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