Rasagar/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Containers.cs

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2024-08-26 13:07:20 -07:00
using System;
using System.Collections.Generic;
using System.ComponentModel;
namespace UnityEngine.Rendering
{
public partial class DebugUI
{
/// <summary>
/// Base class for "container" type widgets, although it can be used on its own (if a display name is set then it'll behave as a group with a header)
/// </summary>
public class Container : Widget, IContainer
{
const string k_IDToken = "#";
internal bool hideDisplayName => string.IsNullOrEmpty(displayName) || displayName.StartsWith(k_IDToken);
/// <summary>
/// List of children.
/// </summary>
public ObservableList<Widget> children { get; private set; }
/// <summary>
/// Panel the container is attached to.
/// </summary>
public override Panel panel
{
get { return m_Panel; }
internal set
{
/// Frequenlty used panels do now own widgets
if (value != null && value.flags.HasFlag(DebugUI.Flags.FrequentlyUsed))
return;
m_Panel = value;
// Bubble down
int numChildren = children.Count;
for (int i = 0; i < numChildren; i++)
children[i].panel = value;
}
}
/// <summary>
/// Constructor
/// </summary>
public Container()
: this(string.Empty, new ObservableList<Widget>())
{
}
/// <summary>
/// Constructor for a container without header
/// </summary>
/// <param name="id">The id of the container</param>
public Container(string id)
: this($"{k_IDToken}{id}", new ObservableList<Widget>())
{
}
/// <summary>
/// Constructor.
/// </summary>
/// <param name="displayName">Display name of the container.</param>
/// <param name="children">List of attached children.</param>
public Container(string displayName, ObservableList<Widget> children)
{
this.displayName = displayName;
this.children = children;
children.ItemAdded += OnItemAdded;
children.ItemRemoved += OnItemRemoved;
// Call OnAdded callback for already existing items to ensure their panel & parent are set
for (int i = 0; i < this.children.Count; i++)
OnItemAdded(this.children, new ListChangedEventArgs<Widget>(i, this.children[i]));
}
internal override void GenerateQueryPath()
{
base.GenerateQueryPath();
int numChildren = children.Count;
for (int i = 0; i < numChildren; i++)
children[i].GenerateQueryPath();
}
/// <summary>
/// Method called when a children is added.
/// </summary>
/// <param name="sender">Sender widget.</param>
/// <param name="e">List of added children.</param>
protected virtual void OnItemAdded(ObservableList<Widget> sender, ListChangedEventArgs<Widget> e)
{
if (e.item != null)
{
e.item.panel = m_Panel;
e.item.parent = this;
}
if (m_Panel != null)
m_Panel.SetDirty();
}
/// <summary>
/// Method called when a children is removed.
/// </summary>
/// <param name="sender">Sender widget.</param>
/// <param name="e">List of removed children.</param>
protected virtual void OnItemRemoved(ObservableList<Widget> sender, ListChangedEventArgs<Widget> e)
{
if (e.item != null)
{
e.item.panel = null;
e.item.parent = null;
}
if (m_Panel != null)
m_Panel.SetDirty();
}
/// <summary>
/// Returns the hash code of the widget.
/// </summary>
/// <returns>Hash code of the widget.</returns>
public override int GetHashCode()
{
int hash = 17;
hash = hash * 23 + queryPath.GetHashCode();
hash = hash * 23 + isHidden.GetHashCode();
int numChildren = children.Count;
for (int i = 0; i < numChildren; i++)
hash = hash * 23 + children[i].GetHashCode();
return hash;
}
}
/// <summary>
/// Unity-like foldout that can be collapsed.
/// </summary>
public class Foldout : Container, IValueField
{
/// <summary>
/// Context menu item.
/// </summary>
public struct ContextMenuItem
{
/// <summary>
/// Name of the item displayed in context menu dropdown.
/// </summary>
public string displayName;
/// <summary>
/// Callback when context menu item is selected.
/// </summary>
public Action action;
}
/// <summary>
/// Always false.
/// </summary>
public bool isReadOnly { get { return false; } }
/// <summary>
/// Opened state of the foldout.
/// </summary>
public bool opened;
/// <summary>
/// Draw the foldout in full width using a header style.
/// </summary>
public bool isHeader;
/// <summary>
/// Optional list of context menu items. If the list is not provided, no context menu button will be displayed.
/// </summary>
public List<ContextMenuItem> contextMenuItems = null;
/// <summary>
/// List of columns labels.
/// </summary>
public string[] columnLabels { get; set; } = null;
/// <summary>
/// List of columns label tooltips.
/// </summary>
public string[] columnTooltips { get; set; } = null;
/// <summary>
/// Constructor.
/// </summary>
public Foldout() : base() { }
/// <summary>
/// Constructor.
/// </summary>
/// <param name="displayName">Display name of the foldout.</param>
/// <param name="children">List of attached children.</param>
/// <param name="columnLabels">Optional list of column names.</param>
/// <param name="columnTooltips">Optional list of tooltips for column name labels.</param>
public Foldout(string displayName, ObservableList<Widget> children, string[] columnLabels = null, string[] columnTooltips = null)
: base(displayName, children)
{
this.columnLabels = columnLabels;
this.columnTooltips = columnTooltips;
}
/// <summary>
/// Get the opened state of the foldout.
/// </summary>
/// <returns>True if the foldout is opened.</returns>
public bool GetValue() => opened;
/// <summary>
/// Get the opened state of the foldout.
/// </summary>
/// <returns>True if the foldout is opened.</returns>
object IValueField.GetValue() => GetValue();
/// <summary>
/// Set the opened state of the foldout.
/// </summary>
/// <param name="value">True to open the foldout, false to close it.</param>
public void SetValue(object value) => SetValue((bool)value);
/// <summary>
/// Validates the value of the widget before setting it.
/// </summary>
/// <param name="value">Input value.</param>
/// <returns>The validated value.</returns>
public object ValidateValue(object value) => value;
/// <summary>
/// Set the value of the widget.
/// </summary>
/// <param name="value">Input value.</param>
public void SetValue(bool value) => opened = value;
}
/// <summary>
/// Horizontal Layout Container.
/// </summary>
public class HBox : Container
{
/// <summary>
/// Constructor.
/// </summary>
public HBox()
{
displayName = "HBox";
}
}
/// <summary>
/// Vertical Layout Container.
/// </summary>
public class VBox : Container
{
/// <summary>
/// Constructor.
/// </summary>
public VBox()
{
displayName = "VBox";
}
}
/// <summary>
/// Array Container.
/// </summary>
public class Table : Container
{
static GUIStyle columnHeaderStyle = new GUIStyle()
{
alignment = TextAnchor.MiddleCenter
};
/// <summary>Row Container.</summary>
public class Row : Foldout
{
/// <summary>Constructor.</summary>
public Row() { displayName = "Row"; }
}
/// <summary>
/// True if the table is read only.
/// </summary>
public bool isReadOnly = false;
/// <summary>Constructor.</summary>
public Table() { displayName = "Array"; }
/// <summary>
/// Set column visibility.
/// </summary>
/// <param name="index">Index of the column.</param>
/// <param name="visible">True if the column should be visible.</param>
public void SetColumnVisibility(int index, bool visible)
{
#if UNITY_EDITOR
var header = Header;
if (index < 0 || index >= m_ColumnCount)
return;
index++;
if (header.IsColumnVisible(index) != visible)
{
var newVisibleColumns = new System.Collections.Generic.List<int>(header.state.visibleColumns);
if (newVisibleColumns.Contains(index))
{
newVisibleColumns.Remove(index);
}
else
{
newVisibleColumns.Add(index);
newVisibleColumns.Sort();
}
header.state.visibleColumns = newVisibleColumns.ToArray();
var cols = header.state.columns;
for (int i = 0; i < cols.Length; i++)
cols[i].width = 50f;
header.ResizeToFit();
}
#else
var columns = VisibleColumns;
if (index < 0 || index > columns.Length)
return;
columns[index] = visible;
#endif
}
/// <summary>
/// Get column visibility.
/// </summary>
/// <param name="index">Index of the column.</param>
/// <returns>True if the column is visible.</returns>
public bool GetColumnVisibility(int index)
{
#if UNITY_EDITOR
var header = Header;
if (index < 0 || index >= m_ColumnCount)
return false;
return header.IsColumnVisible(index + 1);
#else
var columns = VisibleColumns;
if (index < 0 || index > columns.Length)
return false;
return columns[index];
#endif
}
#if UNITY_EDITOR
/// <summary>
/// The scroll position of the table.
/// </summary>
public Vector2 scroll = Vector2.zero;
int m_ColumnCount;
UnityEditor.IMGUI.Controls.MultiColumnHeader m_Header = null;
/// <summary>
/// The table header for drawing
/// </summary>
public UnityEditor.IMGUI.Controls.MultiColumnHeader Header
{
get
{
if (m_Header != null)
return m_Header;
if (children.Count != 0)
{
m_ColumnCount = ((Container)children[0]).children.Count;
for (int i = 1; i < children.Count; i++)
{
if (((Container)children[i]).children.Count != m_ColumnCount)
{
Debug.LogError("All rows must have the same number of children.");
return null;
}
}
}
UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column CreateColumn(string name, string tooltip)
{
var col = new UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column()
{
canSort = false,
headerTextAlignment = TextAlignment.Center,
headerContent = new GUIContent(name, tooltip ?? string.Empty)
};
columnHeaderStyle.CalcMinMaxWidth(col.headerContent, out col.width, out float _);
col.width = Mathf.Min(col.width, 50f);
return col;
}
var cols = new UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column[m_ColumnCount + 1];
cols[0] = CreateColumn(displayName, tooltip);
cols[0].allowToggleVisibility = false;
for (int i = 0; i < m_ColumnCount; i++)
{
var elem = ((Container) children[0]).children[i];
cols[i + 1] = CreateColumn(elem.displayName, elem.tooltip);
}
var state = new UnityEditor.IMGUI.Controls.MultiColumnHeaderState(cols);
m_Header = new UnityEditor.IMGUI.Controls.MultiColumnHeader(state) { height = 23 };
m_Header.ResizeToFit();
return m_Header;
}
}
#else
bool[] m_Header = null;
/// <summary>
/// The visible columns
/// </summary>
public bool[] VisibleColumns
{
get
{
if (m_Header != null)
return m_Header;
int columnCount = 0;
if (children.Count != 0)
{
columnCount = ((Container)children[0]).children.Count;
for (int i = 1; i < children.Count; i++)
{
if (((Container)children[i]).children.Count != columnCount)
{
Debug.LogError("All rows must have the same number of children.");
return null;
}
}
}
m_Header = new bool[columnCount];
for (int i = 0; i < columnCount; i++)
m_Header[i] = true;
return m_Header;
}
}
#endif
/// <summary>
/// Method called when a children is added.
/// </summary>
/// <param name="sender">Sender widget.</param>
/// <param name="e">List of added children.</param>
protected override void OnItemAdded(ObservableList<Widget> sender, ListChangedEventArgs<Widget> e)
{
base.OnItemAdded(sender, e);
m_Header = null;
}
/// <summary>
/// Method called when a children is removed.
/// </summary>
/// <param name="sender">Sender widget.</param>
/// <param name="e">List of removed children.</param>
protected override void OnItemRemoved(ObservableList<Widget> sender, ListChangedEventArgs<Widget> e)
{
base.OnItemRemoved(sender, e);
m_Header = null;
}
}
}
}