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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Globalization;
using UnityEditor.IMGUI.Controls;
namespace UnityEditorInternal
{
internal class FrameDebuggerTreeView
{
internal readonly TreeViewController m_TreeView;
internal FDTreeViewDataSource m_DataSource;
private readonly FrameDebuggerWindow m_FrameDebugger;
public FrameDebuggerTreeView(FrameDebuggerEvent[] frameEvents, TreeViewState treeViewState, FrameDebuggerWindow window, Rect startRect)
{
m_FrameDebugger = window;
m_TreeView = new TreeViewController(window, treeViewState);
m_DataSource = new FDTreeViewDataSource(m_TreeView, frameEvents);
var gui = new FDTreeViewGUI(m_TreeView);
m_TreeView.Init(startRect, m_DataSource, gui, null);
m_TreeView.ReloadData();
m_TreeView.selectionChangedCallback += SelectionChanged;
}
void SelectionChanged(int[] selectedIDs)
{
if (selectedIDs.Length < 1)
return;
int id = selectedIDs[0];
int eventIndex = id;
// For tree hierarchy nodes, their IDs are not the frame event indices;
// fetch the ID from the node itself in that case.
// IDs for hierarchy nodes are negative and need to stay consistently ordered so
// that tree expanded state behaves well when something in the scene changes.
//
// When selecting a hierarchy node, we want it's last child event to be set as the limit,
// so that rendered state corresponds to "everything up to and including this whole sub-tree".
if (eventIndex <= 0)
{
var item = m_TreeView.FindItem(id) as FDTreeViewItem;
if (item != null)
eventIndex = item.m_EventIndex;
}
// If still has no valid ID, do nothing.
if (eventIndex <= 0)
return;
m_FrameDebugger.ChangeFrameEventLimit(eventIndex);
}
public void SelectFrameEventIndex(int eventIndex)
{
// Check if we'd end up selecting same "frame event":
// different tree nodes could result in the same frame debugger event
// limit, e.g. a hierarchy node sets last child event as the limit.
// If the limit event is the same, then do not change the currently selected item.
int[] selection = m_TreeView.GetSelection();
if (selection.Length > 0)
{
var item = m_TreeView.FindItem(selection[0]) as FDTreeViewItem;
if (item != null && eventIndex == item.m_EventIndex)
return;
}
m_TreeView.SetSelection(new[] { eventIndex }, true);
}
public void OnGUI(Rect rect)
{
var keyboardControlID = GUIUtility.GetControlID(FocusType.Keyboard);
m_TreeView.OnGUI(rect, keyboardControlID);
}
// Item for TreeView
// ID is different for leaf nodes (actual frame events) vs hierarchy nodes (parent profiler nodes):
// - leaf node IDs are frame event indices (always > 0).
// - hierarchy node IDs are always negative; to get frame event index we want we need to lookup the node and get it from m_EventIndex.
private class FDTreeViewItem : TreeViewItem
{
public FrameDebuggerEvent m_FrameEvent;
public int m_ChildEventCount;
public int m_EventIndex;
public FDTreeViewItem(int id, int depth, FDTreeViewItem parent, string displayName)
: base(id, depth, parent, displayName)
{
m_EventIndex = id;
}
}
// GUI for TreeView
private class FDTreeViewGUI : TreeViewGUI
{
const float kSmallMargin = 4;
public FDTreeViewGUI(TreeViewController treeView)
: base(treeView)
{
}
protected override Texture GetIconForItem(TreeViewItem item)
{
return null;
}
protected override void OnContentGUI(Rect rect, int row, TreeViewItem itemRaw, string label, bool selected, bool focused, bool useBoldFont, bool isPinging)
{
if (Event.current.type != EventType.Repaint)
return;
var item = (FDTreeViewItem)itemRaw;
// indent
float indent = GetContentIndent(item);
rect.x += indent;
rect.width -= indent;
string text;
GUIContent gc;
GUIStyle style;
// child event count
if (item.m_ChildEventCount > 0)
{
Rect r = rect;
r.width -= kSmallMargin;
text = item.m_ChildEventCount.ToString(CultureInfo.InvariantCulture);
gc = EditorGUIUtility.TempContent(text);
style = FrameDebuggerWindow.styles.rowTextRight;
style.Draw(r, gc, false, false, false, false);
// reduce width of available space for the name, so that it does not overlap event count
rect.width -= style.CalcSize(gc).x + kSmallMargin * 2;
}
// draw event name
if (item.id <= 0)
text = item.displayName; // hierarchy item
else
text = FrameDebuggerWindow.s_FrameEventTypeNames[(int)item.m_FrameEvent.type] + item.displayName; // leaf event
if (string.IsNullOrEmpty(text))
text = "<unknown scope>";
gc = EditorGUIUtility.TempContent(text);
style = FrameDebuggerWindow.styles.rowText;
style.Draw(rect, gc, false, false, false, selected && focused);
}
protected override void RenameEnded()
{
}
}
// Data source for TreeView
internal class FDTreeViewDataSource : TreeViewDataSource
{
private FrameDebuggerEvent[] m_FrameEvents;
public FDTreeViewDataSource(TreeViewController treeView, FrameDebuggerEvent[] frameEvents)
: base(treeView)
{
m_FrameEvents = frameEvents;
rootIsCollapsable = false;
showRootItem = false;
}
public void SetEvents(FrameDebuggerEvent[] frameEvents)
{
var wasEmpty = m_FrameEvents == null || m_FrameEvents.Length < 1;
m_FrameEvents = frameEvents;
m_NeedRefreshRows = true;
ReloadData();
// Only expand whole events tree if it was empty before.
// If we already had something in there, we want to preserve user's expanded items.
if (wasEmpty)
SetExpandedWithChildren(m_RootItem, true);
}
public override bool IsRenamingItemAllowed(TreeViewItem item)
{
return false;
}
public override bool CanBeMultiSelected(TreeViewItem item)
{
return false;
}
// Used while building the tree data source; represents current tree hierarchy level
private class FDTreeHierarchyLevel
{
internal readonly FDTreeViewItem item;
internal readonly List<TreeViewItem> children;
internal FDTreeHierarchyLevel(int depth, int id, string name, FDTreeViewItem parent)
{
item = new FDTreeViewItem(id, depth, parent, name);
children = new List<TreeViewItem>();
}
}
private static void CloseLastHierarchyLevel(List<FDTreeHierarchyLevel> eventStack, int prevFrameEventIndex)
{
var idx = eventStack.Count - 1;
eventStack[idx].item.children = eventStack[idx].children;
eventStack[idx].item.m_EventIndex = prevFrameEventIndex;
if (eventStack[idx].item.parent != null)
((FDTreeViewItem)eventStack[idx].item.parent).m_ChildEventCount += eventStack[idx].item.m_ChildEventCount;
eventStack.RemoveAt(idx);
}
public override void FetchData()
{
var rootLevel = new FDTreeHierarchyLevel(0, 0, string.Empty, null);
// Hierarchy levels of a tree being built
var eventStack = new List<FDTreeHierarchyLevel>();
eventStack.Add(rootLevel);
int hierarchyIDCounter = -1;
for (var i = 0; i < m_FrameEvents.Length; ++i)
{
// This will be a slash-delimited string, e.g. Foo/Bar/Baz.
// Add "/" in front to account for the single (invisible) root item
// that the TreeView always has.
string context = "/" + (FrameDebuggerUtility.GetFrameEventInfoName(i) ?? string.Empty);
string[] names = context.Split('/');
// find matching hierarchy level
int level = 0;
while (level < eventStack.Count && level < names.Length)
{
if (names[level] != eventStack[level].item.displayName)
break;
++level;
}
// close all the further levels from previous events in the stack
while (eventStack.Count > 0 && eventStack.Count > level)
{
CloseLastHierarchyLevel(eventStack, i);
}
// add all further levels for current event
for (var j = level; j < names.Length; ++j)
{
var parent = eventStack[eventStack.Count - 1];
var newLevel = new FDTreeHierarchyLevel(eventStack.Count - 1, --hierarchyIDCounter, names[j], parent.item);
parent.children.Add(newLevel.item);
eventStack.Add(newLevel);
}
// add leaf event to current level
var eventGo = FrameDebuggerUtility.GetFrameEventGameObject(i);
var displayName = eventGo ? " " + eventGo.name : string.Empty;
FDTreeHierarchyLevel parentEvent = eventStack[eventStack.Count - 1];
var leafEventID = i + 1;
var item = new FDTreeViewItem(leafEventID, eventStack.Count - 1, parentEvent.item, displayName);
item.m_FrameEvent = m_FrameEvents[i];
parentEvent.children.Add(item);
++parentEvent.item.m_ChildEventCount;
}
while (eventStack.Count > 0)
{
CloseLastHierarchyLevel(eventStack, m_FrameEvents.Length);
}
m_RootItem = rootLevel.item;
}
}
}
}