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- using System;
- using System.Collections.Generic;
- using System.Collections.ObjectModel;
- using UnityEngine.Assertions;
- using UnityEngine.Rendering.UI;
- namespace UnityEngine.Rendering
- {
- using UnityObject = UnityEngine.Object;
- /// <summary>
- /// IDebugData interface.
- /// </summary>
- public interface IDebugData
- {
- /// <summary>Get the reset callback for this DebugData</summary>
- /// <returns>The reset callback</returns>
- Action GetReset();
- //Action GetLoad();
- //Action GetSave();
- }
- /// <summary>
- /// Manager class for the Debug Window.
- /// </summary>
- public sealed partial class DebugManager
- {
- static readonly Lazy<DebugManager> s_Instance = new Lazy<DebugManager>(() => new DebugManager());
- /// <summary>
- /// Global instance of the DebugManager.
- /// </summary>
- public static DebugManager instance => s_Instance.Value;
- ReadOnlyCollection<DebugUI.Panel> m_ReadOnlyPanels;
- readonly List<DebugUI.Panel> m_Panels = new List<DebugUI.Panel>();
- void UpdateReadOnlyCollection()
- {
- m_Panels.Sort();
- m_ReadOnlyPanels = m_Panels.AsReadOnly();
- }
- /// <summary>
- /// List of currently registered debug panels.
- /// </summary>
- public ReadOnlyCollection<DebugUI.Panel> panels
- {
- get
- {
- if (m_ReadOnlyPanels == null)
- UpdateReadOnlyCollection();
- return m_ReadOnlyPanels;
- }
- }
- /// <summary>
- /// Callback called when the runtime UI changed.
- /// </summary>
- public event Action<bool> onDisplayRuntimeUIChanged = delegate {};
- /// <summary>
- /// Callback called when the debug window is dirty.
- /// </summary>
- public event Action onSetDirty = delegate {};
- event Action resetData;
- /// <summary>
- /// Force an editor request.
- /// </summary>
- public bool refreshEditorRequested;
- GameObject m_Root;
- DebugUIHandlerCanvas m_RootUICanvas;
- GameObject m_PersistentRoot;
- DebugUIHandlerPersistentCanvas m_RootUIPersistentCanvas;
- // Knowing if the DebugWindows is open, is done by event as it is in another assembly.
- // The DebugWindows is responsible to link its event to ToggleEditorUI.
- bool m_EditorOpen = false;
- /// <summary>
- /// Is the debug editor window open.
- /// </summary>
- public bool displayEditorUI => m_EditorOpen;
- /// <summary>
- /// Toggle the debug window.
- /// </summary>
- /// <param name="open">State of the debug window.</param>
- public void ToggleEditorUI(bool open) => m_EditorOpen = open;
- /// <summary>
- /// Displays the runtime version of the debug window.
- /// </summary>
- public bool displayRuntimeUI
- {
- get => m_Root != null && m_Root.activeInHierarchy;
- set
- {
- if (value)
- {
- m_Root = UnityObject.Instantiate(Resources.Load<Transform>("DebugUI Canvas")).gameObject;
- m_Root.name = "[Debug Canvas]";
- m_Root.transform.localPosition = Vector3.zero;
- m_RootUICanvas = m_Root.GetComponent<DebugUIHandlerCanvas>();
- m_Root.SetActive(true);
- }
- else
- {
- CoreUtils.Destroy(m_Root);
- m_Root = null;
- m_RootUICanvas = null;
- }
- onDisplayRuntimeUIChanged(value);
- }
- }
- /// <summary>
- /// Displays the persistent runtime debug window.
- /// </summary>
- public bool displayPersistentRuntimeUI
- {
- get => m_RootUIPersistentCanvas != null && m_PersistentRoot.activeInHierarchy;
- set
- {
- CheckPersistentCanvas();
- m_PersistentRoot.SetActive(value);
- }
- }
- DebugManager()
- {
- if (!Debug.isDebugBuild)
- return;
- RegisterInputs();
- RegisterActions();
- }
- /// <summary>
- /// Refresh the debug window.
- /// </summary>
- public void RefreshEditor()
- {
- refreshEditorRequested = true;
- }
- /// <summary>
- /// Reset the debug window.
- /// </summary>
- public void Reset()
- {
- resetData?.Invoke();
- ReDrawOnScreenDebug();
- }
- /// <summary>
- /// Redraw the runtime debug UI.
- /// </summary>
- public void ReDrawOnScreenDebug()
- {
- if (displayRuntimeUI)
- m_RootUICanvas?.ResetAllHierarchy();
- }
- /// <summary>
- /// Register debug data.
- /// </summary>
- /// <param name="data">Data to be registered.</param>
- public void RegisterData(IDebugData data) => resetData += data.GetReset();
- /// <summary>
- /// Register debug data.
- /// </summary>
- /// <param name="data">Data to be registered.</param>
- public void UnregisterData(IDebugData data) => resetData -= data.GetReset();
- /// <summary>
- /// Get hashcode state of the Debug Window.
- /// </summary>
- /// <returns></returns>
- public int GetState()
- {
- int hash = 17;
- foreach (var panel in m_Panels)
- hash = hash * 23 + panel.GetHashCode();
- return hash;
- }
- internal void RegisterRootCanvas(DebugUIHandlerCanvas root)
- {
- Assert.IsNotNull(root);
- m_Root = root.gameObject;
- m_RootUICanvas = root;
- }
- internal void ChangeSelection(DebugUIHandlerWidget widget, bool fromNext)
- {
- m_RootUICanvas.ChangeSelection(widget, fromNext);
- }
- void CheckPersistentCanvas()
- {
- if (m_RootUIPersistentCanvas == null)
- {
- var uiManager = UnityObject.FindObjectOfType<DebugUIHandlerPersistentCanvas>();
- if (uiManager == null)
- {
- m_PersistentRoot = UnityObject.Instantiate(Resources.Load<Transform>("DebugUI Persistent Canvas")).gameObject;
- m_PersistentRoot.name = "[Debug Canvas - Persistent]";
- m_PersistentRoot.transform.localPosition = Vector3.zero;
- }
- else
- {
- m_PersistentRoot = uiManager.gameObject;
- }
- m_RootUIPersistentCanvas = m_PersistentRoot.GetComponent<DebugUIHandlerPersistentCanvas>();
- }
- }
- internal void TogglePersistent(DebugUI.Widget widget)
- {
- if (widget == null)
- return;
- var valueWidget = widget as DebugUI.Value;
- if (valueWidget == null)
- {
- Debug.Log("Only DebugUI.Value items can be made persistent.");
- return;
- }
- CheckPersistentCanvas();
- m_RootUIPersistentCanvas.Toggle(valueWidget);
- }
- void OnPanelDirty(DebugUI.Panel panel)
- {
- onSetDirty();
- }
- // TODO: Optimally we should use a query path here instead of a display name
- /// <summary>
- /// Returns a debug panel.
- /// </summary>
- /// <param name="displayName">Name of the debug panel.</param>
- /// <param name="createIfNull">Create the panel if it does not exists.</param>
- /// <param name="groupIndex">Group index.</param>
- /// <param name="overrideIfExist">Replace an existing panel.</param>
- /// <returns></returns>
- public DebugUI.Panel GetPanel(string displayName, bool createIfNull = false, int groupIndex = 0, bool overrideIfExist = false)
- {
- DebugUI.Panel p = null;
- foreach (var panel in m_Panels)
- {
- if (panel.displayName == displayName)
- {
- p = panel;
- break;
- }
- }
- if (p != null)
- {
- if (overrideIfExist)
- {
- p.onSetDirty -= OnPanelDirty;
- RemovePanel(p);
- p = null;
- }
- else
- return p;
- }
- if (createIfNull)
- {
- p = new DebugUI.Panel { displayName = displayName, groupIndex = groupIndex };
- p.onSetDirty += OnPanelDirty;
- m_Panels.Add(p);
- UpdateReadOnlyCollection();
- }
- return p;
- }
- // TODO: Use a query path here as well instead of a display name
- /// <summary>
- /// Remove a debug panel.
- /// </summary>
- /// <param name="displayName">Name of the debug panel to remove.</param>
- public void RemovePanel(string displayName)
- {
- DebugUI.Panel panel = null;
- foreach (var p in m_Panels)
- {
- if (p.displayName == displayName)
- {
- p.onSetDirty -= OnPanelDirty;
- panel = p;
- break;
- }
- }
- RemovePanel(panel);
- }
- /// <summary>
- /// Remove a debug panel.
- /// </summary>
- /// <param name="panel">Reference to the debug panel to remove.</param>
- public void RemovePanel(DebugUI.Panel panel)
- {
- if (panel == null)
- return;
- m_Panels.Remove(panel);
- UpdateReadOnlyCollection();
- }
- /// <summary>
- /// Get a Debug Item.
- /// </summary>
- /// <param name="queryPath">Path of the debug item.</param>
- /// <returns>Reference to the requested debug item.</returns>
- public DebugUI.Widget GetItem(string queryPath)
- {
- foreach (var panel in m_Panels)
- {
- var w = GetItem(queryPath, panel);
- if (w != null)
- return w;
- }
- return null;
- }
- /// <summary>
- /// Get a debug item from a specific container.
- /// </summary>
- /// <param name="queryPath">Path of the debug item.</param>
- /// <param name="container">Container to query.</param>
- /// <returns>Reference to the requested debug item.</returns>
- DebugUI.Widget GetItem(string queryPath, DebugUI.IContainer container)
- {
- foreach (var child in container.children)
- {
- if (child.queryPath == queryPath)
- return child;
- var containerChild = child as DebugUI.IContainer;
- if (containerChild != null)
- {
- var w = GetItem(queryPath, containerChild);
- if (w != null)
- return w;
- }
- }
- return null;
- }
- }
- }
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