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