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!
373 lines
13 KiB
C#
373 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.InputSystem.LowLevel;
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////TODO: add way to plot values over time
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// Goal is to build this out into something that can visualize a large number of
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// aspects about an InputControl/InputDevice especially with an eye towards making
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// it a good deal to debug any input collection/processing irregularities that may
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// be seen in players (or the editor, for that matter).
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// Some fields assigned through only through serialization.
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#pragma warning disable CS0649
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namespace UnityEngine.InputSystem.Samples
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{
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/// <summary>
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/// A component for debugging purposes that adds an on-screen display which shows
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/// activity on an input control over time.
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/// </summary>
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/// <remarks>
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/// This component is most useful for debugging input directly on the source device.
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/// </remarks>
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/// <seealso cref="InputActionVisualizer"/>
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[AddComponentMenu("Input/Debug/Input Control Visualizer")]
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[ExecuteInEditMode]
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public class InputControlVisualizer : InputVisualizer
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{
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/// <summary>
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/// What kind of visualization to show.
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/// </summary>
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public Mode visualization
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{
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get => m_Visualization;
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set
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{
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if (m_Visualization == value)
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return;
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m_Visualization = value;
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SetupVisualizer();
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}
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}
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/// <summary>
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/// Path of the control that is to be visualized.
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/// </summary>
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/// <seealso cref="InputControlPath"/>
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/// <seealso cref="InputControl.path"/>
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public string controlPath
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{
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get => m_ControlPath;
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set
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{
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m_ControlPath = value;
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if (m_Control != null)
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ResolveControl();
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}
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}
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/// <summary>
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/// If, at runtime, multiple controls are matching <see cref="controlPath"/>, this property
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/// determines the index of the control that is retrieved from the possible options.
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/// </summary>
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public int controlIndex
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{
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get => m_ControlIndex;
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set
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{
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m_ControlIndex = value;
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if (m_Control != null)
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ResolveControl();
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}
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}
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/// <summary>
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/// The control resolved from <see cref="controlPath"/> at runtime. May be null.
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/// </summary>
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public InputControl control => m_Control;
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protected new void OnEnable()
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{
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if (m_Visualization == Mode.None)
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return;
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if (s_EnabledInstances == null)
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s_EnabledInstances = new List<InputControlVisualizer>();
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if (s_EnabledInstances.Count == 0)
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{
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InputSystem.onDeviceChange += OnDeviceChange;
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InputSystem.onEvent += OnEvent;
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}
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s_EnabledInstances.Add(this);
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ResolveControl();
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base.OnEnable();
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}
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protected new void OnDisable()
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{
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if (m_Visualization == Mode.None)
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return;
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s_EnabledInstances.Remove(this);
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if (s_EnabledInstances.Count == 0)
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{
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InputSystem.onDeviceChange -= OnDeviceChange;
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InputSystem.onEvent -= OnEvent;
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}
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m_Control = null;
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base.OnDisable();
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}
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protected new void OnGUI()
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{
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if (m_Visualization == Mode.None)
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return;
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base.OnGUI();
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}
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protected new void OnValidate()
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{
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ResolveControl();
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base.OnValidate();
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}
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[Tooltip("The type of visualization to perform for the control.")]
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[SerializeField] private Mode m_Visualization;
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[Tooltip("Path of the control that should be visualized. If at runtime, multiple "
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+ "controls match the given path, the 'Control Index' property can be used to decide "
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+ "which of the controls to visualize.")]
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[InputControl, SerializeField] private string m_ControlPath;
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[Tooltip("If multiple controls match 'Control Path' at runtime, this property decides "
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+ "which control to visualize from the list of candidates. It is a zero-based index.")]
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[SerializeField] private int m_ControlIndex;
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[NonSerialized] private InputControl m_Control;
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private static List<InputControlVisualizer> s_EnabledInstances;
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private void ResolveControl()
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{
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m_Control = null;
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if (string.IsNullOrEmpty(m_ControlPath))
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return;
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using (var candidates = InputSystem.FindControls(m_ControlPath))
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{
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var numCandidates = candidates.Count;
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if (numCandidates > 1 && m_ControlIndex < numCandidates && m_ControlIndex >= 0)
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m_Control = candidates[m_ControlIndex];
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else if (numCandidates > 0)
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m_Control = candidates[0];
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}
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SetupVisualizer();
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}
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private void SetupVisualizer()
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{
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if (m_Control == null)
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{
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m_Visualizer = null;
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return;
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}
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switch (m_Visualization)
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{
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case Mode.Value:
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{
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var valueType = m_Control.valueType;
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if (valueType == typeof(Vector2))
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m_Visualizer = new VisualizationHelpers.Vector2Visualizer(m_HistorySamples);
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else if (valueType == typeof(float))
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m_Visualizer = new VisualizationHelpers.ScalarVisualizer<float>(m_HistorySamples)
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{
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////TODO: pass actual min/max limits of control
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limitMax = 1,
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limitMin = 0
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};
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else if (valueType == typeof(int))
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m_Visualizer = new VisualizationHelpers.ScalarVisualizer<int>(m_HistorySamples)
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{
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////TODO: pass actual min/max limits of control
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limitMax = 1,
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limitMin = 0
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};
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else
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{
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////TODO: generic visualizer
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}
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break;
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}
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case Mode.Events:
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{
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var visualizer = new VisualizationHelpers.TimelineVisualizer(m_HistorySamples)
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{
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timeUnit = VisualizationHelpers.TimelineVisualizer.TimeUnit.Frames,
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historyDepth = m_HistorySamples,
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showLimits = true,
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limitsY = new Vector2(0, 5) // Will expand upward automatically
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};
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m_Visualizer = visualizer;
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visualizer.AddTimeline("Events", Color.green,
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VisualizationHelpers.TimelineVisualizer.PlotType.BarChart);
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break;
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}
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case Mode.MaximumLag:
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{
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var visualizer = new VisualizationHelpers.TimelineVisualizer(m_HistorySamples)
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{
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timeUnit = VisualizationHelpers.TimelineVisualizer.TimeUnit.Frames,
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historyDepth = m_HistorySamples,
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valueUnit = new GUIContent("ms"),
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showLimits = true,
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limitsY = new Vector2(0, 6)
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};
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m_Visualizer = visualizer;
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visualizer.AddTimeline("MaxLag", Color.red,
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VisualizationHelpers.TimelineVisualizer.PlotType.BarChart);
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break;
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}
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case Mode.Bytes:
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{
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var visualizer = new VisualizationHelpers.TimelineVisualizer(m_HistorySamples)
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{
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timeUnit = VisualizationHelpers.TimelineVisualizer.TimeUnit.Frames,
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valueUnit = new GUIContent("bytes"),
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historyDepth = m_HistorySamples,
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showLimits = true,
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limitsY = new Vector2(0, 64)
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};
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m_Visualizer = visualizer;
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visualizer.AddTimeline("Bytes", Color.red,
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VisualizationHelpers.TimelineVisualizer.PlotType.BarChart);
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break;
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}
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case Mode.DeviceCurrent:
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{
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m_Visualizer = new VisualizationHelpers.CurrentDeviceVisualizer();
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break;
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}
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default:
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throw new NotImplementedException();
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}
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}
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private static void OnDeviceChange(InputDevice device, InputDeviceChange change)
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{
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if (change != InputDeviceChange.Added && change != InputDeviceChange.Removed)
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return;
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for (var i = 0; i < s_EnabledInstances.Count; ++i)
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{
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var component = s_EnabledInstances[i];
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if (change == InputDeviceChange.Removed && component.m_Control != null &&
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component.m_Control.device == device)
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component.ResolveControl();
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else if (change == InputDeviceChange.Added)
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component.ResolveControl();
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}
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}
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private static void OnEvent(InputEventPtr eventPtr, InputDevice device)
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{
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// Ignore very first update as we usually get huge lag spikes and event count
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// spikes in it from stuff that has accumulated while going into play mode or
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// starting up the player.
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if (InputState.updateCount <= 1)
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return;
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if (InputState.currentUpdateType == InputUpdateType.Editor)
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return;
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if (!eventPtr.IsA<StateEvent>() && !eventPtr.IsA<DeltaStateEvent>())
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return;
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for (var i = 0; i < s_EnabledInstances.Count; ++i)
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{
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var component = s_EnabledInstances[i];
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if (component.m_Control?.device != device || component.m_Visualizer == null)
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continue;
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component.OnEventImpl(eventPtr, device);
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}
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}
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private unsafe void OnEventImpl(InputEventPtr eventPtr, InputDevice device)
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{
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switch (m_Visualization)
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{
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case Mode.Value:
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{
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var statePtr = m_Control.GetStatePtrFromStateEvent(eventPtr);
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if (statePtr == null)
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return; // No value for control in event.
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var value = m_Control.ReadValueFromStateAsObject(statePtr);
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m_Visualizer.AddSample(value, eventPtr.time);
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break;
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}
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case Mode.Events:
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{
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var visualizer = (VisualizationHelpers.TimelineVisualizer)m_Visualizer;
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var frame = (int)InputState.updateCount;
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ref var valueRef = ref visualizer.GetOrCreateSample(0, frame);
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var value = valueRef.ToInt32() + 1;
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valueRef = value;
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visualizer.limitsY =
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new Vector2(0, Mathf.Max(value, visualizer.limitsY.y));
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break;
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}
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case Mode.MaximumLag:
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{
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var visualizer = (VisualizationHelpers.TimelineVisualizer)m_Visualizer;
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var lag = (Time.realtimeSinceStartup - eventPtr.time) * 1000; // In milliseconds.
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var frame = (int)InputState.updateCount;
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ref var valueRef = ref visualizer.GetOrCreateSample(0, frame);
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if (lag > valueRef.ToDouble())
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{
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valueRef = lag;
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if (lag > visualizer.limitsY.y)
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visualizer.limitsY = new Vector2(0, Mathf.Ceil((float)lag));
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}
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break;
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}
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case Mode.Bytes:
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{
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var visualizer = (VisualizationHelpers.TimelineVisualizer)m_Visualizer;
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var frame = (int)InputState.updateCount;
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ref var valueRef = ref visualizer.GetOrCreateSample(0, frame);
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var value = valueRef.ToInt32() + eventPtr.sizeInBytes;
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valueRef = value;
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visualizer.limitsY =
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new Vector2(0, Mathf.Max(value, visualizer.limitsY.y));
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break;
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}
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case Mode.DeviceCurrent:
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{
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m_Visualizer.AddSample(device, eventPtr.time);
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break;
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}
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}
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}
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/// <summary>
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/// Determines which aspect of the control should be visualized.
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/// </summary>
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public enum Mode
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{
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None = 0,
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Value = 1,
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Events = 4,
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MaximumLag = 6,
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Bytes = 7,
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DeviceCurrent = 8,
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}
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}
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}
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