UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.cs

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C#
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2024-10-27 10:53:47 +03:00
using System;
using System.Linq;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering
{
/// <summary>
/// Debug UI Class
/// </summary>
public partial class DebugUI
{
/// <summary>
/// A column of checkboxes for enabling and disabling flags.
/// </summary>
[Flags]
public enum Flags
{
/// <summary>
/// None.
/// </summary>
None = 0,
/// <summary>
/// This widget is Editor only.
/// </summary>
EditorOnly = 1 << 1,
/// <summary>
/// This widget is Runtime only.
/// </summary>
RuntimeOnly = 1 << 2,
/// <summary>
/// This widget will force the Debug Editor Window refresh.
/// </summary>
EditorForceUpdate = 1 << 3,
/// <summary>
/// This widget will appear in the section "Frequently Used"
/// </summary>
FrequentlyUsed = 1 << 4
}
/// <summary>
/// Base class for all debug UI widgets.
/// </summary>
public abstract class Widget
{
// Set to null until it's added to a panel, be careful
/// <summary>
/// Panels containing the widget.
/// </summary>
protected Panel m_Panel;
/// <summary>
/// Panels containing the widget.
/// </summary>
public virtual Panel panel
{
get { return m_Panel; }
internal set { m_Panel = value; }
}
/// <summary>
/// Parent container.
/// </summary>
protected IContainer m_Parent;
/// <summary>
/// Parent container.
/// </summary>
public virtual IContainer parent
{
get { return m_Parent; }
internal set { m_Parent = value; }
}
/// <summary>
/// Flags for the widget.
/// </summary>
public Flags flags { get; set; }
/// <summary>
/// Display name.
/// </summary>
public string displayName { get; set; }
/// <summary>
/// Tooltip.
/// </summary>
public string tooltip { get; set; }
/// <summary>
/// Path of the widget.
/// </summary>
public string queryPath { get; private set; }
/// <summary>
/// True if the widget is Editor only.
/// </summary>
public bool isEditorOnly => flags.HasFlag(Flags.EditorOnly);
/// <summary>
/// True if the widget is Runtime only.
/// </summary>
public bool isRuntimeOnly => flags.HasFlag(Flags.RuntimeOnly);
/// <summary>
/// True if the widget is inactive in the editor (i.e. widget is runtime only and the application is not 'Playing').
/// </summary>
public bool isInactiveInEditor => (isRuntimeOnly && !Application.isPlaying);
/// <summary>
/// Optional delegate that can be used to conditionally hide widgets at runtime (e.g. due to state of other widgets).
/// </summary>
public Func<bool> isHiddenCallback;
/// <summary>
/// If <see cref="isHiddenCallback">shouldHideDelegate</see> has been set and returns true, the widget is hidden from the UI.
/// </summary>
public bool isHidden => isHiddenCallback?.Invoke() ?? false;
internal virtual void GenerateQueryPath()
{
queryPath = displayName.Trim();
if (m_Parent != null)
queryPath = m_Parent.queryPath + " -> " + queryPath;
}
/// <summary>
/// Returns the hash code of the widget.
/// </summary>
/// <returns>The hash code of the widget.</returns>
public override int GetHashCode()
{
return queryPath.GetHashCode() ^ isHidden.GetHashCode();
}
/// <summary>
/// Helper struct to allow more compact initialization of widgets.
/// </summary>
public struct NameAndTooltip
{
/// <summary>
/// The name
/// </summary>
public string name;
/// <summary>
/// The tooltip
/// </summary>
public string tooltip;
}
/// <summary>
/// Helper setter to allow more compact initialization of widgets.
/// </summary>
public NameAndTooltip nameAndTooltip
{
set
{
displayName = value.name;
tooltip = value.tooltip;
}
}
}
/// <summary>
/// Interface for widgets that can contain other widgets.
/// </summary>
public interface IContainer
{
/// <summary>
/// List of children of the container.
/// </summary>
ObservableList<Widget> children { get; }
/// <summary>
/// Display name of the container.
/// </summary>
string displayName { get; set; }
/// <summary>
/// Path of the container.
/// </summary>
string queryPath { get; }
}
/// <summary>
/// Any widget that implements this will be considered for serialization (only if the setter is set and thus is not read-only)
/// </summary>
public interface IValueField
{
/// <summary>
/// Return the value of the field.
/// </summary>
/// <returns>Value of the field.</returns>
object GetValue();
/// <summary>
/// Set the value of the field.
/// </summary>
/// <param name="value">Input value.</param>
void SetValue(object value);
/// <summary>
/// Function used to validate the value when setting it.
/// </summary>
/// <param name="value">Input value.</param>
/// <returns>Validated value.</returns>
object ValidateValue(object value);
}
// Miscellaneous
/// <summary>
/// Button widget.
/// </summary>
public class Button : Widget
{
/// <summary>
/// Action performed by the button.
/// </summary>
public Action action { get; set; }
}
/// <summary>
/// A field that displays a read-only value.
/// </summary>
public class Value : Widget
{
/// <summary>
/// Getter for the Value.
/// </summary>
public Func<object> getter { get; set; }
/// <summary>
/// Refresh rate for the read-only value (runtime only)
/// </summary>
public float refreshRate = 0.1f;
/// <summary>
/// Optional C# numeric format string, using following syntax: "{0[:numericFormatString]}"
/// See https://docs.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-strings
/// and https://docs.microsoft.com/en-us/dotnet/standard/base-types/composite-formatting
/// Example: 123.45678 with formatString "{0:F2} ms" --> "123.45 ms".
/// </summary>
public string formatString = null;
/// <summary>
/// Constructor.
/// </summary>
public Value()
{
displayName = "";
}
/// <summary>
/// Returns the value of the widget.
/// </summary>
/// <returns>The value of the widget.</returns>
public virtual object GetValue()
{
Assert.IsNotNull(getter);
return getter();
}
/// <summary>
/// Returns the formatted value string for display purposes.
/// </summary>
/// <param name="value">Value to be formatted.</param>
/// <returns>The formatted value string.</returns>
public virtual string FormatString(object value)
{
return string.IsNullOrEmpty(formatString) ? $"{value}" : string.Format(formatString, value);
}
}
/// <summary>
/// A progress bar that displays values between 0% and 100%.
/// </summary>
public class ProgressBarValue : Value
{
/// <summary>
/// Minimum value.
/// </summary>
public float min = 0f;
/// <summary>
/// Maximum value.
/// </summary>
public float max = 1f;
/// <summary>
/// Get the current progress string, remapped to [0, 1] range, representing the progress between min and max.
/// </summary>
/// <param name="value">Value to be formatted.</param>
/// <returns>Formatted progress percentage string between 0% and 100%.</returns>
public override string FormatString(object value)
{
static float Remap01(float v, float x0, float y0) => (v - x0) / (y0 - x0);
float clamped = Mathf.Clamp((float)value, min, max);
float percentage = Remap01(clamped, min, max);
return $"{percentage:P1}";
}
}
/// <summary>
/// An array of read-only values that Unity displays in a horizontal row.
/// </summary>
public class ValueTuple : Widget
{
/// <summary>
/// Number of elements in the tuple.
/// </summary>
public int numElements
{
get
{
Assert.IsTrue(values.Length > 0);
return values.Length;
}
}
/// <summary>
/// Value widgets.
/// </summary>
public Value[] values;
/// <summary>
/// Refresh rate for the read-only values (runtime only)
/// </summary>
public float refreshRate => values.FirstOrDefault()?.refreshRate ?? 0.1f;
/// <summary>
/// The currently pinned element index, or -1 if none are pinned.
/// </summary>
public int pinnedElementIndex = -1;
}
}
}