/* * 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 System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace Oculus.Interaction.PoseDetection.Debug { /// /// Defines a model for managing hierarchical relationships between active states in the Interaction SDK. /// This interface is primarily used for debugging and visualization of active state hierarchies. /// /// /// This interface is used in conjunction with the pose detection and debugging systems to: /// /// Expose parent-child relationships between active states /// Enable debugging visualization of state hierarchies /// Support different types of active state implementations through the generic ActiveStateModel /// /// See for the base implementation. /// public interface IActiveStateModel { /// /// Retrieves all child active states associated with the given parent active state. /// /// The parent to get children for. /// An enumerable collection of child active states. Returns empty if no children exist or if the activeState is not of the expected type. [Obsolete("Use async version of this method", true)] IEnumerable GetChildren(IActiveState activeState) => throw new System.NotImplementedException(); /// /// Retrieves all child active states associated with the given parent active state. /// /// The parent to get children for. /// An enumerable collection of child active states. Returns empty if no children exist or if the activeState is not of the expected type. Task> GetChildrenAsync(IActiveState activeState); } public abstract class ActiveStateModel : IActiveStateModel where TActiveState : class, IActiveState { public async Task> GetChildrenAsync(IActiveState activeState) { if (activeState is TActiveState type) { var result = await GetChildrenAsync(type); return result; } return Enumerable.Empty(); } protected abstract Task> GetChildrenAsync(TActiveState instance); [Obsolete("Use async version of this method", true)] public IEnumerable GetChildren(IActiveState activeState) { throw new System.NotImplementedException(); } [Obsolete("Use async version of this method", true)] protected virtual IEnumerable GetChildren(TActiveState activeState) { throw new System.NotImplementedException(); } } }