9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
506 lines
20 KiB
C#
506 lines
20 KiB
C#
#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;
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using UnityEditor.IMGUI.Controls;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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////TODO: allow selecting events and saving out only the selected ones
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////TODO: add the ability for the debugger to just generate input on the device according to the controls it finds; good for testing
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////TODO: add commands to event trace (also clickable)
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////TODO: add diff-to-previous-event ability to event window
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////FIXME: the repaint triggered from IInputStateCallbackReceiver somehow comes with a significant delay
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////TODO: Add "Remote:" field in list that also has a button for local devices that allows to mirror them and their input
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//// into connected players
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////TODO: this window should help diagnose problems in the event stream (e.g. ignored state events and why they were ignored)
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////TODO: add toggle to that switches to displaying raw control values
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////TODO: allow adding visualizers (or automatically add them in cases) to control that show value over time (using InputStateHistory)
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////TODO: show default states of controls
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////TODO: provide ability to save and load event traces; also ability to record directly to a file
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////TODO: provide ability to scrub back and forth through history
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namespace UnityEngine.InputSystem.Editor
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{
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// Shows status and activity of a single input device in a separate window.
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// Can also be used to alter the state of a device by making up state events.
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internal sealed class InputDeviceDebuggerWindow : EditorWindow, ISerializationCallbackReceiver, IDisposable
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{
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// ATM the debugger window is super slow and repaints are very expensive. So keep the total
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// number of events we can fit at a relatively low size until we have fixed that problem.
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private const int kDefaultEventTraceSizeInKB = 512;
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private const int kMaxEventsPerTrace = 1024;
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internal static InlinedArray<Action<InputDevice>> s_OnToolbarGUIActions;
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public static event Action<InputDevice> onToolbarGUI
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{
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add => s_OnToolbarGUIActions.Append(value);
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remove => s_OnToolbarGUIActions.Remove(value);
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}
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public static void CreateOrShowExisting(InputDevice device)
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{
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if (device == null)
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throw new ArgumentNullException(nameof(device));
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// See if we have an existing window for the device and if so pop it
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// in front.
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if (s_OpenDebuggerWindows != null)
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{
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for (var i = 0; i < s_OpenDebuggerWindows.Count; ++i)
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{
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var existingWindow = s_OpenDebuggerWindows[i];
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if (existingWindow.m_DeviceId == device.deviceId)
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{
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existingWindow.Show();
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existingWindow.Focus();
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return;
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}
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}
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}
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// No, so create a new one.
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var window = CreateInstance<InputDeviceDebuggerWindow>();
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window.InitializeWith(device);
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window.minSize = new Vector2(270, 300);
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window.Show();
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window.titleContent = new GUIContent(device.name);
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}
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internal void OnDestroy()
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{
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if (m_Device != null)
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{
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RemoveFromList();
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InputSystem.onDeviceChange -= OnDeviceChange;
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InputState.onChange -= OnDeviceStateChange;
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InputSystem.onSettingsChange -= NeedControlValueRefresh;
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Application.focusChanged -= OnApplicationFocusChange;
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EditorApplication.playModeStateChanged += OnPlayModeChange;
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}
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m_EventTrace?.Dispose();
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m_EventTrace = null;
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m_ReplayController?.Dispose();
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m_ReplayController = null;
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}
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public void Dispose()
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{
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m_EventTrace?.Dispose();
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m_ReplayController?.Dispose();
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}
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internal void OnGUI()
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{
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// Find device again if we've gone through a domain reload.
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if (m_Device == null)
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{
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m_Device = InputSystem.GetDeviceById(m_DeviceId);
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if (m_Device == null)
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{
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EditorGUILayout.HelpBox(Styles.notFoundHelpText, MessageType.Warning);
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return;
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}
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InitializeWith(m_Device);
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}
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////FIXME: with ExpandHeight(false), editor still expands height for some reason....
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EditorGUILayout.BeginVertical("OL Box", GUILayout.Height(170));// GUILayout.ExpandHeight(false));
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EditorGUILayout.LabelField("Name", m_Device.name);
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EditorGUILayout.LabelField("Layout", m_Device.layout);
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EditorGUILayout.LabelField("Type", m_Device.GetType().Name);
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if (!string.IsNullOrEmpty(m_Device.description.interfaceName))
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EditorGUILayout.LabelField("Interface", m_Device.description.interfaceName);
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if (!string.IsNullOrEmpty(m_Device.description.product))
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EditorGUILayout.LabelField("Product", m_Device.description.product);
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if (!string.IsNullOrEmpty(m_Device.description.manufacturer))
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EditorGUILayout.LabelField("Manufacturer", m_Device.description.manufacturer);
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if (!string.IsNullOrEmpty(m_Device.description.serial))
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EditorGUILayout.LabelField("Serial Number", m_Device.description.serial);
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EditorGUILayout.LabelField("Device ID", m_DeviceIdString);
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if (!string.IsNullOrEmpty(m_DeviceUsagesString))
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EditorGUILayout.LabelField("Usages", m_DeviceUsagesString);
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if (!string.IsNullOrEmpty(m_DeviceFlagsString))
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EditorGUILayout.LabelField("Flags", m_DeviceFlagsString);
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if (m_Device is Keyboard)
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EditorGUILayout.LabelField("Keyboard Layout", ((Keyboard)m_Device).keyboardLayout);
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EditorGUILayout.EndVertical();
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DrawControlTree();
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DrawEventList();
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}
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private void DrawControlTree()
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{
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var label = m_InputUpdateTypeShownInControlTree == InputUpdateType.Editor
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? Contents.editorStateContent
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: Contents.playerStateContent;
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GUILayout.BeginHorizontal(EditorStyles.toolbar);
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GUILayout.Label(label, GUILayout.MinWidth(100), GUILayout.ExpandWidth(true));
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GUILayout.FlexibleSpace();
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// Allow plugins to add toolbar buttons.
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for (var i = 0; i < s_OnToolbarGUIActions.length; ++i)
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s_OnToolbarGUIActions[i](m_Device);
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if (GUILayout.Button(Contents.stateContent, EditorStyles.toolbarButton))
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{
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var window = CreateInstance<InputStateWindow>();
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window.InitializeWithControl(m_Device);
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window.Show();
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}
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GUILayout.EndHorizontal();
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if (m_NeedControlValueRefresh)
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{
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RefreshControlTreeValues();
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m_NeedControlValueRefresh = false;
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}
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if (m_Device.disabledInFrontend)
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EditorGUILayout.HelpBox("Device is DISABLED. Control values will not receive updates. "
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+ "To force-enable the device, you can right-click it in the input debugger and use 'Enable Device'.", MessageType.Info);
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var rect = EditorGUILayout.GetControlRect(GUILayout.ExpandHeight(true));
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m_ControlTree.OnGUI(rect);
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}
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private void DrawEventList()
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{
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GUILayout.BeginHorizontal(EditorStyles.toolbar);
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GUILayout.Label("Events", GUILayout.MinWidth(100), GUILayout.ExpandWidth(true));
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GUILayout.FlexibleSpace();
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if (m_ReplayController != null && !m_ReplayController.finished)
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EditorGUILayout.LabelField("Playing...", EditorStyles.miniLabel);
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// Text field to determine size of event trace.
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var currentTraceSizeInKb = m_EventTrace.allocatedSizeInBytes / 1024;
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var oldSizeText = currentTraceSizeInKb + " KB";
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var newSizeText = EditorGUILayout.DelayedTextField(oldSizeText, Styles.toolbarTextField, GUILayout.Width(75));
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if (oldSizeText != newSizeText && StringHelpers.FromNicifiedMemorySize(newSizeText, out var newSizeInBytes, defaultMultiplier: 1024))
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m_EventTrace.Resize(newSizeInBytes);
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// Button to clear event trace.
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if (GUILayout.Button(Contents.clearContent, Styles.toolbarButton))
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{
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m_EventTrace.Clear();
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m_EventTree.Reload();
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}
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// Button to disable event tracing.
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// NOTE: We force-disable event tracing while a replay is in progress.
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using (new EditorGUI.DisabledScope(m_ReplayController != null && !m_ReplayController.finished))
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{
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var eventTraceDisabledNow = GUILayout.Toggle(!m_EventTraceDisabled, Contents.pauseContent, Styles.toolbarButton);
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if (eventTraceDisabledNow != m_EventTraceDisabled)
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{
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m_EventTraceDisabled = eventTraceDisabledNow;
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if (eventTraceDisabledNow)
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m_EventTrace.Disable();
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else
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m_EventTrace.Enable();
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}
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}
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// Button to toggle recording of frame markers.
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m_EventTrace.recordFrameMarkers =
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GUILayout.Toggle(m_EventTrace.recordFrameMarkers, Contents.recordFramesContent, Styles.toolbarButton);
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// Button to save event trace to file.
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if (GUILayout.Button(Contents.saveContent, Styles.toolbarButton))
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{
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var defaultName = m_Device?.displayName + ".inputtrace";
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var fileName = EditorUtility.SaveFilePanel("Choose where to save event trace", string.Empty, defaultName, "inputtrace");
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if (!string.IsNullOrEmpty(fileName))
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m_EventTrace.WriteTo(fileName);
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}
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// Button to load event trace from file.
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if (GUILayout.Button(Contents.loadContent, Styles.toolbarButton))
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{
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var fileName = EditorUtility.OpenFilePanel("Choose event trace to load", string.Empty, "inputtrace");
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if (!string.IsNullOrEmpty(fileName))
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{
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// If replay is in progress, stop it.
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if (m_ReplayController != null)
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{
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m_ReplayController.Dispose();
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m_ReplayController = null;
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}
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// Make sure event trace isn't recording while we're playing.
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m_EventTrace.Disable();
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m_EventTraceDisabled = true;
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m_EventTrace.ReadFrom(fileName);
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m_EventTree.Reload();
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m_ReplayController = m_EventTrace.Replay()
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.PlayAllFramesOneByOne()
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.OnFinished(() =>
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{
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m_ReplayController.Dispose();
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m_ReplayController = null;
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Repaint();
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});
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}
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}
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GUILayout.EndHorizontal();
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if (m_ReloadEventTree)
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{
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m_ReloadEventTree = false;
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m_EventTree.Reload();
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}
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var rect = EditorGUILayout.GetControlRect(GUILayout.ExpandHeight(true));
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m_EventTree.OnGUI(rect);
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}
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////FIXME: some of the state in here doesn't get refreshed when it's changed on the device
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private void InitializeWith(InputDevice device)
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{
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m_Device = device;
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m_DeviceId = device.deviceId;
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m_DeviceIdString = device.deviceId.ToString();
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m_DeviceUsagesString = string.Join(", ", device.usages.Select(x => x.ToString()).ToArray());
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UpdateDeviceFlags();
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// Set up event trace. The default trace size of 512kb fits a ton of events and will
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// likely bog down the UI if we try to display that many events. Instead, come up
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// with a more reasonable sized based on the state size of the device.
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if (m_EventTrace == null)
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{
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var deviceStateSize = (int)device.stateBlock.alignedSizeInBytes;
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var traceSizeInBytes = (kDefaultEventTraceSizeInKB * 1024).AlignToMultipleOf(deviceStateSize);
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if (traceSizeInBytes / deviceStateSize > kMaxEventsPerTrace)
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traceSizeInBytes = kMaxEventsPerTrace * deviceStateSize;
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m_EventTrace =
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new InputEventTrace(traceSizeInBytes)
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{
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deviceId = device.deviceId
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};
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}
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m_EventTrace.onEvent += _ => m_ReloadEventTree = true;
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if (!m_EventTraceDisabled)
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m_EventTrace.Enable();
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// Set up event tree.
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m_EventTree = InputEventTreeView.Create(m_Device, m_EventTrace, ref m_EventTreeState, ref m_EventTreeHeaderState);
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// Set up control tree.
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m_ControlTree = InputControlTreeView.Create(m_Device, 1, ref m_ControlTreeState, ref m_ControlTreeHeaderState);
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m_ControlTree.Reload();
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m_ControlTree.ExpandAll();
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AddToList();
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InputSystem.onSettingsChange += NeedControlValueRefresh;
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InputSystem.onDeviceChange += OnDeviceChange;
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InputState.onChange += OnDeviceStateChange;
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Application.focusChanged += OnApplicationFocusChange;
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EditorApplication.playModeStateChanged += OnPlayModeChange;
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}
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private void UpdateDeviceFlags()
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{
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var flags = new List<string>();
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if (m_Device.native)
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flags.Add("Native");
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if (m_Device.remote)
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flags.Add("Remote");
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if (m_Device.updateBeforeRender)
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flags.Add("UpdateBeforeRender");
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if (m_Device.hasStateCallbacks)
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flags.Add("HasStateCallbacks");
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if (m_Device.hasEventMerger)
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flags.Add("HasEventMerger");
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if (m_Device.hasEventPreProcessor)
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flags.Add("HasEventPreProcessor");
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if (m_Device.disabledInFrontend)
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flags.Add("DisabledInFrontend");
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if (m_Device.disabledInRuntime)
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flags.Add("DisabledInRuntime");
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if (m_Device.disabledWhileInBackground)
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flags.Add("DisabledWhileInBackground");
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m_DeviceFlags = m_Device.m_DeviceFlags;
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m_DeviceFlagsString = string.Join(", ", flags.ToArray());
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}
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private void RefreshControlTreeValues()
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{
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m_InputUpdateTypeShownInControlTree = DetermineUpdateTypeToShow(m_Device);
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var currentUpdateType = InputState.currentUpdateType;
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InputStateBuffers.SwitchTo(InputSystem.s_Manager.m_StateBuffers, m_InputUpdateTypeShownInControlTree);
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m_ControlTree.RefreshControlValues();
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InputStateBuffers.SwitchTo(InputSystem.s_Manager.m_StateBuffers, currentUpdateType);
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}
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internal static InputUpdateType DetermineUpdateTypeToShow(InputDevice device)
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{
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if (EditorApplication.isPlaying)
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{
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// In play mode, while playing, we show player state. Period.
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switch (InputSystem.settings.updateMode)
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{
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case InputSettings.UpdateMode.ProcessEventsManually:
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return InputUpdateType.Manual;
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case InputSettings.UpdateMode.ProcessEventsInFixedUpdate:
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return InputUpdateType.Fixed;
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default:
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return InputUpdateType.Dynamic;
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}
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}
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// Outside of play mode, always show editor state.
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return InputUpdateType.Editor;
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}
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// We will lose our device on domain reload and then look it back up the first
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// time we hit a repaint after a reload. By that time, the input system should have
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// fully come back to life as well.
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private InputDevice m_Device;
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private string m_DeviceIdString;
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private string m_DeviceUsagesString;
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private string m_DeviceFlagsString;
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private InputDevice.DeviceFlags m_DeviceFlags;
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private InputControlTreeView m_ControlTree;
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private InputEventTreeView m_EventTree;
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private bool m_NeedControlValueRefresh;
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private bool m_ReloadEventTree;
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private InputEventTrace.ReplayController m_ReplayController;
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private InputEventTrace m_EventTrace;
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private InputUpdateType m_InputUpdateTypeShownInControlTree;
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[SerializeField] private int m_DeviceId = InputDevice.InvalidDeviceId;
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[SerializeField] private TreeViewState m_ControlTreeState;
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[SerializeField] private TreeViewState m_EventTreeState;
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[SerializeField] private MultiColumnHeaderState m_ControlTreeHeaderState;
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[SerializeField] private MultiColumnHeaderState m_EventTreeHeaderState;
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[SerializeField] private bool m_EventTraceDisabled;
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private static List<InputDeviceDebuggerWindow> s_OpenDebuggerWindows;
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private void AddToList()
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{
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if (s_OpenDebuggerWindows == null)
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s_OpenDebuggerWindows = new List<InputDeviceDebuggerWindow>();
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if (!s_OpenDebuggerWindows.Contains(this))
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s_OpenDebuggerWindows.Add(this);
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}
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private void RemoveFromList()
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{
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s_OpenDebuggerWindows?.Remove(this);
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}
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private void NeedControlValueRefresh()
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{
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m_NeedControlValueRefresh = true;
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Repaint();
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}
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private void OnPlayModeChange(PlayModeStateChange change)
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{
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if (change == PlayModeStateChange.EnteredPlayMode || change == PlayModeStateChange.EnteredEditMode)
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NeedControlValueRefresh();
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}
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private void OnApplicationFocusChange(bool focus)
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{
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NeedControlValueRefresh();
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}
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private void OnDeviceChange(InputDevice device, InputDeviceChange change)
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{
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if (device.deviceId != m_DeviceId)
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return;
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if (change == InputDeviceChange.Removed)
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{
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Close();
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}
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else
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{
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if (m_DeviceFlags != device.m_DeviceFlags)
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UpdateDeviceFlags();
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Repaint();
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}
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}
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private void OnDeviceStateChange(InputDevice device, InputEventPtr eventPtr)
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{
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if (device == m_Device)
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NeedControlValueRefresh();
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}
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private static class Styles
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{
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public static string notFoundHelpText = "Device could not be found.";
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public static GUIStyle toolbarTextField;
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public static GUIStyle toolbarButton;
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static Styles()
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{
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toolbarTextField = new GUIStyle(EditorStyles.toolbarTextField);
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toolbarTextField.alignment = TextAnchor.MiddleRight;
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toolbarButton = new GUIStyle(EditorStyles.toolbarButton);
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toolbarButton.alignment = TextAnchor.MiddleCenter;
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}
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}
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private static class Contents
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{
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public static GUIContent clearContent = new GUIContent("Clear");
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public static GUIContent pauseContent = new GUIContent("Pause");
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public static GUIContent saveContent = new GUIContent("Save");
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public static GUIContent loadContent = new GUIContent("Load");
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public static GUIContent recordFramesContent = new GUIContent("Record Frames");
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public static GUIContent stateContent = new GUIContent("State");
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public static GUIContent editorStateContent = new GUIContent("Controls (Editor State)");
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public static GUIContent playerStateContent = new GUIContent("Controls (Player State)");
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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AddToList();
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}
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}
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}
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#endif // UNITY_EDITOR
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