Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Editor/Internal/InputControlTreeView.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

345 lines
13 KiB
C#

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