b486678290
Library -Artifacts
78 lines
2.5 KiB
C#
78 lines
2.5 KiB
C#
using System;
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using System.Collections.Generic;
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namespace UnityEngine.Rendering.Universal
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{
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public class DebugDisplaySettingsUI : IDebugData
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{
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private IEnumerable<IDebugDisplaySettingsPanelDisposable> m_DisposablePanels;
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private DebugDisplaySettings m_Settings;
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private void Reset()
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{
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if (m_Settings != null)
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{
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m_Settings.Reset();
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// TODO: Tear the UI down and re-create it for now - this is horrible, so reset it instead.
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UnregisterDebug();
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RegisterDebug(m_Settings);
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DebugManager.instance.RefreshEditor();
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}
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}
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public void RegisterDebug(DebugDisplaySettings settings)
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{
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DebugManager debugManager = DebugManager.instance;
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List<IDebugDisplaySettingsPanelDisposable> panels = new List<IDebugDisplaySettingsPanelDisposable>();
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debugManager.RegisterData(this);
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m_Settings = settings;
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m_DisposablePanels = panels;
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Action<IDebugDisplaySettingsData> onExecute = (data) =>
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{
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IDebugDisplaySettingsPanelDisposable disposableSettingsPanel = data.CreatePanel();
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DebugUI.Widget[] panelWidgets = disposableSettingsPanel.Widgets;
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string panelId = disposableSettingsPanel.PanelName;
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DebugUI.Panel panel = debugManager.GetPanel(panelId, true);
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ObservableList<DebugUI.Widget> panelChildren = panel.children;
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panels.Add(disposableSettingsPanel);
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panelChildren.Add(panelWidgets);
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};
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m_Settings.ForEach(onExecute);
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}
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public void UnregisterDebug()
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{
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DebugManager debugManager = DebugManager.instance;
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foreach (IDebugDisplaySettingsPanelDisposable disposableSettingsPanel in m_DisposablePanels)
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{
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DebugUI.Widget[] panelWidgets = disposableSettingsPanel.Widgets;
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string panelId = disposableSettingsPanel.PanelName;
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DebugUI.Panel panel = debugManager.GetPanel(panelId, true);
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ObservableList<DebugUI.Widget> panelChildren = panel.children;
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disposableSettingsPanel.Dispose();
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panelChildren.Remove(panelWidgets);
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}
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m_DisposablePanels = null;
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debugManager.UnregisterData(this);
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}
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#region IDebugData
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public Action GetReset()
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{
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return Reset;
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}
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#endregion
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}
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}
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