvas(DebugUIHandlerCanvas root)
- {
- Assert.IsNotNull(root);
- m_Root = root.gameObject;
- m_RootUICanvas = root;
- }
-
- internal void ChangeSelection(DebugUIHandlerWidget widget, bool fromNext)
- {
- m_RootUICanvas.ChangeSelection(widget, fromNext);
- }
-
- internal void SetScrollTarget(DebugUIHandlerWidget widget)
- {
- if (m_RootUICanvas != null)
- m_RootUICanvas.SetScrollTarget(widget);
- }
-
- void EnsurePersistentCanvas()
- {
- if (m_RootUIPersistentCanvas == null)
- {
- var uiManager = UnityObject.FindFirstObjectByType<DebugUIHandlerPersistentCanvas>();
-
- if (uiManager == null)
- {
- m_PersistentRoot = UnityObject.Instantiate(Resources.Load<Transform>("DebugUIPersistentCanvas")).gameObject;
- m_PersistentRoot.name = "[Debug Canvas - Persistent]";
- m_PersistentRoot.transform.localPosition = Vector3.zero;
- }
- else
- {
- m_PersistentRoot = uiManager.gameObject;
- }
-
- m_RootUIPersistentCanvas = m_PersistentRoot.GetComponent<DebugUIHandlerPersistentCanvas>();
- }
- }
-
- internal void TogglePersistent(DebugUI.Widget widget, int? forceTupleIndex = null)
- {
- if (widget == null)
- return;
-
- EnsurePersistentCanvas();
-
- switch (widget)
- {
- case DebugUI.Value value:
- m_RootUIPersistentCanvas.Toggle(value);
- break;
- case DebugUI.ValueTuple valueTuple:
- m_RootUIPersistentCanvas.Toggle(valueTuple, forceTupleIndex);
- break;
- case DebugUI.Container container:
- // When container is toggled, we make sure that if there are ValueTuples, they all get the same element index.
- int pinnedIndex = container.children.Max(w => (w as DebugUI.ValueTuple)?.pinnedElementIndex ?? -1);
- foreach (var child in container.children)
- {
- if (child is DebugUI.Value || child is DebugUI.ValueTuple)
- TogglePersistent(child, pinnedIndex);
- }
- break;
- default:
- Debug.Log("Only readonly items can be made persistent.");
- break;
- }
- }
-
- void OnPanelDirty(DebugUI.Panel panel)
- {
- onSetDirty();
- }
-
- /// <summary>
- /// Returns the panel index
- /// </summary>
- /// <param name="displayName">The displayname for the panel</param>
- /// <returns>The index for the panel or -1 if not found.</returns>
- public int PanelIndex([DisallowNull] string displayName)
- {
- displayName ??= string.Empty;
-
- for (int i = 0; i < m_Panels.Count; ++i)
- {
- if (displayName.Equals(m_Panels[i].displayName, StringComparison.InvariantCultureIgnoreCase))
- return i;
- }
-
- return -1;
- }
-
- /// <summary>
- /// Returns the panel display name
- /// </summary>
- /// <param name="panelIndex">The panelIndex for the panel to get the name</param>
- /// <returns>The display name of the panel, or empty string otherwise</returns>
- public string PanelDiplayName([DisallowNull] int panelIndex)
- {
- if (panelIndex < 0 || panelIndex > m_Panels.Count - 1)
- return string.Empty;
-
- return m_Panels[panelIndex].displayName;
- }
-
- /// <summary>
- /// Request DebugWindow to open the specified panel.
- /// </summary>
- /// <param name="index">Index of the debug window panel to activate.</param>
- public void RequestEditorWindowPanelIndex(int index)
- {
- // Similar to RefreshEditor(), this function is required to bypass a dependency problem where DebugWindow
- // cannot be accessed from the Core.Runtime assembly. Should there be a better way to allow editor-dependent
- // features in DebugUI?
- m_RequestedPanelIndex = index;
- }
-
- internal int? GetRequestedEditorWindowPanelIndex()
- {
- int? requestedIndex = m_RequestedPanelIndex;
- m_RequestedPanelIndex = null;
- return requestedIndex;
- }
-
- // TODO: Optimally we should use a query path here instead of a display name
- /// <summary>
- /// Returns a debug panel.
- /// </summary>
- /// <param name="displayName">Name of the debug panel.</param>
- /// <param name="createIfNull">Create the panel if it does not exists.</param>
- /// <param name="groupIndex">Group index.</param>
- /// <param name="overrideIfExist">Replace an existing panel.</param>
- /// <returns>The requested debug panel or null if it does not exist and createIfNull is set to false</returns>
- public DebugUI.Panel GetPanel(string displayName, bool createIfNull = false, int groupIndex = 0, bool overrideIfExist = false)
- {
- int panelIndex = PanelIndex(displayName);
- DebugUI.Panel p = panelIndex >= 0 ? m_Panels[panelIndex] : null;
-
- if (p != null)
- {
- if (overrideIfExist)
- {
- p.onSetDirty -= OnPanelDirty;
- RemovePanel(p);
- p = null;
- }
- else
- return p;
- }
-
- if (createIfNull)
- {
- p = new DebugUI.Panel { displayName = displayName, groupIndex = groupIndex };
- p.onSetDirty += OnPanelDirty;
- m_Panels.Add(p);
- UpdateReadOnlyCollection();
- }
-
- return p;
- }
-
- /// <summary>
- /// Find the index of the panel from it's display name.
- /// </summary>
- /// <param name="displayName">The display name of the panel to find.</param>
- /// <returns>The index of the panel in the list. -1 if not found.</returns>
- public int FindPanelIndex(string displayName)
- => m_Panels.FindIndex(p => p.displayName == displayName);
-
- // TODO: Use a query path here as well instead of a display name
- /// <summary>
- /// Remove a debug panel.
- /// </summary>
- /// <param name="displayName">Name of the debug panel to remove.</param>
- public void RemovePanel(string displayName)
- {
- DebugUI.Panel panel = null;
-
- foreach (var p in m_Panels)
- {
- if (p.displayName == displayName)
- {
- p.onSetDirty -= OnPanelDirty;
- panel = p;
- break;
- }
- }
-
- RemovePanel(panel);
- }
-
- /// <summary>
- /// Remove a debug panel.
- /// </summary>
- /// <param name="panel">Reference to the debug panel to remove.</param>
- public void RemovePanel(DebugUI.Panel panel)
- {
- if (panel == null)
- return;
-
- m_Panels.Remove(panel);
- UpdateReadOnlyCollection();
- }
-
- /// <summary>
- /// Gets an <see cref="DebugUI.Widget[]"/> matching the given <see cref="DebugUI.Flags"/>
- /// </summary>
- /// <param name="flags">The flags of the widget</param>
- /// <returns>Reference to the requested debug item.</returns>
- public DebugUI.Widget[] GetItems(DebugUI.Flags flags)
- {
- using (ListPool<DebugUI.Widget>.Get(out var temp))
- {
- foreach (var panel in m_Panels)
- {
- var widgets = GetItemsFromContainer(flags, panel);
- temp.AddRange(widgets);
- }
-
- return temp.ToArray();
- }
- }
-
- internal DebugUI.Widget[] GetItemsFromContainer(DebugUI.Flags flags, DebugUI.IContainer container)
- {
- using (ListPool<DebugUI.Widget>.Get(out var temp))
- {
- foreach (var child in container.children)
- {
- if (child.flags.HasFlag(flags))
- {
- temp.Add(child);
- continue;
- }
-
- if (child is DebugUI.IContainer containerChild)
- {
- temp.AddRange(GetItemsFromContainer(flags, containerChild));
- }
- }
-
- return temp.ToArray();
- }
- }
-
- /// <summary>
- /// Get a Debug Item.
- /// </summary>
- /// <param name="queryPath">Path of the debug item.</param>
- /// <returns>Reference to the requested debug item.</returns>
- public DebugUI.Widget GetItem(string queryPath)
- {
- foreach (var panel in m_Panels)
- {
- var w = GetItem(queryPath, panel);
- if (w != null)
- return w;
- }
-
- return null;
- }
-
- /// <summary>
- /// Get a debug item from a specific container.
- /// </summary>
- /// <param name="queryPath">Path of the debug item.</param>
- /// <param name="container">Container to query.</param>
- /// <returns>Reference to the requested debug item.</returns>
- DebugUI.Widget GetItem(string queryPath, DebugUI.IContainer container)
- {
- foreach (var child in container.children)
- {
- if (child.queryPath == queryPath)
- return child;
-
- if (child is DebugUI.IContainer containerChild)
- {
- var w = GetItem(queryPath, containerChild);
- if (w != null)
- return w;
- }
- }
-
- return null;
- }
- }
- }
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