Example #1
0
        public void ChangeInspectionValue(GUIView value)
        {
            if (m_inspectedView == value)
            {
                return;
            }

            if (value is GUIView)
            {
                GUIViewDebuggerHelper.DebugWindow(value);
                value.Repaint();

                var hostView = value as HostView;

                m_inspectedView         = value;
                m_inspectedEditorWindow = hostView?.actualView;
            }
            else
            {
                GUIViewDebuggerHelper.StopDebugging();

                m_inspectedView         = null;
                m_inspectedEditorWindow = null;
            }

            OnViewChanged.Invoke();
        }
Example #2
0
        public AutomatedWindow(T windowToDrive)
        {
            m_EditorWindow = windowToDrive;
            //TODO: find a way to properly pass this data from the runner here.
            isAutomationVisible = EditorPrefs.GetBool("UnityEditor.PlaymodeTestsRunnerWindow" + ".visualizeUIAutomationEvents", false);

            //TODO: at the moment you can only debug one GUIView at a time, and nothing prevents from someone else to change who's being debugged.
            //figure out a way to handle this.
            GUIViewDebuggerHelper.DebugWindow(m_EditorWindow.m_Parent);
            GUIViewDebuggerHelper.onViewInstructionsChanged += m_Model.ViewContentsChanged;
            m_EditorWindow.RepaintImmediately(); //will create all the instructions, and will trigger onViewInstructionsChanged

            m_Disposed       = false;
            m_DeveloperBuild = Unsupported.IsDeveloperMode();
        }
 public static void DebugWindow(GUIViewProxy guiViewProxy)
 {
     GUIViewDebuggerHelper.DebugWindow(guiViewProxy.guiView);
 }