Files
UnityExplorer_Fix/src/UI/InteractiveValues/InteractiveValue.cs
Sinai c748be7bcc Rewrite InteractiveUnityStruct, now called InteractiveFloatStruct
InteractiveFloatStruct supports any struct where all the fields are floats.
2021-04-05 20:32:47 +10:00

353 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using UnityExplorer.Core;
using UnityExplorer.Core.Unity;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.CacheObject;
using UnityExplorer.UI.Main.Home;
using UnityExplorer.UI.Inspectors;
namespace UnityExplorer.UI.InteractiveValues
{
public class InteractiveValue
{
/// <summary>
/// Get the <see cref="InteractiveValue"/> subclass which supports the provided <paramref name="type"/>.
/// </summary>
/// <param name="type">The <see cref="Type"/> which you want the <see cref="InteractiveValue"/> Type for.</param>
/// <returns>The best subclass of <see cref="InteractiveValue"/> which supports the provided <paramref name="type"/>.</returns>
public static Type GetIValueForType(Type type)
{
// rather ugly but I couldn't think of a cleaner way that was worth it.
// switch-case doesn't really work here.
// arbitrarily check some types, fastest methods first.
if (type == typeof(bool))
return typeof(InteractiveBool);
// if type is primitive then it must be a number if its not a bool. Also check for decimal.
else if (type.IsPrimitive || type == typeof(decimal))
return typeof(InteractiveNumber);
// check for strings
else if (type == typeof(string))
return typeof(InteractiveString);
// check for enum/flags
else if (typeof(Enum).IsAssignableFrom(type))
{
// NET 3.5 doesn't have "GetCustomAttribute", gotta use the multiple version.
if (type.GetCustomAttributes(typeof(FlagsAttribute), true) is object[] fa && fa.Any())
return typeof(InteractiveFlags);
else
return typeof(InteractiveEnum);
}
// check for unity struct types
else if (typeof(Color).IsAssignableFrom(type))
return typeof(InteractiveColor);
else if (InteractiveFloatStruct.IsTypeSupported(type))
return typeof(InteractiveFloatStruct);
// check Transform, force InteractiveValue so they dont become InteractiveEnumerables.
else if (typeof(Transform).IsAssignableFrom(type))
return typeof(InteractiveValue);
// check Dictionaries before Enumerables
else if (ReflectionUtility.IsDictionary(type))
return typeof(InteractiveDictionary);
// finally check for Enumerables
else if (ReflectionUtility.IsEnumerable(type))
return typeof(InteractiveEnumerable);
// fallback to default
else
return typeof(InteractiveValue);
}
public static InteractiveValue Create(object value, Type fallbackType)
{
var type = ReflectionUtility.GetActualType(value) ?? fallbackType;
var iType = GetIValueForType(type);
return (InteractiveValue)Activator.CreateInstance(iType, new object[] { value, type });
}
// ~~~~~~~~~ Instance ~~~~~~~~~
public InteractiveValue(object value, Type valueType)
{
this.Value = value;
this.FallbackType = valueType;
}
public CacheObjectBase Owner;
public object Value;
public readonly Type FallbackType;
public virtual bool HasSubContent => false;
public virtual bool SubContentWanted => false;
public virtual bool WantInspectBtn => true;
public string DefaultLabel => m_defaultLabel ?? GetDefaultLabel();
internal string m_defaultLabel;
internal string m_richValueType;
public bool m_UIConstructed;
public virtual void OnDestroy()
{
if (this.m_mainContent)
{
m_mainContent.transform.SetParent(null, false);
m_mainContent.SetActive(false);
GameObject.Destroy(this.m_mainContent.gameObject);
}
DestroySubContent();
}
public virtual void DestroySubContent()
{
if (this.m_subContentParent && HasSubContent)
{
for (int i = 0; i < this.m_subContentParent.transform.childCount; i++)
{
var child = m_subContentParent.transform.GetChild(i);
if (child)
GameObject.Destroy(child.gameObject);
}
}
m_subContentConstructed = false;
}
public virtual void OnValueUpdated()
{
if (!m_UIConstructed)
ConstructUI(m_mainContentParent, m_subContentParent);
if (Owner is CacheMember ownerMember && !string.IsNullOrEmpty(ownerMember.ReflectionException))
OnException(ownerMember);
else
RefreshUIForValue();
}
public virtual void OnException(CacheMember member)
{
if (m_UIConstructed)
m_baseLabel.text = "<color=red>" + member.ReflectionException + "</color>";
Value = null;
}
public virtual void RefreshUIForValue()
{
GetDefaultLabel();
m_baseLabel.text = DefaultLabel;
}
public void RefreshElementsAfterUpdate()
{
if (WantInspectBtn)
{
bool shouldShowInspect = !Value.IsNullOrDestroyed();
if (m_inspectButton.activeSelf != shouldShowInspect)
m_inspectButton.SetActive(shouldShowInspect);
}
bool subContentWanted = SubContentWanted;
if (Owner is CacheMember cm && (!cm.HasEvaluated || !string.IsNullOrEmpty(cm.ReflectionException)))
subContentWanted = false;
if (HasSubContent)
{
if (m_subExpandBtn.gameObject.activeSelf != subContentWanted)
m_subExpandBtn.gameObject.SetActive(subContentWanted);
if (!subContentWanted && m_subContentParent.activeSelf)
ToggleSubcontent();
}
}
public virtual void ConstructSubcontent()
{
m_subContentConstructed = true;
}
public void ToggleSubcontent()
{
if (!this.m_subContentParent.activeSelf)
{
this.m_subContentParent.SetActive(true);
this.m_subContentParent.transform.SetAsLastSibling();
m_subExpandBtn.GetComponentInChildren<Text>().text = "▼";
}
else
{
this.m_subContentParent.SetActive(false);
m_subExpandBtn.GetComponentInChildren<Text>().text = "▲";
}
OnToggleSubcontent(m_subContentParent.activeSelf);
RefreshElementsAfterUpdate();
}
internal virtual void OnToggleSubcontent(bool toggle)
{
if (!m_subContentConstructed)
ConstructSubcontent();
}
internal MethodInfo m_toStringMethod;
internal MethodInfo m_toStringFormatMethod;
internal bool m_gotToStringMethods;
public string GetDefaultLabel(bool updateType = true)
{
var valueType = Value?.GetType() ?? this.FallbackType;
if (updateType)
m_richValueType = SignatureHighlighter.ParseFullSyntax(valueType, true);
if (!Owner.HasEvaluated)
return m_defaultLabel = $"<i><color=grey>Not yet evaluated</color> ({m_richValueType})</i>";
if (Value.IsNullOrDestroyed())
return m_defaultLabel = $"<color=grey>null</color> ({m_richValueType})";
string label;
// Two dirty fixes for TextAsset and EventSystem, which can have very long ToString results.
if (Value is TextAsset textAsset)
{
label = textAsset.text;
if (label.Length > 10)
label = $"{label.Substring(0, 10)}...";
label = $"\"{label}\" {textAsset.name} ({m_richValueType})";
}
else if (Value is EventSystem)
{
label = m_richValueType;
}
else // For everything else...
{
if (!m_gotToStringMethods)
{
m_gotToStringMethods = true;
m_toStringMethod = valueType.GetMethod("ToString", new Type[0]);
m_toStringFormatMethod = valueType.GetMethod("ToString", new Type[] { typeof(string) });
// test format method actually works
try
{
m_toStringFormatMethod.Invoke(Value, new object[] { "F3" });
}
catch
{
m_toStringFormatMethod = null;
}
}
string toString;
if (m_toStringFormatMethod != null)
toString = (string)m_toStringFormatMethod.Invoke(Value, new object[] { "F3" });
else
toString = (string)m_toStringMethod.Invoke(Value, new object[0]);
toString = toString ?? "";
string typeName = valueType.FullName;
if (typeName.StartsWith("Il2CppSystem."))
typeName = typeName.Substring(6, typeName.Length - 6);
toString = ReflectionProvider.Instance.ProcessTypeNameInString(valueType, toString, ref typeName);
// If the ToString is just the type name, use our syntax highlighted type name instead.
if (toString == typeName)
{
label = m_richValueType;
}
else // Otherwise, parse the result and put our highlighted name in.
{
if (toString.Length > 200)
toString = toString.Substring(0, 200) + "...";
label = toString;
var unityType = $"({valueType.FullName})";
if (Value is UnityEngine.Object && label.Contains(unityType))
label = label.Replace(unityType, $"({m_richValueType})");
else
label += $" ({m_richValueType})";
}
}
return m_defaultLabel = label;
}
#region UI CONSTRUCTION
internal GameObject m_mainContentParent;
internal GameObject m_subContentParent;
internal GameObject m_mainContent;
internal GameObject m_inspectButton;
internal Text m_baseLabel;
internal Button m_subExpandBtn;
internal bool m_subContentConstructed;
public virtual void ConstructUI(GameObject parent, GameObject subGroup)
{
m_UIConstructed = true;
m_mainContent = UIFactory.CreateHorizontalGroup(parent, $"InteractiveValue_{this.GetType().Name}", false, false, true, true, 4, default,
new Color(1, 1, 1, 0), TextAnchor.UpperLeft);
var mainRect = m_mainContent.GetComponent<RectTransform>();
mainRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 25);
UIFactory.SetLayoutElement(m_mainContent, flexibleWidth: 9000, minWidth: 175, minHeight: 25, flexibleHeight: 0);
// subcontent expand button
if (HasSubContent)
{
m_subExpandBtn = UIFactory.CreateButton(m_mainContent, "ExpandSubcontentButton", "▲", ToggleSubcontent, new Color(0.3f, 0.3f, 0.3f));
UIFactory.SetLayoutElement(m_subExpandBtn.gameObject, minHeight: 25, minWidth: 25, flexibleWidth: 0, flexibleHeight: 0);
}
// inspect button
var inspectBtn = UIFactory.CreateButton(m_mainContent,
"InspectButton",
"Inspect",
() =>
{
if (!Value.IsNullOrDestroyed(false))
InspectorManager.Instance.Inspect(this.Value, this.Owner);
},
new Color(0.3f, 0.3f, 0.3f, 0.2f));
m_inspectButton = inspectBtn.gameObject;
UIFactory.SetLayoutElement(m_inspectButton, minWidth: 60, minHeight: 25, flexibleWidth: 0, flexibleHeight: 0);
m_inspectButton.SetActive(false);
// value label
m_baseLabel = UIFactory.CreateLabel(m_mainContent, "ValueLabel", "", TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(m_baseLabel.gameObject, flexibleWidth: 9000, minHeight: 25);
m_subContentParent = subGroup;
}
#endregion
}
}