337 lines
12 KiB
C#
337 lines
12 KiB
C#
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#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.IMGUI.Controls;
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using UnityEngine.Profiling;
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////TODO: make control values editable (create state events from UI and pump them into the system)
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////TODO: show processors attached to controls
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////TODO: make controls that have different `value` and `previous` in bold
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namespace UnityEngine.InputSystem.Editor
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{
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// Multi-column TreeView that shows control tree of device.
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internal class InputControlTreeView : TreeView
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{
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// If this is set, the controls won't display their current value but we'll
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// show their state data from this buffer instead.
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public byte[] stateBuffer;
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public byte[][] multipleStateBuffers;
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public bool showDifferentOnly;
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public static InputControlTreeView Create(InputControl rootControl, int numValueColumns, ref TreeViewState treeState, ref MultiColumnHeaderState headerState)
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{
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if (treeState == null)
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treeState = new TreeViewState();
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var newHeaderState = CreateHeaderState(numValueColumns);
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if (headerState != null)
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MultiColumnHeaderState.OverwriteSerializedFields(headerState, newHeaderState);
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headerState = newHeaderState;
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var header = new MultiColumnHeader(headerState);
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return new InputControlTreeView(rootControl, treeState, header);
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}
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public void RefreshControlValues()
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{
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foreach (var item in GetRows())
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if (item is ControlItem controlItem)
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ReadState(controlItem.control, out controlItem.value, out controlItem.values);
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}
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private const float kRowHeight = 20f;
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private enum ColumnId
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{
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Name,
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DisplayName,
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Layout,
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Type,
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Format,
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Offset,
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Bit,
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Size,
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Value,
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COUNT
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}
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private InputControl m_RootControl;
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private static MultiColumnHeaderState CreateHeaderState(int numValueColumns)
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{
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var columns = new MultiColumnHeaderState.Column[(int)ColumnId.COUNT + numValueColumns - 1];
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columns[(int)ColumnId.Name] =
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new MultiColumnHeaderState.Column
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{
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width = 180,
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minWidth = 60,
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headerContent = new GUIContent("Name")
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};
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columns[(int)ColumnId.DisplayName] =
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new MultiColumnHeaderState.Column
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{
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width = 160,
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minWidth = 60,
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headerContent = new GUIContent("Display Name")
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};
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columns[(int)ColumnId.Layout] =
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new MultiColumnHeaderState.Column
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{
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width = 100,
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minWidth = 60,
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headerContent = new GUIContent("Layout")
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};
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columns[(int)ColumnId.Type] =
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new MultiColumnHeaderState.Column
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{
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width = 100,
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minWidth = 60,
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headerContent = new GUIContent("Type")
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};
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columns[(int)ColumnId.Format] =
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new MultiColumnHeaderState.Column {headerContent = new GUIContent("Format")};
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columns[(int)ColumnId.Offset] =
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new MultiColumnHeaderState.Column {headerContent = new GUIContent("Offset")};
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columns[(int)ColumnId.Bit] =
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new MultiColumnHeaderState.Column {width = 40, headerContent = new GUIContent("Bit")};
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columns[(int)ColumnId.Size] =
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new MultiColumnHeaderState.Column {headerContent = new GUIContent("Size (Bits)")};
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if (numValueColumns == 1)
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{
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columns[(int)ColumnId.Value] =
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new MultiColumnHeaderState.Column {width = 120, headerContent = new GUIContent("Value")};
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}
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else
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{
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for (var i = 0; i < numValueColumns; ++i)
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columns[(int)ColumnId.Value + i] =
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new MultiColumnHeaderState.Column
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{
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width = 100,
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headerContent = new GUIContent("Value " + (char)('A' + i))
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};
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}
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return new MultiColumnHeaderState(columns);
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}
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private InputControlTreeView(InputControl root, TreeViewState state, MultiColumnHeader header)
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: base(state, header)
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{
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m_RootControl = root;
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showBorder = false;
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rowHeight = kRowHeight;
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}
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protected override TreeViewItem BuildRoot()
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{
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Profiler.BeginSample("BuildControlTree");
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var id = 1;
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// Build tree from control down the control hierarchy.
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var rootItem = BuildControlTreeRecursive(m_RootControl, 0, ref id);
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Profiler.EndSample();
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// Wrap root control in invisible item required by TreeView.
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return new TreeViewItem
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{
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id = 0,
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children = new List<TreeViewItem> {rootItem},
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depth = -1
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};
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}
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private ControlItem BuildControlTreeRecursive(InputControl control, int depth, ref int id)
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{
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// Build children.
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List<TreeViewItem> children = null;
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var isLeaf = control.children.Count == 0;
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if (!isLeaf)
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{
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children = new List<TreeViewItem>();
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foreach (var child in control.children)
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{
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var childItem = BuildControlTreeRecursive(child, depth + 1, ref id);
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if (childItem != null)
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children.Add(childItem);
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}
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// If none of our children returned an item, none of their data is different,
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// so if we are supposed to show only controls that differ in value, we're sitting
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// on a branch that has no changes. Cull the branch except if we're all the way
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// at the root (we want to have at least one item).
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if (children.Count == 0 && showDifferentOnly && depth != 0)
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return null;
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// Sort children by name.
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children.Sort((a, b) => string.Compare(a.displayName, b.displayName));
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}
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// Compute offset. Offsets on the controls are absolute. Make them relative to the
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// root control.
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var controlOffset = control.stateBlock.byteOffset;
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var rootOffset = m_RootControl.stateBlock.byteOffset;
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var offset = controlOffset - rootOffset;
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// Read state.
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GUIContent value;
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GUIContent[] values;
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if (!ReadState(control, out value, out values))
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return null;
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////TODO: come up with nice icons depicting different control types
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var item = new ControlItem
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{
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id = id++,
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displayName = control.name,
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control = control,
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depth = depth,
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layout = new GUIContent(control.layout),
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format = new GUIContent(control.stateBlock.format.ToString()),
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offset = new GUIContent(offset.ToString()),
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bit = new GUIContent(control.stateBlock.bitOffset.ToString()),
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sizeInBits = new GUIContent(control.stateBlock.sizeInBits.ToString()),
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type = new GUIContent(control.GetType().Name),
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value = value,
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values = values,
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children = children
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};
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if (children != null)
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{
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foreach (var child in children)
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child.parent = item;
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}
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return item;
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}
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private bool ReadState(InputControl control, out GUIContent value, out GUIContent[] values)
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{
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value = null;
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values = null;
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try
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{
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if (stateBuffer != null)
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{
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var text = ReadRawValueAsString(control, stateBuffer);
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if (text != null)
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value = new GUIContent(text);
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}
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else if (multipleStateBuffers != null)
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{
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var valueStrings = multipleStateBuffers.Select(x => ReadRawValueAsString(control, x));
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if (showDifferentOnly && control.children.Count == 0 && valueStrings.Distinct().Count() == 1)
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return false;
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values = valueStrings.Select(x => x != null ? new GUIContent(x) : null).ToArray();
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}
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else
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{
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var valueObject = control.ReadValueAsObject();
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if (valueObject != null)
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value = new GUIContent(valueObject.ToString());
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}
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}
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catch (Exception exception)
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{
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// If we fail to read a value, swallow it so we don't fail completely
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// showing anything from the device.
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value = new GUIContent(exception.ToString());
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}
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return true;
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}
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protected override void RowGUI(RowGUIArgs args)
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{
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var item = (ControlItem)args.item;
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var columnCount = args.GetNumVisibleColumns();
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for (var i = 0; i < columnCount; ++i)
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{
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ColumnGUI(args.GetCellRect(i), item, args.GetColumn(i), ref args);
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}
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}
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private void ColumnGUI(Rect cellRect, ControlItem item, int column, ref RowGUIArgs args)
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{
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CenterRectUsingSingleLineHeight(ref cellRect);
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switch (column)
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{
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case (int)ColumnId.Name:
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args.rowRect = cellRect;
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base.RowGUI(args);
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break;
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case (int)ColumnId.DisplayName:
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GUI.Label(cellRect, item.control.displayName);
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break;
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case (int)ColumnId.Layout:
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GUI.Label(cellRect, item.layout);
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break;
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case (int)ColumnId.Format:
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GUI.Label(cellRect, item.format);
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break;
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case (int)ColumnId.Offset:
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GUI.Label(cellRect, item.offset);
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break;
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case (int)ColumnId.Bit:
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GUI.Label(cellRect, item.bit);
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break;
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case (int)ColumnId.Size:
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GUI.Label(cellRect, item.sizeInBits);
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break;
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case (int)ColumnId.Type:
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GUI.Label(cellRect, item.type);
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break;
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case (int)ColumnId.Value:
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if (item.value != null)
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GUI.Label(cellRect, item.value);
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else if (item.values != null && item.values[0] != null)
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GUI.Label(cellRect, item.values[0]);
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break;
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default:
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var valueIndex = column - (int)ColumnId.Value;
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if (item.values != null && item.values[valueIndex] != null)
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GUI.Label(cellRect, item.values[valueIndex]);
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break;
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}
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}
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private unsafe string ReadRawValueAsString(InputControl control, byte[] state)
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{
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fixed(byte* statePtr = state)
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{
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var ptr = statePtr - m_RootControl.m_StateBlock.byteOffset;
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return control.ReadValueFromStateAsObject(ptr).ToString();
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}
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}
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private class ControlItem : TreeViewItem
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{
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public InputControl control;
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public GUIContent layout;
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public GUIContent format;
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public GUIContent offset;
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public GUIContent bit;
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public GUIContent sizeInBits;
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public GUIContent type;
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public GUIContent value;
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public GUIContent[] values;
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}
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}
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}
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#endif // UNITY_EDITOR
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