340 lines
13 KiB
C#
340 lines
13 KiB
C#
#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
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#define USE_INPUT_SYSTEM
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#endif
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// Input support for Rendering Debugger using legacy InputManager
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#if !USE_INPUT_SYSTEM
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using System;
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using System.Collections.Generic;
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namespace UnityEngine.Rendering
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{
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internal enum DebugAction
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{
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EnableDebugMenu,
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PreviousDebugPanel,
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NextDebugPanel,
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MakePersistent,
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MoveHorizontal,
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Multiplier,
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ResetAll,
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DebugActionCount
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}
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enum DebugActionRepeatMode
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{
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Never,
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Delay
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}
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public sealed partial class DebugManager
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{
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const string k_EnableDebugBtn1 = "Enable Debug Button 1";
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const string k_EnableDebugBtn2 = "Enable Debug Button 2";
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DebugActionDesc[] m_DebugActions;
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DebugActionState[] m_DebugActionStates;
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void RegisterActions()
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{
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m_DebugActions = new DebugActionDesc[(int)DebugAction.DebugActionCount];
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m_DebugActionStates = new DebugActionState[(int)DebugAction.DebugActionCount];
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var enableDebugMenu = new DebugActionDesc();
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enableDebugMenu.buttonTriggerList.Add(new[] { k_EnableDebugBtn1, k_EnableDebugBtn2 });
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enableDebugMenu.keyTriggerList.Add(new[] { KeyCode.LeftControl, KeyCode.Backspace });
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enableDebugMenu.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.EnableDebugMenu, enableDebugMenu);
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var resetDebugMenu = new DebugActionDesc();
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resetDebugMenu.keyTriggerList.Add(new[] { KeyCode.LeftAlt, KeyCode.Backspace });
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resetDebugMenu.buttonTriggerList.Add(new[] { k_ResetBtn, k_EnableDebugBtn2 });
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resetDebugMenu.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.ResetAll, resetDebugMenu);
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var nextDebugPanel = new DebugActionDesc();
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nextDebugPanel.buttonTriggerList.Add(new[] { k_DebugNextBtn });
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nextDebugPanel.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.NextDebugPanel, nextDebugPanel);
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var previousDebugPanel = new DebugActionDesc();
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previousDebugPanel.buttonTriggerList.Add(new[] { k_DebugPreviousBtn });
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previousDebugPanel.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.PreviousDebugPanel, previousDebugPanel);
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var persistent = new DebugActionDesc();
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persistent.buttonTriggerList.Add(new[] { k_PersistentBtn });
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persistent.repeatMode = DebugActionRepeatMode.Never;
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AddAction(DebugAction.MakePersistent, persistent);
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var multiplier = new DebugActionDesc();
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multiplier.buttonTriggerList.Add(new[] { k_MultiplierBtn });
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multiplier.repeatMode = DebugActionRepeatMode.Delay;
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multiplier.repeatDelay = 0f;
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AddAction(DebugAction.Multiplier, multiplier);
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var moveHorizontal = new DebugActionDesc();
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moveHorizontal.axisTrigger = k_DPadHorizontal;
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moveHorizontal.repeatMode = DebugActionRepeatMode.Delay;
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moveHorizontal.repeatDelay = 0.16f;
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AddAction(DebugAction.MoveHorizontal, moveHorizontal);
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}
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void AddAction(DebugAction action, DebugActionDesc desc)
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{
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int index = (int)action;
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m_DebugActions[index] = desc;
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m_DebugActionStates[index] = new DebugActionState();
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}
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void SampleAction(int actionIndex)
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{
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var desc = m_DebugActions[actionIndex];
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var state = m_DebugActionStates[actionIndex];
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#if ENABLE_LEGACY_INPUT_MANAGER
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if (state.runningAction == false)
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{
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// Check button triggers
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for (int buttonListIndex = 0; buttonListIndex < desc.buttonTriggerList.Count; ++buttonListIndex)
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{
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var buttons = desc.buttonTriggerList[buttonListIndex];
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bool allButtonPressed = true;
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try
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{
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foreach (var button in buttons)
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{
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allButtonPressed = Input.GetButton(button);
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if (!allButtonPressed)
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break;
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}
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}
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catch (ArgumentException)
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{
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// Exception thrown if the input mapping gets removed while in play mode (UUM-37148)
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allButtonPressed = false;
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}
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if (allButtonPressed)
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{
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state.TriggerWithButton(buttons, 1f);
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break;
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}
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}
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// Check axis triggers
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if (desc.axisTrigger != "")
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{
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try
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{
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float axisValue = Input.GetAxis(desc.axisTrigger);
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if (axisValue != 0f)
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state.TriggerWithAxis(desc.axisTrigger, axisValue);
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}
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catch (ArgumentException)
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{
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// Exception thrown if the input mapping gets removed while in play mode (UUM-37148)
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}
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}
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// Check key triggers
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for (int keyListIndex = 0; keyListIndex < desc.keyTriggerList.Count; ++keyListIndex)
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{
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bool allKeyPressed = true;
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var keys = desc.keyTriggerList[keyListIndex];
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try
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{
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foreach (var key in keys)
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{
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allKeyPressed = Input.GetKey(key);
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if (!allKeyPressed)
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break;
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}
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}
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catch (ArgumentException)
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{
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// Exception thrown if the input mapping gets removed while in play mode (UUM-37148)
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allKeyPressed = false;
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}
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if (allKeyPressed)
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{
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state.TriggerWithKey(keys, 1f);
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break;
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}
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}
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}
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#endif
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}
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void UpdateAction(int actionIndex)
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{
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var desc = m_DebugActions[actionIndex];
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var state = m_DebugActionStates[actionIndex];
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if (state.runningAction)
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state.Update(desc);
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}
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internal void UpdateActions()
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{
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for (int actionIndex = 0; actionIndex < m_DebugActions.Length; ++actionIndex)
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{
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UpdateAction(actionIndex);
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SampleAction(actionIndex);
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}
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}
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internal float GetAction(DebugAction action)
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{
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return m_DebugActionStates[(int)action].actionState;
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}
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internal bool GetActionToggleDebugMenuWithTouch()
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{
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var touchCount = Input.touchCount;
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TouchPhase expectedTouchPhase = TouchPhase.Began;
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if (touchCount == 3)
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{
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var touches = Input.touches; // Note: Causes an allocation
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foreach (var touch in touches)
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{
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// Gesture: 3-finger double-tap
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if (touch.phase == expectedTouchPhase && touch.tapCount == 2)
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return true;
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}
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}
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return false;
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}
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void RegisterDebugInputs()
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{
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#if UNITY_EDITOR
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#pragma warning disable CS0618 // Type or member is obsolete
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var inputEntries = new List<InputManagerEntry>
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{
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new InputManagerEntry { name = k_EnableDebugBtn1, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left ctrl", altBtnPositive = "joystick button 8" },
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new InputManagerEntry { name = k_EnableDebugBtn2, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "backspace", altBtnPositive = "joystick button 9" },
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new InputManagerEntry { name = k_ResetBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left alt", altBtnPositive = "joystick button 1" },
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new InputManagerEntry { name = k_DebugNextBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page down", altBtnPositive = "joystick button 5" },
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new InputManagerEntry { name = k_DebugPreviousBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page up", altBtnPositive = "joystick button 4" },
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new InputManagerEntry { name = k_PersistentBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right shift", altBtnPositive = "joystick button 2" },
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new InputManagerEntry { name = k_MultiplierBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left shift", altBtnPositive = "joystick button 3" },
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new InputManagerEntry { name = k_DPadHorizontal, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
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new InputManagerEntry { name = k_DPadHorizontal, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Sixth, btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
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};
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InputRegistering.RegisterInputs(inputEntries);
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#pragma warning restore CS0618 // Type or member is obsolete
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#endif
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RegisterActions();
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}
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}
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class DebugActionDesc
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{
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public string axisTrigger = "";
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public List<string[]> buttonTriggerList = new List<string[]>();
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public List<KeyCode[]> keyTriggerList = new List<KeyCode[]>();
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public DebugActionRepeatMode repeatMode = DebugActionRepeatMode.Never;
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public float repeatDelay;
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}
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class DebugActionState
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{
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enum DebugActionKeyType
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{
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Button,
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Axis,
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Key
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}
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DebugActionKeyType m_Type;
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string[] m_PressedButtons;
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string m_PressedAxis = "";
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KeyCode[] m_PressedKeys;
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bool[] m_TriggerPressedUp;
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float m_Timer;
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internal bool runningAction { get; private set; }
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internal float actionState { get; private set; }
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void Trigger(int triggerCount, float state)
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{
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actionState = state;
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runningAction = true;
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m_Timer = 0f;
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m_TriggerPressedUp = new bool[triggerCount];
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for (int i = 0; i < m_TriggerPressedUp.Length; ++i)
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m_TriggerPressedUp[i] = false;
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}
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public void TriggerWithButton(string[] buttons, float state)
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{
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m_Type = DebugActionKeyType.Button;
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m_PressedButtons = buttons;
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m_PressedAxis = "";
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Trigger(buttons.Length, state);
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}
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public void TriggerWithAxis(string axis, float state)
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{
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m_Type = DebugActionKeyType.Axis;
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m_PressedAxis = axis;
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Trigger(1, state);
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}
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public void TriggerWithKey(KeyCode[] keys, float state)
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{
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m_Type = DebugActionKeyType.Key;
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m_PressedKeys = keys;
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m_PressedAxis = "";
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Trigger(keys.Length, state);
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}
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void Reset()
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{
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runningAction = false;
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m_Timer = 0f;
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m_TriggerPressedUp = null;
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}
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public void Update(DebugActionDesc desc)
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{
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// Always reset this so that the action can only be caught once until repeat/reset
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actionState = 0f;
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if (m_TriggerPressedUp != null)
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{
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m_Timer += Time.deltaTime;
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for (int i = 0; i < m_TriggerPressedUp.Length; ++i)
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{
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if (m_Type == DebugActionKeyType.Button)
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m_TriggerPressedUp[i] |= Input.GetButtonUp(m_PressedButtons[i]);
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else if (m_Type == DebugActionKeyType.Axis)
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m_TriggerPressedUp[i] |= Mathf.Approximately(Input.GetAxis(m_PressedAxis), 0f);
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else
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m_TriggerPressedUp[i] |= Input.GetKeyUp(m_PressedKeys[i]);
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}
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bool allTriggerUp = true;
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foreach (bool value in m_TriggerPressedUp)
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allTriggerUp &= value;
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if (allTriggerUp || (m_Timer > desc.repeatDelay && desc.repeatMode == DebugActionRepeatMode.Delay))
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Reset();
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}
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}
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}
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}
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#endif
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