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