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using SRDebugger.Internal;
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using UnityEngine;
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namespace SRDebugger
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{
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public delegate void VisibilityChangedDelegate(bool isVisible);
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public delegate void ActionCompleteCallback(bool success);
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public delegate void PinnedUiCanvasCreated(RectTransform canvasTransform);
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}
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namespace SRDebugger.Services
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{
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using UnityEngine;
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public interface IDebugService
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{
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/// <summary>
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/// Current settings being used by the debugger
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/// </summary>
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Settings Settings { get; }
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/// <summary>
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/// True if the debug panel is currently being shown
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/// </summary>
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bool IsDebugPanelVisible { get; }
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/// <summary>
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/// True if the trigger is currently enabled
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/// </summary>
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bool IsTriggerEnabled { get; set; }
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IDockConsoleService DockConsole { get; }
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bool IsProfilerDocked { get; set; }
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/// <summary>
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/// Add <paramref name="entry"/> to the system information tab. See <seealso cref="InfoEntry"/> for how to create
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/// an info instance.
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/// </summary>
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/// <param name="entry">The entry to be added.</param>
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/// <param name="category">The category the entry should be added to.</param>
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void AddSystemInfo(InfoEntry entry, string category = "Default");
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/// <summary>
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/// Show the debug panel
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/// </summary>
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/// <param name="requireEntryCode">
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/// If true and entry code is enabled in settings, the user will be prompted for a passcode
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/// before opening the panel.
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/// </param>
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void ShowDebugPanel(bool requireEntryCode = true);
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/// <summary>
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/// Show the debug panel and open a certain tab
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/// </summary>
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/// <param name="tab">Tab that will appear when the debug panel is opened</param>
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/// <param name="requireEntryCode">
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/// If true and entry code is enabled in settings, the user will be prompted for a passcode
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/// before opening the panel.
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/// </param>
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void ShowDebugPanel(DefaultTabs tab, bool requireEntryCode = true);
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/// <summary>
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/// Hide the debug panel
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/// </summary>
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void HideDebugPanel();
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/// <summary>
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/// Hide the debug panel, then remove it from the scene to save memory.
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/// </summary>
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void DestroyDebugPanel();
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/// <summary>
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/// Add all an objects compatible properties and methods to the options panel.
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/// <remarks>NOTE: It is not recommended to use this on a MonoBehaviour, it should be used on a standard
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/// class made specifically for use as a settings object.</remarks>
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/// </summary>
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/// <param name="container">The object to add.</param>
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void AddOptionContainer(object container);
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/// <summary>
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/// Remove all properties and methods that the <paramref name="container"/> added to the options panel.
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/// </summary>
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/// <param name="container">The container to remove.</param>
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void RemoveOptionContainer(object container);
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/// <summary>
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/// Add an option to the options panel.
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/// </summary>
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void AddOption(OptionDefinition option);
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/// <summary>
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/// Remove an option from the options panel.
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/// </summary>
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/// <returns>True if option was successfully removed, otherwise false.</returns>
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bool RemoveOption(OptionDefinition option);
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/// <summary>
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/// Pin all options in a category.
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/// </summary>
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/// <param name="category"></param>
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void PinAllOptions(string category);
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/// <summary>
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/// Unpin all options in a category.
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/// </summary>
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/// <param name="category"></param>
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void UnpinAllOptions(string category);
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void PinOption(string name);
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void UnpinOption(string name);
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/// <summary>
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/// Clear all pinned options.
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/// </summary>
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void ClearPinnedOptions();
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/// <summary>
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/// Open a bug report sheet.
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/// </summary>
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/// <param name="onComplete">Callback to invoke once the bug report is completed or cancelled. Null to ignore.</param>
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/// <param name="takeScreenshot">
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/// Take a screenshot before opening the report sheet (otherwise a screenshot will be taken as
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/// the report is sent, if enabled in settings)
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/// </param>
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/// <param name="descriptionContent">Initial content of the bug report description</param>
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void ShowBugReportSheet(ActionCompleteCallback onComplete = null, bool takeScreenshot = true,
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string descriptionContent = null);
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/// <summary>
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/// Event invoked whenever the debug panel opens or closes
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/// </summary>
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event VisibilityChangedDelegate PanelVisibilityChanged;
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event PinnedUiCanvasCreated PinnedUiCanvasCreated;
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/// <summary>
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/// ADVANCED FEATURE. This will convert the debug panel to a world space object and return the RectTransform.
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/// This can be used to position the SRDebugger panel somewhere in your scene.
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/// This feature is for advanced users only who know what they are doing. Only limited support will be provided
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/// for this method.
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/// The debug panel will be made visible if it is not already.
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/// </summary>
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/// <returns>The debug panel RectTransform.</returns>
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RectTransform EnableWorldSpaceMode();
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}
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}
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