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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commit
368d6db6cc
4 changed files with 84 additions and 0 deletions
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@ -5,6 +5,7 @@ using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using Godot.NativeInterop;
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using System.Diagnostics;
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#nullable enable
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@ -16,6 +17,8 @@ namespace Godot.Collections
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/// interfacing with the engine. Otherwise prefer .NET collections
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/// such as <see cref="System.Array"/> or <see cref="List{T}"/>.
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/// </summary>
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[DebuggerTypeProxy(typeof(ArrayDebugView<Variant>))]
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[DebuggerDisplay("Count = {Count}")]
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#pragma warning disable CA1710 // Identifiers should have correct suffix
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public sealed class Array :
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#pragma warning restore CA1710
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@ -1040,6 +1043,8 @@ namespace Godot.Collections
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/// such as arrays or <see cref="List{T}"/>.
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/// </summary>
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/// <typeparam name="T">The type of the array.</typeparam>
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[DebuggerTypeProxy(typeof(ArrayDebugView<>))]
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[DebuggerDisplay("Count = {Count}")]
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[SuppressMessage("ReSharper", "RedundantExtendsListEntry")]
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[SuppressMessage("Naming", "CA1710", MessageId = "Identifiers should have correct suffix")]
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public sealed class Array<[MustBeVariant] T> :
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73
modules/mono/glue/GodotSharp/GodotSharp/Core/DebugView.cs
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73
modules/mono/glue/GodotSharp/GodotSharp/Core/DebugView.cs
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@ -0,0 +1,73 @@
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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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namespace Godot.Collections
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{
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internal sealed class ArrayDebugView<T>
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{
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private readonly IList<T> _array;
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public ArrayDebugView(IList<T> array)
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{
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ArgumentNullException.ThrowIfNull(array);
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_array = array;
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}
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[DebuggerBrowsable(DebuggerBrowsableState.RootHidden)]
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public T[] Items
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{
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get
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{
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var items = new T[_array.Count];
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_array.CopyTo(items, 0);
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return items;
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}
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}
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}
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internal sealed class DictionaryDebugView<TKey, TValue>
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{
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private readonly IDictionary<TKey, TValue> _dictionary;
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public DictionaryDebugView(IDictionary<TKey, TValue> dictionary)
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{
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ArgumentNullException.ThrowIfNull(dictionary);
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_dictionary = dictionary;
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}
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[DebuggerBrowsable(DebuggerBrowsableState.RootHidden)]
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public DictionaryKeyItemDebugView<TKey, TValue>[] Items
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{
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get
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{
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var items = new KeyValuePair<TKey, TValue>[_dictionary.Count];
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var views = new DictionaryKeyItemDebugView<TKey, TValue>[_dictionary.Count];
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_dictionary.CopyTo(items, 0);
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for (int i = 0; i < items.Length; i++)
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{
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views[i] = new DictionaryKeyItemDebugView<TKey, TValue>(items[i]);
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}
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return views;
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}
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}
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}
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[DebuggerDisplay("{Value}", Name = "[{Key}]")]
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internal readonly struct DictionaryKeyItemDebugView<TKey, TValue>
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{
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public DictionaryKeyItemDebugView(KeyValuePair<TKey, TValue> keyValue)
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{
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Key = keyValue.Key;
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Value = keyValue.Value;
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}
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[DebuggerBrowsable(DebuggerBrowsableState.Collapsed)]
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public TKey Key { get; }
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[DebuggerBrowsable(DebuggerBrowsableState.Collapsed)]
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public TValue Value { get; }
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}
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}
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@ -4,6 +4,7 @@ using System.Collections;
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using System.Diagnostics.CodeAnalysis;
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using System.Runtime.CompilerServices;
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using Godot.NativeInterop;
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using System.Diagnostics;
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#nullable enable
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@ -14,6 +15,8 @@ namespace Godot.Collections
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/// typed elements allocated in the engine in C++. Useful when
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/// interfacing with the engine.
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/// </summary>
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[DebuggerTypeProxy(typeof(DictionaryDebugView<Variant, Variant>))]
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[DebuggerDisplay("Count = {Count}")]
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public sealed class Dictionary :
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IDictionary<Variant, Variant>,
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IReadOnlyDictionary<Variant, Variant>,
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@ -480,6 +483,8 @@ namespace Godot.Collections
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/// </summary>
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/// <typeparam name="TKey">The type of the dictionary's keys.</typeparam>
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/// <typeparam name="TValue">The type of the dictionary's values.</typeparam>
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[DebuggerTypeProxy(typeof(DictionaryDebugView<,>))]
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[DebuggerDisplay("Count = {Count}")]
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public class Dictionary<[MustBeVariant] TKey, [MustBeVariant] TValue> :
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IDictionary<TKey, TValue>,
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IReadOnlyDictionary<TKey, TValue>,
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@ -77,6 +77,7 @@
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<Compile Include="Core\Color.cs" />
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<Compile Include="Core\Colors.cs" />
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<Compile Include="Core\DebuggingUtils.cs" />
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<Compile Include="Core\DebugView.cs" />
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<Compile Include="Core\DelegateUtils.cs" />
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<Compile Include="Core\Dictionary.cs" />
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<Compile Include="Core\Dispatcher.cs" />
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