UnityGame/Library/PackageCache/com.unity.ai.navigation/Editor/ConversionSystem/SystemConvertersEditor.cs

666 lines
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2024-10-27 10:53:47 +03:00
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);
}
}
}
}