UnityExplorer/src/UI/Utility/ToStringUtility.cs

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5.5 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityExplorer.Core.Runtime;
namespace UnityExplorer.UI.Utility
{
public static class ToStringUtility
{
internal static Dictionary<Type, MethodInfo> toStringMethods = new Dictionary<Type, MethodInfo>();
internal static Dictionary<Type, MethodInfo> toStringFormattedMethods = new Dictionary<Type, MethodInfo>();
// string allocs
private static readonly StringBuilder _stringBuilder = new StringBuilder(16384);
private const string unknownString = "<unknown>";
private const string nullString = "<color=grey>[null]</color>";
private const string destroyedString = "<color=red>[Destroyed]</color>";
public static string ToString(object value, Type fallbackType, bool includeNamespace = true, bool includeName = true)
{
if (value == null && fallbackType == null)
return unknownString;
Type type = value?.GetActualType() ?? fallbackType;
// todo SB this too
string richType = SignatureHighlighter.ParseFullSyntax(type, includeNamespace);
if (!includeName)
return richType;
_stringBuilder.Clear();
if (value.IsNullOrDestroyed())
{
if (value == null)
{
_stringBuilder.Append(nullString);
AppendRichType(_stringBuilder, richType);
return _stringBuilder.ToString();
}
else // destroyed unity object
{
_stringBuilder.Append(destroyedString);
AppendRichType(_stringBuilder, richType);
return _stringBuilder.ToString();
}
}
if (value is UnityEngine.Object obj)
{
_stringBuilder.Append(obj.name);
AppendRichType(_stringBuilder, richType);
}
else
{
if (!toStringMethods.ContainsKey(type))
{
var toStringMethod = type.GetMethod("ToString", new Type[0]);
var formatMethod = type.GetMethod("ToString", new Type[] { typeof(string) });
if (formatMethod != null)
{
try { formatMethod.Invoke(value, new object[] { "F3" }); }
catch { formatMethod = null; }
}
toStringMethods.Add(type, toStringMethod);
toStringFormattedMethods.Add(type, formatMethod);
}
var f3Method = toStringFormattedMethods[type];
var stdMethod = toStringMethods[type];
value = value.TryCast(type);
string toString;
if (f3Method != null)
toString = (string)f3Method.Invoke(value, new object[] { "F3" });
else
toString = (string)stdMethod.Invoke(value, new object[0]);
if (toString == type.FullName || toString == $"Il2Cpp{type.FullName}")
{
// the ToString was just the default object.ToString(), use our
// syntax highlighted type name instead.
_stringBuilder.Append(richType);
}
else // the ToString contains some actual implementation, use that value.
{
if (toString.Length > 200)
_stringBuilder.Append(toString.Substring(0, 200));
else
_stringBuilder.Append(toString);
AppendRichType(_stringBuilder, richType);
}
////string toString;
//
//toString = toString ?? "";
//
//string typeName = type.FullName;
//if (typeName.StartsWith("Il2CppSystem."))
// typeName = typeName.Substring(6, typeName.Length - 6);
//
//toString = ReflectionProvider.Instance.ProcessTypeFullNameInString(type, toString, ref typeName);
//
//// If the ToString is just the type name, use our syntax highlighted type name instead.
//if (toString == typeName)
//{
// label = richType;
//}
//else // Otherwise, parse the result and put our highlighted name in.
//{
// if (toString.Length > 200)
// toString = toString.Substring(0, 200) + "...";
//
// label = toString;
//
// var unityType = $"({type.FullName})";
// if (value is UnityEngine.Object && label.Contains(unityType))
// label = label.Replace(unityType, $"({richType})");
// else
// label += $" ({richType})";
//}
}
return _stringBuilder.ToString();
}
// Just a little optimization, append chars directly instead of allocating every time
// we want to do this.
private static void AppendRichType(StringBuilder sb, string richType)
{
sb.Append(' ');
sb.Append('(');
sb.Append(richType);
sb.Append(')');
}
}
}