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460 行
16 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering
{
// Class that users need to extend for runtime debug menu item UI
public abstract class DebugItemUI
{
protected GameObject m_Root = null;
protected DebugItem m_DebugItem = null;
public bool dynamicDisplay { get { return (m_DebugItem.flags & DebugItemFlag.DynamicDisplay) != 0; } }
protected DebugItemUI(DebugItem debugItem)
{
m_DebugItem = debugItem;
}
// Implement for selection specific beahavior (like changing color for example)
public abstract void SetSelected(bool value);
// Implement behavior when user execute the "Validate" action
public abstract void OnValidate();
// Implement behavior when user execute the "Increment" action
public abstract void OnIncrement();
// Implement behavior when user execute the "Decrement" action
public abstract void OnDecrement();
// Implement this method to update the UI with current item value.
// User must call it whenever Validate/Increment/Decrement is called. It will also be automatically called for dynamically displayed items.
public abstract void Update();
}
public class DebugSimpleItemUI : DebugItemUI
{
protected GameObject m_Name = null;
protected GameObject m_Value = null;
protected DebugSimpleItemUI(GameObject parent, DebugItem debugItem, string name)
: base(debugItem)
{
m_Root = DebugMenuUI.CreateHorizontalLayoutGroup("", true, true, false, false, parent);
m_Name = DebugMenuUI.CreateTextElement(m_DebugItem.name, name, 10, TextAnchor.MiddleLeft, m_Root);
var layoutElem = m_Name.AddComponent<UI.LayoutElement>();
layoutElem.minWidth = DebugMenuUI.kDebugItemNameWidth;
m_Value = DebugMenuUI.CreateTextElement(string.Format("{0} value", name), "", 10, TextAnchor.MiddleLeft, m_Root);
}
public override void SetSelected(bool value)
{
m_Name.GetComponent<UI.Text>().color = value ? DebugMenuUI.kColorSelected : DebugMenuUI.kColorUnSelected;
m_Value.GetComponent<UI.Text>().color = value ? DebugMenuUI.kColorSelected : DebugMenuUI.kColorUnSelected;
}
public override void OnValidate()
{
throw new System.NotImplementedException();
}
public override void OnIncrement()
{
throw new System.NotImplementedException();
}
public override void OnDecrement()
{
throw new System.NotImplementedException();
}
public override void Update()
{
throw new System.NotImplementedException();
}
}
public class DebugBoolItemUI : DebugSimpleItemUI
{
public DebugBoolItemUI(GameObject parent, DebugItem debugItem, string name)
: base(parent, debugItem, name)
{
Update();
}
public override void Update()
{
m_Value.GetComponent<UI.Text>().text = (bool)m_DebugItem.GetValue() ? "True" : "False";
}
public override void OnValidate()
{
m_DebugItem.SetValue(!(bool)m_DebugItem.GetValue());
Update();
}
public override void OnIncrement()
{
OnValidate();
}
public override void OnDecrement()
{
OnValidate();
}
}
public class DebugFloatItemUI : DebugSimpleItemUI
{
bool m_SelectIncrementMode = false;
int m_CurrentIncrementIndex = -1;
public DebugFloatItemUI(GameObject parent, DebugItem debugItem, string name)
: base(parent, debugItem, name)
{
Update();
}
public override void Update()
{
float currentValue = (float)m_DebugItem.GetValue();
bool isNegative = currentValue < 0.0f;
// Easier to format the string without caring about the '-' sign. We add it back at the end
currentValue = Mathf.Abs(currentValue);
char separator = System.Convert.ToChar(System.Globalization.CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator);
// Start with the maximum amount of trailing zeros
string valueWithMaxDecimals = string.Format("{0:0.00000}", currentValue);
// Remove trailing zeros until we reach the separator or we reach the decimal we are currently editing.
int separatorIndex = valueWithMaxDecimals.LastIndexOf(separator);
int index = valueWithMaxDecimals.Length - 1;
while (
valueWithMaxDecimals[index] == '0' // Remove trailing zeros
&& index > (separatorIndex + 1) // until we reach the separator
&& index > (System.Math.Abs(m_CurrentIncrementIndex) + separatorIndex)) // Or it's the index of the current decimal being edited (so as to display the last trailing zero in this case)
{
index--;
}
string finalValue = new string(valueWithMaxDecimals.ToCharArray(), 0, index + 1);
// Add leading zeros until we reach where the current order is being edited.
if (m_CurrentIncrementIndex > 0)
{
float incrementValue = Mathf.Pow(10.0f, (float)m_CurrentIncrementIndex);
if (incrementValue > currentValue)
{
float compareValue = currentValue + 1.0f; // Start at 1.0f because we know that we are going to increment by 10 or more
while (incrementValue > compareValue)
{
finalValue = finalValue.Insert(0, "0");
compareValue *= 10.0f;
}
}
}
// When selecting which decimal/order you want to edit, we show brackets around the figure to show the user.
if (m_SelectIncrementMode)
{
separatorIndex = finalValue.LastIndexOf(separator); // separator may have changed place if we added leading zeros
int bracketIndex = separatorIndex - m_CurrentIncrementIndex;
if (m_CurrentIncrementIndex >= 0) // Skip separator
bracketIndex -= 1;
finalValue = finalValue.Insert(bracketIndex, "[");
finalValue = finalValue.Insert(bracketIndex + 2, "]");
}
if (isNegative)
finalValue = finalValue.Insert(0, "-");
m_Value.GetComponent<UI.Text>().text = finalValue;
}
public override void OnValidate()
{
m_SelectIncrementMode = !m_SelectIncrementMode;
Update();
}
public override void OnIncrement()
{
if (!m_SelectIncrementMode)
{
m_DebugItem.SetValue((float)m_DebugItem.GetValue() + Mathf.Pow(10.0f, (float)m_CurrentIncrementIndex));
}
else
{
m_CurrentIncrementIndex -= 1; // * 0.1 (10^m_CurrentIncrementIndex)
m_CurrentIncrementIndex = System.Math.Max(-5, m_CurrentIncrementIndex);
}
Update();
}
public override void OnDecrement()
{
if (!m_SelectIncrementMode)
{
m_DebugItem.SetValue((float)m_DebugItem.GetValue() - Mathf.Pow(10.0f, (float)m_CurrentIncrementIndex));
}
else
{
m_CurrentIncrementIndex += 1; // * 10 (10^m_CurrentIncrementIndex)
}
Update();
}
}
// Everything is done with int. We don't really care about values > 2b for debugging.
public class DebugIntegerItemUI : DebugSimpleItemUI
{
bool m_SelectIncrementMode = false;
int m_CurrentIncrementIndex = 0;
public DebugIntegerItemUI(GameObject parent, DebugItem debugItem, string name)
: base(parent, debugItem, name)
{
}
protected void UpdateText(int value)
{
bool isNegative = value < 0f;
// Easier to format the string without caring about the '-' sign. We add it back at the end
value = System.Math.Abs(value);
string finalValue = string.Format("{0}", value);
// Add leading zeros until we reach where the current order is being edited.
if (m_CurrentIncrementIndex > 0)
{
int incrementValue = (int)System.Math.Pow(10, m_CurrentIncrementIndex);
if (incrementValue > value)
{
int compareValue = System.Math.Max(value, 1);
while (incrementValue > compareValue)
{
finalValue = finalValue.Insert(0, "0");
compareValue *= 10;
}
}
}
// When selecting which decimal/order you want to edit, we show brackets around the figure to show the user.
if (m_SelectIncrementMode)
{
int bracketIndex = finalValue.Length - 1 - m_CurrentIncrementIndex;
finalValue = finalValue.Insert(bracketIndex, "[");
finalValue = finalValue.Insert(bracketIndex + 2, "]");
}
if (isNegative)
finalValue = finalValue.Insert(0, "-");
m_Value.GetComponent<UI.Text>().text = finalValue;
}
protected virtual int GetIntegerValue()
{
throw new System.NotImplementedException();
}
protected virtual void SetIntegerValue(int value)
{
throw new System.NotImplementedException();
}
public override void Update()
{
UpdateText(GetIntegerValue());
}
public override void OnValidate()
{
m_SelectIncrementMode = !m_SelectIncrementMode;
Update();
}
public override void OnIncrement()
{
if (!m_SelectIncrementMode)
{
SetIntegerValue(GetIntegerValue() + (int)Mathf.Pow(10.0f, (float)m_CurrentIncrementIndex));
}
else
{
m_CurrentIncrementIndex -= 1; // *= 0.1 (10^m_CurrentIncrementIndex)
m_CurrentIncrementIndex = System.Math.Max(0, m_CurrentIncrementIndex);
}
Update();
}
public override void OnDecrement()
{
if (!m_SelectIncrementMode)
{
SetIntegerValue(GetIntegerValue() - (int)Mathf.Pow(10.0f, (float)m_CurrentIncrementIndex));
}
else
{
m_CurrentIncrementIndex += 1; // *= 10 (10^m_CurrentIncrementIndex)
m_CurrentIncrementIndex = System.Math.Max(0, m_CurrentIncrementIndex);
}
Update();
}
}
public class DebugIntItemUI : DebugIntegerItemUI
{
public DebugIntItemUI(GameObject parent, DebugItem debugItem, string name)
: base(parent, debugItem, name)
{
UpdateText((int)m_DebugItem.GetValue());
}
protected override int GetIntegerValue()
{
return (int)m_DebugItem.GetValue();
}
protected override void SetIntegerValue(int value)
{
m_DebugItem.SetValue(value);
}
}
public class DebugUIntItemUI : DebugIntegerItemUI
{
public DebugUIntItemUI(GameObject parent, DebugItem debugItem, string name)
: base(parent, debugItem, name)
{
UpdateText((int)(uint)m_DebugItem.GetValue());
}
protected override int GetIntegerValue()
{
return (int)(uint)m_DebugItem.GetValue();
}
protected override void SetIntegerValue(int value)
{
m_DebugItem.SetValue((uint)System.Math.Max(0, value));
}
}
public class DebugEnumItemUI : DebugSimpleItemUI
{
int m_CurrentValueIndex = 0;
GUIContent[] m_ValueNames;
int[] m_Values;
public DebugEnumItemUI(GameObject parent, DebugItem debugItem, string name, GUIContent[] valueNames, int[] values)
: base(parent, debugItem, name)
{
m_Values = values;
m_ValueNames = valueNames;
m_CurrentValueIndex = FindIndexForValue((int)m_DebugItem.GetValue());
Update();
}
private int FindIndexForValue(int value)
{
for (int i = 0; i < m_Values.Length; ++i)
{
if (m_Values[i] == value)
return i;
}
return -1;
}
public override void Update()
{
if (m_CurrentValueIndex != -1)
{
m_Value.GetComponent<UI.Text>().text = m_ValueNames[m_CurrentValueIndex].text;
}
}
public override void OnValidate()
{
OnIncrement();
}
public override void OnIncrement()
{
m_CurrentValueIndex = (m_CurrentValueIndex + 1) % m_Values.Length;
m_DebugItem.SetValue(m_Values[m_CurrentValueIndex]);
Update();
}
public override void OnDecrement()
{
m_CurrentValueIndex -= 1;
if (m_CurrentValueIndex < 0)
m_CurrentValueIndex = m_Values.Length - 1;
m_DebugItem.SetValue(m_Values[m_CurrentValueIndex]);
Update();
}
}
public class DebugColorItemUI : DebugItemUI
{
protected GameObject m_Name = null;
protected GameObject m_ColorRect = null;
public DebugColorItemUI(GameObject parent, DebugItem debugItem, string name)
: base(debugItem)
{
m_DebugItem = debugItem;
m_Root = DebugMenuUI.CreateHorizontalLayoutGroup(name, true, true, false, false, parent);
m_Name = DebugMenuUI.CreateTextElement(m_DebugItem.name, name, 10, TextAnchor.MiddleLeft, m_Root);
var layoutElemName = m_Name.AddComponent<UI.LayoutElement>();
layoutElemName.minWidth = DebugMenuUI.kDebugItemNameWidth;
// Force layout because we need the right height for the color rect element afterward.
UI.LayoutRebuilder.ForceRebuildLayoutImmediate(m_Root.GetComponent<RectTransform>());
RectTransform nameRect = m_Name.GetComponent<RectTransform>();
m_ColorRect = new GameObject();
m_ColorRect.transform.SetParent(m_Root.transform, false);
m_ColorRect.AddComponent<UI.Image>();
UI.LayoutElement layoutElem = m_ColorRect.AddComponent<UI.LayoutElement>();
// We need to set min width/height because without an image, the size would be zero.
layoutElem.minHeight = nameRect.rect.height;
layoutElem.minWidth = 40.0f;
Update();
}
public override void Update()
{
Color currentValue = (Color)m_DebugItem.GetValue();
UI.Image image = m_ColorRect.GetComponent<UI.Image>();
image.color = currentValue;
}
public override void SetSelected(bool value)
{
m_Name.GetComponent<UI.Text>().color = value ? DebugMenuUI.kColorSelected : DebugMenuUI.kColorUnSelected;
}
// TODO: Edit mode!
public override void OnValidate()
{
}
public override void OnIncrement()
{
}
public override void OnDecrement()
{
}
}
}