Merge pull request #90060 from warquys/CSharp-DebugInfo

Add DebugView for Array and Dictionary, based of the DebugView from the .NET Foundation
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Rémi Verschelde 2024-04-08 11:20:46 +02:00
commit 368d6db6cc
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4 changed files with 84 additions and 0 deletions

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@ -5,6 +5,7 @@ using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.CompilerServices;
using Godot.NativeInterop;
using System.Diagnostics;
#nullable enable
@ -16,6 +17,8 @@ namespace Godot.Collections
/// interfacing with the engine. Otherwise prefer .NET collections
/// such as <see cref="System.Array"/> or <see cref="List{T}"/>.
/// </summary>
[DebuggerTypeProxy(typeof(ArrayDebugView<Variant>))]
[DebuggerDisplay("Count = {Count}")]
#pragma warning disable CA1710 // Identifiers should have correct suffix
public sealed class Array :
#pragma warning restore CA1710
@ -1040,6 +1043,8 @@ namespace Godot.Collections
/// such as arrays or <see cref="List{T}"/>.
/// </summary>
/// <typeparam name="T">The type of the array.</typeparam>
[DebuggerTypeProxy(typeof(ArrayDebugView<>))]
[DebuggerDisplay("Count = {Count}")]
[SuppressMessage("ReSharper", "RedundantExtendsListEntry")]
[SuppressMessage("Naming", "CA1710", MessageId = "Identifiers should have correct suffix")]
public sealed class Array<[MustBeVariant] T> :

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@ -0,0 +1,73 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace Godot.Collections
{
internal sealed class ArrayDebugView<T>
{
private readonly IList<T> _array;
public ArrayDebugView(IList<T> array)
{
ArgumentNullException.ThrowIfNull(array);
_array = array;
}
[DebuggerBrowsable(DebuggerBrowsableState.RootHidden)]
public T[] Items
{
get
{
var items = new T[_array.Count];
_array.CopyTo(items, 0);
return items;
}
}
}
internal sealed class DictionaryDebugView<TKey, TValue>
{
private readonly IDictionary<TKey, TValue> _dictionary;
public DictionaryDebugView(IDictionary<TKey, TValue> dictionary)
{
ArgumentNullException.ThrowIfNull(dictionary);
_dictionary = dictionary;
}
[DebuggerBrowsable(DebuggerBrowsableState.RootHidden)]
public DictionaryKeyItemDebugView<TKey, TValue>[] Items
{
get
{
var items = new KeyValuePair<TKey, TValue>[_dictionary.Count];
var views = new DictionaryKeyItemDebugView<TKey, TValue>[_dictionary.Count];
_dictionary.CopyTo(items, 0);
for (int i = 0; i < items.Length; i++)
{
views[i] = new DictionaryKeyItemDebugView<TKey, TValue>(items[i]);
}
return views;
}
}
}
[DebuggerDisplay("{Value}", Name = "[{Key}]")]
internal readonly struct DictionaryKeyItemDebugView<TKey, TValue>
{
public DictionaryKeyItemDebugView(KeyValuePair<TKey, TValue> keyValue)
{
Key = keyValue.Key;
Value = keyValue.Value;
}
[DebuggerBrowsable(DebuggerBrowsableState.Collapsed)]
public TKey Key { get; }
[DebuggerBrowsable(DebuggerBrowsableState.Collapsed)]
public TValue Value { get; }
}
}

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@ -4,6 +4,7 @@ using System.Collections;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.CompilerServices;
using Godot.NativeInterop;
using System.Diagnostics;
#nullable enable
@ -14,6 +15,8 @@ namespace Godot.Collections
/// typed elements allocated in the engine in C++. Useful when
/// interfacing with the engine.
/// </summary>
[DebuggerTypeProxy(typeof(DictionaryDebugView<Variant, Variant>))]
[DebuggerDisplay("Count = {Count}")]
public sealed class Dictionary :
IDictionary<Variant, Variant>,
IReadOnlyDictionary<Variant, Variant>,
@ -480,6 +483,8 @@ namespace Godot.Collections
/// </summary>
/// <typeparam name="TKey">The type of the dictionary's keys.</typeparam>
/// <typeparam name="TValue">The type of the dictionary's values.</typeparam>
[DebuggerTypeProxy(typeof(DictionaryDebugView<,>))]
[DebuggerDisplay("Count = {Count}")]
public class Dictionary<[MustBeVariant] TKey, [MustBeVariant] TValue> :
IDictionary<TKey, TValue>,
IReadOnlyDictionary<TKey, TValue>,

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@ -77,6 +77,7 @@
<Compile Include="Core\Color.cs" />
<Compile Include="Core\Colors.cs" />
<Compile Include="Core\DebuggingUtils.cs" />
<Compile Include="Core\DebugView.cs" />
<Compile Include="Core\DelegateUtils.cs" />
<Compile Include="Core\Dictionary.cs" />
<Compile Include="Core\Dispatcher.cs" />