#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE #define USE_INPUT_SYSTEM #endif using System; using System.Collections.Generic; using System.Linq; using UnityEditor.Callbacks; using UnityEngine; using UnityEngine.Rendering; namespace UnityEditor.Rendering { #pragma warning disable 414 [Serializable] sealed class WidgetStateDictionary : SerializedDictionary {} sealed class DebugWindowSettings : ScriptableObject { // Keep these settings in a separate scriptable object so we can handle undo/redo on them // without the rest of the debug window interfering public int currentStateHash; public int selectedPanel; void OnEnable() { hideFlags = HideFlags.HideAndDontSave; } } sealed class DebugWindow : EditorWindow { static readonly GUIContent k_ResetButtonContent = new GUIContent("Reset"); //static readonly GUIContent k_SaveButtonContent = new GUIContent("Save"); //static readonly GUIContent k_LoadButtonContent = new GUIContent("Load"); //static bool isMultiview = false; static Styles s_Styles; static GUIStyle s_SplitterLeft; static float splitterPos = 150f; const float minSideBarWidth = 100; const float minContentWidth = 100; bool dragging = false; [SerializeField] WidgetStateDictionary m_WidgetStates; [SerializeField] DebugWindowSettings m_Settings; [SerializeField] int m_DebugTreeState; bool m_IsDirty; Vector2 m_PanelScroll; Vector2 m_ContentScroll; static bool s_TypeMapDirty; static Dictionary s_WidgetStateMap; // DebugUI.Widget type -> DebugState type static Dictionary s_WidgetDrawerMap; // DebugUI.Widget type -> DebugUIDrawer static bool s_Open; public static bool open { get => s_Open; private set { if (s_Open ^ value) OnDebugWindowToggled?.Invoke(value); s_Open = value; } } static event Action OnDebugWindowToggled; [DidReloadScripts] static void OnEditorReload() { s_TypeMapDirty = true; //find if it where open, relink static event end propagate the info open = (Resources.FindObjectsOfTypeAll()?.Length ?? 0) > 0; if (OnDebugWindowToggled == null) OnDebugWindowToggled += DebugManager.instance.ToggleEditorUI; DebugManager.instance.ToggleEditorUI(open); } static void RebuildTypeMaps() { // Map states to widget (a single state can map to several widget types if the value to // serialize is the same) var attrType = typeof(DebugStateAttribute); var stateTypes = CoreUtils.GetAllTypesDerivedFrom() .Where( t => t.IsDefined(attrType, false) && !t.IsAbstract ); s_WidgetStateMap = new Dictionary(); foreach (var stateType in stateTypes) { var attr = (DebugStateAttribute)stateType.GetCustomAttributes(attrType, false)[0]; foreach (var t in attr.types) s_WidgetStateMap.Add(t, stateType); } // Drawers attrType = typeof(DebugUIDrawerAttribute); var types = CoreUtils.GetAllTypesDerivedFrom() .Where( t => t.IsDefined(attrType, false) && !t.IsAbstract ); s_WidgetDrawerMap = new Dictionary(); foreach (var t in types) { var attr = (DebugUIDrawerAttribute)t.GetCustomAttributes(attrType, false)[0]; var inst = (DebugUIDrawer)Activator.CreateInstance(t); s_WidgetDrawerMap.Add(attr.type, inst); } // Done s_TypeMapDirty = false; } [MenuItem("Window/Render Pipeline/Render Pipeline Debug", priority = 10005)] // 112 is hardcoded number given by the UxTeam to fit correctly in the Windows menu static void Init() { var window = GetWindow(); window.titleContent = new GUIContent("Debug"); if(OnDebugWindowToggled == null) OnDebugWindowToggled += DebugManager.instance.ToggleEditorUI; open = true; } void OnEnable() { DebugManager.instance.refreshEditorRequested = false; hideFlags = HideFlags.HideAndDontSave; autoRepaintOnSceneChange = true; if (m_Settings == null) m_Settings = CreateInstance(); // States are ScriptableObjects (necessary for Undo/Redo) but are not saved on disk so when the editor is closed then reopened, any existing debug window will have its states set to null // Since we don't care about persistance in this case, we just re-init everything. if (m_WidgetStates == null || !AreWidgetStatesValid()) m_WidgetStates = new WidgetStateDictionary(); if (s_WidgetStateMap == null || s_WidgetDrawerMap == null || s_TypeMapDirty) RebuildTypeMaps(); Undo.undoRedoPerformed += OnUndoRedoPerformed; DebugManager.instance.onSetDirty += MarkDirty; // First init m_DebugTreeState = DebugManager.instance.GetState(); UpdateWidgetStates(); EditorApplication.update -= Repaint; var panels = DebugManager.instance.panels; var selectedPanelIndex = m_Settings.selectedPanel; if (selectedPanelIndex >= 0 && selectedPanelIndex < panels.Count && panels[selectedPanelIndex].editorForceUpdate) EditorApplication.update += Repaint; } // Note: this won't get called if the window is opened when the editor itself is closed void OnDestroy() { open = false; DebugManager.instance.onSetDirty -= MarkDirty; Undo.ClearUndo(m_Settings); DestroyWidgetStates(); } public void DestroyWidgetStates() { if (m_WidgetStates != null) { // Clear all the states from memory foreach (var state in m_WidgetStates) { var s = state.Value; Undo.ClearUndo(s); // Don't leave dangling states in the global undo/redo stack DestroyImmediate(s); } m_WidgetStates.Clear(); } } bool AreWidgetStatesValid() { foreach (var state in m_WidgetStates) { if (state.Value == null) { return false; } } return true; } void MarkDirty() { m_IsDirty = true; } // We use item states to keep a cached value of each serializable debug items in order to // handle domain reloads, play mode entering/exiting and undo/redo // Note: no removal of orphan states void UpdateWidgetStates() { foreach (var panel in DebugManager.instance.panels) UpdateWidgetStates(panel); } void UpdateWidgetStates(DebugUI.IContainer container) { // Skip runtime only containers, we won't draw them so no need to serialize them either var actualWidget = container as DebugUI.Widget; if (actualWidget != null && actualWidget.isInactiveInEditor) return; // Recursively update widget states foreach (var widget in container.children) { // Skip non-serializable widgets but still traverse them in case one of their // children needs serialization support var valueField = widget as DebugUI.IValueField; if (valueField != null) { // Skip runtime & readonly only items if (widget.isInactiveInEditor) return; var widgetType = widget.GetType(); string guid = widget.queryPath; Type stateType; s_WidgetStateMap.TryGetValue(widgetType, out stateType); // Create missing states & recreate the ones that are null if (stateType != null) { if (!m_WidgetStates.ContainsKey(guid) || m_WidgetStates[guid] == null) { var inst = (DebugState)CreateInstance(stateType); inst.queryPath = guid; inst.SetValue(valueField.GetValue(), valueField); m_WidgetStates[guid] = inst; } } } // Recurse if the widget is a container var containerField = widget as DebugUI.IContainer; if (containerField != null) UpdateWidgetStates(containerField); } } public void ApplyStates(bool forceApplyAll = false) { if (!forceApplyAll && DebugState.m_CurrentDirtyState != null) { ApplyState(DebugState.m_CurrentDirtyState.queryPath, DebugState.m_CurrentDirtyState); DebugState.m_CurrentDirtyState = null; return; } foreach (var state in m_WidgetStates) ApplyState(state.Key, state.Value); DebugState.m_CurrentDirtyState = null; } void ApplyState(string queryPath, DebugState state) { var widget = DebugManager.instance.GetItem(queryPath) as DebugUI.IValueField; if (widget == null) return; widget.SetValue(state.GetValue()); } void OnUndoRedoPerformed() { int stateHash = ComputeStateHash(); // Something has been undone / redone, re-apply states to the debug tree if (stateHash != m_Settings.currentStateHash) { ApplyStates(true); m_Settings.currentStateHash = stateHash; } Repaint(); } int ComputeStateHash() { unchecked { int hash = 13; foreach (var state in m_WidgetStates) hash = hash * 23 + state.Value.GetHashCode(); return hash; } } void Update() { // If the render pipeline asset has been reloaded we force-refresh widget states in case // some debug values need to be refresh/recreated as well (e.g. frame settings on HD) if (DebugManager.instance.refreshEditorRequested) { DestroyWidgetStates(); DebugManager.instance.refreshEditorRequested = false; } int treeState = DebugManager.instance.GetState(); if (m_DebugTreeState != treeState || m_IsDirty) { UpdateWidgetStates(); ApplyStates(); m_DebugTreeState = treeState; m_IsDirty = false; } } void OnGUI() { if (s_Styles == null) { s_Styles = new Styles(); s_SplitterLeft = new GUIStyle(); } var panels = DebugManager.instance.panels; int itemCount = panels.Count(x => !x.isInactiveInEditor && x.children.Count(w => !w.isInactiveInEditor) > 0); if (itemCount == 0) { EditorGUILayout.HelpBox("No debug item found.", MessageType.Info); return; } // Background color var wrect = position; wrect.x = 0; wrect.y = 0; var oldColor = GUI.color; GUI.color = s_Styles.skinBackgroundColor; GUI.DrawTexture(wrect, EditorGUIUtility.whiteTexture); GUI.color = oldColor; GUILayout.BeginHorizontal(EditorStyles.toolbar); //isMultiview = GUILayout.Toggle(isMultiview, "multiview", EditorStyles.toolbarButton); //if (isMultiview) // EditorGUILayout.Popup(0, new[] { new GUIContent("SceneView 1"), new GUIContent("SceneView 2") }, EditorStyles.toolbarDropDown, GUILayout.Width(100f)); GUILayout.FlexibleSpace(); //GUILayout.Button(k_LoadButtonContent, EditorStyles.toolbarButton); //GUILayout.Button(k_SaveButtonContent, EditorStyles.toolbarButton); if (GUILayout.Button(k_ResetButtonContent, EditorStyles.toolbarButton)) DebugManager.instance.Reset(); GUILayout.EndHorizontal(); // We check if the legacy input manager is not here because we can have both the new and old input system at the same time // and in this case the debug menu works correctly. #if !ENABLE_LEGACY_INPUT_MANAGER EditorGUILayout.HelpBox("The debug menu does not support the new Unity Input package yet. inputs will be disabled in play mode and build.", MessageType.Error); #endif using (new EditorGUILayout.HorizontalScope()) { // Side bar using (var scrollScope = new EditorGUILayout.ScrollViewScope(m_PanelScroll, s_Styles.sectionScrollView, GUILayout.Width(splitterPos))) { GUILayout.Space(40f); if (m_Settings.selectedPanel >= panels.Count) m_Settings.selectedPanel = 0; // Validate container id while (panels[m_Settings.selectedPanel].isInactiveInEditor || panels[m_Settings.selectedPanel].children.Count(x => !x.isInactiveInEditor) == 0) { m_Settings.selectedPanel++; if (m_Settings.selectedPanel >= panels.Count) m_Settings.selectedPanel = 0; } // Root children are containers for (int i = 0; i < panels.Count; i++) { var panel = panels[i]; if (panel.isInactiveInEditor) continue; if (panel.children.Count(x => !x.isInactiveInEditor) == 0) continue; var elementRect = GUILayoutUtility.GetRect(EditorGUIUtility.TrTextContent(panel.displayName), s_Styles.sectionElement, GUILayout.ExpandWidth(true)); if (m_Settings.selectedPanel == i && Event.current.type == EventType.Repaint) s_Styles.selected.Draw(elementRect, false, false, false, false); EditorGUI.BeginChangeCheck(); GUI.Toggle(elementRect, m_Settings.selectedPanel == i, panel.displayName, s_Styles.sectionElement); if (EditorGUI.EndChangeCheck()) { Undo.RegisterCompleteObjectUndo(m_Settings, "Debug Panel Selection"); var previousPanel = m_Settings.selectedPanel >= 0 && m_Settings.selectedPanel < panels.Count ? panels[m_Settings.selectedPanel] : null; if (previousPanel != null && previousPanel.editorForceUpdate && !panel.editorForceUpdate) EditorApplication.update -= Repaint; else if ((previousPanel == null || !previousPanel.editorForceUpdate) && panel.editorForceUpdate) EditorApplication.update += Repaint; m_Settings.selectedPanel = i; } } m_PanelScroll = scrollScope.scrollPosition; } Rect splitterRect = new Rect(splitterPos - 3, 0, 6, Screen.height); GUI.Box(splitterRect, "", s_SplitterLeft); GUILayout.Space(10f); // Main section - traverse current container using (var changedScope = new EditorGUI.ChangeCheckScope()) { using (new EditorGUILayout.VerticalScope()) { var selectedPanel = panels[m_Settings.selectedPanel]; GUILayout.Label(selectedPanel.displayName, s_Styles.sectionHeader); GUILayout.Space(10f); using (var scrollScope = new EditorGUILayout.ScrollViewScope(m_ContentScroll)) { TraverseContainerGUI(selectedPanel); m_ContentScroll = scrollScope.scrollPosition; } } if (changedScope.changed) { m_Settings.currentStateHash = ComputeStateHash(); DebugManager.instance.ReDrawOnScreenDebug(); } } // Splitter events if (Event.current != null) { switch (Event.current.rawType) { case EventType.MouseDown: if (splitterRect.Contains(Event.current.mousePosition)) { dragging = true; } break; case EventType.MouseDrag: if (dragging) { splitterPos += Event.current.delta.x; splitterPos = Mathf.Clamp(splitterPos, minSideBarWidth, Screen.width - minContentWidth); Repaint(); } break; case EventType.MouseUp: if (dragging) { dragging = false; } break; } } EditorGUIUtility.AddCursorRect(splitterRect, MouseCursor.ResizeHorizontal); } } void OnWidgetGUI(DebugUI.Widget widget) { if (widget.isInactiveInEditor) return; DebugState state; // State will be null for stateless widget m_WidgetStates.TryGetValue(widget.queryPath, out state); DebugUIDrawer drawer; if (!s_WidgetDrawerMap.TryGetValue(widget.GetType(), out drawer)) { EditorGUILayout.LabelField("Drawer not found (" + widget.GetType() + ")."); } else { drawer.Begin(widget, state); if (drawer.OnGUI(widget, state)) { var container = widget as DebugUI.IContainer; if (container != null) TraverseContainerGUI(container); } drawer.End(widget, state); } } void TraverseContainerGUI(DebugUI.IContainer container) { // /!\ SHAAAAAAAME ALERT /!\ // A container can change at runtime because of the way IMGUI works and how we handle // onValueChanged on widget so we have to take this into account while iterating try { foreach (var widget in container.children) OnWidgetGUI(widget); } catch (InvalidOperationException) { Repaint(); } } public class Styles { public static float s_DefaultLabelWidth = 0.5f; public readonly GUIStyle sectionScrollView = "PreferencesSectionBox"; public readonly GUIStyle sectionElement = new GUIStyle("PreferencesSection"); public readonly GUIStyle selected = "OL SelectedRow"; public readonly GUIStyle sectionHeader = new GUIStyle(EditorStyles.largeLabel); public readonly Color skinBackgroundColor; public Styles() { sectionScrollView = new GUIStyle(sectionScrollView); sectionScrollView.overflow.bottom += 1; sectionElement.alignment = TextAnchor.MiddleLeft; sectionHeader.fontStyle = FontStyle.Bold; sectionHeader.fontSize = 18; sectionHeader.margin.top = 10; sectionHeader.margin.left += 1; sectionHeader.normal.textColor = !EditorGUIUtility.isProSkin ? new Color(0.4f, 0.4f, 0.4f, 1.0f) : new Color(0.7f, 0.7f, 0.7f, 1.0f); if (EditorGUIUtility.isProSkin) { sectionHeader.normal.textColor = new Color(0.7f, 0.7f, 0.7f, 1.0f); skinBackgroundColor = Color.gray * new Color(0.3f, 0.3f, 0.3f, 0.5f); } else { sectionHeader.normal.textColor = new Color(0.4f, 0.4f, 0.4f, 1.0f); skinBackgroundColor = Color.gray * new Color(1f, 1f, 1f, 0.32f); } } } } #pragma warning restore 414 }