Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using Oculus.Interaction.DebugTree;
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using System;
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using System.Collections.Generic;
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namespace Oculus.Interaction.PoseDetection.Debug
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{
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public class ActiveStateDebugTree : DebugTree<IActiveState>
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{
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public ActiveStateDebugTree(IActiveState root) : base(root)
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{
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}
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private static Dictionary<Type, IActiveStateModel> _models =
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new Dictionary<Type, IActiveStateModel>();
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public static void RegisterModel<TType>(IActiveStateModel stateModel)
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where TType : class, IActiveState
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{
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Type key = typeof(TType);
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if (_models.ContainsKey(key))
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{
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_models[key] = stateModel;
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}
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else
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{
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_models.Add(key, stateModel);
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}
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}
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protected override bool TryGetChildren(IActiveState node, out IEnumerable<IActiveState> children)
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{
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if (_models.TryGetValue(node.GetType(), out IActiveStateModel model)
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&& model != null)
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{
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children = model.GetChildren(node);
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return true;
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}
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children = null;
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return false;
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}
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}
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}
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