/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.DebugTree;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
namespace Oculus.Interaction.PoseDetection.Debug
{
///
/// Builds a visual representation of an IActiveState tree on a UI canvas, based on a provided root . Two different node layout types are provided, ActiveStateDebugTreeHorizontal (for a left-to-right representation) and ActiveStateDebugTreeVertical (for a more compact top to bottom tree view).
///
public class ActiveStateDebugTree : DebugTree
{
public ActiveStateDebugTree(IActiveState root) : base(root)
{
}
private static Dictionary _models =
new Dictionary();
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
public static void RegisterModel(IActiveStateModel stateModel)
where TType : class, IActiveState
{
_models[typeof(TType)] = stateModel;
}
protected override async Task> TryGetChildrenAsync(IActiveState node)
{
if (_models.TryGetValue(node.GetType(), out IActiveStateModel model))
{
return await model.GetChildrenAsync(node);
}
return Enumerable.Empty();
}
}
}