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193 行
5.5 KiB

using System;
using System.Collections.Generic;
using System.Text;
using JetBrains.Annotations;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
struct ShaderStringMapping
{
public INode node { get; set; }
public int startIndex { get; set; }
public int count { get; set; }
}
public class ShaderStringBuilder : IDisposable
{
enum ScopeType
{
Indent,
Block
}
StringBuilder m_StringBuilder;
Stack<ScopeType> m_ScopeStack;
int m_IndentationLevel;
ShaderStringMapping m_CurrentMapping;
List<ShaderStringMapping> m_Mappings;
const string k_IndentationString = " ";
internal INode currentNode
{
get { return m_CurrentMapping.node; }
set
{
m_CurrentMapping.count = m_StringBuilder.Length - m_CurrentMapping.startIndex;
if (m_CurrentMapping.count > 0)
m_Mappings.Add(m_CurrentMapping);
m_CurrentMapping.node = value;
m_CurrentMapping.startIndex = m_StringBuilder.Length;
m_CurrentMapping.count = 0;
}
}
public ShaderStringBuilder()
{
m_StringBuilder = new StringBuilder();
m_ScopeStack = new Stack<ScopeType>();
m_Mappings = new List<ShaderStringMapping>();
m_CurrentMapping = new ShaderStringMapping();
}
public void AppendNewLine()
{
m_StringBuilder.AppendLine();
}
public void AppendLine(string value)
{
if (!string.IsNullOrEmpty(value))
{
AppendIndentation();
m_StringBuilder.Append(value);
}
AppendNewLine();
}
[StringFormatMethod("formatString")]
public void AppendLine(string formatString, params object[] args)
{
AppendIndentation();
m_StringBuilder.AppendFormat(formatString, args);
AppendNewLine();
}
public void AppendLines(string lines)
{
if (string.IsNullOrEmpty(lines))
return;
var splitLines = lines.Split('\n');
var lineCount = splitLines.Length;
var lastLine = splitLines[lineCount - 1];
if (string.IsNullOrEmpty(lastLine) || lastLine == "\r")
lineCount--;
for (var i = 0; i < lineCount; i++)
AppendLine(splitLines[i].Trim('\r'));
}
public void Append(string value)
{
m_StringBuilder.Append(value);
}
[StringFormatMethod("formatString")]
public void Append(string formatString, params object[] args)
{
m_StringBuilder.AppendFormat(formatString, args);
}
public void AppendIndentation()
{
for (var i = 0; i < m_IndentationLevel; i++)
m_StringBuilder.Append(k_IndentationString);
}
public IDisposable IndentScope()
{
m_ScopeStack.Push(ScopeType.Indent);
IncreaseIndent();
return this;
}
public IDisposable BlockScope()
{
AppendLine("{");
IncreaseIndent();
m_ScopeStack.Push(ScopeType.Block);
return this;
}
public void IncreaseIndent()
{
m_IndentationLevel++;
}
public void DecreaseIndent()
{
m_IndentationLevel--;
}
public void Dispose()
{
switch (m_ScopeStack.Pop())
{
case ScopeType.Indent:
DecreaseIndent();
break;
case ScopeType.Block:
DecreaseIndent();
AppendLine("}");
break;
}
}
public void Concat(ShaderStringBuilder other)
{
// First re-add all the mappings from `other`, such that their mappings are transformed.
foreach (var mapping in other.m_Mappings)
{
currentNode = mapping.node;
// Use `AppendLines` to indent according to the current indentation.
AppendLines(other.ToString(mapping.startIndex, mapping.count));
}
currentNode = other.currentNode;
AppendLines(other.ToString(other.m_CurrentMapping.startIndex, other.length - other.m_CurrentMapping.startIndex));
}
public override string ToString()
{
return m_StringBuilder.ToString();
}
public string ToString(out ShaderSourceMap sourceMap)
{
m_CurrentMapping.count = m_StringBuilder.Length - m_CurrentMapping.startIndex;
if (m_CurrentMapping.count > 0)
m_Mappings.Add(m_CurrentMapping);
var source = m_StringBuilder.ToString();
sourceMap = new ShaderSourceMap(source, m_Mappings);
m_Mappings.RemoveAt(m_Mappings.Count - 1);
m_CurrentMapping.count = 0;
return source;
}
public string ToString(int startIndex, int length)
{
return m_StringBuilder.ToString(startIndex, length);
}
internal void Clear()
{
m_StringBuilder.Length = 0;
}
internal int length
{
get { return m_StringBuilder.Length; }
set { m_StringBuilder.Length = value; }
}
}
}