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- using System;
- using System.Collections.Generic;
- using UnityEngine.UI.Collections;
- namespace UnityEngine.UI
- {
- /// <summary>
- /// Values of 'update' called on a Canvas update.
- /// </summary>
- /// <remarks> If modifying also modify m_CanvasUpdateProfilerStrings to match.</remarks>
- public enum CanvasUpdate
- {
- /// <summary>
- /// Called before layout.
- /// </summary>
- Prelayout = 0,
- /// <summary>
- /// Called for layout.
- /// </summary>
- Layout = 1,
- /// <summary>
- /// Called after layout.
- /// </summary>
- PostLayout = 2,
- /// <summary>
- /// Called before rendering.
- /// </summary>
- PreRender = 3,
- /// <summary>
- /// Called late, before render.
- /// </summary>
- LatePreRender = 4,
- /// <summary>
- /// Max enum value. Always last.
- /// </summary>
- MaxUpdateValue = 5
- }
- /// <summary>
- /// This is an element that can live on a Canvas.
- /// </summary>
- public interface ICanvasElement
- {
- /// <summary>
- /// Rebuild the element for the given stage.
- /// </summary>
- /// <param name="executing">The current CanvasUpdate stage being rebuild.</param>
- void Rebuild(CanvasUpdate executing);
- /// <summary>
- /// Get the transform associated with the ICanvasElement.
- /// </summary>
- Transform transform { get; }
- /// <summary>
- /// Callback sent when this ICanvasElement has completed layout.
- /// </summary>
- void LayoutComplete();
- /// <summary>
- /// Callback sent when this ICanvasElement has completed Graphic rebuild.
- /// </summary>
- void GraphicUpdateComplete();
- /// <summary>
- /// Used if the native representation has been destroyed.
- /// </summary>
- /// <returns>Return true if the element is considered destroyed.</returns>
- bool IsDestroyed();
- }
- /// <summary>
- /// A place where CanvasElements can register themselves for rebuilding.
- /// </summary>
- public class CanvasUpdateRegistry
- {
- private static CanvasUpdateRegistry s_Instance;
- private bool m_PerformingLayoutUpdate;
- private bool m_PerformingGraphicUpdate;
- // This list matches the CanvasUpdate enum above. Keep in sync
- private string[] m_CanvasUpdateProfilerStrings = new string[] { "CanvasUpdate.Prelayout", "CanvasUpdate.Layout", "CanvasUpdate.PostLayout", "CanvasUpdate.PreRender", "CanvasUpdate.LatePreRender" };
- private const string m_CullingUpdateProfilerString = "ClipperRegistry.Cull";
- private readonly IndexedSet<ICanvasElement> m_LayoutRebuildQueue = new IndexedSet<ICanvasElement>();
- private readonly IndexedSet<ICanvasElement> m_GraphicRebuildQueue = new IndexedSet<ICanvasElement>();
- protected CanvasUpdateRegistry()
- {
- Canvas.willRenderCanvases += PerformUpdate;
- }
- /// <summary>
- /// Get the singleton registry instance.
- /// </summary>
- public static CanvasUpdateRegistry instance
- {
- get
- {
- if (s_Instance == null)
- s_Instance = new CanvasUpdateRegistry();
- return s_Instance;
- }
- }
- private bool ObjectValidForUpdate(ICanvasElement element)
- {
- var valid = element != null;
- var isUnityObject = element is Object;
- if (isUnityObject)
- valid = (element as Object) != null; //Here we make use of the overloaded UnityEngine.Object == null, that checks if the native object is alive.
- return valid;
- }
- private void CleanInvalidItems()
- {
- // So MB's override the == operator for null equality, which checks
- // if they are destroyed. This is fine if you are looking at a concrete
- // mb, but in this case we are looking at a list of ICanvasElement
- // this won't forward the == operator to the MB, but just check if the
- // interface is null. IsDestroyed will return if the backend is destroyed.
- var layoutRebuildQueueCount = m_LayoutRebuildQueue.Count;
- for (int i = layoutRebuildQueueCount - 1; i >= 0; --i)
- {
- var item = m_LayoutRebuildQueue[i];
- if (item == null)
- {
- m_LayoutRebuildQueue.RemoveAt(i);
- continue;
- }
- if (item.IsDestroyed())
- {
- m_LayoutRebuildQueue.RemoveAt(i);
- item.LayoutComplete();
- }
- }
- var graphicRebuildQueueCount = m_GraphicRebuildQueue.Count;
- for (int i = graphicRebuildQueueCount - 1; i >= 0; --i)
- {
- var item = m_GraphicRebuildQueue[i];
- if (item == null)
- {
- m_GraphicRebuildQueue.RemoveAt(i);
- continue;
- }
- if (item.IsDestroyed())
- {
- m_GraphicRebuildQueue.RemoveAt(i);
- item.GraphicUpdateComplete();
- }
- }
- }
- private static readonly Comparison<ICanvasElement> s_SortLayoutFunction = SortLayoutList;
- private void PerformUpdate()
- {
- UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Layout);
- CleanInvalidItems();
- m_PerformingLayoutUpdate = true;
- m_LayoutRebuildQueue.Sort(s_SortLayoutFunction);
- for (int i = 0; i <= (int)CanvasUpdate.PostLayout; i++)
- {
- UnityEngine.Profiling.Profiler.BeginSample(m_CanvasUpdateProfilerStrings[i]);
- for (int j = 0; j < m_LayoutRebuildQueue.Count; j++)
- {
- var rebuild = m_LayoutRebuildQueue[j];
- try
- {
- if (ObjectValidForUpdate(rebuild))
- rebuild.Rebuild((CanvasUpdate)i);
- }
- catch (Exception e)
- {
- Debug.LogException(e, rebuild.transform);
- }
- }
- UnityEngine.Profiling.Profiler.EndSample();
- }
- for (int i = 0; i < m_LayoutRebuildQueue.Count; ++i)
- m_LayoutRebuildQueue[i].LayoutComplete();
- m_LayoutRebuildQueue.Clear();
- m_PerformingLayoutUpdate = false;
- UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Layout);
- UISystemProfilerApi.BeginSample(UISystemProfilerApi.SampleType.Render);
- // now layout is complete do culling...
- UnityEngine.Profiling.Profiler.BeginSample(m_CullingUpdateProfilerString);
- ClipperRegistry.instance.Cull();
- UnityEngine.Profiling.Profiler.EndSample();
- m_PerformingGraphicUpdate = true;
- for (var i = (int)CanvasUpdate.PreRender; i < (int)CanvasUpdate.MaxUpdateValue; i++)
- {
- UnityEngine.Profiling.Profiler.BeginSample(m_CanvasUpdateProfilerStrings[i]);
- for (var k = 0; k < m_GraphicRebuildQueue.Count; k++)
- {
- try
- {
- var element = m_GraphicRebuildQueue[k];
- if (ObjectValidForUpdate(element))
- element.Rebuild((CanvasUpdate)i);
- }
- catch (Exception e)
- {
- Debug.LogException(e, m_GraphicRebuildQueue[k].transform);
- }
- }
- UnityEngine.Profiling.Profiler.EndSample();
- }
- for (int i = 0; i < m_GraphicRebuildQueue.Count; ++i)
- m_GraphicRebuildQueue[i].GraphicUpdateComplete();
- m_GraphicRebuildQueue.Clear();
- m_PerformingGraphicUpdate = false;
- UISystemProfilerApi.EndSample(UISystemProfilerApi.SampleType.Render);
- }
- private static int ParentCount(Transform child)
- {
- if (child == null)
- return 0;
- var parent = child.parent;
- int count = 0;
- while (parent != null)
- {
- count++;
- parent = parent.parent;
- }
- return count;
- }
- private static int SortLayoutList(ICanvasElement x, ICanvasElement y)
- {
- Transform t1 = x.transform;
- Transform t2 = y.transform;
- return ParentCount(t1) - ParentCount(t2);
- }
- /// <summary>
- /// Try and add the given element to the layout rebuild list.
- /// Will not return if successfully added.
- /// </summary>
- /// <param name="element">The element that is needing rebuilt.</param>
- public static void RegisterCanvasElementForLayoutRebuild(ICanvasElement element)
- {
- instance.InternalRegisterCanvasElementForLayoutRebuild(element);
- }
- /// <summary>
- /// Try and add the given element to the layout rebuild list.
- /// </summary>
- /// <param name="element">The element that is needing rebuilt.</param>
- /// <returns>
- /// True if the element was successfully added to the rebuilt list.
- /// False if either already inside a Graphic Update loop OR has already been added to the list.
- /// </returns>
- public static bool TryRegisterCanvasElementForLayoutRebuild(ICanvasElement element)
- {
- return instance.InternalRegisterCanvasElementForLayoutRebuild(element);
- }
- private bool InternalRegisterCanvasElementForLayoutRebuild(ICanvasElement element)
- {
- if (m_LayoutRebuildQueue.Contains(element))
- return false;
- /* TODO: this likely should be here but causes the error to show just resizing the game view (case 739376)
- if (m_PerformingLayoutUpdate)
- {
- Debug.LogError(string.Format("Trying to add {0} for layout rebuild while we are already inside a layout rebuild loop. This is not supported.", element));
- return false;
- }*/
- return m_LayoutRebuildQueue.AddUnique(element);
- }
- /// <summary>
- /// Try and add the given element to the rebuild list.
- /// Will not return if successfully added.
- /// </summary>
- /// <param name="element">The element that is needing rebuilt.</param>
- public static void RegisterCanvasElementForGraphicRebuild(ICanvasElement element)
- {
- instance.InternalRegisterCanvasElementForGraphicRebuild(element);
- }
- /// <summary>
- /// Try and add the given element to the rebuild list.
- /// </summary>
- /// <param name="element">The element that is needing rebuilt.</param>
- /// <returns>
- /// True if the element was successfully added to the rebuilt list.
- /// False if either already inside a Graphic Update loop OR has already been added to the list.
- /// </returns>
- public static bool TryRegisterCanvasElementForGraphicRebuild(ICanvasElement element)
- {
- return instance.InternalRegisterCanvasElementForGraphicRebuild(element);
- }
- private bool InternalRegisterCanvasElementForGraphicRebuild(ICanvasElement element)
- {
- if (m_PerformingGraphicUpdate)
- {
- Debug.LogError(string.Format("Trying to add {0} for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.", element));
- return false;
- }
- return m_GraphicRebuildQueue.AddUnique(element);
- }
- /// <summary>
- /// Remove the given element from both the graphic and the layout rebuild lists.
- /// </summary>
- /// <param name="element"></param>
- public static void UnRegisterCanvasElementForRebuild(ICanvasElement element)
- {
- instance.InternalUnRegisterCanvasElementForLayoutRebuild(element);
- instance.InternalUnRegisterCanvasElementForGraphicRebuild(element);
- }
- private void InternalUnRegisterCanvasElementForLayoutRebuild(ICanvasElement element)
- {
- if (m_PerformingLayoutUpdate)
- {
- Debug.LogError(string.Format("Trying to remove {0} from rebuild list while we are already inside a rebuild loop. This is not supported.", element));
- return;
- }
- element.LayoutComplete();
- instance.m_LayoutRebuildQueue.Remove(element);
- }
- private void InternalUnRegisterCanvasElementForGraphicRebuild(ICanvasElement element)
- {
- if (m_PerformingGraphicUpdate)
- {
- Debug.LogError(string.Format("Trying to remove {0} from rebuild list while we are already inside a rebuild loop. This is not supported.", element));
- return;
- }
- element.GraphicUpdateComplete();
- instance.m_GraphicRebuildQueue.Remove(element);
- }
- /// <summary>
- /// Are graphics layouts currently being calculated..
- /// </summary>
- /// <returns>True if the rebuild loop is CanvasUpdate.Prelayout, CanvasUpdate.Layout or CanvasUpdate.Postlayout</returns>
- public static bool IsRebuildingLayout()
- {
- return instance.m_PerformingLayoutUpdate;
- }
- /// <summary>
- /// Are graphics currently being rebuild.
- /// </summary>
- /// <returns>True if the rebuild loop is CanvasUpdate.PreRender or CanvasUpdate.Render</returns>
- public static bool IsRebuildingGraphics()
- {
- return instance.m_PerformingGraphicUpdate;
- }
- }
- }
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