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!
443 lines
18 KiB
C#
443 lines
18 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using Unity.Collections.LowLevel.Unsafe;
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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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////TODO: add ability to single-step through events
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////TODO: annotate raw memory view with control offset and ranges (probably easiest to put the control tree and raw memory view side by side)
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////TODO: find way to automatically dock the state windows next to their InputDeviceDebuggerWindows
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//// (probably needs an extension to the editor UI APIs as the only programmatic docking controls
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//// seem to be through GetWindow)
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////TODO: allow setting a C# struct type that we can use to display the layout of the data
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////TODO: for delta state events, highlight the controls included in the event (or show only those)
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////FIXME: need to prevent extra controls appended at end from reading beyond the state buffer
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namespace UnityEngine.InputSystem.Editor
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{
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// Additional window that we can pop open to inspect raw state (either on events or on controls/devices).
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internal class InputStateWindow : EditorWindow
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{
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private const int kBytesPerHexGroup = 1;
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private const int kHexGroupsPerLine = 8;
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private const int kHexDumpLineHeight = 25;
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private const int kOffsetLabelWidth = 30;
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private const int kHexGroupWidth = 25;
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private const int kBitGroupWidth = 75;
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void Update()
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{
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if (m_PollControlState && m_Control != null)
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{
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PollBuffersFromControl(m_Control);
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Repaint();
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}
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}
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public void InitializeWithEvent(InputEventPtr eventPtr, InputControl control)
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{
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m_Control = control;
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m_PollControlState = false;
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m_StateBuffers = new byte[1][];
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m_StateBuffers[0] = GetEventStateBuffer(eventPtr, control);
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m_SelectedStateBuffer = 0;
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titleContent = new GUIContent(control.displayName);
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}
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public void InitializeWithEvents(InputEventPtr[] eventPtrs, InputControl control)
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{
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var numEvents = eventPtrs.Length;
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m_Control = control;
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m_PollControlState = false;
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m_StateBuffers = new byte[numEvents][];
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for (var i = 0; i < numEvents; ++i)
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m_StateBuffers[i] = GetEventStateBuffer(eventPtrs[i], control);
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m_CompareStateBuffers = true;
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m_ShowDifferentOnly = true;
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titleContent = new GUIContent(control.displayName);
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}
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private unsafe byte[] GetEventStateBuffer(InputEventPtr eventPtr, InputControl control)
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{
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// Must be an event carrying state.
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if (!eventPtr.IsA<StateEvent>() && !eventPtr.IsA<DeltaStateEvent>())
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throw new ArgumentException("Event must be state or delta event", nameof(eventPtr));
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// Get state data.
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void* dataPtr;
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uint dataSize;
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uint stateSize;
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uint stateOffset = 0;
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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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stateSize = control.stateBlock.alignedSizeInBytes;
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stateOffset = deltaEventPtr->stateOffset;
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dataPtr = deltaEventPtr->deltaState;
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dataSize = deltaEventPtr->deltaStateSizeInBytes;
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}
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else
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{
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var stateEventPtr = StateEvent.From(eventPtr);
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dataSize = stateSize = stateEventPtr->stateSizeInBytes;
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dataPtr = stateEventPtr->state;
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}
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// Copy event data.
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var buffer = new byte[stateSize];
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fixed(byte* bufferPtr = buffer)
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{
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UnsafeUtility.MemCpy(bufferPtr + stateOffset, dataPtr, dataSize);
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}
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return buffer;
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}
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public unsafe void InitializeWithControl(InputControl control)
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{
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m_Control = control;
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m_PollControlState = true;
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m_SelectedStateBuffer = (int)BufferSelector.Default;
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PollBuffersFromControl(control, selectBuffer: true);
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titleContent = new GUIContent(control.displayName);
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}
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private unsafe void PollBuffersFromControl(InputControl control, bool selectBuffer = false)
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{
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var bufferChoices = new List<GUIContent>();
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var bufferChoiceValues = new List<int>();
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// Copy front and back buffer state for each update that has valid buffers.
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var device = control.device;
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var stateSize = control.m_StateBlock.alignedSizeInBytes;
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var stateOffset = control.m_StateBlock.byteOffset;
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m_StateBuffers = new byte[(int)BufferSelector.COUNT][];
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for (var i = 0; i < (int)BufferSelector.COUNT; ++i)
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{
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var selector = (BufferSelector)i;
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var deviceState = TryGetDeviceState(device, selector);
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if (deviceState == null)
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continue;
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var buffer = new byte[stateSize];
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fixed(byte* stateDataPtr = buffer)
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{
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UnsafeUtility.MemCpy(stateDataPtr, (byte*)deviceState + (int)stateOffset, stateSize);
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}
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m_StateBuffers[i] = buffer;
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if (selectBuffer && m_StateBuffers[m_SelectedStateBuffer] == null)
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m_SelectedStateBuffer = (int)selector;
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bufferChoices.Add(Contents.bufferChoices[i]);
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bufferChoiceValues.Add(i);
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}
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m_BufferChoices = bufferChoices.ToArray();
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m_BufferChoiceValues = bufferChoiceValues.ToArray();
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}
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private static unsafe void* TryGetDeviceState(InputDevice device, BufferSelector selector)
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{
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var manager = InputSystem.s_Manager;
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var deviceIndex = device.m_DeviceIndex;
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switch (selector)
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{
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case BufferSelector.PlayerUpdateFrontBuffer:
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if (manager.m_StateBuffers.m_PlayerStateBuffers.valid)
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return manager.m_StateBuffers.m_PlayerStateBuffers.GetFrontBuffer(deviceIndex);
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break;
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case BufferSelector.PlayerUpdateBackBuffer:
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if (manager.m_StateBuffers.m_PlayerStateBuffers.valid)
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return manager.m_StateBuffers.m_PlayerStateBuffers.GetBackBuffer(deviceIndex);
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break;
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case BufferSelector.EditorUpdateFrontBuffer:
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if (manager.m_StateBuffers.m_EditorStateBuffers.valid)
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return manager.m_StateBuffers.m_EditorStateBuffers.GetFrontBuffer(deviceIndex);
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break;
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case BufferSelector.EditorUpdateBackBuffer:
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if (manager.m_StateBuffers.m_EditorStateBuffers.valid)
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return manager.m_StateBuffers.m_EditorStateBuffers.GetBackBuffer(deviceIndex);
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break;
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case BufferSelector.NoiseMaskBuffer:
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return manager.m_StateBuffers.noiseMaskBuffer;
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case BufferSelector.ResetMaskBuffer:
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return manager.m_StateBuffers.resetMaskBuffer;
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}
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return null;
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}
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public void OnGUI()
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{
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if (m_Control == null)
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m_ShowRawBytes = true;
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// If our state is no longer valid, just close the window.
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if (m_StateBuffers == null)
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{
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Close();
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return;
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}
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GUILayout.BeginHorizontal(EditorStyles.toolbar);
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m_PollControlState = GUILayout.Toggle(m_PollControlState, Contents.live, EditorStyles.toolbarButton);
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m_ShowRawBytes = GUILayout.Toggle(m_ShowRawBytes, Contents.showRawMemory, EditorStyles.toolbarButton,
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GUILayout.Width(150));
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m_ShowAsBits = GUILayout.Toggle(m_ShowAsBits, Contents.showBits, EditorStyles.toolbarButton);
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if (m_CompareStateBuffers)
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{
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var showDifferentOnly = GUILayout.Toggle(m_ShowDifferentOnly, Contents.showDifferentOnly,
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EditorStyles.toolbarButton, GUILayout.Width(150));
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if (showDifferentOnly != m_ShowDifferentOnly && m_ControlTree != null)
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{
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m_ControlTree.showDifferentOnly = showDifferentOnly;
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m_ControlTree.Reload();
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}
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m_ShowDifferentOnly = showDifferentOnly;
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}
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// If we have multiple state buffers to choose from and we're not comparing them to each other,
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// add dropdown that allows selecting which buffer to display.
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if (m_StateBuffers.Length > 1 && !m_CompareStateBuffers)
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{
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var selectedBuffer = EditorGUILayout.IntPopup(m_SelectedStateBuffer, m_BufferChoices,
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m_BufferChoiceValues, EditorStyles.toolbarPopup);
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if (selectedBuffer != m_SelectedStateBuffer)
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{
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m_SelectedStateBuffer = selectedBuffer;
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m_ControlTree = null;
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}
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}
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GUILayout.FlexibleSpace();
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GUILayout.EndHorizontal();
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if (m_ShowRawBytes)
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{
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DrawHexDump();
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}
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else
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{
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if (m_ControlTree == null)
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{
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if (m_CompareStateBuffers)
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{
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m_ControlTree = InputControlTreeView.Create(m_Control, m_StateBuffers.Length, ref m_ControlTreeState, ref m_ControlTreeHeaderState);
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m_ControlTree.multipleStateBuffers = m_StateBuffers;
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m_ControlTree.showDifferentOnly = m_ShowDifferentOnly;
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}
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else
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{
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m_ControlTree = InputControlTreeView.Create(m_Control, 1, ref m_ControlTreeState, ref m_ControlTreeHeaderState);
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m_ControlTree.stateBuffer = m_StateBuffers[m_SelectedStateBuffer];
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}
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m_ControlTree.Reload();
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m_ControlTree.ExpandAll();
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}
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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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}
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private byte[] TryGetBackBufferForCurrentlySelected()
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{
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if (m_StateBuffers.Length != (int)BufferSelector.COUNT)
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return null;
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switch ((BufferSelector)m_SelectedStateBuffer)
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{
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case BufferSelector.PlayerUpdateFrontBuffer:
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return m_StateBuffers[(int)BufferSelector.PlayerUpdateBackBuffer];
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case BufferSelector.EditorUpdateFrontBuffer:
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return m_StateBuffers[(int)BufferSelector.EditorUpdateBackBuffer];
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default:
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return null;
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}
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}
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private string FormatByte(byte value)
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{
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if (m_ShowAsBits)
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return Convert.ToString(value, 2).PadLeft(8, '0');
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else
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return value.ToString("X2");
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}
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////TODO: support dumping multiple state side-by-side when comparing
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private void DrawHexDump()
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{
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m_HexDumpScrollPosition = EditorGUILayout.BeginScrollView(m_HexDumpScrollPosition);
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var stateBuffer = m_StateBuffers[m_SelectedStateBuffer];
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var prevStateBuffer = TryGetBackBufferForCurrentlySelected();
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if (prevStateBuffer != null && prevStateBuffer.Length != stateBuffer.Length) // we assume they're same length, otherwise ignore prev buffer
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prevStateBuffer = null;
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var numBytes = stateBuffer.Length;
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var numHexGroups = numBytes / kBytesPerHexGroup + (numBytes % kBytesPerHexGroup > 0 ? 1 : 0);
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var numLines = numHexGroups / kHexGroupsPerLine + (numHexGroups % kHexGroupsPerLine > 0 ? 1 : 0);
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var currentOffset = 0;
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var currentLineRect = EditorGUILayout.GetControlRect(GUILayout.ExpandWidth(true));
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currentLineRect.height = kHexDumpLineHeight;
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var currentHexGroup = 0;
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var currentByte = 0;
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////REVIEW: what would be totally awesome is if this not just displayed a hex dump but also the correlation to current
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//// control offset assignments
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for (var line = 0; line < numLines; ++line)
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{
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// Draw offset.
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var offsetLabelRect = currentLineRect;
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offsetLabelRect.width = kOffsetLabelWidth;
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GUI.Label(offsetLabelRect, currentOffset.ToString(), Styles.offsetLabel);
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currentOffset += kBytesPerHexGroup * kHexGroupsPerLine;
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// Draw hex groups.
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var hexGroupRect = offsetLabelRect;
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hexGroupRect.x += kOffsetLabelWidth + 10;
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hexGroupRect.width = m_ShowAsBits ? kBitGroupWidth : kHexGroupWidth;
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for (var group = 0;
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group < kHexGroupsPerLine && currentHexGroup < numHexGroups;
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++group, ++currentHexGroup)
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{
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// Convert bytes to hex.
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var hex = string.Empty;
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for (var i = 0; i < kBytesPerHexGroup; ++i, ++currentByte)
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{
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if (currentByte >= numBytes)
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{
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hex += " ";
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continue;
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}
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var current = FormatByte(stateBuffer[currentByte]);
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if (prevStateBuffer == null)
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{
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hex += current;
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continue;
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}
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var prev = FormatByte(prevStateBuffer[currentByte]);
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if (prev.Length != current.Length)
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{
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hex += current;
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continue;
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}
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for (var j = 0; j < current.Length; ++j)
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{
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if (current[j] != prev[j])
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hex += $"<color=#C84B31FF>{current[j]}</color>";
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else
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hex += current[j];
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}
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}
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////TODO: draw alternating backgrounds for the hex groups
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GUI.Label(hexGroupRect, hex, style: Styles.hexLabel);
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hexGroupRect.x += m_ShowAsBits ? kBitGroupWidth : kHexGroupWidth;
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}
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currentLineRect.y += kHexDumpLineHeight;
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}
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EditorGUILayout.EndScrollView();
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}
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// We copy the state we're inspecting to a buffer we own so that we're safe
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// against any mutations.
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// When inspecting controls (as opposed to events), we copy all their various
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// state buffers and allow switching between them.
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[SerializeField] private byte[][] m_StateBuffers;
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[SerializeField] private int m_SelectedStateBuffer;
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[SerializeField] private bool m_CompareStateBuffers;
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[SerializeField] private bool m_ShowDifferentOnly;
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[SerializeField] private bool m_ShowRawBytes;
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[SerializeField] private bool m_ShowAsBits;
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[SerializeField] private bool m_PollControlState;
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[SerializeField] private TreeViewState m_ControlTreeState;
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[SerializeField] private MultiColumnHeaderState m_ControlTreeHeaderState;
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[SerializeField] private Vector2 m_HexDumpScrollPosition;
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[NonSerialized] private InputControlTreeView m_ControlTree;
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[NonSerialized] private GUIContent[] m_BufferChoices;
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[NonSerialized] private int[] m_BufferChoiceValues;
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////FIXME: we lose this on domain reload; how should we recover?
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[NonSerialized] private InputControl m_Control;
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private enum BufferSelector
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{
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PlayerUpdateFrontBuffer,
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PlayerUpdateBackBuffer,
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EditorUpdateFrontBuffer,
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EditorUpdateBackBuffer,
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NoiseMaskBuffer,
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ResetMaskBuffer,
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COUNT,
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Default = PlayerUpdateFrontBuffer
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}
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private static class Styles
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{
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public static GUIStyle offsetLabel = new GUIStyle
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{
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alignment = TextAnchor.UpperRight,
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fontStyle = FontStyle.BoldAndItalic,
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font = EditorStyles.boldFont,
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fontSize = EditorStyles.boldFont.fontSize - 2,
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normal = new GUIStyleState { textColor = Color.black }
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};
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public static GUIStyle hexLabel = new GUIStyle
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{
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fontStyle = FontStyle.Normal,
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font = EditorGUIUtility.Load("Fonts/RobotoMono/RobotoMono-Regular.ttf") as Font,
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fontSize = EditorStyles.label.fontSize + 2,
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normal = new GUIStyleState { textColor = Color.white },
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richText = true
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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 live = new GUIContent("Live");
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public static GUIContent showRawMemory = new GUIContent("Display Raw Memory");
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public static GUIContent showBits = new GUIContent("Bits/Hex");
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public static GUIContent showDifferentOnly = new GUIContent("Show Only Differences");
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public static GUIContent[] bufferChoices =
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{
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new GUIContent("Player (Current)"),
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new GUIContent("Player (Previous)"),
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new GUIContent("Editor (Current)"),
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new GUIContent("Editor (Previous)"),
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new GUIContent("Noise Mask"),
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new GUIContent("Reset Mask")
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};
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}
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}
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}
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#endif // UNITY_EDITOR
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