Firstborn/Library/PackageCache/com.unity.burst@1.8.4/Editor/LongTextArea.cs
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

3268 lines
128 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEditor;
[assembly: InternalsVisibleTo("Unity.Burst.Editor.Tests")]
namespace Unity.Burst.Editor
{
internal class LongTextArea
{
internal const float naturalEnhancedPad = 20f;
private const int kMaxFragment = 2048;
internal struct Fragment
{
public int lineCount;
public string text;
}
public enum Direction
{
Left,
Right,
Up,
Down
}
internal struct Branch
{
public BurstDisassembler.AsmEdge Edge;
public Rect StartHorizontal;
public Rect VerticalLine;
public Rect EndHorizontal;
public Rect UpperLine;
public Rect LowerLine;
public float UpperAngle;
public float LowerAngle;
public Branch(BurstDisassembler.AsmEdge edge, Rect startHorizontal, Rect verticalLine, Rect endHorizontal, Rect upperLine, Rect lowerLine, float angle1, float angle2)
{
Edge = edge;
StartHorizontal = startHorizontal;
VerticalLine = verticalLine;
EndHorizontal = endHorizontal;
UpperLine = upperLine;
LowerLine = lowerLine;
UpperAngle = angle1;
LowerAngle = angle2;
}
}
internal float fontHeight = 0.0f;
internal float fontWidth = 0.0f;
public string GetText => m_Text;
private string m_Text = "";
private int _mTextLines = 0;
private List<Fragment> m_Fragments = null;
private bool invalidated = true;
internal Vector2 finalAreaSize;
private static readonly Texture2D backgroundTexture = Texture2D.whiteTexture;
private static readonly GUIStyle textureStyle = new GUIStyle { normal = new GUIStyleState { background = backgroundTexture } };
internal float horizontalPad = 50.0f;
internal int[] lineDepth = null;
internal bool[] _folded = null;
internal int[] blockLine = null;
private List<Fragment>[] _blocksFragments = null;
private Fragment[] _blocksFragmentsStart = null;
private Fragment GetFragmentStart(int blockIdx)
{
AddFoldedString(blockIdx);
return _blocksFragmentsStart[blockIdx];
}
// Need two separate caches for start of blocks fragments, as we possibly differentiate between
// rendered line and copied.
private Fragment[] _blocksFragmentsStartPlain = null;
private Fragment GetFragmentStartPlain(int blockIdx)
{
AddFoldedStringColorless(blockIdx);
return _blocksFragmentsStartPlain[blockIdx];
}
// Used for searching when text is colored:
internal List<Fragment>[] blocksFragmentsPlain = null;
internal List<Fragment> GetPlainFragments(int blockIdx)
{
blocksFragmentsPlain[blockIdx] ??= RecomputeFragmentsFromBlock(blockIdx, false);
return blocksFragmentsPlain[blockIdx];
}
private BurstDisassembler _disassembler;
private int _selectBlockStart = -1;
private float _selectStartY = -1f;
private int _selectBlockEnd = -1;
private float _selectEndY = -1f;
private float _renderStartY = 0.0f;
private int _renderBlockStart = -1;
internal int _renderBlockEnd = -1;
private int _initialLineCount = -1;
private bool _mouseDown = false;
private bool _mouseOutsideBounds = true;
internal Vector2 selectPos = Vector2.zero;
internal Vector2 selectDragPos = Vector2.zero;
public bool HasSelection { get; private set; }
private Color _selectionColor;
private readonly Color _selectionColorDarkmode = new Color(0f, .6f, .9f, .5f);
private readonly Color _selectionColorLightmode = new Color(0f, 0f, .9f, .2f);
private readonly Color _lineHighlightColor = new Color(.56f, .56f, .56f, 0.2f);
private readonly Color[] _regsColourWheel =
{
new Color(0f, 0f, .9f, .2f),
new Color(0f, .9f, 0f, .2f),
new Color(.9f, 0f, 0f, .2f)
};
private Color _hoverBoxColor;
private Color _hoverTextColor;
private readonly Color _hoverBoxColorDarkMode = new Color(.33f, .33f, .33f);
private readonly Color _hoverBoxColorLightMode = new Color(.88f, .88f, .88f);
// Current active hit should just be selection color
private readonly Color _searchHitColor = new Color(.5f, .2f, .2f, .5f);
private SearchCriteria _prevCriteria;
internal int _activeSearchHitIdx = -1;
internal readonly Dictionary<int, List<(int startIdx, int endIdx, int nr)>> searchHits = new Dictionary<int, List<(int startIdx, int endIdx, int nr)>>();
private int _nrSearchHits = 0;
public int NrSearchHits => _nrSearchHits;
public int ActiveSearchNr => _activeSearchHitIdx;
private readonly Color[] _colourWheel = new Color[]
{Color.blue, Color.cyan, Color.green, Color.magenta, Color.red, Color.yellow, Color.white, Color.black};
internal (int idx, int length) textSelectionIdx = (0, 0);
private bool _textSelectionIdxValid = true;
internal (int blockIdx, int textIdx) enhancedTextSelectionIdxStart = (0, 0);
internal (int blockIdx, int textIdx) enhancedTextSelectionIdxEnd = (0, 0);
internal bool CopyColorTags { get; private set; } = true;
private bool _oldShowBranchMarkers = false;
internal const int regLineThickness = 2;
private const int highlightLineThickness = 3;
private float _verticalPad = 0;
internal Branch hoveredBranch;
private BurstDisassembler.AsmEdge _prevHoveredEdge;
private string _jobName;
// Have this field, as NextHit needs the actual horizontal padding
// in order to have correct horizontal scroll.
private float _actualHorizontalPad = 0;
internal int MaxLineDepth;
/// <returns>
/// (idx in regards to whole <see cref="str"/> , where color tags are removed from this line, idx from this line with color tags removed)
/// </returns>
internal readonly Func<string, int, (int total, int relative)> GetEndIndexOfColoredLine = BurstStringSearch.GetEndIndexOfColoredLine;
internal readonly Func<string, int, (int total, int relative)> GetEndIndexOfPlainLine = BurstStringSearch.GetEndIndexOfPlainLine;
internal bool IsTextSet(string jobName)
{
return _jobName == jobName;
}
public void SetText(string jobName, string textToRender, bool isDarkMode, BurstDisassembler disassembler, bool useDisassembler)
{
selectDragPos = Vector2.zero;
StopSearching();
StopSelection();
ClearLinePress();
_jobName = jobName;
if (!useDisassembler)
{
m_Text = textToRender;
_disassembler = null;
m_Fragments = RecomputeFragments(m_Text);
horizontalPad = 0.0f;
}
else
{
m_Fragments = null;
SetDisassembler(disassembler);
(_selectionColor, _hoverBoxColor, _hoverTextColor) = isDarkMode
? (_selectionColorDarkmode, _hoverBoxColorDarkMode, _hoverBoxColorLightMode)
: (_selectionColorLightmode, _hoverBoxColorLightMode, _hoverBoxColorDarkMode);
}
invalidated = true;
}
public void ExpandAllBlocks()
{
StopSelection();
ClearLinePress();
int blockIdx = 0;
foreach (var block in _disassembler.Blocks)
{
var changed = _folded[blockIdx];
var blockLongEnoughForFold = block.Length > 1;
_folded[blockIdx] = false;
if (changed && blockLongEnoughForFold)
{
finalAreaSize.y += Math.Max(block.Length - 1, 1) * fontHeight;
}
blockIdx++;
}
}
private void ClearLinePress()
{
_lineRegCache.Clear();
_pressedLine = -1;
}
public void FocusCodeBlocks()
{
StopSelection();
ClearLinePress();
var blockIdx = 0;
foreach (var block in _disassembler.Blocks)
{
bool changed = false;
switch (block.Kind)
{
case BurstDisassembler.AsmBlockKind.None:
case BurstDisassembler.AsmBlockKind.Directive:
case BurstDisassembler.AsmBlockKind.Block:
case BurstDisassembler.AsmBlockKind.Data:
if (!_folded[blockIdx])
{
changed = true;
}
_folded[blockIdx] = true;
break;
case BurstDisassembler.AsmBlockKind.Code:
if (_folded[blockIdx])
{
changed = true;
}
_folded[blockIdx] = false;
break;
}
if (changed)
{
if (_folded[blockIdx])
{
finalAreaSize.y -= Math.Max(block.Length - 1, 1) * fontHeight;
}
else
{
finalAreaSize.y += Math.Max(block.Length - 1, 1) * fontHeight;
}
}
blockIdx++;
}
}
private void ComputeInitialLineCount()
{
var blockIdx = 0;
_initialLineCount = 0;
foreach (var block in _disassembler.Blocks)
{
switch (block.Kind)
{
case BurstDisassembler.AsmBlockKind.None:
case BurstDisassembler.AsmBlockKind.Directive:
case BurstDisassembler.AsmBlockKind.Block:
case BurstDisassembler.AsmBlockKind.Data:
_folded[blockIdx] = true;
break;
case BurstDisassembler.AsmBlockKind.Code:
_folded[blockIdx] = false;
break;
}
var blockLongEnoughForFold = block.Length > 1;
_folded[blockIdx] = _folded[blockIdx] && blockLongEnoughForFold;
_initialLineCount += _folded[blockIdx] ? 1 : block.Length;
blockIdx++;
}
}
public void SetDisassembler(BurstDisassembler disassembler)
{
_disassembler = disassembler;
if (disassembler == null)
{
return;
}
var numBlocks = _disassembler.Blocks.Count;
var numLinesFromBlock = new int[numBlocks];
lineDepth = new int[numBlocks];
_folded = new bool[numBlocks];
blockLine = new int[numBlocks];
_blocksFragments = new List<Fragment>[numBlocks];
_blocksFragmentsStart = new Fragment[numBlocks];
_blocksFragmentsStartPlain = new Fragment[numBlocks];
blocksFragmentsPlain = new List<Fragment>[numBlocks];
ComputeInitialLineCount();
// Count edges
var edgeCount = 0;
StringBuilder sb = new StringBuilder();
for (int i = 0; i < numBlocks; i++)
{
sb.Append(_disassembler.GetOrRenderBlockToTextUncached(i, false));
var block = _disassembler.Blocks[i];
if (block.Edges != null)
{
foreach (var edge in block.Edges)
{
if (edge.Kind == BurstDisassembler.AsmEdgeKind.OutBound)
{
edgeCount++;
}
}
}
}
m_Text = sb.ToString();
var edgeArray = new BurstDisassembler.AsmEdge[edgeCount];
var edgeIndex = 0;
foreach (var block in _disassembler.Blocks)
{
if (block.Edges != null)
{
foreach (var edge in block.Edges)
{
if (edge.Kind == BurstDisassembler.AsmEdgeKind.OutBound)
{
edgeArray[edgeIndex++] = edge;
}
}
}
}
Array.Sort(edgeArray, (a, b) =>
{
var src1BlockIdx = a.OriginRef.BlockIndex;
var src1Line = _disassembler.Blocks[src1BlockIdx].LineIndex;
src1Line += a.OriginRef.LineIndex;
var dst1BlockIdx = a.LineRef.BlockIndex;
var dst1Line = _disassembler.Blocks[dst1BlockIdx].LineIndex;
dst1Line += a.LineRef.LineIndex;
var Len1 = Math.Abs(src1Line - dst1Line);
var src2BlockIdx = b.OriginRef.BlockIndex;
var src2Line = _disassembler.Blocks[src2BlockIdx].LineIndex;
src2Line += b.OriginRef.LineIndex;
var dst2BlockIdx = b.LineRef.BlockIndex;
var dst2Line = _disassembler.Blocks[dst2BlockIdx].LineIndex;
dst2Line += b.LineRef.LineIndex;
var Len2 = Math.Abs(src2Line - dst2Line);
return Len1 - Len2;
});
// Iterate through the blocks to precompute the widths for branches
var maxLine = 0;
foreach (var edge in edgeArray)
{
if (edge.Kind != BurstDisassembler.AsmEdgeKind.OutBound) continue;
var s = edge.OriginRef.BlockIndex;
var e = edge.LineRef.BlockIndex;
if (e == s + 1)
{
continue; // don't render if its pointing to next line
}
var m = 0;
var l = s;
var le = e;
if (e < s)
{
l = e;
le = s;
}
for (; l <= le; l++)
{
numLinesFromBlock[l]++;
if (m < numLinesFromBlock[l])
{
m = numLinesFromBlock[l];
}
if (maxLine < m)
{
maxLine = m;
}
}
lineDepth[s] = m;
}
MaxLineDepth = maxLine;
horizontalPad = naturalEnhancedPad + maxLine * 10;
}
// Changing the font size doesn't update the text field, so added this to force a recalculation
public void Invalidate()
{
// Assumed to only happen on altering font size (or similar actions not leading to altered number of
// assembly lines in view).
// Hence we only have to clear the cached rects for highlighting, and not the actual line number _linePressed,
// as that will stay constant.
_lineRegCache.Clear();
invalidated = true;
}
private struct HoverBox
{
public Rect box;
public string info;
/// <summary>
/// Indicates start and end column of hovered token.
/// </summary>
public (int start, int end) columnRange;
public int lineNumber;
public bool valid;
}
private HoverBox hover;
public void Interact(Rect workingArea, EventType eventT)
{
if (_disassembler == null)
{
return;
}
var pos = GetMousePosForHover();
if (!workingArea.Contains(pos))
{
// Mouse position outside of assembly view
return;
}
// lineNumber (absolute)
var lineNumber = GetLineNumber(pos);
// Mouse just pressed this line.
if (eventT == EventType.MouseDown)
{
var lineStr = GetLineString(_disassembler.Lines[lineNumber]);
var lineLen = (lineStr.Length) * fontWidth;
var blockIdx = 0;
var len = _disassembler.Blocks.Count;
for (; blockIdx < len-1; blockIdx++)
{
if (_disassembler.Blocks[blockIdx+1].LineIndex > lineNumber)
{
break;
}
}
if (_folded[blockIdx])
{
lineLen += 4*fontWidth;
}
if (pos.x < _actualHorizontalPad || pos.x > _actualHorizontalPad + lineLen)
{
_pressedLine = -1;
}
else
{
_pressedLine = lineNumber;
}
}
var column = Mathf.FloorToInt((pos.x - horizontalPad) / fontWidth);
var sameToken = hover.lineNumber == lineNumber &&
BurstMath.WithinRange(hover.columnRange.start, hover.columnRange.end, column);
if (hover.valid && (sameToken || hover.box.Contains(pos)))
{
// Use the cached info text.
return;
}
// Cached instruction info text is not valid. So try query new.
hover.valid = false;
if (column < 0 || lineNumber < 0 || lineNumber >= _disassembler.Lines.Count)
{
return;
}
int tokIdx;
try
{
// block 0 is queried as the absolut line number is given to the function.
// This will give us the correct assembly token, as the function queries
// assembly line based on offset from block start => line lineNumber is queried.
tokIdx = _disassembler.GetTokenIndexFromColumn(0, lineNumber, column, out _);
}
catch (ArgumentOutOfRangeException)
{
return;
}
if (tokIdx < 0)
{
return;
}
// Found match
var token = _disassembler.GetToken(tokIdx);
var tokenString = _disassembler.GetTokenAsText(token);
if (token.Kind != BurstDisassembler.AsmTokenKind.Instruction &&
token.Kind != BurstDisassembler.AsmTokenKind.BranchInstruction &&
token.Kind != BurstDisassembler.AsmTokenKind.CallInstruction &&
token.Kind != BurstDisassembler.AsmTokenKind.FunctionBegin &&
token.Kind != BurstDisassembler.AsmTokenKind.FunctionEnd &&
token.Kind != BurstDisassembler.AsmTokenKind.JumpInstruction &&
token.Kind != BurstDisassembler.AsmTokenKind.ReturnInstruction &&
token.Kind != BurstDisassembler.AsmTokenKind.InstructionSIMD)
{
return;
}
if (_disassembler.GetInstructionInformation(tokenString, out var info))
{
hover.valid = true;
// Don't know the actual size needed yet.
hover.box = new Rect(pos, Vector2.zero);
hover.info = info;
hover.lineNumber = lineNumber;
// Find column range of instruction:
var line = _disassembler.Lines[lineNumber];
var idx = line.ColumnIndex + (tokIdx - line.TokenIndex - 1);
var colStart = _disassembler.ColumnIndices[idx];
var colEnd = colStart + token.Length - 1;
hover.columnRange = (colStart, colEnd);
}
}
/// Not clipped, so use only if you know the line will be within the UI element
private static void DrawLine(Vector2 start, Vector2 end, int width)
{
var matrix = GUI.matrix;
Vector2 distance = end - start;
float angle = Mathf.Rad2Deg * Mathf.Atan(distance.y / distance.x);
if (distance.x < 0)
{
angle += 180;
}
int width2 = (int)Mathf.Ceil(width / 2);
Rect pos = new Rect(start.x, start.y - width2, distance.magnitude, width);
GUIUtility.RotateAroundPivot(angle, start);
GUI.DrawTexture(pos, backgroundTexture);
GUI.matrix = matrix; // restore initial matrix to avoid floating point inaccuracies with RotateAroundPivot(...)
}
private void DrawLine(Rect line, float angle)
{
var matrix = GUI.matrix;
GUIUtility.RotateAroundPivot(angle, new Vector2(line.x, line.center.y));
GUI.DrawTexture(line, backgroundTexture);
GUI.matrix = matrix; // restore initial matrix to avoid floating point inaccuracies with RotateAroundPivot(...)
}
private void DrawHover(GUIStyle style, Rect workingArea)
{
if (!hover.valid)
{
return;
}
if (hover.box.size == Vector2.zero)
{
// Hover size has not been initialized yet.
var sizex = (hover.info.Length + 1.5f) * fontWidth;
var sizey = 2f * fontHeight;
var posx = hover.box.x + 10;
var posy = hover.box.y;
if (posx + sizex > workingArea.width)
{
// Box exceeds rightmost bound so cramp it in
var availableSpace = workingArea.xMax - posx;
var possiblyCharacters = Mathf.FloorToInt(availableSpace / fontWidth);
var neededLines = hover.info.Length / possiblyCharacters + 2; // +2 to ensure enough lines for the label
var availableSpacey = workingArea.yMax - posy;
var possibleLines = Mathf.FloorToInt(availableSpacey / fontHeight);
var tmp = neededLines - possibleLines;
if (tmp > 0)
{
posy -= tmp * fontHeight;
}
sizey = neededLines * fontHeight + fontHeight;
sizex = availableSpace;
}
hover.box.size = new Vector2(sizex, sizey);
hover.box.position = new Vector2(posx, posy);
}
var col = GUI.color;
GUI.color = _hoverBoxColor;
var pos = hover.box.position;
var size = hover.box.size;
GUI.Box(hover.box, "", textureStyle);
GUI.color = _hoverTextColor;
var hoverStyle = style;
hoverStyle.wordWrap = true;
GUI.Label(
new Rect(pos.x + fontWidth * 0.5f,
pos.y + fontHeight * 0.5f,
size.x - fontWidth/2f,
size.y - fontHeight),
hover.info, hoverStyle);
GUI.color = col;
}
private void MakeBranchThin(ref Branch branch)
{
int lineThickness = regLineThickness;
branch.StartHorizontal.height = lineThickness;
branch.VerticalLine.width = lineThickness;
branch.EndHorizontal.height = lineThickness;
branch.UpperLine.height = lineThickness;
branch.LowerLine.height = lineThickness;
// Adjusting position for arrow tip for thicker lines.
branch.UpperLine.y += (highlightLineThickness - regLineThickness);
branch.UpperLine.position -= new Vector2(.5f, .5f);
branch.LowerLine.position -= new Vector2(.5f, -.5f);
// Make end part of arrow expand upwards.
branch.EndHorizontal.y += (highlightLineThickness - regLineThickness);
}
/// <summary>
/// Use this for hover, as there is a slight visual mis-balance
/// between cursor position and visual cursor.
/// </summary>
private Vector2 GetMousePosForHover()
{
Vector2 mousePos = Event.current.mousePosition;
mousePos.y -= 0.5f;
mousePos.x += 0.5f;
return mousePos;
}
/// <summary>
/// Calculate the position and size of an edge, and return it as a branch.
/// </summary>
/// <param name="edge"> The edge to base branch on. </param>
/// <param name="x"> Start x position of branch. </param>
/// <param name="y1"> Start y position of branch. </param>
/// <param name="y2"> End y position of branch. </param>
/// <param name="w"> Depth of branch. </param>
private Branch CalculateBranch(BurstDisassembler.AsmEdge edge, float x, float y1, float y2, int w)
{
bool isEdgeHovered = edge.Equals(_prevHoveredEdge);
int lineThickness = isEdgeHovered
? highlightLineThickness
: regLineThickness;
// Calculate rectangles for branch arrows:
var start = new Vector2(x, y1 + _verticalPad);
var end = start + new Vector2(-(w * 10), 0);
var branchStartPos = new Rect(end.x - lineThickness / 2, start.y - 1, start.x - end.x + lineThickness / 2, lineThickness);
start = end;
end = start + new Vector2(0, y2 - y1);
var branchVerticalPartPos = end.y < start.y
? new Rect(start.x - 1, end.y, lineThickness, start.y - end.y)
: new Rect(start.x - 1, start.y, lineThickness, end.y - start.y);
start = end;
end = start + new Vector2(w * 10, 0);
var branchEndPos = new Rect(start.x - lineThickness / 2, start.y - 1, end.x - start.x, lineThickness);
// Calculate rectangles for arrow tip.
Vector2 lowerArrowTipStart = end;
Vector2 upperArrowtipStart = end;
// Moving the arrow tips closer together.
upperArrowtipStart += new Vector2(0, 0.5f);
lowerArrowTipStart -= new Vector2(0, 0.5f);
// Upper arrow tip.
var upperArrowTipEnd = upperArrowtipStart + new Vector2(-5, -5);
var upperLine = new Rect(upperArrowtipStart.x, upperArrowtipStart.y - (int)Mathf.Ceil(lineThickness / 2), (upperArrowTipEnd - upperArrowtipStart).magnitude, lineThickness);
// Lower arrow tip.
var lowerArrowtipEnd = lowerArrowTipStart + new Vector2(-5, 5);
var lowerLine = new Rect(lowerArrowTipStart.x, lowerArrowTipStart.y - (int)Mathf.Ceil(lineThickness / 2), (lowerArrowtipEnd - lowerArrowTipStart).magnitude, lineThickness);
if (isEdgeHovered)
{
// Adjusting position for arrow tip for thicker lines.
upperArrowtipStart.y -= (highlightLineThickness - regLineThickness);
upperArrowTipEnd.y -= (highlightLineThickness - regLineThickness);
upperLine.y -= (highlightLineThickness - regLineThickness);
upperLine.position += new Vector2(.5f, .5f);
lowerLine.position += new Vector2(.5f, -.5f);
// Make end part of arrow expand upwards.
branchEndPos.y -= (highlightLineThickness - regLineThickness);
}
var branch = new Branch(edge, branchStartPos, branchVerticalPartPos, branchEndPos, upperLine, lowerLine,
BurstMath.CalculateAngle(upperArrowtipStart, upperArrowTipEnd), BurstMath.CalculateAngle(lowerArrowTipStart, lowerArrowtipEnd));
// Handling whether mouse is hovering over edge.
Vector2 mousePos = GetMousePosForHover();
// Rotate mousePos so it seems like lower arrow tip is not rotated.
Vector2 lowerArrowTipPivot = lowerArrowTipStart;
lowerArrowTipPivot.y -= (int)Mathf.Ceil(lineThickness / 2);
Vector2 angledMouseLower = BurstMath.AnglePoint(BurstMath.CalculateAngle(lowerArrowTipPivot, lowerArrowtipEnd), mousePos, new Vector2(lowerLine.x, lowerLine.center.y));
angledMouseLower.y -= (int)Mathf.Ceil(lineThickness / 2);
Vector2 upperArrowTipPivot = upperArrowtipStart;
upperArrowTipPivot.y += (int)Mathf.Ceil(lineThickness / 2);
Vector2 angleMouseUpper = BurstMath.AnglePoint(BurstMath.CalculateAngle(upperArrowTipPivot, upperArrowTipEnd) - 360, mousePos, new Vector2(upperLine.x, upperLine.center.y));
angleMouseUpper.y += (int)Mathf.Ceil(lineThickness / 2);
if (BurstMath.AdjustedContains(branchStartPos, mousePos) || BurstMath.AdjustedContains(branchVerticalPartPos, mousePos) || BurstMath.AdjustedContains(branchEndPos, mousePos)
|| BurstMath.AdjustedContains(lowerLine, angledMouseLower) || BurstMath.AdjustedContains(upperLine, angleMouseUpper))
{
// Handling whether another branch was already made thick is done in DrawBranch(...).
if (!hoveredBranch.Edge.Equals(default(BurstDisassembler.AsmEdge)) && hoveredBranch.Edge.Equals(_prevHoveredEdge))
{
return branch;
}
hoveredBranch = branch;
}
return branch;
}
/// <summary>
/// Draws a branch as a jump-able set of boxes.
/// </summary>
/// <param name="branch"> The branch to draw. </param>
/// <param name="w"> Depth of the branch. </param>
/// <param name="colourWheel"> Array of possible colors for branches. </param>
/// <param name="workingArea"> Current view in inspector. </param>
private void DrawBranch(Branch branch, int w, Rect workingArea)
{
bool isBranchHovered = branch.Edge.Equals(hoveredBranch.Edge);
Vector2 scrollPos = workingArea.position;
int lineThickness = isBranchHovered
? highlightLineThickness
: regLineThickness;
GUI.color = _colourWheel[w % _colourWheel.Length];
// Check if hovered but not made thick yet:
if (isBranchHovered && !branch.Edge.Equals(_prevHoveredEdge))
{
// alter thickness as edge is hovered over.
branch.StartHorizontal.height = highlightLineThickness;
branch.VerticalLine.width = highlightLineThickness;
branch.EndHorizontal.height = highlightLineThickness;
branch.UpperLine.height = highlightLineThickness;
branch.LowerLine.height = highlightLineThickness;
// Adjusting position for arrow tip for thicker lines.
branch.UpperLine.y -= (highlightLineThickness - regLineThickness);
branch.UpperLine.position += new Vector2(.5f, .5f);
branch.LowerLine.position += new Vector2(.5f, -.5f);
// Make end part of arrow expand upwards.
branch.EndHorizontal.y -= (highlightLineThickness - regLineThickness);
}
else if (branch.EndHorizontal.height == highlightLineThickness && !isBranchHovered)
{
// the branch was previously hovered, but is now hidden behind
// another branch, that is the one being visually hovered.
MakeBranchThin(ref branch);
}
// Render actual arrows:
GUI.Box(branch.StartHorizontal, "", textureStyle);
GUI.Box(branch.VerticalLine, "", textureStyle);
float yy = branch.EndHorizontal.y - scrollPos.y;
if (yy >= 0 && yy < workingArea.height)
{
GUI.Box(branch.EndHorizontal, "", textureStyle);
DrawLine(branch.UpperLine, branch.UpperAngle);
DrawLine(branch.LowerLine, branch.LowerAngle);
}
// Use below instead of buttons, to make the currently hovered edge the jump-able,
// and not the edge rendered first i.e. when two edges overlap.
if (Event.current.type == EventType.MouseDown && isBranchHovered)
{
Vector2 mousePos = GetMousePosForHover();
// Rotate mousePos so it seems like lower arrow tip is not rotated.
Vector2 lowerLineEnd = branch.LowerLine.position;
lowerLineEnd.y += (int)Mathf.Ceil(lineThickness / 2);
lowerLineEnd += new Vector2(-5, 5);
Vector2 angledMouseLower = BurstMath.AnglePoint(BurstMath.CalculateAngle(branch.LowerLine.position, lowerLineEnd),
mousePos, new Vector2(branch.LowerLine.x, branch.LowerLine.center.y));
angledMouseLower.y -= (int)Mathf.Ceil(lineThickness / 2);
// Rotate mousePos so it seems like upper arrow tip isn't rotated.
Vector2 upperArrowTipPivot = branch.UpperLine.position;
upperArrowTipPivot.y += 2 * (int)Mathf.Ceil(lineThickness / 2);
Vector2 upperLineEnd = branch.UpperLine.position;
upperLineEnd.y += (int)Mathf.Ceil(lineThickness / 2);
upperLineEnd += new Vector2(-5, -5);
Vector2 angleMouseUpper = BurstMath.AnglePoint(BurstMath.CalculateAngle(upperArrowTipPivot, upperLineEnd) - 360,
Event.current.mousePosition, new Vector2(branch.UpperLine.x, branch.UpperLine.center.y));
angleMouseUpper.y += (int)Mathf.Ceil(lineThickness / 2);
// Se if a jump should be made and jump.
if (BurstMath.AdjustedContains(branch.StartHorizontal, mousePos))
{
// make end arrow be at mouse cursor.
var target = branch.EndHorizontal;
target.y += branch.StartHorizontal.y < branch.EndHorizontal.y
? (workingArea.yMax - mousePos.y)
: (workingArea.yMin - mousePos.y + highlightLineThickness / 2f);
GUI.ScrollTo(target);
Event.current.Use();
}
else if (BurstMath.AdjustedContains(branch.EndHorizontal, mousePos) || BurstMath.AdjustedContains(branch.LowerLine, angledMouseLower)
|| BurstMath.AdjustedContains(branch.UpperLine, angleMouseUpper) || BurstMath.AdjustedContains(branch.VerticalLine, mousePos))
{
var target = branch.StartHorizontal;
target.y += branch.StartHorizontal.y < branch.EndHorizontal.y
? workingArea.yMin - mousePos.y + highlightLineThickness / 2
: workingArea.yMax - mousePos.y;
GUI.ScrollTo(target);
Event.current.Use();
}
}
}
private bool DrawFold(float x, float y, bool state, BurstDisassembler.AsmBlockKind kind)
{
var currentBg = GUI.backgroundColor;
switch (kind)
{
case BurstDisassembler.AsmBlockKind.None:
case BurstDisassembler.AsmBlockKind.Directive:
case BurstDisassembler.AsmBlockKind.Block:
GUI.backgroundColor = Color.grey;
break;
case BurstDisassembler.AsmBlockKind.Code:
GUI.backgroundColor = Color.green;
break;
case BurstDisassembler.AsmBlockKind.Data:
GUI.backgroundColor = Color.magenta;
break;
}
var pressed = false;
if (state)
{
pressed = GUI.Button(new Rect(x - fontWidth, y, fontWidth, fontHeight), "+");
}
else
{
pressed = GUI.Button(new Rect(x - fontWidth, y, fontWidth, fontHeight), "-");
}
GUI.backgroundColor = currentBg;
return pressed;
}
internal void Layout(GUIStyle style, float hPad)
{
var oldFontHeight = fontHeight;
var oldFontWidth = fontWidth;
#if UNITY_2023_1_OR_NEWER
var cacheWidth0 = style.CalcSize(new GUIContent("W"));
var cacheWidth1 = style.CalcSize(new GUIContent("WW"));
var cacheHeight0 = style.CalcSize(new GUIContent("\n"));
var cacheHeight1 = style.CalcSize(new GUIContent("\n\n"));
fontHeight = cacheHeight1.y - cacheHeight0.y;
fontWidth = cacheWidth1.x - cacheWidth0.x;
#else
var cacheSize0 = style.CalcSize(new GUIContent("W\n"));
var cacheSize1 = style.CalcSize(new GUIContent("WW\n\n"));
fontHeight = cacheSize1.y - cacheSize0.y;
fontWidth = cacheSize1.x - cacheSize0.x;
#endif
_verticalPad = fontHeight * 0.5f;
// oldFontWidth == 0 means we picked the first target after opening inspector.
var diffX = oldFontWidth != 0 ? fontWidth / oldFontWidth : 0.0f;
if (HasSelection && (oldFontWidth != fontWidth || oldFontHeight != fontHeight))
{
float diffY = fontHeight / oldFontHeight;
// We only have to take padding into account for x-axis, as it's the only one with it.
selectPos = new Vector2(((selectPos.x - hPad) * diffX) + hPad, diffY * selectPos.y);
selectDragPos = new Vector2(((selectDragPos.x - hPad) * diffX) + hPad, diffY * selectDragPos.y);
}
invalidated = false;
var oldFinalAreaSizeX = finalAreaSize.x;
finalAreaSize = new Vector2(0.0f, 0.0f);
if (_disassembler == null)
{
LayoutPlain(style);
}
else
{
finalAreaSize.y = _initialLineCount * fontHeight;
finalAreaSize.x = oldFinalAreaSizeX * diffX;
}
}
/// <summary>
/// Find accumulated fragment number the block start at.
/// </summary>
/// <param name="start">Block index to start search at. Should match <see cref="acc"/>.</param>
/// <param name="acc">Accumulated fragment number that block <see cref="start"/> start at.</param>
internal int GetFragNrFromBlockIdx(int blockIdx, int start, int acc, ref float positionY)
{
int fragNr = acc;
for (int b = start; b < blockIdx; b++)
{
if (_folded[b])
{
fragNr += GetPlainFragments(b).Count;
positionY += fontHeight;
}
else
{
foreach (var frag in GetPlainFragments(b))
{
fragNr++;
positionY += frag.lineCount * fontHeight;
}
}
}
return fragNr;
}
internal bool SearchText(SearchCriteria searchCriteria, Regex regx, ref Rect workingArea, bool stopFirstMatch = false, bool focusTop = false) =>
_disassembler == null
? SearchTextPlain(searchCriteria, regx, ref workingArea, stopFirstMatch, focusTop)
: SearchTextEnhanced(searchCriteria, regx, ref workingArea, stopFirstMatch, focusTop);
/// <summary>
/// Searches <see cref="m_Text"/> for every match, and saves each match in <see cref="searchHits"/>.
/// </summary>
/// <param name="criteria">Search options.</param>
/// <param name="regx">Used if <see cref="criteria"/> specifies a regex search.</param>
/// <param name="workingArea">Inspector View.</param>
/// <param name="stopFirstMatch">Whether search should stop at first match.</param>
/// <param name="focusTop">Whether match focus should be at the top of view.</param>
private bool SearchTextEnhanced(SearchCriteria criteria, Regex regx, ref Rect workingArea, bool stopFirstMatch = false, bool focusTop = false)
{
var renderStartY = workingArea.y;
var renderStartX = workingArea.x;
_nrSearchHits = 0;
searchHits.Clear();
_activeSearchHitIdx = -1;
bool doRepaint = false;
float positionY = 0f;
int accFragNr = 0;
int accBlockNr = 0;
int accIdx;
int idx = 0;
int len;
var run = true;
while (run && idx < m_Text.Length && ((idx, len) = BurstStringSearch.FindMatch(m_Text, criteria, regx, idx)).idx != -1)
{
if (stopFirstMatch) run = false;
if (len <= 0)
{
idx++;
continue;
}
int idxEnd = idx + len;
// Find block + fragment match starts in:
var blockStartInfo = _disassembler.GetBlockIdxFromTextIdx(idx, accBlockNr, blocksFragmentsPlain.Length-1);
// search hit within a folded block => unfold block.
if (_folded[blockStartInfo.idx]) FoldUnfoldBlock(blockStartInfo.idx);
// Finds the accumulated fragment number of the first fragment in block
accFragNr = GetFragNrFromBlockIdx(blockStartInfo.idx, accBlockNr, accFragNr, ref positionY);
int fragNrStart;
// Finds actual accumulated fragment we just reached and it's index
(fragNrStart, accIdx) = GetFragNrFromEnhancedTextIdx(idx, blockStartInfo.idx, accFragNr, blockStartInfo.l, ref positionY);
var frag1Text = GetPlainFragments(blockStartInfo.idx)[fragNrStart - accFragNr].text;
// Make idx relative to fragment:
int idxStartInFrag1 = idx - accIdx;
int idxEndInFrag1 = Math.Min(idxStartInFrag1 + len, frag1Text.Length);
// positionY should be stationed at top of fragment we have hit in.
// Need to push it down to the specific line the hit is in. But keep this in a temporary variable so as to not fuck up the property of positionY!!!
int exactLineNr = BurstStringSearch.FindLineNr(frag1Text, idxStartInFrag1);
float exactPositionY = positionY + exactLineNr * fontHeight;
// Find block + fragment match ends in:
var blockEndInfo = _disassembler.GetBlockIdxFromTextIdx(idxEnd, blockStartInfo.idx, blocksFragmentsPlain.Length-1);
// Finds the accumulated fragment number of match's last fragment
accFragNr = GetFragNrFromBlockIdx(blockEndInfo.idx, blockStartInfo.idx, accFragNr, ref positionY);
int fragNrEnd;
// Finds the actual accumulated fragment number of match last fragment
(fragNrEnd, accIdx) = GetFragNrFromEnhancedTextIdx(idxEnd, blockEndInfo.idx, accFragNr, blockEndInfo.l, ref positionY);
accBlockNr = blockEndInfo.idx;
if (!searchHits.ContainsKey(fragNrStart)) searchHits.Add(fragNrStart, new List<(int startIdx, int endIdx, int nr)>());
searchHits[fragNrStart].Add((idxStartInFrag1, idxEndInFrag1, _nrSearchHits));
if (fragNrStart < fragNrEnd)
{
// match span multiple fragments
fragNrStart++; // Already captured this fragment
// For every fragment in-between first and last we capture the whole fragment
for (; fragNrStart < fragNrEnd; fragNrStart++)
{
if (!searchHits.ContainsKey(fragNrStart)) searchHits.Add(fragNrStart, new List<(int startIdx, int endIdx, int nr)>());
searchHits[fragNrStart].Add((0, int.MaxValue, _nrSearchHits)); // Max value to indicate it's the entire fragment
}
int idxStartInFragN = accIdx;
int idxEndInFragN = idxEnd - idxStartInFragN;
if (!searchHits.ContainsKey(fragNrStart)) searchHits.Add(fragNrStart, new List<(int startIdx, int endIdx, int nr)>());
searchHits[fragNrStart].Add((0, idxEndInFragN, _nrSearchHits));
}
if (_activeSearchHitIdx < 0 && exactPositionY >= renderStartY)
{
workingArea = SetScrollOnView(workingArea, frag1Text, exactLineNr, idxStartInFrag1, renderStartX, exactPositionY);
doRepaint = true;
}
idx += len;
_nrSearchHits++;
}
return doRepaint;
}
private Rect SetScrollOnView(Rect workingArea, string text, int lineNr, int matchIdx, float renderStartX, float goToPosY)
{
_activeSearchHitIdx = _nrSearchHits;
// Make it scroll to this hit
var startOfLine = lineNr > 0 ? GetEndIndexOfPlainLine(text, lineNr - 1).total + 1 : 0;
float positionX = matchIdx - startOfLine;
if (positionX * fontWidth > renderStartX) positionX += matchIdx + 3 * fontWidth;
else positionX -= 3 * fontWidth;
workingArea.x = positionX;
workingArea.y = goToPosY + 5 * fontHeight;
return workingArea;
}
/// <remarks>Works on non-colored text.</remarks>
/// <param name="goal">Index we want fragment number from.</param>
/// <param name="blockNrStart">Block to start search in.</param>
/// <param name="fragNrStart">Accumulated fragment number of <see cref="blockNrStart"/>.</param>
/// <param name="start">Start index of <see cref="blockNrStart"/>.</param>
/// <returns>(accumulated fragment number, total index for returning fragment number)</returns>
internal (int fragNr, int idx) GetFragNrFromEnhancedTextIdx(int goal, int blockNrStart, int fragNrStart, int start, ref float positionY)
{
bool goThroughfrags(int goal, int blockIdx, ref int start, ref int f, ref float positionY)
{
var frags = GetPlainFragments(blockIdx);
for (int i = 0; i < frags.Count; i++)
{
Fragment frag = frags[i];
int len = frag.text.Length;
if (start + len >= goal)
{
return true;
}
start += len + 1; // +1 because of newline
f++;
positionY += frag.lineCount * fontHeight;
}
return false;
}
int f = fragNrStart;
for (int b = blockNrStart; b < blocksFragmentsPlain.Length; b++)
{
if (goThroughfrags(goal, b, ref start, ref f, ref positionY)) break;
}
return (f, start);
}
/// <returns>(accumulated fragment number, total index for returning fragment number)</returns>
private (int fragNr, int idx) GetFragNrFromPlainTextIdx(int goal, int fragNrStart, int start, ref float positionY)
{
int i = fragNrStart;
for (; i < m_Fragments.Count; i++)
{
Fragment frag = m_Fragments[i];
int len = frag.text.Length;
if (start + len >= goal)
{
break;
}
start += len + 1; // +1 because of newline
positionY += frag.lineCount * fontHeight;
}
return (i, start);
}
private bool SearchTextPlain(SearchCriteria criteria, Regex regx, ref Rect workingArea, bool stopFirstMatch = false, bool focusTop = false)
{
var renderStartX = workingArea.x;
var renderStartY = workingArea.y;
_nrSearchHits = 0;
searchHits.Clear();
_activeSearchHitIdx = -1;
bool doRepaint = false;
float positionY = 0f;
int idx = 0;
int len;
int accFragNr = 0;
int accFragIdx = 0;
var run = true;
while (run && idx < m_Text.Length && ((idx, len) = BurstStringSearch.FindMatch(m_Text, criteria, regx, idx)).idx != -1)
{
if (stopFirstMatch) run = false;
if (len <= 0)
{
idx++;
continue;
}
int idxEnd = idx + len;
// Find fragment match start in:
(accFragNr, accFragIdx) = GetFragNrFromPlainTextIdx(idx, accFragNr, accFragIdx, ref positionY);
int fragNrStart = accFragNr;
string frag1Text = m_Fragments[fragNrStart].text;
// Get relative index in fragment:
int idxStartInFrag1 = idx - accFragIdx;
int idxEndInFrag1 = Math.Min(idxStartInFrag1 + len, frag1Text.Length);
int exactLineNr = BurstStringSearch.FindLineNr(frag1Text, idxStartInFrag1);
float exactPositionY = positionY + exactLineNr * fontHeight;
// Find fragment match end in:
(accFragNr, accFragIdx) = GetFragNrFromPlainTextIdx(idxEnd, accFragNr, accFragIdx, ref positionY);
int fragNrEnd = accFragNr;
if (!searchHits.ContainsKey(fragNrStart)) searchHits.Add(fragNrStart, new List<(int startIdx, int endIdx, int nr)>());
searchHits[fragNrStart].Add((idxStartInFrag1, idxEndInFrag1, _nrSearchHits));
if (fragNrStart < fragNrEnd)
{
// They must directly follow each other
int fragNr = fragNrStart + 1;
for (; fragNr < fragNrEnd; fragNr++)
{
if (!searchHits.ContainsKey(fragNr)) searchHits.Add(fragNr, new List<(int startIdx, int endIdx, int nr)>());
searchHits[fragNr].Add((0, m_Fragments[fragNr].text.Length, _nrSearchHits));
}
int idxStartInFrag2 = idxEnd - accFragIdx;
int idxEndInFrag2 = idxEnd - accFragIdx;
if (!searchHits.ContainsKey(fragNr)) searchHits.Add(fragNr, new List<(int startIdx, int endIdx, int nr)>());
searchHits[fragNr].Add((idxStartInFrag2, idxEndInFrag2, _nrSearchHits));
}
if (_activeSearchHitIdx < 0 && exactPositionY >= renderStartY)
{
workingArea = SetScrollOnView(workingArea, frag1Text, exactLineNr, idxStartInFrag1, renderStartX, exactPositionY);
// ScrollToDuringRepaint(frag1Text, exactLineNr, idxStartInFrag1, len, renderStartX, exactPositionY, workingArea.height, focusTop);
doRepaint = true;
}
idx += len;
_nrSearchHits++;
}
return doRepaint;
}
private void LayoutPlain(GUIStyle style)
{
foreach (var frag in m_Fragments)
{
// Calculate the size as we have hidden control codes in the string
var size = style.CalcSize(new GUIContent(frag.text));
finalAreaSize.x = Math.Max(finalAreaSize.x, size.x);
finalAreaSize.y += frag.lineCount * fontHeight;
}
}
private void AddFoldedStringColorless(int blockIdx)
{
if (_blocksFragmentsStartPlain[blockIdx].lineCount != 0) return;
string text = null;
if (!_disassembler.IsColored)
{
_blocksFragments[blockIdx] ??= RecomputeFragmentsFromBlock(blockIdx);
text = _blocksFragments[blockIdx][0].text;
}
else
{
text = GetPlainFragments(blockIdx)[0].text;
}
var endOfFirstLineIdx = text.IndexOf('\n');
if (endOfFirstLineIdx == -1) endOfFirstLineIdx = text.Length;
_blocksFragmentsStartPlain[blockIdx] = new Fragment() { lineCount = 1, text = text.Substring(0, endOfFirstLineIdx) + " ..." };
}
private void AddFoldedString(int blockIdx)
{
if (_blocksFragmentsStart[blockIdx].lineCount != 0) return;
// precomputing every block to avoid having runtime check at every access later on
_blocksFragments[blockIdx] ??= RecomputeFragmentsFromBlock(blockIdx);
// precompute string to present for folded block.
var text = _blocksFragments[blockIdx][0].text;
var endOfFirstLineIdx = text.IndexOf('\n');
if (endOfFirstLineIdx == -1) endOfFirstLineIdx = text.Length;
_blocksFragmentsStart[blockIdx] = new Fragment() { lineCount = 1, text = text.Substring(0, endOfFirstLineIdx) + " ..." };
}
internal void LayoutEnhanced(GUIStyle style, Rect workingArea, bool showBranchMarkers)
{
Vector2 scrollPos = workingArea.position;
if (showBranchMarkers != _oldShowBranchMarkers)
{
// need to alter selection according to padding on x-axis.
if (showBranchMarkers)
{
selectPos.x += (horizontalPad - naturalEnhancedPad);
selectDragPos.x += (horizontalPad - naturalEnhancedPad);
}
else
{
selectPos.x -= (horizontalPad - naturalEnhancedPad);
selectDragPos.x -= (horizontalPad - naturalEnhancedPad);
}
// register cache needs to be cleared:
_lineRegCache.Clear();
}
_oldShowBranchMarkers = showBranchMarkers;
// Also computes the first and last blocks to render this time and ensures
float positionY = 0.0f;
int lNum = 0;
_renderBlockStart = -1;
_renderBlockEnd = -1;
_selectBlockStart = -1;
_selectStartY = -1f;
_selectBlockEnd = -1;
_selectEndY = -1f;
for (int idx = 0; idx<_disassembler.Blocks.Count; idx++)
{
var block = _disassembler.Blocks[idx];
var blockHeight = block.Length * fontHeight;
var lHeight = block.Length;
if (_folded[idx])
{
blockHeight = fontHeight;
lHeight = 1;
}
blockLine[idx] = lNum;
if (_selectBlockStart == -1 && selectPos.y - blockHeight <= positionY)
{
_selectBlockStart = idx;
_selectStartY = positionY;
}
if (_selectBlockEnd == -1 && (selectDragPos.y - blockHeight <= positionY || idx == _disassembler.Blocks.Count - 1))
{
_selectBlockEnd = idx;
_selectEndY = positionY;
}
// Whole block is above view, or block starts below view.
// If at last block and _renderBlockStart == -1, we must have had all block above our scrollPos.
// Happens when Scroll view is at bottom and fontSize is decreased. As this forces the scroll view upwards,
// we simply set the last block as the one being rendered (avoids an indexOutOfBounds exception).
if (((positionY - scrollPos.y + blockHeight) < 0 || (positionY - scrollPos.y) > workingArea.size.y)
&& !(idx == _disassembler.Blocks.Count - 1 && _renderBlockStart == -1))
{
positionY += blockHeight;
lNum += lHeight;
continue;
}
if (_renderBlockStart == -1)
{
_renderBlockStart = idx;
_renderStartY = positionY;
}
_renderBlockEnd = idx;
if (_blocksFragments[idx] == null)
{
AddFoldedString(idx);
foreach (var fragment in _blocksFragments[idx])
{
style.CalcMinMaxWidth(new GUIContent(fragment.text), out _, out var maxWidth);
if (finalAreaSize.x < maxWidth)
{
finalAreaSize.x = maxWidth;
}
}
}
positionY += blockHeight;
lNum += lHeight;
}
// selection is below last line of assembly.
if (_selectBlockStart == -1)
{
_selectBlockStart = _disassembler.Blocks.Count - 1;
}
}
internal string GetStartingColorTag(int blockIdx, int textIdx)
{
if (!CopyColorTags || !(_disassembler?.IsColored ?? false)) return "";
const int colorTagLength = 15;
var text = _folded[blockIdx]
? GetFragmentStart(blockIdx).text// _blocksFragmentsStart[blockIdx].text
: _disassembler.GetOrRenderBlockToText(blockIdx);
var colorTagIdx = text.LastIndexOf("<color=", textIdx);
if (colorTagIdx == -1) return "";
// Checking that found tas is actually for this idx
return text.IndexOf("</color>", colorTagIdx, textIdx - colorTagIdx) == -1
? text.Substring(colorTagIdx, colorTagLength)
: "";
}
internal string GetEndingColorTag(int blockIdx, int textIdx)
{
if (!CopyColorTags || !(_disassembler?.IsColored ?? false)) return "";
var text = _folded[blockIdx]
? GetFragmentStart(blockIdx).text// _blocksFragmentsStart[blockIdx].text
: _disassembler.GetOrRenderBlockToText(blockIdx);
var endColorTagIdx = text.IndexOf("</color>", textIdx);
if (endColorTagIdx == -1) return "";
// Check that tag actually belongs for thid idx
return text.IndexOf("<color=", textIdx, endColorTagIdx - textIdx) == -1
? "</color>"
: "";
}
internal void ChangeCopyMode()
{
CopyColorTags = !CopyColorTags;
// Need to update text selection fields as it should now ignore/use color tags
_textSelectionIdxValid = false;
UpdateEnhancedSelectTextIdx(_oldShowBranchMarkers ? horizontalPad : naturalEnhancedPad);
}
internal void DoSelectionCopy()
{
// textIdxE = -1 to indicate we want till the end of the block of text.
string GetStringFromBlock(int blockIdx, int textIdxS, int textIdxE = -1)
{
string text;
if (_folded[blockIdx])
{
text = (CopyColorTags
? GetFragmentStart(blockIdx).text
: GetFragmentStartPlain(blockIdx).text)
+ '\n';
return textIdxE == -1
? text.Substring(textIdxS, text.Length - textIdxS)
: text.Substring(textIdxS, textIdxE - textIdxS);
}
if (CopyColorTags)
{
text = _disassembler.GetOrRenderBlockToText(blockIdx);
if (textIdxE == -1) textIdxE = text.Length;
}
else
{
text = m_Text;
// Transform textIdxS and textIdxE to absolute index into m_Text
var (blockStart, blockEnd) = _disassembler.BlockIdxs[blockIdx];
textIdxS += blockStart;
if (textIdxE == -1) textIdxE = blockEnd + 1; // +1 to take newline as well
else textIdxE += blockStart;
}
return text.Substring(textIdxS, textIdxE - textIdxS);
}
if (!HasSelection) return;
var sb = new StringBuilder();
if (_disassembler != null && enhancedTextSelectionIdxStart != enhancedTextSelectionIdxEnd)
{
if (enhancedTextSelectionIdxStart.blockIdx < enhancedTextSelectionIdxEnd.blockIdx)
{
// Multiple block selection
var blockIdx = enhancedTextSelectionIdxStart.blockIdx;
sb.Append(
GetStartingColorTag(enhancedTextSelectionIdxStart.blockIdx, enhancedTextSelectionIdxStart.textIdx) +
GetStringFromBlock(blockIdx++, enhancedTextSelectionIdxStart.textIdx));
for (; blockIdx < enhancedTextSelectionIdxEnd.blockIdx; blockIdx++)
{
sb.Append(GetStringFromBlock(blockIdx, 0));
}
sb.Append(
GetStringFromBlock(blockIdx, 0, enhancedTextSelectionIdxEnd.textIdx) +
GetEndingColorTag(enhancedTextSelectionIdxEnd.blockIdx, enhancedTextSelectionIdxEnd.textIdx));
}
else
{
// Single block selection
sb.Append(
GetStartingColorTag(enhancedTextSelectionIdxStart.blockIdx, enhancedTextSelectionIdxStart.textIdx) +
GetStringFromBlock(
enhancedTextSelectionIdxStart.blockIdx,
enhancedTextSelectionIdxStart.textIdx,
enhancedTextSelectionIdxEnd.textIdx) +
GetEndingColorTag(enhancedTextSelectionIdxEnd.blockIdx, enhancedTextSelectionIdxEnd.textIdx));
}
}
else
{
sb.Append(m_Text.Substring(textSelectionIdx.idx, textSelectionIdx.length));
}
EditorGUIUtility.systemCopyBuffer = sb.ToString();
}
internal void SelectAll()
{
HasSelection = true;
selectPos = Vector2.zero;
selectDragPos = finalAreaSize;
if (_disassembler != null)
{
enhancedTextSelectionIdxStart = (0, 0);
var blockIdx = _disassembler.Blocks.Count - 1;
enhancedTextSelectionIdxEnd.blockIdx = blockIdx;
// Make sure selection works on appropriate text:
enhancedTextSelectionIdxEnd.textIdx = _folded[blockIdx]
? CopyColorTags
? GetFragmentStart(blockIdx).text.Length
: GetFragmentStartPlain(blockIdx).text.Length
: CopyColorTags
? _disassembler.GetOrRenderBlockToText(blockIdx).Length
: _disassembler.BlockIdxs[blockIdx].endIdx - _disassembler.BlockIdxs[blockIdx].startIdx;
_selectBlockStart = 0;
_selectBlockEnd = blockIdx;
_selectEndY = finalAreaSize.y -
(_folded[blockIdx] ? fontHeight : _disassembler.Blocks[blockIdx].Length * fontHeight);
}
else
{
textSelectionIdx = (0, m_Text.Length);
}
_textSelectionIdxValid = true;
}
private void ScrollDownToSelection(Rect workingArea)
{
if (!workingArea.Contains(selectDragPos + new Vector2(fontWidth, fontHeight / 2)))
{
GUI.ScrollTo(new Rect(selectDragPos + new Vector2(fontWidth, fontHeight), Vector2.zero));
}
_textSelectionIdxValid = false;
}
private void ScrollUpToSelection(Rect workingArea)
{
if (!workingArea.Contains(selectDragPos - new Vector2(0, fontHeight / 2)))
{
GUI.ScrollTo(new Rect(selectDragPos - new Vector2(0, fontHeight), Vector2.zero));
}
_textSelectionIdxValid = false;
}
internal void MoveSelectionLeft(Rect workingArea, bool showBranchMarkers)
{
HasSelection = true;
if (_disassembler != null)
{
float hPad = showBranchMarkers ? horizontalPad : naturalEnhancedPad;
string text;
int prevLineIdx = Mathf.FloorToInt((selectDragPos.y - _selectEndY) / fontHeight) - 1;
if (selectDragPos.x < hPad + fontWidth)
{
if (prevLineIdx < 0 && _selectBlockEnd == 0)
{
// we are at the beginning of the text.
return;
}
if (prevLineIdx < 0 && _selectBlockEnd > 0)
{
// get text from previous block, and do calculations for that.
_selectBlockEnd--;
_selectEndY -= _folded[_selectBlockEnd]
? fontHeight
: _disassembler.Blocks[_selectBlockEnd].Length * fontHeight;
(text, prevLineIdx) = !_folded[_selectBlockEnd]
? (_disassembler.GetOrRenderBlockToText(_selectBlockEnd), _disassembler.Blocks[_selectBlockEnd].Length - 1)
: (GetFragmentStart(_selectBlockEnd).text + '\n', 0);
}
else
{
text = _folded[_selectBlockEnd]
? GetFragmentStart(_selectBlockEnd).text + '\n'
: _disassembler.GetOrRenderBlockToText(_selectBlockEnd);
}
var charsInLine = GetEndIndexOfColoredLine(text, prevLineIdx).relative;
selectDragPos.x = charsInLine * fontWidth + hPad + fontWidth / 2;
selectDragPos.y -= fontHeight;
}
else
{
// simply move selection left.
text = _folded[_selectBlockEnd]
? GetFragmentStart(_selectBlockEnd).text + '\n'
: _disassembler.GetOrRenderBlockToText(_selectBlockEnd);
var charsInLine = GetEndIndexOfColoredLine(text, prevLineIdx + 1).relative;
if (selectDragPos.x > charsInLine * fontWidth + hPad)
selectDragPos.x = hPad + charsInLine * fontWidth + fontWidth / 2;
selectDragPos.x -= fontWidth;
}
}
else
{
int prevLineIdx = Mathf.FloorToInt((selectDragPos.y) / fontHeight) - 1;
if (selectDragPos.x < fontWidth)
{
if (prevLineIdx < 0)
{
// we are at beginning of the text
return;
}
int charsInLine = GetEndIndexOfPlainLine(m_Text, prevLineIdx).relative;
selectDragPos.x = charsInLine * fontWidth + fontWidth / 2;
selectDragPos.y -= fontHeight;
}
else
{
// simply move selection left.
int charsInLine = GetEndIndexOfPlainLine(m_Text, prevLineIdx+1).relative;
if (selectDragPos.x > charsInLine * fontWidth)
{
selectDragPos.x = charsInLine * fontWidth + fontWidth / 2;
}
selectDragPos.x -= fontWidth;
}
}
// check if we moved outside of view and scroll if true.
ScrollUpToSelection(workingArea);
}
internal void MoveSelectionRight(Rect workingArea, bool showBranchMarkers)
{
HasSelection = true;
if (_disassembler != null)
{
var hPad = showBranchMarkers ? horizontalPad : naturalEnhancedPad;
var text = _folded[_selectBlockEnd]
? GetFragmentStart(_selectBlockEnd).text + '\n'
: _disassembler.GetOrRenderBlockToText(_selectBlockEnd);
var thisLine = Mathf.FloorToInt((selectDragPos.y - _selectEndY) / fontHeight);
var charsInLine = GetEndIndexOfColoredLine(text, thisLine).relative;
if (selectDragPos.x >= hPad + charsInLine * fontWidth)
{
// move down a line:
thisLine++;
int lineCount = _folded[_selectBlockEnd] ? 1 : _disassembler.Blocks[_selectBlockEnd].Length;
if (thisLine > lineCount && _selectBlockEnd == _disassembler.Blocks.Count - 1)
{
// We are at the end of the text
return;
}
if (thisLine > lineCount)
{
// selected into next block.
_selectBlockEnd++;
_selectEndY += _folded[_selectBlockEnd - 1]
? fontHeight
: _disassembler.Blocks[_selectBlockEnd - 1].Length * fontHeight;
}
selectDragPos.x = hPad + fontWidth/2;
selectDragPos.y += fontHeight;
}
else
{
// simply move selection right.
if (selectDragPos.x < hPad)
{
selectDragPos.x = hPad + fontWidth / 2;
}
selectDragPos.x += fontWidth;
}
}
else
{
int thisLine = Mathf.FloorToInt((selectDragPos.y) / fontHeight);
int charsInLine = GetEndIndexOfColoredLine(m_Text, thisLine).relative;
if (selectDragPos.x >= charsInLine*fontWidth)
{
thisLine++;
if (thisLine >= _mTextLines)
{
// we are at end of the text
return;
}
selectDragPos.x = 0f;
selectDragPos.y += fontHeight;
}
else
{
// simply move selection right.
selectDragPos.x += fontWidth;
}
}
// check if we moved outside of view and scroll if true.
ScrollDownToSelection(workingArea);
}
internal void MoveSelectionUp(Rect workingArea, bool showBranchMarkers)
{
HasSelection = true;
if (_disassembler != null)
{
int thisLine = Mathf.FloorToInt((selectDragPos.y - _selectEndY) / fontHeight);
// At the first line
if (thisLine == 0 && _selectBlockEnd == 0) return;
if (thisLine == 0)
{
// We are moving on to a block above
_selectBlockEnd--;
_selectEndY -= _folded[_selectBlockEnd]
? fontHeight
: _disassembler.Blocks[_selectBlockEnd].Length * fontHeight;
}
}
else
{
int thisLine = Mathf.FloorToInt((selectDragPos.y) / fontHeight) - 1;
if (thisLine < 0) return;
}
selectDragPos.y -= fontHeight;
// check if we moved outside of view and scroll if true.
ScrollUpToSelection(workingArea);
}
internal void MoveSelectionDown(Rect workingArea, bool showBranchMarkers)
{
HasSelection = true;
if (_disassembler != null)
{
int thisLine = Mathf.FloorToInt((selectDragPos.y - _selectEndY) / fontHeight) + 1;
int lineCount = _folded[_selectBlockEnd] ? 0 : _disassembler.Blocks[_selectBlockEnd].Length - 1;
if (thisLine > lineCount)
{
// At the last line
if (_selectBlockEnd == _disassembler.Blocks.Count - 1) { return; }
// Moved into next block
_selectBlockEnd++;
_selectEndY += _folded[_selectBlockEnd - 1]
? fontHeight
: _disassembler.Blocks[_selectBlockEnd - 1].Length * fontHeight;
}
}
else
{
int thisLine = Mathf.FloorToInt(selectDragPos.y / fontHeight) + 1;
if (thisLine > _mTextLines) return;
}
selectDragPos.y += fontHeight;
// check if we moved outside of view and scroll if true.
ScrollDownToSelection(workingArea);
}
internal bool MouseOutsideView(Rect workingArea, Vector2 mousePos, int controlID)
{
if (!workingArea.Contains(mousePos))
{
if (GUIUtility.hotControl == controlID && Event.current.rawType == EventType.MouseUp)
{
_mouseDown = false;
}
_mouseOutsideBounds = true;
return true;
}
_mouseOutsideBounds = false;
return false;
}
private Vector2 MouseClickAndClamp(bool showBranchMarkers, Vector2 mousePos)
{
HasSelection = true;
if (_disassembler != null)
{
float hPad = showBranchMarkers ? horizontalPad : naturalEnhancedPad;
// Make sure we cannot set cursor in the horizontal padding:
if (mousePos.x < hPad) mousePos.x = hPad;
}
return mousePos;
}
private int GetLineNumber(Vector2 mousePos)
{
var lineNumber = Mathf.FloorToInt(mousePos.y / fontHeight);
var len = _disassembler.Blocks.Count;
for (var idx = 0; idx < len; idx++)
{
var block = _disassembler.Blocks[idx];
if (lineNumber <= block.LineIndex)
{
break;
}
if (_folded[idx])
{
lineNumber += block.Length - 1;
}
}
return lineNumber;
}
internal void MouseClicked(bool showBranchMarkers, bool withShift, Vector2 mousePos, int controlID)
{
if (_mouseOutsideBounds || mousePos.y > finalAreaSize.y) { return; }
GUIUtility.hotControl = controlID;
// FocusControl is to take keyboard focus away from the TreeView.
GUI.FocusControl("long text");
if (withShift)
{
mousePos = MouseClickAndClamp(showBranchMarkers, mousePos);
selectDragPos = mousePos;
_textSelectionIdxValid = false;
}
else
{
selectDragPos = mousePos;
StopSelection();
}
_mouseDown = true;
}
internal void DragMouse(Vector2 mousePos, bool showBranchMarkers)
{
if (!_mouseDown || mousePos.y > finalAreaSize.y) { return; }
mousePos = MouseClickAndClamp(showBranchMarkers, mousePos);
selectDragPos = mousePos;
_textSelectionIdxValid = false;
}
internal void MouseReleased()
{
GUIUtility.hotControl = 0;
_mouseDown = false;
}
internal void DoScroll(Rect workingArea, float mouseRelMoveY)
{
if (!_mouseDown) { return; }
var movingDown = mouseRelMoveY > 0;
var room = Mathf.Max(0, movingDown
? finalAreaSize.y - workingArea.yMax
: workingArea.yMin);
// naturalEnhancedPad magic number taken from unity engine (GUI.cs under EndScrollView).
var dist = Mathf.Min(Mathf.Abs(mouseRelMoveY * naturalEnhancedPad), room);
selectDragPos.y += movingDown ? dist : -dist;
_textSelectionIdxValid = false;
}
public void MoveView(Direction dir, Rect workingArea)
{
switch (dir)
{
case Direction.Left:
GUI.ScrollTo(new Rect(workingArea.xMin - 2*fontWidth, workingArea.y, 0, 0));
break;
case Direction.Right:
GUI.ScrollTo(new Rect(workingArea.xMax + 2*fontWidth, workingArea.y, 0, 0));
break;
case Direction.Up:
GUI.ScrollTo(new Rect(workingArea.x, workingArea.yMin - 2*fontWidth, 0, 0));
break;
case Direction.Down:
GUI.ScrollTo(new Rect(workingArea.x, workingArea.yMax + 2*fontWidth, 0, 0));
break;
}
}
public void StopSelection()
{
selectPos = selectDragPos;
textSelectionIdx = (0, 0);
_textSelectionIdxValid = true;
HasSelection = false;
}
/// <summary>
/// Renders a blue box relative to text at (positionX, positionY) from start idx to end idx.
/// </summary>
private void RenderLineSelection(float positionX, float positionY, int start, int end, bool IsSelection = true)
{
const int alignmentPad = 2;
var oldColor = GUI.color;
GUI.color = IsSelection ? _selectionColor : _searchHitColor;
GUI.Box(new Rect(positionX + alignmentPad + start*fontWidth, positionY, (end - start)*fontWidth, fontHeight), "", textureStyle);
GUI.color = oldColor;
}
internal struct FragmentSelectionInfo
{
public float startY;
public float lastY;
public float botY;
public int startLineEndIdxRel;
public int startLine;
public int lastLine;
public int charsIn;
public int charsInDrag;
}
internal FragmentSelectionInfo PrepareInfoForSelection(float positionX, float positionY, float fragHeight, Fragment frag, Func<string, int, (int total, int relative)> GetEndIndexOfLine)
{
const float distanceFromBorder = 0.001f;
var text = frag.text;
var top = selectPos;
var bot = selectDragPos;
if (selectPos.y > selectDragPos.y)
{
top = selectDragPos;
bot = selectPos;
}
// fixing so we only look at things within this current fragment.
var start = top.y < positionY ? new Vector2(positionX, positionY) : top;
// `y = ... - adjustBottomSlightly` so it is within current fragments outer "border".
var last = bot.y < positionY + fragHeight ? bot : new Vector2(finalAreaSize.x, positionY + fragHeight - distanceFromBorder);
// Make sure this cannot go beyond number of lines in fragment (zero indexed).
var startLine = Math.Min(Mathf.FloorToInt((start.y - positionY) / fontHeight), frag.lineCount-1);
var lastLine = Math.Min(Mathf.FloorToInt((last.y - positionY) / fontHeight), frag.lineCount-1);
if (startLine == lastLine && start.x > last.x)
(start, last) = (last, start);
// Used for making sure charsIn and charsInDrag does not exceed line length.
var (_, startLineEndIdxRel) = GetEndIndexOfLine(text, startLine);
var (_, lastLineEndIdxRel) = GetEndIndexOfLine(text, lastLine);
// Each fragment does not end on a newline, so we need to add one to idx.
if (startLine == frag.lineCount - 1) startLineEndIdxRel++;
if (lastLine == frag.lineCount - 1) lastLineEndIdxRel++;
var charsIn = Math.Min(Mathf.FloorToInt((start.x - positionX) / fontWidth), startLineEndIdxRel);
var charsInDrag = Math.Min(Mathf.FloorToInt((last.x - positionX) / fontWidth), lastLineEndIdxRel);
charsIn = charsIn < 0 ? 0 : charsIn;
charsInDrag = charsInDrag < 0 ? 0 : charsInDrag;
return new FragmentSelectionInfo() {startY = start.y, lastY = last.y, botY = bot.y,
startLineEndIdxRel = startLineEndIdxRel, startLine = startLine, lastLine = lastLine,
charsIn = charsIn, charsInDrag = charsInDrag};
}
private void SelectText(float positionX, float positionY, float fragHeight, Fragment frag, Func<string, int, (int total, int relative)> GetEndIndexOfLine)
{
if (!HasSelection || !(BurstMath.WithinRange(selectPos.y, selectDragPos.y, positionY) ||
BurstMath.WithinRange(selectPos.y, selectDragPos.y, positionY + fragHeight)
|| BurstMath.WithinRange(positionY, positionY + fragHeight, selectPos.y)))
{
return;
}
var inf = PrepareInfoForSelection(positionX, positionY, fragHeight, frag, GetEndIndexOfLine);
var text = frag.text;
if (BurstMath.RoundDownToNearest(inf.lastY, fontHeight) > BurstMath.RoundDownToNearest(inf.startY, fontHeight))
{
// Multi line selection in this text.
int lineEndIdx = inf.startLineEndIdxRel;
if (inf.startY != positionY)
{
// Selection started in this fragment.
RenderLineSelection(positionX, positionY + (inf.startLine * fontHeight), inf.charsIn, lineEndIdx + 1);
inf.startLine++;
}
for (; inf.startLine < inf.lastLine; inf.startLine++)
{
lineEndIdx = GetEndIndexOfLine(text, inf.startLine).relative;
RenderLineSelection(positionX, positionY + (inf.startLine * fontHeight), 0, lineEndIdx + 1);
}
if (positionY + fragHeight < inf.botY)
{
// select going into next fragment
inf.charsInDrag++;
}
RenderLineSelection(positionX, positionY + (inf.startLine * fontHeight), 0, inf.charsInDrag);
}
else
{
// Single line selection in this text segment.
int startIdx = inf.charsIn;
int endIdx = inf.charsInDrag;
if (inf.startY == positionY)
{
// Selection started in text segment above.
startIdx = 0;
}
if (positionY + fragHeight < inf.botY)
{
// Selection going into next text segment.
endIdx = inf.startLineEndIdxRel + 1;
}
RenderLineSelection(positionX, positionY + (inf.startLine * fontHeight), startIdx, endIdx);
}
}
/// <summary>
/// Updates _textSelectionIdx based on the position of _selectPos and _selectDragPos.
/// </summary>
/// <param name="GetEndIndexOfLine"> either GetEndIndexOfPlainLine or GetEndIndexOfColoredLine</param>
private void UpdateSelectTextIdx(Func<string, int, (int total, int relative)> GetEndIndexOfLine)
{
if (!_textSelectionIdxValid && HasSelection)
{
var start = selectPos;
var last = selectDragPos;
if (last.y < start.y)
{
start = selectDragPos;
last = selectPos;
}
int startLine = Mathf.FloorToInt(start.y / fontHeight);
int lastLine = Mathf.FloorToInt(last.y / fontHeight);
if (startLine == lastLine && start.x > last.x)
{
(start, last) = (last, start);
}
var (startLineEndIdxTotal, startLineEndIdxRel) = GetEndIndexOfLine(m_Text, startLine);
var (lastLineEndIdxTotal, lastLineEndIdxRel) = GetEndIndexOfLine(m_Text, lastLine);
int charsIn = Math.Min(Mathf.FloorToInt(start.x / fontWidth), startLineEndIdxRel);
int charsInDrag = Math.Min(Mathf.FloorToInt(last.x / fontWidth), lastLineEndIdxRel);
charsIn = charsIn < 0 ? 0 : charsIn;
charsInDrag = charsInDrag < 0 ? 0 : charsInDrag;
int selectStartIdx = startLineEndIdxTotal - (startLineEndIdxRel - charsIn);
textSelectionIdx = (selectStartIdx, lastLineEndIdxTotal - (lastLineEndIdxRel - charsInDrag) - selectStartIdx);
_textSelectionIdxValid = true;
}
}
public void NextSearchHit(bool shift, Rect workingArea)
{
if (_nrSearchHits <= 0) return;
// If shift is held down: Go backwards through active search
_activeSearchHitIdx = shift
? (Math.Max(_activeSearchHitIdx, 0) - 1 + _nrSearchHits) % _nrSearchHits
: (_activeSearchHitIdx + 1) % _nrSearchHits;
// Find fragment number of _activeSearchHit
var fragIdx = 0;
int prevFragLastHitNr = -1;
var activeSearchIdx = _activeSearchHitIdx;
foreach (var key in searchHits.Keys)
{
var hits = searchHits[key];
var nrHits = hits.Count;
var hitsLastNr = hits.Last().nr;
// If last hit continues into this fragment we subtracted too much
if (hits.First().nr == prevFragLastHitNr) activeSearchIdx++;
if (hitsLastNr >= _activeSearchHitIdx)
{
fragIdx = key;
break;
}
activeSearchIdx -= nrHits;
prevFragLastHitNr = hitsLastNr;
}
var hit = searchHits[fragIdx][activeSearchIdx];
// Find y position of _activeSearchHit.
int exactLineNumber;
string text;
var positionY = 0f;
if (_disassembler == null)
{
int i = 0;
for (; i < fragIdx; i++)
{
positionY += m_Fragments[i].lineCount * fontHeight;
}
text = m_Fragments[i].text;
exactLineNumber = BurstStringSearch.FindLineNr(text, hit.startIdx);
positionY += exactLineNumber * fontHeight;
}
else
{
int blockIdx = 0;
int innerFragIdx = 0;
int tmpFragIdx = 0;
for (; tmpFragIdx < fragIdx; blockIdx++)
{
var frags = GetPlainFragments(blockIdx);
if (_folded[blockIdx])
{
positionY += fontHeight;
tmpFragIdx += frags.Count;
}
else
{
for (innerFragIdx = 0; ; innerFragIdx++, tmpFragIdx++)
{
if (innerFragIdx >= frags.Count)
{
innerFragIdx = 0;
break;
}
if (tmpFragIdx >= fragIdx) break;
positionY += frags[innerFragIdx].lineCount * fontHeight;
}
}
if (innerFragIdx != 0) break;
}
text = GetPlainFragments(blockIdx)[innerFragIdx].text;
exactLineNumber = BurstStringSearch.FindLineNr(text, hit.startIdx);
positionY += exactLineNumber * fontHeight;
}
int startOfLine = exactLineNumber > 0 ? GetEndIndexOfPlainLine(text, exactLineNumber-1).total + 1 : 0;
int hitLength = hit.endIdx - hit.startIdx;
float positionX = hit.startIdx - startOfLine;
if (positionX * fontWidth > workingArea.x) positionX += hitLength + 3 * fontWidth;
else positionX -= 3 * fontWidth;
GUI.ScrollTo(new Rect(positionX * fontWidth + _actualHorizontalPad, positionY < workingArea.yMin ? positionY - 5 * fontHeight : positionY + 5 * fontHeight, 0, 0));
}
public void StopSearching()
{
_nrSearchHits = 0;
searchHits.Clear();
_activeSearchHitIdx = -1;
_prevCriteria.filter = String.Empty;
}
private void RenderMultipleLinesSelection(string text, float positionX, float positionY, int startIdx, int endIdx, bool IsSelection = true)
{
int lineStart = BurstStringSearch.FindLineNr(text, startIdx);
int lineEnd = BurstStringSearch.FindLineNr(text, endIdx);
// Make idx relative to line
int startOfLine = lineStart == 0 ? 0 : GetEndIndexOfPlainLine(text, lineStart-1).total + 1;
startIdx = startIdx - startOfLine;
startOfLine = lineEnd == 0 ? 0 : GetEndIndexOfPlainLine(text, lineEnd-1).total + 1;
endIdx = endIdx - startOfLine;
positionY += (lineStart * fontHeight);
if (lineStart == lineEnd)
{
RenderLineSelection(positionX, positionY, startIdx, endIdx, IsSelection);
}
else
{
int endOfLine = GetEndIndexOfPlainLine(text, lineStart).relative;
RenderLineSelection(positionX, positionY, startIdx, endOfLine, IsSelection);
lineStart++;
positionY += fontHeight;
for (; lineStart < lineEnd; lineStart++)
{
endOfLine = GetEndIndexOfPlainLine(text, lineStart).relative;
RenderLineSelection(positionX, positionY, 0, endOfLine, IsSelection);
positionY += fontHeight;
}
RenderLineSelection(positionX, positionY, 0, endIdx, IsSelection);
}
}
private void RenderPlainOldFragments(GUIStyle style, Rect workingArea, bool doSearch)
{
Vector2 scrollPos = workingArea.position;
float positionY = 0.0f;
for (int i = 0; i < m_Fragments.Count; i++)
{
// if fragment is below view
if ((positionY - scrollPos.y) > workingArea.size.y) break;
var fragment = m_Fragments[i];
float fragHeight = fragment.lineCount * fontHeight;
// if whole fragment is above view
if ((positionY - scrollPos.y + fragHeight) < 0)
{
positionY += fragHeight;
continue;
}
if (doSearch && searchHits.TryGetValue(i, out var lst))
{
foreach (var (startI, endI, nr) in lst)
{
bool isActive = nr == _activeSearchHitIdx;
RenderMultipleLinesSelection(fragment.text, horizontalPad, positionY, startI, endI, isActive);
}
}
// we append \n here, as we want it for the selection but not the rendering.
SelectText(horizontalPad, positionY, fragHeight, fragment, GetEndIndexOfPlainLine);
GUI.Label(new Rect(horizontalPad, positionY, finalAreaSize.x, fragHeight + fontHeight*0.5f), fragment.text, style);
positionY += fragHeight;
}
UpdateSelectTextIdx(GetEndIndexOfPlainLine);
}
/// <returns>Whether the GUI should be forced to repaint during this frame.</returns>
public bool Render(GUIStyle style, Rect workingArea, bool showBranchMarkers, bool doSearch, SearchCriteria searchCriteria, Regex regx)
{
_actualHorizontalPad = showBranchMarkers ? horizontalPad : naturalEnhancedPad;
style.richText = true;
if (invalidated)
{
Layout(style, _actualHorizontalPad);
}
if (_disassembler != null)
{
// We always need to call this as its sets up the correct horizontal bar and block rendering
LayoutEnhanced(style, workingArea, showBranchMarkers);
}
if (Event.current.type == EventType.Layout)
{
// working area will be valid only during repaint, for the layout event we don't draw the labels
// Add correct size Rect to GUILayoutUtillity.topLevel for retrieval with next GetRect(.) call.
GUILayoutUtility.GetRect(finalAreaSize.x + (showBranchMarkers ? horizontalPad : 20.0f), finalAreaSize.y);
return false;
}
var newSearch = doSearch && (searchCriteria.filter != "" && !searchCriteria.Equals(_prevCriteria));
_prevCriteria = searchCriteria;
var doRepaint = false;
if (newSearch)
{
doRepaint = SearchText(searchCriteria, regx, ref workingArea);
if (doRepaint)
{
// Search found at least one match, so move to the first
GUI.ScrollTo(workingArea);
}
}
if (_disassembler == null)
{
RenderPlainOldFragments(style, workingArea, doSearch);
}
else
{
RenderEnhanced(style, workingArea, showBranchMarkers, _actualHorizontalPad, doSearch);
RenderRegisterHighlight(workingArea, _actualHorizontalPad);
RenderLineHighlight(_actualHorizontalPad);
}
DrawHover(style, workingArea);
return doRepaint;
}
internal int GetLinesBlockIdx(int pressedLine)
{
// Find block that was pressed:
var b = _renderBlockStart;
var numBlocks = _blocksFragments.Length;
for (; b <= _renderBlockEnd && b < numBlocks-1; b++)
{
var block = _disassembler.Blocks[b];
if (block.LineIndex <= pressedLine && block.LineIndex + block.Length > pressedLine)
{
break;
}
}
return b;
}
internal Rect GetLineHighlight(ref LineRegRectsCache cache, float hPad, int pressedLine)
{
// Find block that was pressed:
var b = GetLinesBlockIdx(pressedLine);
if (cache.IsLineHighlightCached(pressedLine, _folded[b]))
{
// Same old line
return cache.lineHighlight;
}
var pressedLineRel = pressedLine - _disassembler.Blocks[b].LineIndex;
var positionY =
_renderStartY + (blockLine[b] - blockLine[_renderBlockStart] + pressedLineRel) * fontHeight;
const float lineHeight = 2f;
// Cannot use tokens in disassembler, as it's not updated with the proper output created by
// RenderLine(.).
var line = _disassembler.Lines[pressedLine];
var lineStr = _folded[b] ? GetFragmentStartPlain(b).text : GetLineString(line);
var xEnd = lineStr.Length * fontWidth;
var xStart = hPad;
var yPos = positionY + fontHeight;
var rect = new Rect(xStart, yPos, xEnd, lineHeight);
cache.UpdateLineHighlight(pressedLine, rect, _folded[b]);
return rect;
}
private void RenderLineHighlight(float hPad)
{
if (_pressedLine == -1)
{
return;
}
var firstRenderedLine = _disassembler.Blocks[_renderBlockStart].LineIndex;
var tmp = _disassembler.Blocks[_renderBlockEnd];
var lastRenderedLine = tmp.LineIndex + tmp.Length;
if (!BurstMath.WithinRange(firstRenderedLine, lastRenderedLine, _pressedLine))
{
return;
}
var col = GUI.color;
GUI.color = _lineHighlightColor;
GUI.Box(GetLineHighlight(ref _lineRegCache, hPad, _pressedLine), "", textureStyle);
GUI.color = col;
}
internal LineRegRectsCache _lineRegCache;
internal int _pressedLine = -1;
private void RenderRegisterHighlight(Rect workingArea, float hPad)
{
if (_pressedLine == -1)
{
return;
}
if (_disassembler.LineUsesRegs(_pressedLine, out var usedRegs) && _disassembler.Lines[_pressedLine].Kind != BurstDisassembler.AsmLineKind.Directive)
{
var oldColor = GUI.color;
var regRects = GetRegisterRects(hPad, ref _lineRegCache, _pressedLine, usedRegs);
var i = 0;
foreach (var rects in regRects)
{
GUI.color = _regsColourWheel[i % _regsColourWheel.Length];
foreach (var rect in rects)
{
if (!workingArea.Contains(rect.position))
{
continue;
}
GUI.Box(rect, "", textureStyle);
}
i++;
}
GUI.color = oldColor;
}
else if (_pressedLine != _lineRegCache.chosenLine)
{
// We need to clear the cache, as we pressed somewhere new.
// Alternatively we only need to do this if a fold changed, or the view changed!
_lineRegCache.Clear();
}
}
internal string GetLineString(BurstDisassembler.AsmLine line)
{
_disassembler._output.Clear();
_disassembler.RenderLine(ref line, false);
var str = _disassembler._output.ToString();
_disassembler._output.Length = 0;
return str;
}
private (int start, int end) FindBlockIdx(int startBlock, int firstLine, int lastLine)
{
var blockIdx = startBlock;
for (; blockIdx > 0; blockIdx--)
{
if (blockLine[blockIdx] <= firstLine)
{
break;
}
}
var blockIdxEnd = _renderBlockEnd;
for (; blockIdxEnd < _blocksFragments.Length - 1; blockIdxEnd++)
{
var bLen = _folded[blockIdxEnd]
? 1
: _disassembler.Blocks[blockIdxEnd].Length;
if (blockLine[blockIdxEnd] + bLen >= lastLine)
{
break;
}
}
return (blockIdx, blockIdxEnd);
}
/// <summary>
/// Finds all usages of <see cref="regs"/> within view, and returns a list of <see cref="Rect"/>
/// presenting these usages.
/// </summary>
/// <param name="hPad">Horizontal padding in text area.</param>
/// <param name="cache">Cache handling saving register rects.</param>
/// <param name="pressedLine">The currently selected line.</param>
/// <param name="regs">Registers to match against.</param>
/// <remarks>
/// This will return representation of ALL matching registers within <see cref="workingArea"/>.
///
/// Depends on:
/// <list type="bullet">
/// <item>
/// <see cref="_burstDisassember"/>.
/// </item>
/// <item>
/// <see cref="LayoutEnhanced"/> been called at least once before this.
/// </item>
/// </list>
/// </remarks>
internal List<Rect>[] GetRegisterRects(float hPad, ref LineRegRectsCache cache, int pressedLine, List<string> regs)
{
const int extraLines = 5;
const float horizontalAlignmentPad = 2f;
var firstLine = Math.Max(blockLine[_renderBlockStart] - extraLines, 0);
var lastLine = blockLine[_renderBlockEnd] + (_folded[_renderBlockEnd]
? 1
: _disassembler.Blocks[_renderBlockEnd].Length-1) + extraLines;
var (blockIdx, blockIdxEnd) = FindBlockIdx(_renderBlockStart, firstLine, lastLine);
var positionY = Math.Max(_renderStartY - (extraLines * fontHeight), 0);
// Convert lineIdx to absolut indexes. Needed for _disassembler.Lines[...]
for (var i = 0; i < blockIdxEnd; i++)
{
if (_folded[i])
{
var len = _disassembler.Blocks[i].Length - 1;
if (i < blockIdx) { firstLine += len; }
lastLine += len;
}
}
// Make sure LastLine does not exceed number of lines
lastLine = Math.Min(lastLine, _disassembler.Lines.Count - 1);
if (cache.IsRegisterCachedOrClear(pressedLine, firstLine, lastLine))
{
return cache.rects;
}
// Clean up regs, so e.g. "rcx" and "ecx" only counts as one:
regs = _disassembler.CleanRegs(regs);
var currentLine = firstLine;
var lineInBlock = firstLine - _disassembler.Blocks[blockIdx].LineIndex;
var rects = cache.rects;
if (rects == null)
{
rects = new List<Rect>[regs.Count];
for (var i = 0; i < regs.Count; i++)
{
rects[i] = new List<Rect>();
}
}
while (blockIdx < _blocksFragments.Length && currentLine <= lastLine)
{
var lineNotCached = !cache.LinesRegsCached(currentLine);
var line = _disassembler.Lines[currentLine];
if (lineNotCached && line.Kind != BurstDisassembler.AsmLineKind.Directive)
{
// Loop body
var lineStart = _disassembler.Tokens[line.TokenIndex].AlignedPosition;
var i = 0;
foreach (var reg in regs)
{
var regUsedNr = _disassembler.LineUsedReg(currentLine, reg);
if (regUsedNr > 0)
{
var tmpIdx = 0;
for (var r = 0; r < regUsedNr; r++)
{
// Find position and width/height of reg:
var height = fontHeight;
var width = reg.Length * fontWidth;
var y = positionY;
var tokenRegIdx = _disassembler.GetRegisterTokenIndex(line, reg, tmpIdx);
if (tokenRegIdx == -1)
{
throw new Exception($"Could not find token index of \"{reg}\" on line {currentLine}.");
}
var regIdx = _disassembler.Tokens[tokenRegIdx].AlignedPosition - lineStart;
var regPos = regIdx * fontWidth;
var x = hPad + regPos + horizontalAlignmentPad;
rects[i].Add(new Rect(x, y, width, height));
tmpIdx = tokenRegIdx + 1;
}
}
i++;
}
}
// Loop end statements
if (lineInBlock >= _disassembler.Blocks[blockIdx].Length)
{
// Moved into next block
blockIdx++;
lineInBlock = 0;
}
if (_folded[blockIdx])
{
currentLine += _disassembler.Blocks[blockIdx].Length;
blockIdx++;
lineInBlock = 0;
}
else
{
currentLine++;
lineInBlock++;
}
positionY += fontHeight;
}
cache.UpdateRegisters(firstLine, lastLine, pressedLine, rects);
return cache.rects;
}
internal struct LineRegRectsCache
{
[Flags]
private enum CachedItem
{
None = 0,
Line = 1,
Registers = 2
}
private CachedItem _isCached;
private bool _folded;
/// <summary>
/// First line we have cached up till.
/// </summary>
public int startLine;
/// <summary>
/// Last line we have cached down till.
/// </summary>
public int endLine;
/// <summary>
/// Line we have in focus.
/// </summary>
public int chosenLine;
public Rect lineHighlight;
/// <summary>
/// Cached rects. Each row represent one register, and each column is a rect for that register.
/// </summary>
public List<Rect>[] rects;
public bool LinesRegsCached(int pressedLine)
{
return (_isCached & CachedItem.Registers) > 0 && BurstMath.WithinRange(startLine, endLine, pressedLine);
}
public bool IsRegisterCachedOrClear(int pressedLine, int firstLine, int lastLine)
{
var isCached = false;
if (!IsRegistersCached(pressedLine))
{
// New line was pressed!
Clear();
}
else if (!ShouldUpdateCache(firstLine, lastLine))
{
isCached = true;
}
return isCached;
}
public bool IsLineHighlightCached(int linePressed, bool folded) =>
folded == _folded && (_isCached & CachedItem.Line) > 0 && linePressed == chosenLine;
public bool IsRegistersCached(int linePressed) => (_isCached & CachedItem.Registers) > 0 && linePressed == chosenLine;
private bool ShouldUpdateCache(int viewLineStart, int viewLineEnd) => viewLineStart < startLine || viewLineEnd > endLine;
public void UpdateRegisters(int firstLine, int lastLine, int pressedLine, List<Rect>[] RegRects)
{
if (chosenLine != pressedLine && (_isCached & CachedItem.Line) > 0)
{
_isCached ^= CachedItem.Line;
}
startLine = Math.Min(firstLine, startLine);
endLine = Math.Max(lastLine, endLine);
chosenLine = pressedLine;
rects = RegRects;
_isCached |= CachedItem.Registers;
}
public void UpdateLineHighlight(int pressedLine, Rect rect, bool folded)
{
_isCached |= CachedItem.Line;
if (chosenLine != pressedLine && (_isCached & CachedItem.Registers) > 0)
{
// line just changed so register cache is no longer valid.
_isCached ^= CachedItem.Registers;
}
lineHighlight = rect;
chosenLine = pressedLine;
_folded = folded;
}
public void Clear()
{
rects = null;
chosenLine = -1;
startLine = int.MaxValue;
endLine = -1;
_isCached = CachedItem.None;
}
}
private void TestSelUnderscore(GUIStyle style, Vector2 scrollPos, Rect workingArea)
{
var current = GUI.color;
// Selection
GUI.color = Color.blue;
GUI.Box(
new Rect(horizontalPad + style.padding.left + fontWidth * 8, style.padding.top + fontHeight * 19,
3 * fontWidth, 1 * fontHeight), "", textureStyle);
// Underscored
Vector2 start = new Vector2(horizontalPad + style.padding.left + fontWidth * 8,
style.padding.top + fontHeight * 20 - 2);
Vector2 end = start + new Vector2((3 + 22) * fontWidth, 0 * fontHeight);
GUI.color = Color.red;
DrawLine(start, end, 2);
GUI.color = current;
}
internal void RenderBranches(Rect workingArea)
{
var color = GUI.color;
List<Branch> branches = new List<Branch>();
hoveredBranch = default;
for (int idx = 0;idx<_disassembler.Blocks.Count; idx++)
{
var block = _disassembler.Blocks[idx];
if (block.Edges != null)
{
foreach (var edge in block.Edges)
{
if (edge.Kind == BurstDisassembler.AsmEdgeKind.OutBound)
{
var srcLine = blockLine[idx];
if (!_folded[idx])
{
srcLine += edge.OriginRef.LineIndex;
}
var dstBlockIdx = edge.LineRef.BlockIndex;
var dstLine = blockLine[dstBlockIdx];
if (!_folded[dstBlockIdx])
{
dstLine += edge.LineRef.LineIndex;
}
int arrowMinY = srcLine;
int arrowMaxY = dstLine;
if (srcLine > dstLine)
{
(arrowMinY, arrowMaxY) = (dstLine, srcLine);
}
if ((dstBlockIdx == idx + 1 && edge.LineRef.LineIndex == 0) // pointing to next line
|| !(workingArea.yMin <= arrowMaxY * fontHeight && // Arrow not inside view.
workingArea.yMax >= arrowMinY * fontHeight))
{
continue;
}
branches.Add(CalculateBranch(edge, horizontalPad - (4 + fontWidth), srcLine * fontHeight,
dstLine * fontHeight, lineDepth[idx]));
}
}
}
}
// Drawing branches while making sure the hovered is rendered at top.
foreach (var branch in branches)
{
if (!branch.Edge.Equals(hoveredBranch.Edge))
{
DrawBranch(branch, lineDepth[branch.Edge.OriginRef.BlockIndex], workingArea);
}
}
if (!hoveredBranch.Edge.Equals(default(BurstDisassembler.AsmEdge)))
{
DrawBranch(hoveredBranch, lineDepth[hoveredBranch.Edge.OriginRef.BlockIndex], workingArea);
}
_prevHoveredEdge = hoveredBranch.Edge;
GUI.color = color;
}
internal int BumpSelectionXByColorTag(string text, int lineIdxTotal, int charsIn)
{
bool lastWasStart = true;
int colorTagStart = text.IndexOf("<color=", lineIdxTotal);
while (colorTagStart != -1 && colorTagStart - lineIdxTotal < charsIn)
{
int colorTagEnd = text.IndexOf('>', colorTagStart + 1);
// +1 as the index calculation is zero based.
charsIn += colorTagEnd - colorTagStart + 1;
if (lastWasStart)
{
colorTagStart = text.IndexOf("</color>", colorTagEnd + 1);
lastWasStart = false;
}
else
{
colorTagStart = text.IndexOf("<color=", colorTagEnd + 1);
lastWasStart = true;
}
}
return charsIn;
}
internal void UpdateEnhancedSelectTextIdx(float hPad)
{
if (_textSelectionIdxValid || !HasSelection) return;
int blockIdxStart = _selectBlockStart;
int blockIdxEnd = _selectBlockEnd;
float blockStartPosY = _selectStartY;
float blockEndPosY = _selectEndY;
var start = selectPos;
var last = selectDragPos;
if (last.y < start.y)
{
// we selected upwards.
(start, last) = (last, start);
(blockIdxStart, blockIdxEnd, blockStartPosY, blockEndPosY) = (blockIdxEnd, blockIdxStart, blockEndPosY, blockStartPosY);
}
// Math.Min to make sure line number does not exceed number of line in block (zero indexed).
var blockStartline = Math.Min(Mathf.FloorToInt((start.y - blockStartPosY) / fontHeight),
_folded[blockIdxStart]
? 0
: _disassembler.Blocks[blockIdxStart].Length-1);
var blockEndLine = Math.Min(Mathf.FloorToInt((last.y - blockEndPosY) / fontHeight),
_folded[blockIdxEnd]
? 0
: _disassembler.Blocks[blockIdxEnd].Length-1);
if (blockStartline == blockEndLine && blockIdxStart == blockIdxEnd && start.x > last.x)
{
// _selectDragPos was above and behind _selectPos on same line.
(start, last) = (last, start);
}
var text = _folded[blockIdxStart]
? CopyColorTags
? GetFragmentStart(blockIdxStart).text + '\n'
: GetFragmentStartPlain(blockIdxStart).text + '\n'
: CopyColorTags
? _disassembler.GetOrRenderBlockToText(blockIdxStart)
: _disassembler.GetOrRenderBlockToTextUncached(blockIdxStart, false);
var (startLineEndIdxTotal, startLineEndIdxRel) = GetEndIndexOfColoredLine(text, blockStartline);
int startOfLineIdx = startLineEndIdxTotal - startLineEndIdxRel;
int charsIn = Math.Min(Mathf.FloorToInt((start.x - hPad) / fontWidth), startLineEndIdxRel);
charsIn = charsIn < 0 ? 0 : charsIn;
// Adjust charsIn so it takes color tags into considerations.
charsIn = BumpSelectionXByColorTag(text, startOfLineIdx, charsIn + 1) - 1; // +1 -1 to not bump charsIn when selecting char just after color tag.
enhancedTextSelectionIdxStart = (blockIdxStart, startOfLineIdx + charsIn);
if (blockIdxStart < blockIdxEnd)
{
text = _folded[blockIdxEnd]
? CopyColorTags
? GetFragmentStart(blockIdxEnd).text + '\n'
: GetFragmentStartPlain(blockIdxEnd).text + '\n'
: CopyColorTags
? _disassembler.GetOrRenderBlockToText(blockIdxEnd)
: _disassembler.GetOrRenderBlockToTextUncached(blockIdxEnd, false);
}
var (lastLineEndIdxTotal, lastLineEndIdxRel) = GetEndIndexOfColoredLine(text, blockEndLine);
startOfLineIdx = lastLineEndIdxTotal - lastLineEndIdxRel;
int charsInDrag = Math.Min(Mathf.FloorToInt((last.x - hPad) / fontWidth), lastLineEndIdxRel);
charsInDrag = charsInDrag < 0 ? 0 : charsInDrag;
// Adjust charsInDrag so it takes color tags into considerations.
charsInDrag = BumpSelectionXByColorTag(text, startOfLineIdx, charsInDrag);
enhancedTextSelectionIdxEnd = (blockIdxEnd, startOfLineIdx + charsInDrag);
_textSelectionIdxValid = true;
}
/// <summary>
/// Updates selection based on whether <see cref="blockIdx"/> was folded or unfolded.
/// </summary>
/// <param name="hPad">horizontal padding.</param>
/// <param name="blockIdx">Block idx of folded/unfolded block.</param>
/// <param name="block">folded/unfolded block.</param>
/// <param name="positionY">Blocks y-position in textarea.</param>
private void UpdateSelectionByFolding(float hPad, int blockIdx, BurstDisassembler.AsmBlock block, float positionY)
{
// cursor start and end position of selection
var start = selectPos;
var end = selectDragPos;
// selection block start and end
var blockStart = _selectBlockStart;
var blockEnd = _selectBlockEnd;
// top y-coordinate of selections end block
var blockEndY = _selectEndY;
var rightWaySelect = true;
if (start.y > end.y)
{
(start, end) = (end, start);
(blockStart, blockEnd) = (blockEnd, blockStart);
blockEndY = _selectStartY;
rightWaySelect = false;
}
if (BurstMath.RoundDownToNearest(end.y, fontHeight) - BurstMath.RoundDownToNearest(start.y, fontHeight) < fontHeight
&& end.x < start.x)
{
(start, end) = (end, start);
rightWaySelect = !rightWaySelect;
}
var changeY = _folded[blockIdx]
? -Math.Max(block.Length - 1, 1) * fontHeight
: Math.Max(block.Length - 1, 1) * fontHeight;
var charsInLine = GetEndIndexOfColoredLine(
_folded[blockIdx]
? GetFragmentStart(blockIdx).text + '\n'
: _disassembler.GetOrRenderBlockToText(blockIdx),
0).relative;
var thisLineSelect = Mathf.FloorToInt((start.y - positionY) / fontHeight);
var thisLineDrag = Mathf.FloorToInt((end.y - positionY) / fontHeight);
var selectPosCharsIn = Mathf.FloorToInt((start.x - hPad) / fontWidth);
var selectDragPosCharsIn = Mathf.FloorToInt((end.x - hPad) / fontWidth);
if (blockStart < blockIdx)
{
if (blockEnd == blockIdx)
{
if (thisLineDrag > 0 || (end.x - hPad) / fontWidth > charsInLine)
{
/* selection starts above touched block but ends in the middle of it.
*
* b-1 _xxx b-1 _xxx
* b xxx_ => b xxx
* b+1 ____ b+1 ____
*/
// Move selectDragPos onto end of this line.
end.y -= thisLineDrag * fontHeight;
end.x = charsInLine * fontWidth + hPad + fontWidth / 2;
}
}
else if (blockEnd > blockIdx)
{
/* selection starts above touched block and ends below it.
*
* b-1 _xxx
* b xxxx
* b+1 xx__
*/
end.y += changeY;
blockEndY += changeY;
}
}
else if (blockStart == blockIdx)
{
if (blockEnd == blockIdx)
{
if (thisLineSelect > 0 || selectPosCharsIn > charsInLine)
{
/* selection starts and ends in the middle of the touched block
*
* b-1 ____ b-1 ____
* b _xx_ => b _
* b+1 ____ b+1 ____
*/
// Make cursor go to the end of line
end.y -= thisLineDrag * fontHeight;
end.x = charsInLine * fontWidth + hPad + fontWidth / 2;
StopSelection();
}
else if (thisLineDrag > 0 || selectDragPosCharsIn > charsInLine)
{
/* selection starts at first line and ends within
*
* b-1 ____ b-1 ____
* b _xx_ => b x
* xxx_
* b+1 ____ b+1 ____
*/
// Move selectDragPos onto end of this line.
end.y -= thisLineDrag * fontHeight;
end.x = charsInLine * fontWidth + hPad + fontWidth / 2;
}
}
else if (blockEnd > blockIdx)
{
// selection starts either in first line or middle of touched block and ends below it
end.y += changeY;
if (thisLineSelect > 0 || selectPosCharsIn > charsInLine)
{
/* selection starts in middle of touched block and ends below it
*
* b-1 ____ b-1 ____
* b ____ => b ___x
* x___
* b+1 xx__ b+1 xx__
*/
// Move selectPos onto end of this line.
start.y -= thisLineSelect * fontHeight;
start.x = charsInLine * fontWidth + hPad + fontWidth / 2;
}
}
}
else
{
start.y += changeY;
end.y += changeY;
}
// Write back changes made during folding/unfolding
if (rightWaySelect)
{
selectPos = start;
selectDragPos = end;
_selectEndY = blockEndY;
}
else
{
selectPos = end;
selectDragPos = start;
_selectStartY = blockEndY;
}
if (!HasSelection) selectPos = selectDragPos;
else _textSelectionIdxValid = false;
}
private void FoldUnfoldBlock(int blockIdx)
{
var block = _disassembler.Blocks[blockIdx];
_folded[blockIdx] = !_folded[blockIdx];
if (_folded[blockIdx])
{
finalAreaSize.y -= Math.Max(block.Length - 1, 1) * fontHeight;
AddFoldedString(blockIdx);
}
else
{
finalAreaSize.y += Math.Max(block.Length - 1, 1) * fontHeight;
}
}
private void RenderEnhanced(GUIStyle style, Rect workingArea, bool showBranchMarkers, float hPad, bool doSearch)
{
//TestSelUnderscore();
if (showBranchMarkers)
{
RenderBranches(workingArea);
}
var positionY = _renderStartY;
var fragNr = 0;
for (var i = 0; i <= _renderBlockEnd; i++)
{
if (i < _renderBlockStart)
{
if (doSearch)
{
foreach (var frag in GetPlainFragments(i))
{
fragNr++;
}
}
continue;
}
var block = _disassembler.Blocks[i];
var blockLongEnoughForFold = block.Length > 1;
if (blockLongEnoughForFold)
{
var pressed = DrawFold(hPad - 2, positionY, _folded[i], block.Kind);
if (pressed)
{
FoldUnfoldBlock(i);
// Make sure cursor and selection is updated according to the changed folding.
UpdateSelectionByFolding(hPad, i, block, positionY);
}
}
if (doSearch)
{
var tmpPositionY = positionY;
for (var tmp = 0; tmp < GetPlainFragments(i).Count; fragNr++, tmp++)
{
if (searchHits.TryGetValue(fragNr, out var hits))
{
if (_folded[i]) FoldUnfoldBlock(i);
foreach (var (startIdx, endIdx, nr) in hits)
{
var isActive = nr == _activeSearchHitIdx;
var realEndIdx = endIdx;
if (endIdx == int.MaxValue)
{
var text = GetPlainFragments(i)[tmp].text;
realEndIdx = text.Length;
RenderMultipleLinesSelection(text, horizontalPad, tmpPositionY, startIdx,
realEndIdx, isActive);
}
else
{
RenderMultipleLinesSelection(
GetPlainFragments(i)[tmp].text,
horizontalPad,
tmpPositionY,
startIdx,
realEndIdx,
isActive);
}
}
}
tmpPositionY += GetPlainFragments(i)[tmp].lineCount * fontHeight;
}
}
if (!_folded[i] || !blockLongEnoughForFold)
{
for (var j = 0; j < _blocksFragments[i].Count; j++)
{
var fragment = _blocksFragments[i][j];
var fragLineCount = fragment.lineCount;
var fragHeight = fragLineCount * fontHeight;
SelectText(hPad, positionY, fragHeight, fragment,
_disassembler.IsColored
? GetEndIndexOfColoredLine
: GetEndIndexOfPlainLine);
GUI.Label(new Rect(hPad, positionY, finalAreaSize.x, fragHeight + fontHeight*0.5f),
fragment.text, style);
positionY += fragHeight;
}
}
else
{
var frag = GetFragmentStart(i);
SelectText(hPad, positionY, fontHeight, frag,
_disassembler.IsColored
? GetEndIndexOfColoredLine
: GetEndIndexOfPlainLine);
float fragHeight = fontHeight;
GUI.Label(new Rect(hPad, positionY, finalAreaSize.x, fragHeight*1.5f), frag.text, style);
positionY += fragHeight;
}
}
UpdateEnhancedSelectTextIdx(hPad);
}
private List<Fragment> RecomputeFragments(string text)
{
List<Fragment> result = new List<Fragment>();
string[] pieces = text.Split('\n');
_mTextLines = pieces.Length;
StringBuilder b = new StringBuilder();
int lineCount = 0;
for (int a = 0; a < pieces.Length; a++)
{
if (b.Length >= kMaxFragment)
{
b.Remove(b.Length - 1, 1);
AddFragment(b, lineCount, result);
lineCount = 0;
}
b.Append(pieces[a]);
b.Append('\n');
lineCount++;
}
if (b.Length > 0)
{
b.Remove(b.Length - 1, 1);
AddFragment(b, lineCount, result);
}
return result;
}
private List<Fragment> RecomputeFragmentsFromBlock(int blockIdx, bool colored)
{
var text = _disassembler.GetOrRenderBlockToTextUncached(blockIdx, colored).TrimEnd('\n');
return RecomputeFragments(text);
}
internal List<Fragment> RecomputeFragmentsFromBlock(int blockIdx)
{
var text = _disassembler.GetOrRenderBlockToText(blockIdx).TrimEnd('\n');
return RecomputeFragments(text);
}
private static void AddFragment(StringBuilder b, int lineCount, List<Fragment> result)
{
result.Add(new Fragment() { text = b.ToString(), lineCount = lineCount });
b.Length = 0;
}
}
}