Setting values from IList / IDictionary to source

This commit is contained in:
Sinai
2021-05-06 20:28:04 +10:00
parent 9e8a18a5e1
commit 1ee10c2507
9 changed files with 175 additions and 106 deletions

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@ -311,6 +311,8 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
return il2cppPtr != IntPtr.Zero;
}
#region EXTERN CAST METHODS
// Extern C++ methods
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public static extern bool il2cpp_class_is_assignable_from(IntPtr klass, IntPtr oklass);
@ -318,10 +320,13 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public static extern IntPtr il2cpp_object_get_class(IntPtr obj);
public override bool IsString(object obj)
{
return obj is string || obj is Il2CppSystem.String;
}
#endregion
// Strings
private const string IL2CPP_STRING_FULLNAME = "Il2CppSystem.String";
public override bool IsString(object obj) => obj is string || obj.GetActualType().FullName == IL2CPP_STRING_FULLNAME;
public override void BoxStringToType(ref object value, Type castTo)
{

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@ -9,6 +9,9 @@ namespace UnityExplorer.Tests
{
public static class TestClass
{
public static List<int> AWritableList = new List<int> { 1, 2, 3, 4, 5 };
public static Dictionary<string, int> AWritableDict = new Dictionary<string, int> { { "one", 1 }, { "two", 2 } };
public static IEnumerable ANestedList = new List<List<List<string>>>
{
new List<List<string>>
@ -86,11 +89,6 @@ namespace UnityExplorer.Tests
ExplorerCore.Log("Test2 " + typeof(T).FullName);
}
//private static void TestGenericMultiInterface<T>() where T : IEnumerable, IList, ICollection
//{
// ExplorerCore.Log("Test3 " + typeof(T).FullName);
//}
private static void TestComponent<T>() where T : Component
{
ExplorerCore.Log("Test3 " + typeof(T).FullName);
@ -121,22 +119,23 @@ namespace UnityExplorer.Tests
}
#if CPP
public static List<Il2CppSystem.Object> TestWritableBoxedList;
public static string testStringOne = "Test";
public static Il2CppSystem.Object testStringTwo = "string boxed as cpp object";
public static Il2CppSystem.String testStringThree = "string boxed as cpp string";
public static string nullString = null;
public static List<Il2CppSystem.Object> boxedList;
public static List<Il2CppSystem.Object> cppBoxedList;
public static UnhollowerBaseLib.Il2CppStructArray<int> CppIntStructArray;
public static UnhollowerBaseLib.Il2CppStringArray CppStringArray;
public static UnhollowerBaseLib.Il2CppReferenceArray<Il2CppSystem.Object> CppReferenceArray;
public static Il2CppSystem.Object boxedInt;
public static Il2CppSystem.Int32 cppint;
public static Il2CppSystem.Object cppBoxedInt;
public static Il2CppSystem.Int32 cppInt;
public static Il2CppSystem.Collections.Hashtable testHashset;
public static Il2CppSystem.Collections.Generic.List<Il2CppSystem.Object> testList;
public static Il2CppSystem.Collections.Hashtable cppHashset;
//public static Il2CppSystem.Nullable<Quaternion> NullableQuaternion;
//public static Il2CppSystem.Nullable<int> NullableInt = new Il2CppSystem.Nullable<int>(5);
//public static Il2CppSystem.Nullable<bool> NullableBool = new Il2CppSystem.Nullable<bool>(false);
#endif
static TestClass()
@ -145,24 +144,39 @@ namespace UnityExplorer.Tests
BigList.Add(i.ToString());
#if CPP
//NullableQuaternion = new Il2CppSystem.Nullable<Quaternion>();
//NullableQuaternion.value = Quaternion.identity;
CppIntStructArray = new UnhollowerBaseLib.Il2CppStructArray<int>(5);
CppIntStructArray[0] = 0;
CppIntStructArray[1] = 1;
CppIntStructArray[2] = 2;
CppIntStructArray[3] = 3;
CppIntStructArray[4] = 4;
boxedInt = new Il2CppSystem.Int32() { m_value = 5 }.BoxIl2CppObject();
boxedList = new List<Il2CppSystem.Object>();
boxedList.Add((Il2CppSystem.String)"boxedString");
boxedList.Add(new Il2CppSystem.Int32 { m_value = 5 }.BoxIl2CppObject());
cppint = new Il2CppSystem.Int32 { m_value = 420 };
CppStringArray = new UnhollowerBaseLib.Il2CppStringArray(2);
CppStringArray[0] = "hello, ";
CppStringArray[1] = "world!";
testHashset = new Il2CppSystem.Collections.Hashtable();
testHashset.Add("key1", "itemOne");
testHashset.Add("key2", "itemTwo");
testHashset.Add("key3", "itemThree");
CppReferenceArray = new UnhollowerBaseLib.Il2CppReferenceArray<Il2CppSystem.Object>(3);
CppReferenceArray[0] = new Il2CppSystem.Int32 { m_value = 5 }.BoxIl2CppObject();
CppReferenceArray[1] = null;
CppReferenceArray[2] = (Il2CppSystem.String)"whats up";
cppBoxedInt = new Il2CppSystem.Int32() { m_value = 5 }.BoxIl2CppObject();
cppBoxedList = new List<Il2CppSystem.Object>();
cppBoxedList.Add((Il2CppSystem.String)"boxedString");
cppBoxedList.Add(new Il2CppSystem.Int32 { m_value = 5 }.BoxIl2CppObject());
cppInt = new Il2CppSystem.Int32 { m_value = 420 };
TestWritableBoxedList = new List<Il2CppSystem.Object>();
TestWritableBoxedList.Add(new Il2CppSystem.Int32 { m_value = 1 }.BoxIl2CppObject());
TestWritableBoxedList.Add(new Il2CppSystem.Int32 { m_value = 2 }.BoxIl2CppObject());
TestWritableBoxedList.Add(new Il2CppSystem.Int32 { m_value = 3 }.BoxIl2CppObject());
TestWritableBoxedList.Add(new Il2CppSystem.Int32 { m_value = 4 }.BoxIl2CppObject());
cppHashset = new Il2CppSystem.Collections.Hashtable();
cppHashset.Add("key1", "itemOne");
cppHashset.Add("key2", "itemTwo");
cppHashset.Add("key3", "itemThree");
testList = new Il2CppSystem.Collections.Generic.List<Il2CppSystem.Object>(3);
testList.Add("One");
testList.Add("Two");
testList.Add("Three");
#endif
}
}

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@ -26,7 +26,7 @@ namespace UnityExplorer.UI.CacheObject
public override bool ShouldAutoEvaluate => true;
public override bool HasArguments => false;
public override bool CanWrite => false; // TODO Parent.CanWrite;
public override bool CanWrite => Owner.CanWrite;
public void SetDictOwner(InteractiveDictionary dict, int index)
{
@ -84,7 +84,7 @@ namespace UnityExplorer.UI.CacheObject
public override void TrySetUserValue(object value)
{
throw new NotImplementedException("TODO");
(Owner as InteractiveDictionary).TrySetValueToKey(DictKey, value, DictIndex);
}

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@ -33,7 +33,7 @@ namespace UnityExplorer.UI.CacheObject
public override void TrySetUserValue(object value)
{
throw new NotImplementedException("TODO");
(Owner as InteractiveList).TrySetValueToIndex(value, this.ListIndex);
}

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@ -100,6 +100,7 @@ namespace UnityExplorer.UI.CacheObject
ReflectionProvider.Instance.BoxStringToType(ref value, FallbackType);
else
value = value.TryCast(FallbackType);
TrySetUserValue(value);
}
@ -283,62 +284,6 @@ namespace UnityExplorer.UI.CacheObject
cell.SubContentButton.Button.gameObject.SetActive(args.subContentButtonActive);
}
// IValues
internal static GameObject InactiveIValueHolder
{
get
{
if (!inactiveIValueHolder)
{
inactiveIValueHolder = new GameObject("Temp_IValue_Holder");
GameObject.DontDestroyOnLoad(inactiveIValueHolder);
inactiveIValueHolder.transform.parent = UIManager.PoolHolder.transform;
inactiveIValueHolder.SetActive(false);
}
return inactiveIValueHolder;
}
}
private static GameObject inactiveIValueHolder;
public virtual void OnCellSubContentToggle()
{
if (this.IValue == null)
{
var ivalueType = InteractiveValue.GetIValueTypeForState(State);
IValue = (InteractiveValue)Pool.Borrow(ivalueType);
CurrentIValueType = ivalueType;
IValue.OnBorrowed(this);
IValue.SetValue(this.Value);
IValue.UIRoot.transform.SetParent(CellView.SubContentHolder.transform, false);
CellView.SubContentHolder.SetActive(true);
SubContentShowWanted = true;
// update our cell after creating the ivalue (the value may have updated, make sure its consistent)
this.ProcessOnEvaluate();
this.SetDataToCell(this.CellView);
}
else
{
SubContentShowWanted = !SubContentShowWanted;
CellView.SubContentHolder.SetActive(SubContentShowWanted);
}
CellView.RefreshSubcontentButton();
}
public virtual void ReleaseIValue()
{
if (IValue == null)
return;
IValue.ReleaseFromOwner();
Pool.Return(CurrentIValueType, IValue);
IValue = null;
}
// CacheObjectCell Apply
public virtual void OnCellApplyClicked()
@ -368,6 +313,76 @@ namespace UnityExplorer.UI.CacheObject
SetDataToCell(this.CellView);
}
// IValues
public virtual void OnCellSubContentToggle()
{
if (this.IValue == null)
{
var ivalueType = InteractiveValue.GetIValueTypeForState(State);
IValue = (InteractiveValue)Pool.Borrow(ivalueType);
CurrentIValueType = ivalueType;
IValue.OnBorrowed(this);
IValue.SetValue(this.Value);
IValue.UIRoot.transform.SetParent(CellView.SubContentHolder.transform, false);
CellView.SubContentHolder.SetActive(true);
SubContentShowWanted = true;
// update our cell after creating the ivalue (the value may have updated, make sure its consistent)
this.ProcessOnEvaluate();
this.SetDataToCell(this.CellView);
}
else
{
SubContentShowWanted = !SubContentShowWanted;
CellView.SubContentHolder.SetActive(SubContentShowWanted);
}
CellView.RefreshSubcontentButton();
}
public virtual void SetValueFromIValue(object value)
{
if (CellView == null)
{
ExplorerCore.LogWarning("Trying to set value from IValue but CellView is null!?");
return;
}
SetUserValue(value);
SetDataToCell(CellView);
}
public virtual void ReleaseIValue()
{
if (IValue == null)
return;
IValue.ReleaseFromOwner();
Pool.Return(CurrentIValueType, IValue);
IValue = null;
}
internal static GameObject InactiveIValueHolder
{
get
{
if (!inactiveIValueHolder)
{
inactiveIValueHolder = new GameObject("Temp_IValue_Holder");
GameObject.DontDestroyOnLoad(inactiveIValueHolder);
inactiveIValueHolder.transform.parent = UIManager.PoolHolder.transform;
inactiveIValueHolder.SetActive(false);
}
return inactiveIValueHolder;
}
}
private static GameObject inactiveIValueHolder;
// Value state args helper
public struct ValueStateArgs
{
public ValueStateArgs(bool valueActive = true, bool valueRichText = true, Color? valueColor = null,

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@ -84,10 +84,5 @@ namespace UnityExplorer.UI.CacheObject.Views
{
// not used
}
//protected override void ConstructUpdateToggle(GameObject parent)
//{
// // not used
//}
}
}

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@ -19,7 +19,7 @@ namespace UnityExplorer.UI.IValues
object ICacheObjectController.Target => this.CurrentOwner.Value;
public Type TargetType { get; private set; }
public override bool CanWrite => false;// TODO RefIDictionary != null && !RefIDictionary.IsReadOnly;
public override bool CanWrite => base.CanWrite && RefIDictionary != null && !RefIDictionary.IsReadOnly;
public Type KeyType;
public Type ValueType;
@ -149,6 +149,24 @@ namespace UnityExplorer.UI.IValues
}
}
// Setting value to dictionary
public void TrySetValueToKey(object key, object value, int keyIndex)
{
try
{
RefIDictionary[key] = value;
var entry = cachedEntries[keyIndex];
entry.SetValueFromSource(value);
entry.SetDataToCell(entry.CellView);
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Exception setting IDictionary key! {ex}");
}
}
// KVP entry scroll pool
public void OnCellBorrowed(CacheKeyValuePairCell cell)

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@ -19,7 +19,7 @@ namespace UnityExplorer.UI.IValues
object ICacheObjectController.Target => this.CurrentOwner.Value;
public Type TargetType { get; private set; }
public override bool CanWrite => RefIList != null && !RefIList.IsReadOnly;
public override bool CanWrite => base.CanWrite && RefIList != null && !RefIList.IsReadOnly;
public Type EntryType;
public IEnumerable RefIEnumerable;
@ -60,6 +60,7 @@ namespace UnityExplorer.UI.IValues
cachedEntries.Clear();
}
// Setting the List value itself to this model
public override void SetValue(object value)
{
if (value == null)
@ -100,6 +101,8 @@ namespace UnityExplorer.UI.IValues
int idx = 0;
foreach (var entry in RefIEnumerable)
{
// var entry = item.TryCast();
values.Add(entry);
// If list count increased, create new cache entries
@ -133,6 +136,24 @@ namespace UnityExplorer.UI.IValues
}
}
// Setting the value of an index to the list
public void TrySetValueToIndex(object value, int index)
{
try
{
RefIList[index] = value;
var entry = cachedEntries[index];
entry.SetValueFromSource(value);
entry.SetDataToCell(entry.CellView);
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Exception setting IList value: {ex}");
}
}
// List entry scroll pool
public override void SetLayout()

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@ -17,10 +17,10 @@ namespace UnityExplorer.UI.IValues
public virtual bool CanWrite => this.CurrentOwner.CanWrite;
public CacheObjectBase CurrentOwner { get; }
public CacheObjectBase CurrentOwner => m_owner;
private CacheObjectBase m_owner;
public object EditedValue { get; private set; }
//public object EditedValue { get; private set; }
public virtual void SetLayout() { }
@ -53,12 +53,6 @@ namespace UnityExplorer.UI.IValues
}
this.m_owner = owner;
// ...
}
public virtual void SetValue(object value)
{
this.EditedValue = value;
}
public virtual void ReleaseFromOwner()
@ -69,6 +63,13 @@ namespace UnityExplorer.UI.IValues
this.m_owner = null;
}
public virtual void SetValue(object value) { }
//public virtual void SetValue(object value)
//{
// this.EditedValue = value;
//}
public virtual GameObject CreateContent(GameObject parent)
{
UIRoot = UIFactory.CreateUIObject(this.GetType().Name, parent);