Car/Assets/StompyRobot/SRDebugger/Scripts/Services/IDebugService.cs

241 lines
8.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SRDebugger.Services
{
public interface IDebugService
{
/// <summary>
/// Current settings being used by the debugger
/// </summary>
Settings Settings { get; }
/// <summary>
/// True if the debug panel is currently being shown
/// </summary>
bool IsDebugPanelVisible { get; }
/// <summary>
/// True if the trigger is currently enabled
/// </summary>
bool IsTriggerEnabled { get; set; }
/// <summary>
/// True if new errors cause the trigger to display an error notification.
/// Note: <see cref="IsTriggerEnabled"/> must also be true for notification to display.
/// </summary>
bool IsTriggerErrorNotificationEnabled { get; set; }
IDockConsoleService DockConsole { get; }
/// <summary>
/// Access the SRDebugger console current filter states.
/// </summary>
IConsoleFilterState ConsoleFilter { get; }
bool IsProfilerDocked { get; set; }
/// <summary>
/// Add <paramref name="entry"/> to the system information tab. See <seealso cref="InfoEntry"/> for how to create
/// an info instance.
/// </summary>
/// <param name="entry">The entry to be added.</param>
/// <param name="category">The category the entry should be added to.</param>
void AddSystemInfo(InfoEntry entry, string category = "Default");
/// <summary>
/// Show the debug panel
/// </summary>
/// <param name="requireEntryCode">
/// If true and entry code is enabled in settings, the user will be prompted for a passcode
/// before opening the panel.
/// </param>
void ShowDebugPanel(bool requireEntryCode = true);
/// <summary>
/// Show the debug panel and open a certain tab
/// </summary>
/// <param name="tab">Tab that will appear when the debug panel is opened</param>
/// <param name="requireEntryCode">
/// If true and entry code is enabled in settings, the user will be prompted for a passcode
/// before opening the panel.
/// </param>
void ShowDebugPanel(DefaultTabs tab, bool requireEntryCode = true);
/// <summary>
/// Hide the debug panel
/// </summary>
void HideDebugPanel();
/// <summary>
/// Set the entry code required to open the debug panel.
/// Entry code requirement will be enabled if it is not already.
///
/// If the user has already entered the correct pin code, their authorization will be reset
/// and they will be required to enter the new pin code next time they open the debug panel.
///
/// Use <see cref="DisableEntryCode"/> to disable the entry code requirement.
/// </summary>
/// <param name="newCode">New entry code.</param>
void SetEntryCode(EntryCode newCode);
/// <summary>
/// Disable the requirement for an entry code when opening the debug panel.
/// Use <see cref="SetEntryCode"/> to enable entry code the requirement again.
/// </summary>
void DisableEntryCode();
/// <summary>
/// Hide the debug panel, then remove it from the scene to save memory.
/// </summary>
void DestroyDebugPanel();
/// <summary>
/// Add all an objects compatible properties and methods to the options panel.
/// <remarks>NOTE: It is not recommended to use this on a MonoBehaviour, it should be used on a standard
/// class made specifically for use as a settings object.</remarks>
/// </summary>
/// <param name="container">The object to add.</param>
void AddOptionContainer(object container);
/// <summary>
/// Remove all properties and methods that the <paramref name="container"/> added to the options panel.
/// </summary>
/// <param name="container">The container to remove.</param>
void RemoveOptionContainer(object container);
/// <summary>
/// Add an option to the options panel.
/// </summary>
void AddOption(OptionDefinition option);
/// <summary>
/// Remove an option from the options panel.
/// </summary>
/// <returns>True if option was successfully removed, otherwise false.</returns>
bool RemoveOption(OptionDefinition option);
/// <summary>
/// Pin all options in a category.
/// </summary>
/// <param name="category"></param>
void PinAllOptions(string category);
/// <summary>
/// Unpin all options in a category.
/// </summary>
/// <param name="category"></param>
void UnpinAllOptions(string category);
void PinOption(string name);
void UnpinOption(string name);
/// <summary>
/// Clear all pinned options.
/// </summary>
void ClearPinnedOptions();
/// <summary>
/// Open a bug report sheet.
/// </summary>
/// <param name="onComplete">Callback to invoke once the bug report is completed or cancelled. Null to ignore.</param>
/// <param name="takeScreenshot">
/// Take a screenshot before opening the report sheet (otherwise a screenshot will be taken as
/// the report is sent, if enabled in settings)
/// </param>
/// <param name="descriptionContent">Initial content of the bug report description</param>
void ShowBugReportSheet(ActionCompleteCallback onComplete = null, bool takeScreenshot = true,
string descriptionContent = null);
/// <summary>
/// Event invoked whenever the debug panel opens or closes
/// </summary>
event VisibilityChangedDelegate PanelVisibilityChanged;
event PinnedUiCanvasCreated PinnedUiCanvasCreated;
/// <summary>
/// ADVANCED FEATURE. This will convert the debug panel to a world space object and return the RectTransform.
/// This can be used to position the SRDebugger panel somewhere in your scene.
/// This feature is for advanced users only who know what they are doing. Only limited support will be provided
/// for this method.
/// The debug panel will be made visible if it is not already.
/// </summary>
/// <returns>The debug panel RectTransform.</returns>
RectTransform EnableWorldSpaceMode();
/// <summary>
/// Set a custom bug reporter handler.
/// NOTE: This should be done on startup, ideally before the debug panel is opened.
/// The visibility of the bug report tab will be determined when the debug panel opens so the bug reporter handler
/// should be set before then.
/// </summary>
/// <param name="bugReporterHandler">Custom bug report handler.</param>
void SetBugReporterHandler(IBugReporterHandler bugReporterHandler);
}
}
namespace SRDebugger
{
public delegate void VisibilityChangedDelegate(bool isVisible);
public delegate void ActionCompleteCallback(bool success);
public delegate void PinnedUiCanvasCreated(RectTransform canvasTransform);
public struct EntryCode : IReadOnlyList<int>
{
public readonly int Digit1;
public readonly int Digit2;
public readonly int Digit3;
public readonly int Digit4;
public EntryCode(int digit1, int digit2, int digit3, int digit4)
{
if (digit1 < 0 || digit1 > 9) throw new ArgumentException("Pin digit must be between 0 and 9", "digit1");
if (digit2 < 0 || digit2 > 9) throw new ArgumentException("Pin digit must be between 0 and 9", "digit2");
if (digit3 < 0 || digit3 > 9) throw new ArgumentException("Pin digit must be between 0 and 9", "digit3");
if (digit4 < 0 || digit4 > 9) throw new ArgumentException("Pin digit must be between 0 and 9", "digit4");
Digit1 = digit1;
Digit2 = digit2;
Digit3 = digit3;
Digit4 = digit4;
}
public IEnumerator<int> GetEnumerator()
{
return new List<int> { Digit1, Digit2, Digit3, Digit4 }.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public int Count
{
get { return 4; }
}
public int this[int index]
{
get
{
switch (index)
{
case 0: return Digit1;
case 1: return Digit2;
case 2: return Digit3;
case 3: return Digit4;
default: throw new ArgumentOutOfRangeException("index");
}
}
}
}
}