992 lines
40 KiB
C#
992 lines
40 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEditor.Search;
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using UnityEditor.UIElements;
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using UnityEngine.UIElements;
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using UnityEngine.Assertions;
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using UnityEngine.Rendering;
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using UnityEngine.SceneManagement;
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using UnityEditor.Rendering.Analytics;
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namespace UnityEditor.Rendering.Universal
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{
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// Status for each row item to say in which state they are in.
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// This will make sure they are showing the correct icon
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[Serializable]
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enum Status
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{
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Pending,
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Warning,
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Error,
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Success
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}
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// This is the serialized class that stores the state of each item in the list of items to convert
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[Serializable]
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class ConverterItemState
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{
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public bool isActive;
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// Message that will be displayed on the icon if warning or failed.
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public string message;
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// Status of the converted item, Pending, Warning, Error or Success
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public Status status;
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internal bool hasConverted = false;
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}
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// Each converter uses the active bool
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// Each converter has a list of active items/assets
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// We do this so that we can use the binding system of the UI Elements
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[Serializable]
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class ConverterState
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{
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// This is the enabled state of the whole converter
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public bool isEnabled;
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public bool isActive;
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public bool isLoading; // to name
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public bool isInitialized;
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public List<ConverterItemState> items = new List<ConverterItemState>();
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public int pending;
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public int warnings;
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public int errors;
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public int success;
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internal int index;
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public bool isActiveAndEnabled => isEnabled && isActive;
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public bool requiresInitialization => !isInitialized && isActiveAndEnabled;
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}
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[Serializable]
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internal struct ConverterItems
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{
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public List<ConverterItemDescriptor> itemDescriptors;
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}
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[Serializable]
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[EditorWindowTitle(title = "Render Pipeline Converters")]
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internal class RenderPipelineConvertersEditor : EditorWindow
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{
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Tuple<string, Texture2D> converterStateInfoDisabled;
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Tuple<string, Texture2D> converterStateInfoPendingInitialization;
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Tuple<string, Texture2D> converterStateInfoPendingConversion;
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Tuple<string, Texture2D> converterStateInfoPendingConversionWarning;
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Tuple<string, Texture2D> converterStateInfoCompleteErrors;
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Tuple<string, Texture2D> converterStateInfoComplete;
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public VisualTreeAsset converterEditorAsset;
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public VisualTreeAsset converterItem;
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public VisualTreeAsset converterWidgetMainAsset;
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ScrollView m_ScrollView;
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VisualElement m_ConverterSelectedVE;
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Button m_ConvertButton;
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Button m_InitButton;
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Button m_InitAnConvertButton;
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Button m_ContainerHelpButton;
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bool m_InitAndConvert;
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List<RenderPipelineConverter> m_CoreConvertersList = new List<RenderPipelineConverter>();
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List<VisualElement> m_VEList = new List<VisualElement>();
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// This list needs to be as long as the amount of converters
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List<ConverterItems> m_ItemsToConvert = new List<ConverterItems>();
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//List<List<ConverterItemDescriptor>> m_ItemsToConvert = new List<List<ConverterItemDescriptor>>();
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SerializedObject m_SerializedObject;
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List<string> m_ContainerChoices = new List<string>();
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List<RenderPipelineConverterContainer> m_Containers = new List<RenderPipelineConverterContainer>();
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int m_ContainerChoiceIndex = 0;
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int m_WorkerCount;
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// This is a list of Converter States which holds a list of which converter items/assets are active
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// There is one for each Converter.
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[SerializeField] List<ConverterState> m_ConverterStates = new List<ConverterState>();
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TypeCache.TypeCollection m_ConverterContainers;
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RenderPipelineConverterContainer currentContainer => m_Containers[m_ContainerChoiceIndex];
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// Name of the index file
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string m_URPConverterIndex = "URPConverterIndex";
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[MenuItem("Window/Rendering/Render Pipeline Converter", false, 50)]
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public static void ShowWindow()
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{
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RenderPipelineConvertersEditor wnd = GetWindow<RenderPipelineConvertersEditor>();
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wnd.titleContent = new GUIContent("Render Pipeline Converter");
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DontSaveToLayout(wnd);
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wnd.minSize = new Vector2(650f, 400f);
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wnd.Show();
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}
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internal static void DontSaveToLayout(EditorWindow wnd)
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{
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// Making sure that the window is not saved in layouts.
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Assembly assembly = typeof(EditorWindow).Assembly;
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var editorWindowType = typeof(EditorWindow);
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var hostViewType = assembly.GetType("UnityEditor.HostView");
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var containerWindowType = assembly.GetType("UnityEditor.ContainerWindow");
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var parentViewField = editorWindowType.GetField("m_Parent", BindingFlags.Instance | BindingFlags.NonPublic);
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var parentViewValue = parentViewField.GetValue(wnd);
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// window should not be saved to layout
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var containerWindowProperty =
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hostViewType.GetProperty("window", BindingFlags.Instance | BindingFlags.Public);
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var parentContainerWindowValue = containerWindowProperty.GetValue(parentViewValue);
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var dontSaveToLayoutField =
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containerWindowType.GetField("m_DontSaveToLayout", BindingFlags.Instance | BindingFlags.NonPublic);
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dontSaveToLayoutField.SetValue(parentContainerWindowValue, true);
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}
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void OnEnable()
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{
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InitIfNeeded();
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GraphicsToolLifetimeAnalytic.WindowOpened<RenderPipelineConvertersEditor>();
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}
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private void OnDisable()
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{
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GraphicsToolLifetimeAnalytic.WindowClosed<RenderPipelineConvertersEditor>();
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}
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void InitIfNeeded()
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{
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if (m_CoreConvertersList.Any())
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return;
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m_CoreConvertersList = new List<RenderPipelineConverter>();
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// This is the drop down choices.
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m_ConverterContainers = TypeCache.GetTypesDerivedFrom<RenderPipelineConverterContainer>();
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foreach (var containerType in m_ConverterContainers)
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{
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var container = (RenderPipelineConverterContainer)Activator.CreateInstance(containerType);
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m_Containers.Add(container);
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}
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// this need to be sorted by Priority property
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m_Containers = m_Containers
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.OrderBy(o => o.priority).ToList();
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foreach (var container in m_Containers)
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{
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m_ContainerChoices.Add(container.name);
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}
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if (m_ConverterContainers.Any())
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{
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GetConverters();
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}
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else
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{
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ClearConverterStates();
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}
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}
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void ClearConverterStates()
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{
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m_CoreConvertersList.Clear();
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m_ConverterStates.Clear();
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m_ItemsToConvert.Clear();
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m_VEList.Clear();
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}
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void GetConverters()
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{
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ClearConverterStates();
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var converterList = TypeCache.GetTypesDerivedFrom<RenderPipelineConverter>();
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for (int i = 0; i < converterList.Count; ++i)
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{
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// Iterate over the converters that are used by the current container
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RenderPipelineConverter conv = (RenderPipelineConverter)Activator.CreateInstance(converterList[i]);
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m_CoreConvertersList.Add(conv);
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}
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// this need to be sorted by Priority property
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m_CoreConvertersList = m_CoreConvertersList
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.OrderBy(o => o.priority).ToList();
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for (int i = 0; i < m_CoreConvertersList.Count; i++)
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{
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// Create a new ConvertState which holds the active state of the converter
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var converterState = new ConverterState
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{
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isEnabled = m_CoreConvertersList[i].isEnabled,
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isActive = false,
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isInitialized = false,
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items = new List<ConverterItemState>(),
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index = i,
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};
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m_ConverterStates.Add(converterState);
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// This just creates empty entries in the m_ItemsToConvert.
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// This list need to have the same amount of entries as the converters
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List<ConverterItemDescriptor> converterItemInfos = new List<ConverterItemDescriptor>();
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m_ItemsToConvert.Add(new ConverterItems { itemDescriptors = converterItemInfos });
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}
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}
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public void CreateGUI()
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{
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converterStateInfoDisabled = new("Converter Disabled", null);
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converterStateInfoPendingInitialization = new("Pending Initialization", CoreEditorStyles.iconPending);
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converterStateInfoPendingConversion = new("Pending Conversion", CoreEditorStyles.iconPending);
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converterStateInfoPendingConversionWarning = new("Pending Conversion with Warnings", CoreEditorStyles.iconWarn);
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converterStateInfoCompleteErrors = new("Conversion Complete with Errors", CoreEditorStyles.iconFail);
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converterStateInfoComplete = new("Conversion Complete", CoreEditorStyles.iconComplete);
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string theme = EditorGUIUtility.isProSkin ? "dark" : "light";
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InitIfNeeded();
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if (m_ConverterContainers.Any())
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{
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m_SerializedObject = new SerializedObject(this);
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converterEditorAsset.CloneTree(rootVisualElement);
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rootVisualElement.Q<DropdownField>("conversionsDropDown").choices = m_ContainerChoices;
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rootVisualElement.Q<DropdownField>("conversionsDropDown").index = m_ContainerChoiceIndex;
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// Getting the scrollview where the converters should be added
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m_ScrollView = rootVisualElement.Q<ScrollView>("convertersScrollView");
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m_ConvertButton = rootVisualElement.Q<Button>("convertButton");
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m_ConvertButton.RegisterCallback<ClickEvent>(Convert);
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m_InitButton = rootVisualElement.Q<Button>("initializeButton");
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m_InitButton.RegisterCallback<ClickEvent>(InitializeAllActiveConverters);
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m_InitAnConvertButton = rootVisualElement.Q<Button>("initializeAndConvert");
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m_InitAnConvertButton.RegisterCallback<ClickEvent>(InitializeAndConvert);
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m_ContainerHelpButton = rootVisualElement.Q<Button>("containerHelpButton");
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m_ContainerHelpButton.RegisterCallback<ClickEvent>(GotoHelpURL);
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m_ContainerHelpButton.Q<Image>("containerHelpImage").image = CoreEditorStyles.iconHelp;
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m_ContainerHelpButton.RemoveFromClassList("unity-button");
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m_ContainerHelpButton.AddToClassList(theme);
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RecreateUI();
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}
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}
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void GotoHelpURL(ClickEvent evt)
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{
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if (DocumentationUtils.TryGetHelpURL(currentContainer.GetType(), out var url))
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{
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Help.BrowseURL(url);
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}
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}
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void InitOrConvert()
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{
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bool allSelectedHasInitialized = true;
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// Check if all ticked ones have been initialized.
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// If not then Init Button should be active
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// Get all active converters
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if (m_ConverterStates.Any())
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{
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foreach (ConverterState state in m_ConverterStates)
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{
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if (state.isActiveAndEnabled && !state.isInitialized)
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{
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allSelectedHasInitialized = false;
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break;
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}
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}
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}
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else
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{
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// If no converters is active.
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// we should make the text somewhat disabled
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allSelectedHasInitialized = false;
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}
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if (allSelectedHasInitialized)
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{
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m_ConvertButton.style.display = DisplayStyle.Flex;
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m_InitButton.style.display = DisplayStyle.None;
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}
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else
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{
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m_ConvertButton.style.display = DisplayStyle.None;
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m_InitButton.style.display = DisplayStyle.Flex;
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}
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}
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void UpdateSelectedConverterItems(int index, VisualElement element)
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{
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int count = 0;
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foreach (ConverterItemState state in m_ConverterStates[index].items)
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{
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if (state.isActive)
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{
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count++;
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}
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}
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element.Q<Label>("converterStats").text = $"{count}/{m_ItemsToConvert[index].itemDescriptors.Count} selected";
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}
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void ShowConverterLayout(VisualElement element)
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{
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m_ConverterSelectedVE = element;
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rootVisualElement.Q<VisualElement>("converterEditorMainVE").style.display = DisplayStyle.None;
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rootVisualElement.Q<VisualElement>("singleConverterVE").style.display = DisplayStyle.Flex;
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rootVisualElement.Q<VisualElement>("singleConverterVE").Add(element);
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element.Q<VisualElement>("converterItems").style.display = DisplayStyle.Flex;
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element.Q<VisualElement>("informationVE").style.display = DisplayStyle.Flex;
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rootVisualElement.Q<Button>("backButton").RegisterCallback<ClickEvent>(BackToConverters);
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}
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void HideConverterLayout(VisualElement element)
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{
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rootVisualElement.Q<VisualElement>("converterEditorMainVE").style.display = DisplayStyle.Flex;
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rootVisualElement.Q<VisualElement>("singleConverterVE").style.display = DisplayStyle.None;
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rootVisualElement.Q<VisualElement>("singleConverterVE").Remove(element);
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element.Q<VisualElement>("converterItems").style.display = DisplayStyle.None;
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element.Q<VisualElement>("informationVE").style.display = DisplayStyle.None;
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RecreateUI();
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m_ConverterSelectedVE = null;
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}
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void ToggleAllNone(ClickEvent evt, int index, bool value, VisualElement item)
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{
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void ToggleSelection(Label labelSelected, Label labelNotSelected)
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{
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labelSelected.AddToClassList("selected");
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labelSelected.RemoveFromClassList("not_selected");
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labelNotSelected.AddToClassList("not_selected");
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labelNotSelected.RemoveFromClassList("selected");
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}
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var conv = m_ConverterStates[index];
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if (conv.items.Count > 0)
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{
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foreach (var convItem in conv.items)
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{
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convItem.isActive = value;
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}
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UpdateSelectedConverterItems(index, item);
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var allLabel = item.Q<Label>("all");
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var noneLabel = item.Q<Label>("none");
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// Changing the look of the labels
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if (value)
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{
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ToggleSelection(allLabel, noneLabel);
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}
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else
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{
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ToggleSelection(noneLabel, allLabel);
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}
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}
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}
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void ConverterStatusInfo(int index, VisualElement item)
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{
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Tuple<string, Texture2D> info = converterStateInfoDisabled;;
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// Check if it is active
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if (m_ConverterStates[index].isActive)
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{
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info = converterStateInfoPendingInitialization;
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}
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if (m_ConverterStates[index].isInitialized)
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{
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info = converterStateInfoPendingConversion;
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}
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if (m_ConverterStates[index].warnings > 0)
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{
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info = converterStateInfoPendingConversionWarning;
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}
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if (m_ConverterStates[index].errors > 0)
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{
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info = converterStateInfoCompleteErrors;
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}
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if (m_ConverterStates[index].errors == 0 && m_ConverterStates[index].warnings == 0 && m_ConverterStates[index].success > 0)
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{
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info = converterStateInfoComplete;
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}
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if (!m_ConverterStates[index].isActive)
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{
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info = converterStateInfoDisabled;
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}
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item.Q<Label>("converterStateInfoL").text = info.Item1;
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item.Q<Image>("converterStateInfoIcon").image = info.Item2;
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}
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void BackToConverters(ClickEvent evt)
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{
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HideConverterLayout(m_ConverterSelectedVE);
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}
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void RecreateUI()
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{
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m_SerializedObject.Update();
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// This is temp now to get the information filled in
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rootVisualElement.Q<DropdownField>("conversionsDropDown").RegisterCallback<ChangeEvent<string>>((evt) =>
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{
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m_ContainerChoiceIndex = rootVisualElement.Q<DropdownField>("conversionsDropDown").index;
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rootVisualElement.Q<TextElement>("conversionInfo").text = currentContainer.info;
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HideUnhideConverters();
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});
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||
|
rootVisualElement.Q<TextElement>("conversionInfo").text = currentContainer.info;
|
||
|
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();
|
||
|
converterWidgetMainAsset.CloneTree(item);
|
||
|
// Adding the VE so that we can hide it and unhide it when needed
|
||
|
m_VEList.Add(item);
|
||
|
|
||
|
RenderPipelineConverter conv = m_CoreConvertersList[i];
|
||
|
item.name = $"{conv.name}#{conv.container.AssemblyQualifiedName}";
|
||
|
item.SetEnabled(conv.isEnabled);
|
||
|
item.Q<Label>("converterName").text = conv.name;
|
||
|
item.Q<Label>("converterInfo").text = conv.info;
|
||
|
|
||
|
int id = i;
|
||
|
var converterEnabledToggle = item.Q<Toggle>("converterEnabled");
|
||
|
converterEnabledToggle.RegisterCallback<ClickEvent>((evt) =>
|
||
|
{
|
||
|
ConverterStatusInfo(id, item);
|
||
|
InitOrConvert();
|
||
|
// This toggle needs to stop propagation since it is inside another clickable element
|
||
|
evt.StopPropagation();
|
||
|
});
|
||
|
var topElement = item.Q<VisualElement>("converterTopVisualElement");
|
||
|
topElement.RegisterCallback<ClickEvent>((evt) =>
|
||
|
{
|
||
|
ShowConverterLayout(item);
|
||
|
item.Q<VisualElement>("allNoneVE").style.display = DisplayStyle.Flex;
|
||
|
item.Q<Label>("all").RegisterCallback<ClickEvent>(evt =>
|
||
|
{
|
||
|
ToggleAllNone(evt, id, true, item);
|
||
|
});
|
||
|
item.Q<Label>("none").RegisterCallback<ClickEvent>(evt =>
|
||
|
{
|
||
|
ToggleAllNone(evt, id, false, item);
|
||
|
});
|
||
|
});
|
||
|
|
||
|
// setup the images
|
||
|
item.Q<Image>("pendingImage").image = CoreEditorStyles.iconPending;
|
||
|
item.Q<Image>("pendingImage").tooltip = "Pending";
|
||
|
var pendingLabel = item.Q<Label>("pendingLabel");
|
||
|
item.Q<Image>("warningImage").image = CoreEditorStyles.iconWarn;
|
||
|
item.Q<Image>("warningImage").tooltip = "Warnings";
|
||
|
var warningLabel = item.Q<Label>("warningLabel");
|
||
|
item.Q<Image>("errorImage").image = CoreEditorStyles.iconFail;
|
||
|
item.Q<Image>("errorImage").tooltip = "Failed";
|
||
|
var errorLabel = item.Q<Label>("errorLabel");
|
||
|
item.Q<Image>("successImage").image = CoreEditorStyles.iconComplete;
|
||
|
item.Q<Image>("successImage").tooltip = "Success";
|
||
|
var successLabel = item.Q<Label>("successLabel");
|
||
|
|
||
|
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)}";
|
||
|
|
||
|
ConverterStatusInfo(id, item);
|
||
|
|
||
|
VisualElement child = item;
|
||
|
ListView listView = child.Q<ListView>("converterItems");
|
||
|
|
||
|
listView.showBoundCollectionSize = false;
|
||
|
listView.bindingPath = $"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.items)}";
|
||
|
|
||
|
// Update the amount of things to convert
|
||
|
UpdateSelectedConverterItems(id, child);
|
||
|
|
||
|
listView.makeItem = () =>
|
||
|
{
|
||
|
var convertItem = converterItem.CloneTree();
|
||
|
// Adding the contextual menu for each item
|
||
|
convertItem.AddManipulator(new ContextualMenuManipulator(evt => AddToContextMenu(evt, id)));
|
||
|
return convertItem;
|
||
|
};
|
||
|
|
||
|
listView.bindItem = (element, index) =>
|
||
|
{
|
||
|
m_SerializedObject.Update();
|
||
|
var property = m_SerializedObject.FindProperty($"{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;
|
||
|
|
||
|
element.Q<Toggle>("converterItemActive").RegisterCallback<ClickEvent>((evt) =>
|
||
|
{
|
||
|
UpdateSelectedConverterItems(id, child);
|
||
|
DeselectAllNoneLabels(item);
|
||
|
});
|
||
|
|
||
|
ConverterItemDescriptor convItemDesc = m_ItemsToConvert[id].itemDescriptors[index];
|
||
|
|
||
|
element.Q<Label>("converterItemName").text = convItemDesc.name;
|
||
|
element.Q<Label>("converterItemPath").text = convItemDesc.info;
|
||
|
|
||
|
if (!string.IsNullOrEmpty(convItemDesc.helpLink))
|
||
|
{
|
||
|
element.Q<Image>("converterItemHelpIcon").image = CoreEditorStyles.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 = CoreEditorStyles.iconPending;
|
||
|
break;
|
||
|
case Status.Error:
|
||
|
icon = CoreEditorStyles.iconFail;
|
||
|
break;
|
||
|
case Status.Warning:
|
||
|
icon = CoreEditorStyles.iconWarn;
|
||
|
break;
|
||
|
case Status.Success:
|
||
|
icon = CoreEditorStyles.iconComplete;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
element.Q<Image>("converterItemStatusIcon").image = icon;
|
||
|
element.Q<Image>("converterItemStatusIcon").tooltip = info;
|
||
|
};
|
||
|
#if UNITY_2022_2_OR_NEWER
|
||
|
listView.selectionChanged += obj => { m_CoreConvertersList[id].OnClicked(listView.selectedIndex); };
|
||
|
#else
|
||
|
listView.onSelectionChange += obj => { m_CoreConvertersList[id].OnClicked(listView.selectedIndex); };
|
||
|
#endif
|
||
|
listView.unbindItem = (element, index) =>
|
||
|
{
|
||
|
var bindable = (BindableElement)element;
|
||
|
bindable.Unbind();
|
||
|
};
|
||
|
|
||
|
m_ScrollView.Add(item);
|
||
|
}
|
||
|
|
||
|
InitOrConvert();
|
||
|
HideUnhideConverters();
|
||
|
rootVisualElement.Bind(m_SerializedObject);
|
||
|
}
|
||
|
|
||
|
private void HideUnhideConverters()
|
||
|
{
|
||
|
var type = currentContainer.GetType();
|
||
|
if (DocumentationUtils.TryGetHelpURL(type, out var url))
|
||
|
{
|
||
|
m_ContainerHelpButton.style.display = DisplayStyle.Flex;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_ContainerHelpButton.style.display = DisplayStyle.None;
|
||
|
}
|
||
|
|
||
|
foreach (VisualElement childElement in m_ScrollView.Q<VisualElement>().Children())
|
||
|
{
|
||
|
var container = Type.GetType(childElement.name.Split('#').Last());
|
||
|
if (container == type)
|
||
|
{
|
||
|
childElement.style.display = DisplayStyle.Flex;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
childElement.style.display = DisplayStyle.None;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void DeselectAllNoneLabels(VisualElement item)
|
||
|
{
|
||
|
item.Q<Label>("all").AddToClassList("not_selected");
|
||
|
item.Q<Label>("all").RemoveFromClassList("selected");
|
||
|
|
||
|
item.Q<Label>("none").AddToClassList("not_selected");
|
||
|
item.Q<Label>("none").RemoveFromClassList("selected");
|
||
|
}
|
||
|
|
||
|
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();
|
||
|
InitOrConvert();
|
||
|
}
|
||
|
|
||
|
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 InitializeAndConvert(ClickEvent evt)
|
||
|
{
|
||
|
m_InitAndConvert = ShouldCreateSearchIndex();
|
||
|
|
||
|
InitializeAllActiveConverters(evt);
|
||
|
if (!m_InitAndConvert)
|
||
|
{
|
||
|
Convert(evt);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void InitializeAllActiveConverters(ClickEvent evt)
|
||
|
{
|
||
|
if (!SaveCurrentSceneAndContinue()) return;
|
||
|
|
||
|
// If we use search index, go async
|
||
|
if (ShouldCreateSearchIndex())
|
||
|
{
|
||
|
// Save the current worker count. So it can be reset after the index file has been created.
|
||
|
m_WorkerCount = AssetDatabase.DesiredWorkerCount;
|
||
|
AssetDatabase.ForceToDesiredWorkerCount();
|
||
|
|
||
|
AssetDatabase.DesiredWorkerCount = System.Convert.ToInt32(Math.Ceiling(Environment.ProcessorCount * 0.8));
|
||
|
CreateSearchIndex(m_URPConverterIndex);
|
||
|
}
|
||
|
// Otherwise do everything directly
|
||
|
else
|
||
|
{
|
||
|
ConverterCollectData(() => { EditorUtility.ClearProgressBar(); });
|
||
|
}
|
||
|
|
||
|
void CreateSearchIndex(string name)
|
||
|
{
|
||
|
// Create <guid>.index in the project
|
||
|
var title = $"Building {name} search index";
|
||
|
EditorUtility.DisplayProgressBar(title, "Creating search index...", -1f);
|
||
|
|
||
|
Search.SearchService.CreateIndex(name, IndexingOptions.Temporary | IndexingOptions.Extended,
|
||
|
new[] { "Assets" },
|
||
|
new[] { ".prefab", ".unity", ".asset" },
|
||
|
null, OnSearchIndexCreated);
|
||
|
}
|
||
|
|
||
|
void OnSearchIndexCreated(string name, string path, Action onComplete)
|
||
|
{
|
||
|
EditorUtility.ClearProgressBar();
|
||
|
ConverterCollectData(() =>
|
||
|
{
|
||
|
if (m_InitAndConvert)
|
||
|
{
|
||
|
Convert(null);
|
||
|
m_InitAndConvert = false;
|
||
|
}
|
||
|
EditorUtility.ClearProgressBar();
|
||
|
AssetDatabase.DesiredWorkerCount = m_WorkerCount;
|
||
|
AssetDatabase.ForceToDesiredWorkerCount();
|
||
|
|
||
|
RecreateUI();
|
||
|
onComplete();
|
||
|
});
|
||
|
}
|
||
|
|
||
|
void ConverterCollectData(Action onConverterDataCollectionComplete)
|
||
|
{
|
||
|
EditorUtility.DisplayProgressBar($"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 initialization
|
||
|
// We can complete everything immediately
|
||
|
if (convertersToConvert == 0)
|
||
|
{
|
||
|
onConverterDataCollectionComplete?.Invoke();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
RecreateUI();
|
||
|
}
|
||
|
|
||
|
private bool SaveCurrentSceneAndContinue()
|
||
|
{
|
||
|
Scene currentScene = SceneManager.GetActiveScene();
|
||
|
if (currentScene.isDirty)
|
||
|
{
|
||
|
if (EditorUtility.DisplayDialog("Scene is not saved.",
|
||
|
"Current scene is not saved. Please save the scene before continuing.", "Save and Continue",
|
||
|
"Cancel"))
|
||
|
{
|
||
|
EditorSceneManager.SaveScene(currentScene);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
// Refreshing the list to show the new state
|
||
|
m_ConverterSelectedVE.Q<ListView>("converterItems").Rebuild();
|
||
|
},
|
||
|
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();
|
||
|
}
|
||
|
|
||
|
struct AnalyticContextInfo
|
||
|
{
|
||
|
public string converter_id;
|
||
|
public int items_count;
|
||
|
}
|
||
|
|
||
|
void Convert(ClickEvent evt)
|
||
|
{
|
||
|
// Ask to save save the current open scene and after the conversion is done reload the same scene.
|
||
|
if (!SaveCurrentSceneAndContinue()) return;
|
||
|
|
||
|
string currentScenePath = SceneManager.GetActiveScene().path;
|
||
|
|
||
|
List<ConverterState> activeConverterStates = new List<ConverterState>();
|
||
|
|
||
|
// 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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
List<AnalyticContextInfo> contextInfo = new ();
|
||
|
|
||
|
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;
|
||
|
AnalyticContextInfo converterInfo = new ()
|
||
|
{
|
||
|
converter_id = converterName,
|
||
|
items_count = 0
|
||
|
};
|
||
|
string progressTitle = $"{converterName} Converter : {currentCount}/{activeConvertersCount}";
|
||
|
for (var j = 0; j < itemCount; j++)
|
||
|
{
|
||
|
if (activeConverterState.items[j].isActive)
|
||
|
{
|
||
|
converterInfo.items_count++;
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
contextInfo.Add(converterInfo);
|
||
|
m_CoreConvertersList[index].OnPostRun();
|
||
|
AssetDatabase.SaveAssets();
|
||
|
EditorUtility.ClearProgressBar();
|
||
|
}
|
||
|
|
||
|
// Checking if we have changed current scene. If we have we reload the old scene we started from
|
||
|
if (!string.IsNullOrEmpty(currentScenePath) && currentScenePath != SceneManager.GetActiveScene().path)
|
||
|
{
|
||
|
EditorSceneManager.OpenScene(currentScenePath);
|
||
|
}
|
||
|
|
||
|
RecreateUI();
|
||
|
|
||
|
GraphicsToolUsageAnalytic.ActionPerformed<RenderPipelineConvertersEditor>(nameof(Convert), contextInfo.ToNestedColumn());
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|