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

691 lines
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C#
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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 System.Text.RegularExpressions;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering
{
public partial class DebugUI
{
/// <summary>
/// Generic field - will be serialized in the editor if it's not read-only
/// </summary>
/// <typeparam name="T">The type of data managed by the field.</typeparam>
public abstract class Field<T> : Widget, IValueField
{
/// <summary>
/// Getter for this field.
/// </summary>
public Func<T> getter { get; set; }
/// <summary>
/// Setter for this field.
/// </summary>
public Action<T> setter { get; set; }
// This should be an `event` but they don't play nice with object initializers in the
// version of C# we use.
/// <summary>
/// Callback used when the value of the field changes.
/// </summary>
public Action<Field<T>, T> onValueChanged;
/// <summary>
/// Function used to validate the value when updating the field.
/// </summary>
/// <param name="value">Input value.</param>
/// <returns>Validated value.</returns>
object IValueField.ValidateValue(object value)
{
return ValidateValue((T)value);
}
/// <summary>
/// Function used to validate the value when updating the field.
/// </summary>
/// <param name="value">Input value.</param>
/// <returns>Validated value.</returns>
public virtual T ValidateValue(T value)
{
return value;
}
/// <summary>
/// Get the value of the field.
/// </summary>
/// <returns>Value of the field.</returns>
object IValueField.GetValue()
{
return GetValue();
}
/// <summary>
/// Get the value of the field.
/// </summary>
/// <returns>Value of the field.</returns>
public T GetValue()
{
Assert.IsNotNull(getter);
return getter();
}
/// <summary>
/// Set the value of the field.
/// </summary>
/// <param name="value">Input value.</param>
public void SetValue(object value)
{
SetValue((T)value);
}
/// <summary>
/// Set the value of the field.
/// </summary>
/// <param name="value">Input value.</param>
public virtual void SetValue(T value)
{
Assert.IsNotNull(setter);
var v = ValidateValue(value);
if (v == null || !v.Equals(getter()))
{
setter(v);
onValueChanged?.Invoke(this, v);
}
}
}
/// <summary>
/// Boolean field.
/// </summary>
public class BoolField : Field<bool> { }
/// <summary>
/// An array of checkboxes that Unity displays in a horizontal row.
/// </summary>
public class HistoryBoolField : BoolField
{
/// <summary>
/// History getter for this field.
/// </summary>
public Func<bool>[] historyGetter { get; set; }
/// <summary>
/// Depth of the field's history.
/// </summary>
public int historyDepth => historyGetter?.Length ?? 0;
/// <summary>
/// Get the value of the field at a certain history index.
/// </summary>
/// <param name="historyIndex">Index of the history to query.</param>
/// <returns>Value of the field at the provided history index.</returns>
public bool GetHistoryValue(int historyIndex)
{
Assert.IsNotNull(historyGetter);
Assert.IsTrue(historyIndex >= 0 && historyIndex < historyGetter.Length, "out of range historyIndex");
Assert.IsNotNull(historyGetter[historyIndex]);
return historyGetter[historyIndex]();
}
}
/// <summary>
/// A slider for an integer.
/// </summary>
public class IntField : Field<int>
{
/// <summary>
/// Minimum value function.
/// </summary>
public Func<int> min;
/// <summary>
/// Maximum value function.
/// </summary>
public Func<int> max;
// Runtime-only
/// <summary>
/// Step increment.
/// </summary>
public int incStep = 1;
/// <summary>
/// Step increment multiplier.
/// </summary>
public int intStepMult = 10;
/// <summary>
/// Function used to validate the value when updating the field.
/// </summary>
/// <param name="value">Input value.</param>
/// <returns>Validated value.</returns>
public override int ValidateValue(int value)
{
if (min != null) value = Mathf.Max(value, min());
if (max != null) value = Mathf.Min(value, max());
return value;
}
}
/// <summary>
/// A slider for a positive integer.
/// </summary>
public class UIntField : Field<uint>
{
/// <summary>
/// Minimum value function.
/// </summary>
public Func<uint> min;
/// <summary>
/// Maximum value function.
/// </summary>
public Func<uint> max;
// Runtime-only
/// <summary>
/// Step increment.
/// </summary>
public uint incStep = 1u;
/// <summary>
/// Step increment multiplier.
/// </summary>
public uint intStepMult = 10u;
/// <summary>
/// Function used to validate the value when updating the field.
/// </summary>
/// <param name="value">Input value.</param>
/// <returns>Validated value.</returns>
public override uint ValidateValue(uint value)
{
if (min != null) value = (uint)Mathf.Max((int)value, (int)min());
if (max != null) value = (uint)Mathf.Min((int)value, (int)max());
return value;
}
}
/// <summary>
/// A slider for a float.
/// </summary>
public class FloatField : Field<float>
{
/// <summary>
/// Minimum value function.
/// </summary>
public Func<float> min;
/// <summary>
/// Maximum value function.
/// </summary>
public Func<float> max;
// Runtime-only
/// <summary>
/// Step increment.
/// </summary>
public float incStep = 0.1f;
/// <summary>
/// Step increment multiplier.
/// </summary>
public float incStepMult = 10f;
/// <summary>
/// Number of decimals.
/// </summary>
public int decimals = 3;
/// <summary>
/// Function used to validate the value when updating the field.
/// </summary>
/// <param name="value">Input value.</param>
/// <returns>Validated value.</returns>
public override float ValidateValue(float value)
{
if (min != null) value = Mathf.Max(value, min());
if (max != null) value = Mathf.Min(value, max());
return value;
}
}
/// <summary>
/// Generic <see cref="EnumField"/> that stores enumNames and enumValues
/// </summary>
/// <typeparam name="T">The inner type of the field</typeparam>
public abstract class EnumField<T> : Field<T>
{
/// <summary>
/// List of names of the enumerator entries.
/// </summary>
public GUIContent[] enumNames;
private int[] m_EnumValues;
/// <summary>
/// List of values of the enumerator entries.
/// </summary>
public int[] enumValues
{
get => m_EnumValues;
set
{
if (value?.Distinct().Count() != value?.Count())
Debug.LogWarning($"{displayName} - The values of the enum are duplicated, this might lead to a errors displaying the enum");
m_EnumValues = value;
}
}
// Space-delimit PascalCase (https://stackoverflow.com/questions/155303/net-how-can-you-split-a-caps-delimited-string-into-an-array)
static Regex s_NicifyRegEx = new("([a-z](?=[A-Z])|[A-Z](?=[A-Z][a-z]))", RegexOptions.Compiled);
/// <summary>
/// Automatically fills the enum names with a given <see cref="Type"/>
/// </summary>
/// <param name="enumType">The enum type</param>
protected void AutoFillFromType(Type enumType)
{
if (enumType == null || !enumType.IsEnum)
throw new ArgumentException($"{nameof(enumType)} must not be null and it must be an Enum type");
using (ListPool<GUIContent>.Get(out var tmpNames))
using (ListPool<int>.Get(out var tmpValues))
{
var enumEntries = enumType.GetFields(BindingFlags.Public | BindingFlags.Static)
.Where(fieldInfo => !fieldInfo.IsDefined(typeof(ObsoleteAttribute)) && !fieldInfo.IsDefined(typeof(HideInInspector)));
foreach (var fieldInfo in enumEntries)
{
var description = fieldInfo.GetCustomAttribute<InspectorNameAttribute>();
var displayName = new GUIContent(description == null ? s_NicifyRegEx.Replace(fieldInfo.Name, "$1 ") : description.displayName);
tmpNames.Add(displayName);
tmpValues.Add((int)Enum.Parse(enumType, fieldInfo.Name));
}
enumNames = tmpNames.ToArray();
enumValues = tmpValues.ToArray();
}
}
}
/// <summary>
/// A dropdown that contains the values from an enum.
/// </summary>
public class EnumField : EnumField<int>
{
internal int[] quickSeparators;
private int[] m_Indexes;
internal int[] indexes => m_Indexes ??= Enumerable.Range(0, enumNames?.Length ?? 0).ToArray();
/// <summary>
/// Get the enumeration value index.
/// </summary>
public Func<int> getIndex { get; set; }
/// <summary>
/// Set the enumeration value index.
/// </summary>
public Action<int> setIndex { get; set; }
/// <summary>
/// Current enumeration value index.
/// </summary>
public int currentIndex
{
get => getIndex();
set => setIndex(value);
}
/// <summary>
/// Generates enumerator values and names automatically based on the provided type.
/// </summary>
public Type autoEnum
{
set
{
AutoFillFromType(value);
InitQuickSeparators();
}
}
internal void InitQuickSeparators()
{
var enumNamesPrefix = enumNames.Select(x =>
{
string[] splitted = x.text.Split('/');
if (splitted.Length == 1)
return "";
else
return splitted[0];
});
quickSeparators = new int[enumNamesPrefix.Distinct().Count()];
string lastPrefix = null;
for (int i = 0, wholeNameIndex = 0; i < quickSeparators.Length; ++i)
{
var currentTestedPrefix = enumNamesPrefix.ElementAt(wholeNameIndex);
while (lastPrefix == currentTestedPrefix)
{
currentTestedPrefix = enumNamesPrefix.ElementAt(++wholeNameIndex);
}
lastPrefix = currentTestedPrefix;
quickSeparators[i] = wholeNameIndex++;
}
}
/// <summary>
/// Set the value of the field.
/// </summary>
/// <param name="value">Input value.</param>
public override void SetValue(int value)
{
Assert.IsNotNull(setter);
var validValue = ValidateValue(value);
// There might be cases that the value does not map the index, look for the correct index
var newCurrentIndex = Array.IndexOf(enumValues, validValue);
if (currentIndex != newCurrentIndex && !validValue.Equals(getter()))
{
setter(validValue);
onValueChanged?.Invoke(this, validValue);
if (newCurrentIndex > -1)
currentIndex = newCurrentIndex;
}
}
}
/// <summary>
/// A dropdown that contains a list of Unity objects.
/// </summary>
public class ObjectPopupField : Field<Object>
{
/// <summary>
/// Callback to obtain the elemtents of the pop up
/// </summary>
public Func<IEnumerable<Object>> getObjects { get; set; }
}
/// <summary>
/// Enumerator field with history.
/// </summary>
public class HistoryEnumField : EnumField
{
/// <summary>
/// History getter for this field.
/// </summary>
public Func<int>[] historyIndexGetter { get; set; }
/// <summary>
/// Depth of the field's history.
/// </summary>
public int historyDepth => historyIndexGetter?.Length ?? 0;
/// <summary>
/// Get the value of the field at a certain history index.
/// </summary>
/// <param name="historyIndex">Index of the history to query.</param>
/// <returns>Value of the field at the provided history index.</returns>
public int GetHistoryValue(int historyIndex)
{
Assert.IsNotNull(historyIndexGetter);
Assert.IsTrue(historyIndex >= 0 && historyIndex < historyIndexGetter.Length, "out of range historyIndex");
Assert.IsNotNull(historyIndexGetter[historyIndex]);
return historyIndexGetter[historyIndex]();
}
}
/// <summary>
/// Bitfield enumeration field.
/// </summary>
public class BitField : EnumField<Enum>
{
Type m_EnumType;
/// <summary>
/// Generates bitfield values and names automatically based on the provided type.
/// </summary>
public Type enumType
{
get => m_EnumType;
set
{
m_EnumType = value;
AutoFillFromType(value);
}
}
}
/// <summary>
/// Maskfield enumeration field.
/// </summary>
public class MaskField : EnumField<uint>
{
/// <summary>
/// Fills the enum using the provided names
/// </summary>
/// <param name="names">names to fill the enum</param>
public void Fill(string[] names)
{
using (ListPool<GUIContent>.Get(out var tmpNames))
using (ListPool<int>.Get(out var tmpValues))
{
for (int i=0; i<(names.Length); ++i)
{
tmpNames.Add(new GUIContent(names[i]));
tmpValues.Add(i);
}
enumNames = tmpNames.ToArray();
enumValues = tmpValues.ToArray();
}
}
/// <summary>
/// Assigns a value to the maskfield.
/// </summary>
/// <param name="value">value for the maskfield</param>
public override void SetValue(uint value)
{
Assert.IsNotNull(setter);
var validValue = ValidateValue(value);
if (!validValue.Equals(getter()))
{
setter(validValue);
onValueChanged?.Invoke(this, validValue);
}
}
}
/// <summary>
/// Color field.
/// </summary>
public class ColorField : Field<Color>
{
/// <summary>
/// HDR color.
/// </summary>
public bool hdr = false;
/// <summary>
/// Show alpha of the color field.
/// </summary>
public bool showAlpha = true;
// Editor-only
/// <summary>
/// Show the color picker.
/// </summary>
public bool showPicker = true;
// Runtime-only
/// <summary>
/// Step increment.
/// </summary>
public float incStep = 0.025f;
/// <summary>
/// Step increment multiplier.
/// </summary>
public float incStepMult = 5f;
/// <summary>
/// Number of decimals.
/// </summary>
public int decimals = 3;
/// <summary>
/// Function used to validate the value when updating the field.
/// </summary>
/// <param name="value">Input value.</param>
/// <returns>Validated value.</returns>
public override Color ValidateValue(Color value)
{
if (!hdr)
{
value.r = Mathf.Clamp01(value.r);
value.g = Mathf.Clamp01(value.g);
value.b = Mathf.Clamp01(value.b);
value.a = Mathf.Clamp01(value.a);
}
return value;
}
}
/// <summary>
/// Vector2 field.
/// </summary>
public class Vector2Field : Field<Vector2>
{
// Runtime-only
/// <summary>
/// Step increment.
/// </summary>
public float incStep = 0.025f;
/// <summary>
/// Step increment multiplier.
/// </summary>
public float incStepMult = 10f;
/// <summary>
/// Number of decimals.
/// </summary>
public int decimals = 3;
}
/// <summary>
/// Vector3 field.
/// </summary>
public class Vector3Field : Field<Vector3>
{
// Runtime-only
/// <summary>
/// Step increment.
/// </summary>
public float incStep = 0.025f;
/// <summary>
/// Step increment multiplier.
/// </summary>
public float incStepMult = 10f;
/// <summary>
/// Number of decimals.
/// </summary>
public int decimals = 3;
}
/// <summary>
/// Vector4 field.
/// </summary>
public class Vector4Field : Field<Vector4>
{
// Runtime-only
/// <summary>
/// Step increment.
/// </summary>
public float incStep = 0.025f;
/// <summary>
/// Step increment multiplier.
/// </summary>
public float incStepMult = 10f;
/// <summary>
/// Number of decimals.
/// </summary>
public int decimals = 3;
}
/// <summary>
/// A field for selecting a Unity object.
/// </summary>
public class ObjectField : Field<Object>
{
/// <summary>
/// Object type.
/// </summary>
public Type type = typeof(Object);
}
/// <summary>
/// A list of fields for selecting Unity objects.
/// </summary>
public class ObjectListField : Field<Object[]>
{
/// <summary>
/// Objects type.
/// </summary>
public Type type = typeof(Object);
}
/// <summary>
/// A read-only message box with an icon.
/// </summary>
public class MessageBox : Widget
{
/// <summary>
/// Label style defines text color and background.
/// </summary>
public enum Style
{
/// <summary>
/// Info category
/// </summary>
Info,
/// <summary>
/// Warning category
/// </summary>
Warning,
/// <summary>
/// Error category
/// </summary>
Error
}
/// <summary>
/// Style used to render displayName.
/// </summary>
public Style style = Style.Info;
/// <summary>
/// Message Callback to feed the new message to the widget
/// </summary>
public Func<string> messageCallback = null;
/// <summary>
/// This obtains the message from the display name or from the message callback if it is not null
/// </summary>
public string message => messageCallback == null ? displayName : messageCallback();
}
/// <summary>
/// Widget that will show into the Runtime UI only
/// Warning the user if the Runtime Debug Shaders variants are being stripped from the build.
/// </summary>
public class RuntimeDebugShadersMessageBox : MessageBox
{
/// <summary>
/// Constructs a <see cref="RuntimeDebugShadersMessageBox"/>
/// </summary>
public RuntimeDebugShadersMessageBox()
{
displayName =
"Warning: the debug shader variants are missing. Ensure that the \"Strip Runtime Debug Shaders\" option is disabled in the SRP Graphics Settings.";
style = DebugUI.MessageBox.Style.Warning;
isHiddenCallback = () =>
{
#if !UNITY_EDITOR
if (GraphicsSettings.TryGetRenderPipelineSettings<ShaderStrippingSetting>(out var shaderStrippingSetting))
return !shaderStrippingSetting.stripRuntimeDebugShaders;
#endif
return true;
};
}
}
}
}