Files
2025-07-04 20:33:06 +03:00

63 lines
2.0 KiB
C#

/*
* 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<IActiveState>
{
public ActiveStateDebugTree(IActiveState root) : base(root)
{
}
private static Dictionary<Type, IActiveStateModel> _models =
new Dictionary<Type, IActiveStateModel>();
public static void RegisterModel<TType>(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<IActiveState> children)
{
if (_models.TryGetValue(node.GetType(), out IActiveStateModel model)
&& model != null)
{
children = model.GetChildren(node);
return true;
}
children = null;
return false;
}
}
}