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https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-16 14:17:51 +08:00
Allow editing null strings, remove "null" ValueState
This commit is contained in:
parent
f080379e8a
commit
00c28f781a
@ -18,7 +18,7 @@ namespace UnityExplorer.UI.CacheObject
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{
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NotEvaluated,
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Exception,
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NullValue,
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//NullValue,
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Boolean,
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Number,
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String,
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@ -38,6 +38,7 @@ namespace UnityExplorer.UI.CacheObject
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public object Value { get; protected set; }
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public Type FallbackType { get; protected set; }
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public bool LastValueWasNull { get; private set; }
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public InteractiveValue IValue { get; private set; }
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public Type CurrentIValueType { get; private set; }
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@ -55,7 +56,7 @@ namespace UnityExplorer.UI.CacheObject
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public virtual void SetFallbackType(Type fallbackType)
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{
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this.FallbackType = fallbackType;
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GetValueLabel();
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this.ValueLabelText = GetValueLabel();
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}
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// internals
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@ -104,6 +105,7 @@ namespace UnityExplorer.UI.CacheObject
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public abstract void TrySetUserValue(object value);
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// The only method which sets the CacheObjectBase.Value
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public virtual void SetValueFromSource(object value)
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{
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this.Value = value;
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@ -111,88 +113,122 @@ namespace UnityExplorer.UI.CacheObject
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if (!Value.IsNullOrDestroyed())
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Value = Value.TryCast();
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var prevState = State;
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ProcessOnEvaluate();
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if (State != prevState)
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{
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if (this.IValue != null)
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{
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// State has changed, need to return IValue
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ReleaseIValue();
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SubContentShowWanted = false;
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}
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}
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if (this.IValue != null)
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this.IValue.SetValue(Value);
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}
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/// <summary>
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/// Process the CacheMember state when the value has been evaluated (or re-evaluated)
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/// </summary>
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protected virtual void ProcessOnEvaluate()
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{
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var prevState = State;
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if (HadException)
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{
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LastValueWasNull = true;
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State = ValueState.Exception;
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}
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else if (Value.IsNullOrDestroyed())
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State = ValueState.NullValue;
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{
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LastValueWasNull = true;
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State = GetStateForType(FallbackType);
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}
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else
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{
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var type = Value.GetActualType();
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LastValueWasNull = false;
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State = GetStateForType(Value.GetActualType());
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}
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if (type == typeof(bool))
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State = ValueState.Boolean;
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else if (type.IsPrimitive || type == typeof(decimal))
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State = ValueState.Number;
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else if (type == typeof(string))
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State = ValueState.String;
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else if (type.IsEnum)
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State = ValueState.Enum;
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// todo Color and ValueStruct
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else if (typeof(IDictionary).IsAssignableFrom(type))
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State = ValueState.Dictionary;
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else if (typeof(IEnumerable).IsAssignableFrom(type))
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State = ValueState.Collection;
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else
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State = ValueState.Unsupported;
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if (IValue != null)
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{
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// If we changed states (always needs IValue change)
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// or if the value is null, and the fallback type isnt string (we always want to edit strings).
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if (State != prevState || (State != ValueState.String && Value.IsNullOrDestroyed()))
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{
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// need to return IValue
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ReleaseIValue();
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SubContentShowWanted = false;
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}
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}
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// Set label text
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GetValueLabel();
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this.ValueLabelText = GetValueLabel();
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}
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protected void GetValueLabel()
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public ValueState GetStateForType(Type type)
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{
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string label;
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if (type == typeof(bool))
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return ValueState.Boolean;
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else if (type.IsPrimitive || type == typeof(decimal))
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return ValueState.Number;
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else if (type == typeof(string))
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return ValueState.String;
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else if (type.IsEnum)
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return ValueState.Enum;
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// todo Color and ValueStruct
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else if (typeof(IDictionary).IsAssignableFrom(type))
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return ValueState.Dictionary;
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else if (typeof(IEnumerable).IsAssignableFrom(type))
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return ValueState.Collection;
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else
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return ValueState.Unsupported;
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}
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protected string GetValueLabel()
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{
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string label = "";
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switch (State)
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{
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case ValueState.NotEvaluated:
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label = $"<i>{NOT_YET_EVAL} ({SignatureHighlighter.Parse(FallbackType, true)})</i>"; break;
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case ValueState.Exception:
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label = $"<i><color=red>{LastException.ReflectionExToString()}</color></i>"; break;
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// bool and number dont want the label for the value at all
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case ValueState.Boolean:
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case ValueState.Number:
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label = null; break;
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return null;
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case ValueState.NotEvaluated:
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return $"<i>{NOT_YET_EVAL} ({SignatureHighlighter.Parse(FallbackType, true)})</i>";
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case ValueState.Exception:
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return $"<i><color=red>{LastException.ReflectionExToString()}</color></i>";
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case ValueState.String:
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string s = Value as string;
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if (s.Length > 200)
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s = $"{s.Substring(0, 200)}...";
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label = $"\"{s}\""; break;
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case ValueState.NullValue:
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label = $"<i>{ToStringUtility.ToStringWithType(Value, FallbackType, true)}</i>"; break;
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case ValueState.Enum:
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if (!LastValueWasNull)
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{
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string s = Value as string;
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if (s.Length > 200)
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s = $"{s.Substring(0, 200)}...";
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return $"\"{s}\"";
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}
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break;
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case ValueState.Collection:
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if (!LastValueWasNull)
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{
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if (Value is IList iList)
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label = $"[{iList.Count}] ";
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else if (Value is ICollection iCol)
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label = $"[{iCol.Count}] ";
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else
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label = "[?] ";
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}
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break;
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case ValueState.Dictionary:
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case ValueState.ValueStruct:
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case ValueState.Color:
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case ValueState.Unsupported:
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default:
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label = ToStringUtility.ToStringWithType(Value, FallbackType, true); break;
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if (!LastValueWasNull)
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{
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if (Value is IDictionary iDict)
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label = $"[{iDict.Count}] ";
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else
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label = "[?] ";
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}
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break;
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}
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this.ValueLabelText = label;
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// Cases which dont return will append to ToStringWithType
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return label += ToStringUtility.ToStringWithType(Value, FallbackType, true);
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}
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// Setting cell state from our model
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@ -218,17 +254,20 @@ namespace UnityExplorer.UI.CacheObject
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switch (State)
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{
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case ValueState.Exception:
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case ValueState.NullValue:
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//case ValueState.NullValue:
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SetValueState(cell, ValueStateArgs.Default);
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break;
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case ValueState.Boolean:
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SetValueState(cell, new ValueStateArgs(false, toggleActive:true, applyActive: CanWrite));
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SetValueState(cell, new ValueStateArgs(false, toggleActive: true, applyActive: CanWrite));
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break;
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case ValueState.Number:
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SetValueState(cell, new ValueStateArgs(false, typeLabelActive: true, inputActive: true, applyActive: CanWrite));
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break;
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case ValueState.String:
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SetValueState(cell, new ValueStateArgs(true, false, SignatureHighlighter.StringOrange, subContentButtonActive: true));
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if (LastValueWasNull)
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SetValueState(cell, new ValueStateArgs(true, subContentButtonActive: true));
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else
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SetValueState(cell, new ValueStateArgs(true, false, SignatureHighlighter.StringOrange, subContentButtonActive: true));
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break;
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case ValueState.Enum:
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SetValueState(cell, new ValueStateArgs(true, subContentButtonActive: CanWrite));
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@ -237,10 +276,10 @@ namespace UnityExplorer.UI.CacheObject
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case ValueState.Dictionary:
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case ValueState.ValueStruct:
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case ValueState.Color:
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SetValueState(cell, new ValueStateArgs(true, inspectActive: true, subContentButtonActive: true));
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SetValueState(cell, new ValueStateArgs(true, inspectActive: !LastValueWasNull, subContentButtonActive: !LastValueWasNull));
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break;
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case ValueState.Unsupported:
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SetValueState(cell, new ValueStateArgs(true, inspectActive: true));
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SetValueState(cell, new ValueStateArgs(true, inspectActive: !LastValueWasNull));
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break;
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}
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@ -249,6 +288,7 @@ namespace UnityExplorer.UI.CacheObject
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protected virtual void SetValueState(CacheObjectCell cell, ValueStateArgs args)
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{
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// main value label
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if (args.valueActive)
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{
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cell.ValueLabel.text = ValueLabelText;
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@ -258,10 +298,12 @@ namespace UnityExplorer.UI.CacheObject
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else
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cell.ValueLabel.text = "";
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// Type label (for primitives)
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cell.TypeLabel.gameObject.SetActive(args.typeLabelActive);
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if (args.typeLabelActive)
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cell.TypeLabel.text = SignatureHighlighter.Parse(Value.GetActualType(), false);
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// toggle for bools
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cell.Toggle.gameObject.SetActive(args.toggleActive);
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if (args.toggleActive)
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{
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@ -270,6 +312,7 @@ namespace UnityExplorer.UI.CacheObject
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cell.ToggleText.text = Value.ToString();
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}
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// inputfield for numbers
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cell.InputField.gameObject.SetActive(args.inputActive);
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if (args.inputActive)
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{
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@ -277,9 +320,13 @@ namespace UnityExplorer.UI.CacheObject
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cell.InputField.readOnly = !CanWrite;
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}
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// apply for bool and numbers
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cell.ApplyButton.Button.gameObject.SetActive(args.applyActive);
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cell.InspectButton.Button.gameObject.SetActive(args.inspectActive);
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cell.SubContentButton.Button.gameObject.SetActive(args.subContentButtonActive);
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// Inspect and IValue (subcontent) buttons - only if last value not null.
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cell.InspectButton.Button.gameObject.SetActive(args.inspectActive && !LastValueWasNull);
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// allow IValue for null strings though.
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cell.SubContentButton.Button.gameObject.SetActive(args.subContentButtonActive && (!LastValueWasNull || State == ValueState.String));
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}
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// CacheObjectCell Apply
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@ -16,8 +16,8 @@ namespace UnityExplorer.UI.Utility
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internal static Dictionary<string, MethodInfo> toStringFormattedMethods = new Dictionary<string, MethodInfo>();
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// string allocs
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private static readonly StringBuilder _stringBuilder = new StringBuilder(16384);
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private const string nullString = "<color=grey>null</color>";
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private const string nullUnknown = nullString + " (?)";
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private const string destroyedString = "<color=red>Destroyed</color>";
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private const string untitledString = "<i><color=grey>untitled</color></i>";
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@ -25,28 +25,28 @@ namespace UnityExplorer.UI.Utility
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public static string ToStringWithType(object value, Type fallbackType, bool includeNamespace = true)
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{
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if (value == null && fallbackType == null)
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return nullString;
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if (value.IsNullOrDestroyed() && fallbackType == null)
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return nullUnknown;
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Type type = value?.GetActualType() ?? fallbackType;
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string richType = SignatureHighlighter.Parse(type, includeNamespace);
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_stringBuilder.Clear();
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var sb = new StringBuilder();
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if (value.IsNullOrDestroyed())
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{
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if (value == null)
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{
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_stringBuilder.Append(nullString);
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AppendRichType(_stringBuilder, richType);
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return _stringBuilder.ToString();
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sb.Append(nullString);
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AppendRichType(sb, richType);
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return sb.ToString();
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}
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else // destroyed unity object
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{
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_stringBuilder.Append(destroyedString);
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AppendRichType(_stringBuilder, richType);
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return _stringBuilder.ToString();
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sb.Append(destroyedString);
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AppendRichType(sb, richType);
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return sb.ToString();
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}
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}
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@ -58,57 +58,39 @@ namespace UnityExplorer.UI.Utility
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else if (name.Length > 50)
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name = $"{name.Substring(0, 50)}...";
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_stringBuilder.Append($"\"{name}\"");
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AppendRichType(_stringBuilder, richType);
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sb.Append($"\"{name}\"");
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AppendRichType(sb, richType);
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}
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else if (type.FullName.StartsWith(eventSystemNamespace))
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{
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// UnityEngine.EventSystem classes can have some obnoxious ToString results with rich text.
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_stringBuilder.Append(richType);
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sb.Append(richType);
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}
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else
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{
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var toString = ToString(value);
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if (typeof(IEnumerable).IsAssignableFrom(type))
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{
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if (value is IList iList)
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_stringBuilder.Append($"[{iList.Count}] ");
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else
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if (value is ICollection iCol)
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_stringBuilder.Append($"[{iCol.Count}] ");
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else
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_stringBuilder.Append("[?] ");
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}
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else if (typeof(IDictionary).IsAssignableFrom(type))
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{
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if (value is IDictionary iDict)
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_stringBuilder.Append($"[{iDict.Count}] ");
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else
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_stringBuilder.Append("[?] ");
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}
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if (type.IsGenericType
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|| toString == type.FullName
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|| toString == $"{type.FullName} {type.FullName}"
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|| toString == $"Il2Cpp{type.FullName}" || type.FullName == $"Il2Cpp{toString}")
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{
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_stringBuilder.Append(richType);
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sb.Append(richType);
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}
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else // the ToString contains some actual implementation, use that value.
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{
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// prune long strings unless they're unity structs
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// (Matrix4x4 and Rect can have some longs ones that we want to display fully)
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if (toString.Length > 100 && !(type.IsValueType && type.FullName.StartsWith("UnityEngine")))
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_stringBuilder.Append(toString.Substring(0, 100));
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sb.Append(toString.Substring(0, 100));
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else
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_stringBuilder.Append(toString);
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sb.Append(toString);
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AppendRichType(_stringBuilder, richType);
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AppendRichType(sb, richType);
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}
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}
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return _stringBuilder.ToString();
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return sb.ToString();
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}
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private static void AppendRichType(StringBuilder sb, string richType)
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