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