using System; using System.Collections.Generic; using System.Linq; using UnityEditor.Callbacks; using UnityEngine; using UnityEngine.Experimental.Rendering; namespace UnityEditor.Experimental.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; } } public sealed class DebugWindow : EditorWindow { static Styles s_Styles; [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 bool m_IsActiveInPlayMode { get { return Application.isPlaying && DebugManager.instance.displayRuntimeUI; } } [DidReloadScripts] static void OnEditorReload() { s_TypeMapDirty = true; } static void RebuildTypeMaps() { var assemblyTypes = CoreUtils.GetAllAssemblyTypes(); // 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 = assemblyTypes .Where( t => t.IsSubclassOf(typeof(DebugState)) && 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 = assemblyTypes .Where( t => t.IsSubclassOf(typeof(DebugUIDrawer)) && 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/Debug Window", priority = CoreUtils.editMenuPriority2)] static void Init() { var window = GetWindow(); window.titleContent = new GUIContent("Debugging"); } void OnEnable() { hideFlags = HideFlags.HideAndDontSave; autoRepaintOnSceneChange = true; if (m_Settings == null) m_Settings = CreateInstance(); if (m_WidgetStates == null) 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(); } // Note: this won't get called if the window is opened when the editor itself is closed void OnDestroy() { DebugManager.instance.onSetDirty -= MarkDirty; Undo.ClearUndo(m_Settings); 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(); } } 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.isRuntimeOnly) 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.isRuntimeOnly) 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 (m_IsActiveInPlayMode) return; 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(); if (m_IsActiveInPlayMode) { EditorGUILayout.HelpBox("The editor debug window is disabled while the runtime one is active.", MessageType.Info); return; } var panels = DebugManager.instance.panels; int itemCount = panels.Count(x => !x.isRuntimeOnly && x.children.Count(w => !w.isRuntimeOnly) > 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; using (new EditorGUILayout.HorizontalScope()) { // Side bar using (var scrollScope = new EditorGUILayout.ScrollViewScope(m_PanelScroll, s_Styles.sectionScrollView, GUILayout.Width(150f))) { GUILayout.Space(40f); if (m_Settings.selectedPanel >= panels.Count) m_Settings.selectedPanel = 0; // Validate container id while (panels[m_Settings.selectedPanel].isRuntimeOnly || panels[m_Settings.selectedPanel].children.Count(x => !x.isRuntimeOnly) == 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.isRuntimeOnly) continue; if (panel.children.Count(x => !x.isRuntimeOnly) == 0) continue; var elementRect = GUILayoutUtility.GetRect(CoreEditorUtils.GetContent(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"); m_Settings.selectedPanel = i; } } m_PanelScroll = scrollScope.scrollPosition; } 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(); } } } void OnWidgetGUI(DebugUI.Widget widget) { if (widget.isRuntimeOnly) 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 = "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; 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 }