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!
286 lines
9.9 KiB
C#
286 lines
9.9 KiB
C#
#if UNITY_EDITOR
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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.InputSystem.LowLevel;
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using UnityEditor;
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using UnityEngine.Profiling;
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////FIXME: this performs horribly; the constant rebuilding on every single event makes the debug view super slow when device is noisy
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////TODO: add information about which update type + update count an event came through in
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////TODO: add more information for each event (ideally, dump deltas that highlight control values that have changed)
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////TODO: add diagnostics to immediately highlight problems with events (e.g. events getting ignored because of incorrect type codes)
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////TODO: implement support for sorting data by different property columns (we currently always sort events by ID)
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namespace UnityEngine.InputSystem.Editor
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{
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// Multi-column TreeView that shows the events in a trace.
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internal class InputEventTreeView : TreeView
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{
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private readonly InputEventTrace m_EventTrace;
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private readonly InputControl m_RootControl;
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private enum ColumnId
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{
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Id,
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Type,
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Device,
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Size,
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Time,
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Details,
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COUNT
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}
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public static InputEventTreeView Create(InputDevice device, InputEventTrace eventTrace, 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();
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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 InputEventTreeView(treeState, header, eventTrace, device);
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}
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private static MultiColumnHeaderState CreateHeaderState()
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{
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var columns = new MultiColumnHeaderState.Column[(int)ColumnId.COUNT];
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columns[(int)ColumnId.Id] =
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new MultiColumnHeaderState.Column
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{
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width = 80,
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minWidth = 60,
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headerContent = new GUIContent("Id"),
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canSort = false
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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 = 60,
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minWidth = 60,
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headerContent = new GUIContent("Type"),
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canSort = false
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};
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columns[(int)ColumnId.Device] =
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new MultiColumnHeaderState.Column
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{
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width = 80,
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minWidth = 60,
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headerContent = new GUIContent("Device"),
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canSort = false
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};
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columns[(int)ColumnId.Size] =
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new MultiColumnHeaderState.Column
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{
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width = 50,
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minWidth = 50,
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headerContent = new GUIContent("Size"),
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canSort = false
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};
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columns[(int)ColumnId.Time] =
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new MultiColumnHeaderState.Column
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{
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width = 100,
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minWidth = 80,
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headerContent = new GUIContent("Time"),
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canSort = false
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};
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columns[(int)ColumnId.Details] =
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new MultiColumnHeaderState.Column
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{
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width = 250,
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minWidth = 100,
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headerContent = new GUIContent("Details"),
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canSort = false
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};
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return new MultiColumnHeaderState(columns);
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}
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private InputEventTreeView(TreeViewState state, MultiColumnHeader multiColumnHeader, InputEventTrace eventTrace, InputControl rootControl)
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: base(state, multiColumnHeader)
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{
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m_EventTrace = eventTrace;
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m_RootControl = rootControl;
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Reload();
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}
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protected override void DoubleClickedItem(int id)
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{
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var item = FindItem(id, rootItem) as EventItem;
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if (item == null)
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return;
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// We can only inspect state events so ignore double-clicks on other
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// types of events.
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var eventPtr = item.eventPtr;
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if (!eventPtr.IsA<StateEvent>() && !eventPtr.IsA<DeltaStateEvent>())
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return;
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PopUpStateWindow(eventPtr);
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}
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////TODO: move inspect and compare from a context menu to the toolbar of the event view
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protected override void ContextClickedItem(int id)
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{
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var item = FindItem(id, rootItem) as EventItem;
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if (item == null)
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return;
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var menu = new GenericMenu();
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var selection = GetSelection();
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if (selection.Count == 1)
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{
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menu.AddItem(new GUIContent("Inspect"), false, OnInspectMenuItem, id);
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}
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else if (selection.Count > 1)
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{
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menu.AddItem(new GUIContent("Compare"), false, OnCompareMenuItem, selection);
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}
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menu.ShowAsContext();
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}
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private void OnCompareMenuItem(object userData)
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{
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var selection = (IList<int>)userData;
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var window = ScriptableObject.CreateInstance<InputStateWindow>();
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window.InitializeWithEvents(selection.Select(id => ((EventItem)FindItem(id, rootItem)).eventPtr).ToArray(), m_RootControl);
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window.Show();
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}
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private void OnInspectMenuItem(object userData)
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{
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var itemId = (int)userData;
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var item = FindItem(itemId, rootItem) as EventItem;
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if (item == null)
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return;
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PopUpStateWindow(item.eventPtr);
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}
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private void PopUpStateWindow(InputEventPtr eventPtr)
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{
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var window = ScriptableObject.CreateInstance<InputStateWindow>();
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window.InitializeWithEvent(eventPtr, m_RootControl);
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window.Show();
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}
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protected override TreeViewItem BuildRoot()
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{
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Profiler.BeginSample("InputEventTreeView.BuildRoot");
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var root = new TreeViewItem
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{
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id = 0,
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depth = -1,
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displayName = "Root"
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};
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var eventCount = m_EventTrace.eventCount;
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if (eventCount == 0)
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{
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// TreeView doesn't allow having empty trees. Put a dummy item in here that we
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// render without contents.
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root.AddChild(new TreeViewItem(1));
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}
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else
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{
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var current = new InputEventPtr();
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// Can't set List to a fixed size and then fill it from the back. So we do it
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// the worse way... fill it in inverse order first, then reverse it :(
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root.children = new List<TreeViewItem>((int)eventCount);
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for (var i = 0; i < eventCount; ++i)
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{
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if (!m_EventTrace.GetNextEvent(ref current))
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break;
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var item = new EventItem
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{
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id = i + 1,
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depth = 1,
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displayName = current.id.ToString(),
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eventPtr = current
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};
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root.AddChild(item);
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}
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root.children.Reverse();
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}
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Profiler.EndSample();
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return root;
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}
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protected override void RowGUI(RowGUIArgs args)
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{
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// Render nothing if event list is empty.
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if (m_EventTrace.eventCount == 0)
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return;
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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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var item = (EventItem)args.item;
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ColumnGUI(args.GetCellRect(i), item.eventPtr, args.GetColumn(i));
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}
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}
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private unsafe void ColumnGUI(Rect cellRect, InputEventPtr eventPtr, int column)
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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.Id:
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GUI.Label(cellRect, eventPtr.id.ToString());
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break;
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case (int)ColumnId.Type:
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GUI.Label(cellRect, eventPtr.type.ToString());
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break;
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case (int)ColumnId.Device:
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GUI.Label(cellRect, eventPtr.deviceId.ToString());
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break;
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case (int)ColumnId.Size:
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GUI.Label(cellRect, eventPtr.sizeInBytes.ToString());
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break;
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case (int)ColumnId.Time:
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GUI.Label(cellRect, eventPtr.time.ToString("0.0000s"));
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break;
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case (int)ColumnId.Details:
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if (eventPtr.IsA<DeltaStateEvent>())
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{
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var deltaEventPtr = DeltaStateEvent.From(eventPtr);
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GUI.Label(cellRect, $"Format={deltaEventPtr->stateFormat}, Offset={deltaEventPtr->stateOffset}");
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}
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else if (eventPtr.IsA<StateEvent>())
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{
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var stateEventPtr = StateEvent.From(eventPtr);
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GUI.Label(cellRect, $"Format={stateEventPtr->stateFormat}");
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}
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else if (eventPtr.IsA<TextEvent>())
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{
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var textEventPtr = TextEvent.From(eventPtr);
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GUI.Label(cellRect, $"Character='{(char) textEventPtr->character}'");
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}
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break;
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}
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}
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private class EventItem : TreeViewItem
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{
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public InputEventPtr eventPtr;
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}
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}
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}
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#endif // UNITY_EDITOR
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