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To make them accurate, the developer uses a set of intuitive hints from the Pure.DI API. During the compilation phase, Pure.DI determines the optimal graph structure, checks its correctness, and generates partial class code to create object graphs in the Pure DI paradigm using only basic language constructs. The resulting generated code is robust, works everywhere, throws no exceptions, does not depend on .NET library calls or .NET reflections, is efficient in terms of performance and memory consumption, and is subject to all optimizations. This code can be easily integrated into an application because it does not use unnecessary delegates, additional calls to any methods, type conversions, boxing/unboxing, etc. + Copyright (C) 2025 Nikolay Pianikov + ioc solid dotnet dependency-injection inversion-of-control di injection-container injection-framework dip csharp-sourcegenerator + + + \ No newline at end of file diff --git a/samples/UnityApp/Assets/Packages/Pure.DI.2.1.52/Pure.DI.nuspec.meta b/samples/UnityApp/Assets/Packages/Pure.DI.2.1.52/Pure.DI.nuspec.meta new file mode 100644 index 00000000..e334ddf0 --- /dev/null +++ b/samples/UnityApp/Assets/Packages/Pure.DI.2.1.52/Pure.DI.nuspec.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ae275a04688e6ac40b12b3c7e8f9bbe4 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/samples/UnityApp/Assets/Packages/Pure.DI.2.1.52/README.md b/samples/UnityApp/Assets/Packages/Pure.DI.2.1.52/README.md new file mode 100644 index 00000000..8c882b7f --- /dev/null +++ b/samples/UnityApp/Assets/Packages/Pure.DI.2.1.52/README.md @@ -0,0 +1,30 @@ +_Supports .NET starting with [.NET Framework 2.0](https://www.microsoft.com/en-us/download/details.aspx?id=6041), released 2005-10-27, and all newer versions._ + +## Usage requirements + +- [.NET SDK 6.0.4](https://dotnet.microsoft.com/download/dotnet/6.0) or later is installed. At the same time, you can develop .NET projects even for older versions like .NET Framework 2.0 + +- [C# 8](https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-version-history#c-version-80) or later. This requirement only needs to be met for projects that reference the _Pure.DI_ source code generator, other projects can use any version of C#. + +## Key features + +**Pure.DI is not a framework or library, but a C# source code generator for creating object compositions in the Pure DI paradigm.** To make them accurate, the developer uses a set of intuitive hints from the Pure.DI API. At the compilation stage, Pure.DI determines the optimal graph structure, checks its correctness, and generates partial class code to create object compositions using only basic language constructs. The resulting code is robust, works everywhere, does not create exceptions, does not depend on .NET library calls or .NET reflections, is efficient in terms of performance and memory consumption, and is ready for all optimizations. This code can be easily integrated into an application as it does not use unnecessary delegates, additional calls to any methods, type conversions, boxing/unboxing, etc. + +- [X] DI without any IoC/DI containers, frameworks, dependencies and hence no performance impact or side effects. + >_Pure.DI_ is actually a [.NET code generator](https://docs.microsoft.com/en-us/dotnet/csharp/roslyn-sdk/source-generators-overview). It uses basic language constructs to create simple code as well as if you were doing it yourself: de facto it's just a bunch of nested constructor calls. This code can be viewed, analyzed at any time, and debugged. +- [X] A predictable and verified dependency graph is built and validated on the fly while writing code. + >All logic for analyzing the graph of objects, constructors and methods takes place at compile time. _Pure.DI_ notifies the developer at compile time of missing or cyclic dependencies, cases when some dependencies are not suitable for injection, etc. The developer has no chance to get a program that will crash at runtime because of some exception related to incorrect object graph construction. All this magic happens at the same time as the code is written, so you have instant feedback between the fact that you have made changes to your code and the fact that your code is already tested and ready to use. +- [X] Does not add any dependencies to other assemblies. + >When using pure DI, no dependencies are added to assemblies because only basic language constructs and nothing more are used. +- [X] Highest performance, including compiler and JIT optimization and minimal memory consumption. + >All generated code runs as fast as your own, in pure DI style, including compile-time and run-time optimization. As mentioned above, graph analysis is done at compile time, and at runtime there are only a bunch of nested constructors, and that's it. Memory is spent only on the object graph being created. +- [X] It works everywhere. + >Since the pure DI approach does not use any dependencies or [.NET reflection](https://docs.microsoft.com/en-us/dotnet/framework/reflection-and-codedom/reflection) at runtime, it does not prevent the code from running as expected on any platform: Full .NET Framework 2.0+, .NET Core, .NET, UWP/XBOX, .NET IoT, Xamarin, Native AOT, etc. +- [X] Ease of Use. + >The _Pure.DI_ API is very similar to the API of most IoC/DI libraries. And this was a conscious decision: the main reason is that programmers don't need to learn a new API. +- [X] Superfine customization of generic types. + >In _Pure.DI_ it is proposed to use special marker types instead of using open generic types. This allows you to build the object graph more accurately and take full advantage of generic types. +- [X] Supports the major .NET BCL types out of the box. + >_Pure.DI_ already [supports](#base-class-library) many of [BCL types](https://docs.microsoft.com/en-us/dotnet/standard/framework-libraries#base-class-libraries) like `Array`, `IEnumerable`, `IList`, `IReadOnlyCollection`, `IReadOnlyList`, `ISet`, `IProducerConsumerCollection`, `ConcurrentBag`, `Func`, `ThreadLocal`, `ValueTask`, `Task`, `MemoryPool`, `ArrayPool`, `ReadOnlyMemory`, `Memory`, `ReadOnlySpan`, `Span`, `IComparer`, `IEqualityComparer` and etc. without any extra effort. +- [X] Good for building libraries or frameworks where resource consumption is particularly critical. + >Its high performance, zero memory consumption/preparation overhead, and lack of dependencies make it ideal for building libraries and frameworks. diff --git a/samples/UnityApp/Assets/Packages/Pure.DI.2.1.52/README.md.meta 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Scene.unity.meta b/samples/UnityApp/Assets/Scenes/Clock Scene.unity.meta new file mode 100644 index 00000000..9531828b --- /dev/null +++ b/samples/UnityApp/Assets/Scenes/Clock Scene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 99c9720ab356a0642a771bea13969a05 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/samples/UnityApp/Assets/Scripts.meta b/samples/UnityApp/Assets/Scripts.meta new file mode 100644 index 00000000..79d31a96 --- /dev/null +++ b/samples/UnityApp/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cdfe57481230fcc4890facf90edef38c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/samples/UnityApp/Assets/Scripts/Clock.cs b/samples/UnityApp/Assets/Scripts/Clock.cs new file mode 100644 index 00000000..3c3cb9a2 --- /dev/null +++ b/samples/UnityApp/Assets/Scripts/Clock.cs @@ -0,0 +1,36 @@ +using System; +using Pure.DI; +using UnityEngine; + +public class Clock : MonoBehaviour +{ + [SerializeField] + private Transform hoursPivot; + + [SerializeField] + private Transform minutesPivot; + + [SerializeField] + private Transform secondsPivot; + + private IClockViewModel clockViewModel; + + [Ordinal(0)] + public void Inject(IClockViewModel clockViewModel) + { + this.clockViewModel = clockViewModel; + } + + void Start() + { + Composition.Shared.BuildUp(this); + } + + void Update() + { + clockViewModel.Update(); + hoursPivot.localRotation = clockViewModel.HoursRotation; + minutesPivot.localRotation = clockViewModel.MinutesRotation; + secondsPivot.localRotation = clockViewModel.SecondsRotation; + } +} diff --git a/samples/UnityApp/Assets/Scripts/Clock.cs.meta b/samples/UnityApp/Assets/Scripts/Clock.cs.meta new file mode 100644 index 00000000..25ffd1e3 --- /dev/null +++ b/samples/UnityApp/Assets/Scripts/Clock.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c5cdbad8394da674daccd3531201b39d \ No newline at end of file diff --git a/samples/UnityApp/Assets/Scripts/ClockService.cs b/samples/UnityApp/Assets/Scripts/ClockService.cs new file mode 100644 index 00000000..49a1f971 --- /dev/null +++ b/samples/UnityApp/Assets/Scripts/ClockService.cs @@ -0,0 +1,6 @@ +using System; + +public class ClockService : IClockService +{ + public DateTime Now => DateTime.Now; +} \ No newline at end of file diff --git a/samples/UnityApp/Assets/Scripts/ClockService.cs.meta b/samples/UnityApp/Assets/Scripts/ClockService.cs.meta new file mode 100644 index 00000000..c98cdde3 --- /dev/null +++ b/samples/UnityApp/Assets/Scripts/ClockService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: cb424dfa26514fcd8201fe4674e82da2 +timeCreated: 1737636234 \ No newline at end of file diff --git a/samples/UnityApp/Assets/Scripts/ClockViewModel.cs b/samples/UnityApp/Assets/Scripts/ClockViewModel.cs new file mode 100644 index 00000000..1958fba9 --- /dev/null +++ b/samples/UnityApp/Assets/Scripts/ClockViewModel.cs @@ -0,0 +1,26 @@ +using UnityEngine; + +public class ClockViewModel : IClockViewModel +{ + const float HoursToDegrees = -30f, MinutesToDegrees = -6f, SecondsToDegrees = -6f; + private readonly IClockService _clockService; + + public ClockViewModel(IClockService clockService) + { + _clockService = clockService; + } + + public Quaternion HoursRotation { get; private set; } + + public Quaternion MinutesRotation { get; private set; } + + public Quaternion SecondsRotation { get; private set; } + + public void Update() + { + var now = _clockService.Now.TimeOfDay; + HoursRotation = Quaternion.Euler(0f, 0f, HoursToDegrees * (float)now.TotalHours); + MinutesRotation = Quaternion.Euler(0f, 0f, MinutesToDegrees * (float)now.TotalMinutes); + SecondsRotation = Quaternion.Euler(0f, 0f, SecondsToDegrees * (float)now.TotalSeconds); + } +} \ No newline at end of file diff --git a/samples/UnityApp/Assets/Scripts/ClockViewModel.cs.meta b/samples/UnityApp/Assets/Scripts/ClockViewModel.cs.meta new file mode 100644 index 00000000..87e467e1 --- /dev/null +++ b/samples/UnityApp/Assets/Scripts/ClockViewModel.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: cd16f71e984449f288e93e3f16ff6605 +timeCreated: 1737636323 \ No newline at end of file diff --git a/samples/UnityApp/Assets/Scripts/Composition.cs b/samples/UnityApp/Assets/Scripts/Composition.cs new file mode 100644 index 00000000..b85050b2 --- /dev/null +++ b/samples/UnityApp/Assets/Scripts/Composition.cs @@ -0,0 +1,21 @@ +using Pure.DI; +using static Pure.DI.Lifetime; + +internal partial class Composition +{ + public static readonly Composition Shared = new(); + + private void Setup() => + DI.Setup() + .Hint(Hint.Resolve, "Off") + .Bind().As(Singleton).To() + .Bind().To() + .RootArg("clock", "arg") + .Bind().To(ctx => + { + ctx.Inject("arg", out Clock clock); + ctx.BuildUp(clock); + return clock; + }) + .Root("BuildUp"); +} diff --git a/samples/UnityApp/Assets/Scripts/Composition.cs.meta b/samples/UnityApp/Assets/Scripts/Composition.cs.meta new file mode 100644 index 00000000..3c10e122 --- /dev/null +++ b/samples/UnityApp/Assets/Scripts/Composition.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2ede801225413454c95716bdd7e97639 \ No newline at end of file diff --git a/samples/UnityApp/Assets/Scripts/IClockService.cs b/samples/UnityApp/Assets/Scripts/IClockService.cs new file mode 100644 index 00000000..71e8ea37 --- /dev/null +++ b/samples/UnityApp/Assets/Scripts/IClockService.cs @@ -0,0 +1,6 @@ +using System; + +public interface IClockService +{ + DateTime Now { get; } +} \ No newline at end of file diff --git a/samples/UnityApp/Assets/Scripts/IClockService.cs.meta b/samples/UnityApp/Assets/Scripts/IClockService.cs.meta new file mode 100644 index 00000000..cccf30af --- /dev/null +++ b/samples/UnityApp/Assets/Scripts/IClockService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7bc133e51257465ca44ddebec3890543 +timeCreated: 1737636037 \ No newline at end of file diff --git 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file mode 100644 index 00000000..ad55ecaa --- /dev/null +++ b/samples/UnityApp/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs @@ -0,0 +1,242 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System; +using System.IO; +using System.Reflection; + +[CustomEditor(typeof(Readme))] +[InitializeOnLoad] +public class ReadmeEditor : Editor +{ + static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; + + static string s_ReadmeSourceDirectory = "Assets/TutorialInfo"; + + const float k_Space = 16f; + + static ReadmeEditor() + { + EditorApplication.delayCall += SelectReadmeAutomatically; + } + + static void RemoveTutorial() + { + if (EditorUtility.DisplayDialog("Remove Readme Assets", + + $"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?", + "Proceed", + "Cancel")) + { + if (Directory.Exists(s_ReadmeSourceDirectory)) + { + FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory); + FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta"); + } + else + { + Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}"); + } + + var readmeAsset = SelectReadme(); + if (readmeAsset != null) + { + var path = AssetDatabase.GetAssetPath(readmeAsset); + FileUtil.DeleteFileOrDirectory(path + ".meta"); + FileUtil.DeleteFileOrDirectory(path); + } + + AssetDatabase.Refresh(); + } + } + + static void SelectReadmeAutomatically() + { + if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false)) + { + var readme = SelectReadme(); + SessionState.SetBool(s_ShowedReadmeSessionStateName, true); + + if (readme && !readme.loadedLayout) + { + LoadLayout(); + readme.loadedLayout = true; + } + } + } + + static void LoadLayout() + { + var assembly = typeof(EditorApplication).Assembly; + var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); + var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); + method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false }); + } + + static Readme SelectReadme() + { + var ids = AssetDatabase.FindAssets("Readme t:Readme"); + if (ids.Length == 1) + { + var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); + + Selection.objects = new UnityEngine.Object[] { readmeObject }; + + return (Readme)readmeObject; + } + else + { + Debug.Log("Couldn't find a readme"); + return null; + } + } + + protected override void OnHeaderGUI() + { + var readme = (Readme)target; + Init(); + + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + if (readme.icon != null) + { + GUILayout.Space(k_Space); + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + } + GUILayout.Space(k_Space); + GUILayout.BeginVertical(); + { + + GUILayout.FlexibleSpace(); + GUILayout.Label(readme.title, TitleStyle); + GUILayout.FlexibleSpace(); + } + GUILayout.EndVertical(); + GUILayout.FlexibleSpace(); + } + GUILayout.EndHorizontal(); + } + + public override void OnInspectorGUI() + { + var readme = (Readme)target; + Init(); + + foreach (var section in readme.sections) + { + if (!string.IsNullOrEmpty(section.heading)) + { + GUILayout.Label(section.heading, HeadingStyle); + } + + if (!string.IsNullOrEmpty(section.text)) + { + GUILayout.Label(section.text, BodyStyle); + } + + if (!string.IsNullOrEmpty(section.linkText)) + { + if (LinkLabel(new GUIContent(section.linkText))) + { + Application.OpenURL(section.url); + } + } + + GUILayout.Space(k_Space); + } + + if (GUILayout.Button("Remove Readme Assets", ButtonStyle)) + { + RemoveTutorial(); + } + } + + bool m_Initialized; + + GUIStyle LinkStyle + { + get { return m_LinkStyle; } + } + + [SerializeField] + GUIStyle m_LinkStyle; + + GUIStyle TitleStyle + { + get { return m_TitleStyle; } + } + + [SerializeField] + GUIStyle m_TitleStyle; + + GUIStyle HeadingStyle + { + get { return m_HeadingStyle; } + } + + [SerializeField] + GUIStyle m_HeadingStyle; + + GUIStyle BodyStyle + { + get { return m_BodyStyle; } + } + + [SerializeField] + GUIStyle m_BodyStyle; + + GUIStyle ButtonStyle + { + get { return m_ButtonStyle; } + } + + [SerializeField] + GUIStyle m_ButtonStyle; + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); + m_BodyStyle.wordWrap = true; + m_BodyStyle.fontSize = 14; + m_BodyStyle.richText = true; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontStyle = FontStyle.Bold; + m_HeadingStyle.fontSize = 18; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f); + m_LinkStyle.stretchWidth = false; + + m_ButtonStyle = new GUIStyle(EditorStyles.miniButton); + m_ButtonStyle.fontStyle = FontStyle.Bold; + + m_Initialized = true; + } + + bool LinkLabel(GUIContent label, params GUILayoutOption[] options) + { + var position = GUILayoutUtility.GetRect(label, LinkStyle, options); + + Handles.BeginGUI(); + Handles.color = LinkStyle.normal.textColor; + Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); + Handles.color = Color.white; + Handles.EndGUI(); + + EditorGUIUtility.AddCursorRect(position, MouseCursor.Link); + + return GUI.Button(position, label, LinkStyle); + } +} diff --git a/samples/UnityApp/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/samples/UnityApp/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta new file mode 100644 index 00000000..f0386181 --- /dev/null +++ b/samples/UnityApp/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 476cc7d7cd9874016adc216baab94a0a +timeCreated: 1484146680 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/samples/UnityApp/Assets/TutorialInfo/Scripts/Readme.cs b/samples/UnityApp/Assets/TutorialInfo/Scripts/Readme.cs new file mode 100644 index 00000000..95f62693 --- /dev/null +++ b/samples/UnityApp/Assets/TutorialInfo/Scripts/Readme.cs @@ -0,0 +1,16 @@ +using System; +using UnityEngine; + +public class Readme : ScriptableObject +{ + public Texture2D icon; + public string title; + public Section[] sections; + public bool loadedLayout; + + [Serializable] + public class Section + { + public string heading, text, linkText, url; + } +} diff --git a/samples/UnityApp/Assets/TutorialInfo/Scripts/Readme.cs.meta 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