151 lines
4.2 KiB
C#
151 lines
4.2 KiB
C#
using System;
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using System.Diagnostics;
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using UnityEngine.Rendering.UI;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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#if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SWITCH
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using UnityEngine.UI;
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#endif
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namespace UnityEngine.Rendering
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{
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using UnityObject = UnityEngine.Object;
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public sealed partial class DebugManager
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{
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/// <summary>
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/// The modes of the UI of the Rendering Debugger
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/// </summary>
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public enum UIMode : int
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{
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/// <summary>
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/// Editor Window
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/// </summary>
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EditorMode,
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/// <summary>
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/// In Game view
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/// </summary>
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RuntimeMode
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}
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/// <summary>
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/// Event that is raised when a window state is changed
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/// </summary>
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public static event Action<UIMode, bool> windowStateChanged;
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class UIState
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{
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public UIMode mode;
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[SerializeField]
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private bool m_Open;
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public bool open
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{
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get => m_Open;
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set
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{
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if (m_Open == value)
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return;
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m_Open = value;
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windowStateChanged?.Invoke(mode, m_Open);
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}
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}
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}
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private UIState editorUIState = new UIState() { mode = UIMode.EditorMode };
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/// <summary>
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/// Is the debug editor window open.
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/// </summary>
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public bool displayEditorUI
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{
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get => editorUIState.open;
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set => editorUIState.open = value;
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}
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private bool m_EnableRuntimeUI = true;
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/// <summary>
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/// Controls whether runtime UI can be enabled. When this is set to false, there will be no overhead
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/// from debug GameObjects or runtime initialization.
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/// </summary>
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public bool enableRuntimeUI
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{
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get => m_EnableRuntimeUI;
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set
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{
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if (value != m_EnableRuntimeUI)
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{
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m_EnableRuntimeUI = value;
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DebugUpdater.SetEnabled(value);
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}
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}
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}
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private UIState runtimeUIState = new UIState() { mode = UIMode.RuntimeMode };
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/// <summary>
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/// Displays the runtime version of the debug window.
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/// </summary>
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public bool displayRuntimeUI
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{
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get => m_Root != null && m_Root.activeInHierarchy;
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set
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{
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if (value)
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{
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m_Root = UnityObject.Instantiate(Resources.Load<Transform>("DebugUICanvas")).gameObject;
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m_Root.name = "[Debug Canvas]";
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m_Root.transform.localPosition = Vector3.zero;
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m_RootUICanvas = m_Root.GetComponent<DebugUIHandlerCanvas>();
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#if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SWITCH
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var canvasScaler = m_Root.GetComponent<CanvasScaler>();
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canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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#endif
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m_Root.SetActive(true);
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}
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else
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{
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CoreUtils.Destroy(m_Root);
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m_Root = null;
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m_RootUICanvas = null;
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}
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onDisplayRuntimeUIChanged(value);
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DebugUpdater.HandleInternalEventSystemComponents(value);
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runtimeUIState.open = m_Root != null && m_Root.activeInHierarchy;
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}
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}
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/// <summary>
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/// Displays the persistent runtime debug window.
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/// </summary>
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public bool displayPersistentRuntimeUI
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{
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get => m_RootUIPersistentCanvas != null && m_PersistentRoot.activeInHierarchy;
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set
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{
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if (value)
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{
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EnsurePersistentCanvas();
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}
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else
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{
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CoreUtils.Destroy(m_PersistentRoot);
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m_PersistentRoot = null;
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m_RootUIPersistentCanvas = null;
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}
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}
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}
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}
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}
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