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