Firstborn/Library/PackageCache/com.unity.inputsystem@1.4.4/InputSystem/Editor/Debugger/InputDebuggerWindow.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

1010 lines
44 KiB
C#

#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine.InputSystem.LowLevel;
using UnityEditor;
using UnityEditorInternal;
using UnityEditor.IMGUI.Controls;
using UnityEditor.Networking.PlayerConnection;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Users;
using UnityEngine.InputSystem.Utilities;
////FIXME: Generate proper IDs for the individual tree view items; the current sequential numbering scheme just causes lots of
//// weird expansion/collapsing to happen.
////TODO: add way to load and replay event traces
////TODO: refresh metrics on demand
////TODO: when an action is triggered and when a device changes state, make them bold in the list for a brief moment
////TODO: show input users and their actions and devices
////TODO: append " (Disabled) to disabled devices and grey them out
////TODO: split 'Local' and 'Remote' at root rather than inside subnodes
////TODO: refresh when unrecognized device pops up
namespace UnityEngine.InputSystem.Editor
{
// Allows looking at input activity in the editor.
internal class InputDebuggerWindow : EditorWindow, ISerializationCallbackReceiver
{
private static int s_Disabled;
private static InputDebuggerWindow s_Instance;
[MenuItem("Window/Analysis/Input Debugger", false, 2100)]
public static void CreateOrShow()
{
if (s_Instance == null)
{
s_Instance = GetWindow<InputDebuggerWindow>();
s_Instance.Show();
s_Instance.titleContent = new GUIContent("Input Debug");
}
else
{
s_Instance.Show();
s_Instance.Focus();
}
}
public static void Enable()
{
if (s_Disabled == 0)
return;
--s_Disabled;
if (s_Disabled == 0 && s_Instance != null)
{
s_Instance.InstallHooks();
s_Instance.Refresh();
}
}
public static void Disable()
{
++s_Disabled;
if (s_Disabled == 1 && s_Instance != null)
{
s_Instance.UninstallHooks();
s_Instance.Refresh();
}
}
private void OnDeviceChange(InputDevice device, InputDeviceChange change)
{
// Update tree if devices are added or removed.
if (change == InputDeviceChange.Added || change == InputDeviceChange.Removed)
Refresh();
}
private void OnLayoutChange(string name, InputControlLayoutChange change)
{
// Update tree if layout setup has changed.
Refresh();
}
private void OnActionChange(object actionOrMap, InputActionChange change)
{
switch (change)
{
// When an action is triggered, we only need a repaint.
case InputActionChange.ActionStarted:
case InputActionChange.ActionPerformed:
case InputActionChange.ActionCanceled:
Repaint();
break;
case InputActionChange.ActionEnabled:
case InputActionChange.ActionDisabled:
case InputActionChange.ActionMapDisabled:
case InputActionChange.ActionMapEnabled:
case InputActionChange.BoundControlsChanged:
Refresh();
break;
}
}
private void OnSettingsChange()
{
Refresh();
}
private string OnFindLayout(ref InputDeviceDescription description, string matchedLayout,
InputDeviceExecuteCommandDelegate executeCommandDelegate)
{
// If there's no matched layout, there's a chance this device will go in
// the unsupported list. There's no direct notification for that so we
// preemptively trigger a refresh.
if (string.IsNullOrEmpty(matchedLayout))
Refresh();
return null;
}
private void Refresh()
{
m_NeedReload = true;
Repaint();
}
public void OnDestroy()
{
UninstallHooks();
}
private void InstallHooks()
{
InputSystem.onDeviceChange += OnDeviceChange;
InputSystem.onLayoutChange += OnLayoutChange;
InputSystem.onFindLayoutForDevice += OnFindLayout;
InputSystem.onActionChange += OnActionChange;
InputSystem.onSettingsChange += OnSettingsChange;
}
private void UninstallHooks()
{
InputSystem.onDeviceChange -= OnDeviceChange;
InputSystem.onLayoutChange -= OnLayoutChange;
InputSystem.onFindLayoutForDevice -= OnFindLayout;
InputSystem.onActionChange -= OnActionChange;
InputSystem.onSettingsChange -= OnSettingsChange;
}
private void Initialize()
{
InstallHooks();
var newTreeViewState = m_TreeViewState == null;
if (newTreeViewState)
m_TreeViewState = new TreeViewState();
m_TreeView = new InputSystemTreeView(m_TreeViewState);
// Set default expansion states.
if (newTreeViewState)
m_TreeView.SetExpanded(m_TreeView.devicesItem.id, true);
m_Initialized = true;
}
public void OnGUI()
{
if (s_Disabled > 0)
{
EditorGUILayout.LabelField("Disabled");
return;
}
// If the new backends aren't enabled, show a warning in the debugger.
if (!EditorPlayerSettingHelpers.newSystemBackendsEnabled)
{
EditorGUILayout.HelpBox(
"Platform backends for the new input system are not enabled. " +
"No devices and input from hardware will come through in the new input system APIs.\n\n" +
"To enable the backends, set 'Active Input Handling' in the player settings to either 'Input System (Preview)' " +
"or 'Both' and restart the editor.", MessageType.Warning);
}
// This also brings us back online after a domain reload.
if (!m_Initialized)
{
Initialize();
}
else if (m_NeedReload)
{
m_TreeView.Reload();
m_NeedReload = false;
}
DrawToolbarGUI();
var rect = EditorGUILayout.GetControlRect(GUILayout.ExpandHeight(true));
m_TreeView.OnGUI(rect);
}
private static void ResetDevice(InputDevice device, bool hard)
{
var playerUpdateType = InputDeviceDebuggerWindow.DetermineUpdateTypeToShow(device);
var currentUpdateType = InputState.currentUpdateType;
InputStateBuffers.SwitchTo(InputSystem.s_Manager.m_StateBuffers, playerUpdateType);
InputSystem.ResetDevice(device, alsoResetDontResetControls: hard);
InputStateBuffers.SwitchTo(InputSystem.s_Manager.m_StateBuffers, currentUpdateType);
}
private static void ToggleAddDevicesNotSupportedByProject()
{
InputEditorUserSettings.addDevicesNotSupportedByProject =
!InputEditorUserSettings.addDevicesNotSupportedByProject;
}
private void ToggleDiagnosticMode()
{
if (InputSystem.s_Manager.m_Diagnostics != null)
{
InputSystem.s_Manager.m_Diagnostics = null;
}
else
{
if (m_Diagnostics == null)
m_Diagnostics = new InputDiagnostics();
InputSystem.s_Manager.m_Diagnostics = m_Diagnostics;
}
}
private static void ToggleTouchSimulation()
{
InputEditorUserSettings.simulateTouch = !InputEditorUserSettings.simulateTouch;
}
private static void EnableRemoteDevices(bool enable = true)
{
foreach (var player in EditorConnection.instance.ConnectedPlayers)
{
EditorConnection.instance.Send(enable ? RemoteInputPlayerConnection.kStartSendingMsg : RemoteInputPlayerConnection.kStopSendingMsg, new byte[0], player.playerId);
if (!enable)
InputSystem.remoting.RemoveRemoteDevices(player.playerId);
}
}
private static void DrawConnectionGUI()
{
if (GUILayout.Button("Remote Devices…", EditorStyles.toolbarDropDown))
{
var menu = new GenericMenu();
var haveRemotes = InputSystem.devices.Any(x => x.remote);
if (EditorConnection.instance.ConnectedPlayers.Count > 0)
menu.AddItem(new GUIContent("Show remote devices"), haveRemotes, () =>
{
EnableRemoteDevices(!haveRemotes);
});
else
menu.AddDisabledItem(new GUIContent("Show remote input devices"));
menu.AddSeparator("");
var availableProfilers = ProfilerDriver.GetAvailableProfilers();
foreach (var profiler in availableProfilers)
{
var enabled = ProfilerDriver.IsIdentifierConnectable(profiler);
var profilerName = ProfilerDriver.GetConnectionIdentifier(profiler);
var isConnected = ProfilerDriver.connectedProfiler == profiler;
if (enabled)
menu.AddItem(new GUIContent(profilerName), isConnected, () => {
ProfilerDriver.connectedProfiler = profiler;
EnableRemoteDevices();
});
else
menu.AddDisabledItem(new GUIContent(profilerName));
}
foreach (var device in UnityEditor.Hardware.DevDeviceList.GetDevices())
{
var supportsPlayerConnection = (device.features & UnityEditor.Hardware.DevDeviceFeatures.PlayerConnection) != 0;
if (!device.isConnected || !supportsPlayerConnection)
continue;
var url = "device://" + device.id;
var isConnected = ProfilerDriver.connectedProfiler == 0xFEEE && ProfilerDriver.directConnectionUrl == url;
menu.AddItem(new GUIContent(device.name), isConnected, () => {
ProfilerDriver.DirectURLConnect(url);
EnableRemoteDevices();
});
}
menu.ShowAsContext();
}
}
private void DrawToolbarGUI()
{
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
if (GUILayout.Button(Contents.optionsContent, EditorStyles.toolbarDropDown))
{
var menu = new GenericMenu();
menu.AddItem(Contents.addDevicesNotSupportedByProjectContent, InputEditorUserSettings.addDevicesNotSupportedByProject,
ToggleAddDevicesNotSupportedByProject);
menu.AddItem(Contents.diagnosticsModeContent, InputSystem.s_Manager.m_Diagnostics != null,
ToggleDiagnosticMode);
menu.AddItem(Contents.touchSimulationContent, InputEditorUserSettings.simulateTouch, ToggleTouchSimulation);
// Add the inverse of "Copy Device Description" which adds a device with the description from
// the clipboard to the system. This is most useful for debugging and makes it very easy to
// have a first pass at device descriptions supplied by users.
try
{
var copyBuffer = EditorGUIUtility.systemCopyBuffer;
if (!string.IsNullOrEmpty(copyBuffer) &&
copyBuffer.StartsWith("{") && !InputDeviceDescription.FromJson(copyBuffer).empty)
{
menu.AddItem(Contents.pasteDeviceDescriptionAsDevice, false, () =>
{
var description = InputDeviceDescription.FromJson(copyBuffer);
InputSystem.AddDevice(description);
});
}
}
catch (ArgumentException)
{
// Catch and ignore exception if buffer doesn't actually contain an InputDeviceDescription
// in (proper) JSON format.
}
menu.ShowAsContext();
}
DrawConnectionGUI();
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
}
[SerializeField] private TreeViewState m_TreeViewState;
[NonSerialized] private InputDiagnostics m_Diagnostics;
[NonSerialized] private InputSystemTreeView m_TreeView;
[NonSerialized] private bool m_Initialized;
[NonSerialized] private bool m_NeedReload;
internal static void ReviveAfterDomainReload()
{
if (s_Instance != null)
{
// Trigger initial repaint. Will call Initialize() to install hooks and
// refresh tree.
s_Instance.Repaint();
}
}
private static class Contents
{
public static readonly GUIContent optionsContent = new GUIContent("Options");
public static readonly GUIContent touchSimulationContent = new GUIContent("Simulate Touch Input From Mouse or Pen");
public static readonly GUIContent pasteDeviceDescriptionAsDevice = new GUIContent("Paste Device Description as Device");
public static readonly GUIContent addDevicesNotSupportedByProjectContent = new GUIContent("Add Devices Not Listed in 'Supported Devices'");
public static readonly GUIContent diagnosticsModeContent = new GUIContent("Enable Event Diagnostics");
public static readonly GUIContent openDebugView = new GUIContent("Open Device Debug View");
public static readonly GUIContent copyDeviceDescription = new GUIContent("Copy Device Description");
public static readonly GUIContent copyLayoutAsJSON = new GUIContent("Copy Layout as JSON");
public static readonly GUIContent createDeviceFromLayout = new GUIContent("Create Device from Layout");
public static readonly GUIContent generateCodeFromLayout = new GUIContent("Generate Precompiled Layout");
public static readonly GUIContent removeDevice = new GUIContent("Remove Device");
public static readonly GUIContent enableDevice = new GUIContent("Enable Device");
public static readonly GUIContent disableDevice = new GUIContent("Disable Device");
public static readonly GUIContent syncDevice = new GUIContent("Try to Sync Device");
public static readonly GUIContent softResetDevice = new GUIContent("Reset Device (Soft)");
public static readonly GUIContent hardResetDevice = new GUIContent("Reset Device (Hard)");
}
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
s_Instance = this;
}
private class InputSystemTreeView : TreeView
{
public TreeViewItem actionsItem { get; private set; }
public TreeViewItem devicesItem { get; private set; }
public TreeViewItem layoutsItem { get; private set; }
public TreeViewItem settingsItem { get; private set; }
public TreeViewItem metricsItem { get; private set; }
public TreeViewItem usersItem { get; private set; }
public InputSystemTreeView(TreeViewState state)
: base(state)
{
Reload();
}
protected override void ContextClickedItem(int id)
{
var item = FindItem(id, rootItem);
if (item == null)
return;
if (item is DeviceItem deviceItem)
{
var menu = new GenericMenu();
menu.AddItem(Contents.openDebugView, false, () => InputDeviceDebuggerWindow.CreateOrShowExisting(deviceItem.device));
menu.AddItem(Contents.copyDeviceDescription, false,
() => EditorGUIUtility.systemCopyBuffer = deviceItem.device.description.ToJson());
menu.AddItem(Contents.removeDevice, false, () => InputSystem.RemoveDevice(deviceItem.device));
if (deviceItem.device.enabled)
menu.AddItem(Contents.disableDevice, false, () => InputSystem.DisableDevice(deviceItem.device));
else
menu.AddItem(Contents.enableDevice, false, () => InputSystem.EnableDevice(deviceItem.device));
menu.AddItem(Contents.syncDevice, false, () => InputSystem.TrySyncDevice(deviceItem.device));
menu.AddItem(Contents.softResetDevice, false, () => ResetDevice(deviceItem.device, false));
menu.AddItem(Contents.hardResetDevice, false, () => ResetDevice(deviceItem.device, true));
menu.ShowAsContext();
}
if (item is UnsupportedDeviceItem unsupportedDeviceItem)
{
var menu = new GenericMenu();
menu.AddItem(Contents.copyDeviceDescription, false,
() => EditorGUIUtility.systemCopyBuffer = unsupportedDeviceItem.description.ToJson());
menu.ShowAsContext();
}
if (item is LayoutItem layoutItem)
{
var layout = EditorInputControlLayoutCache.TryGetLayout(layoutItem.layoutName);
if (layout != null)
{
var menu = new GenericMenu();
menu.AddItem(Contents.copyLayoutAsJSON, false,
() => EditorGUIUtility.systemCopyBuffer = layout.ToJson());
if (layout.isDeviceLayout)
{
menu.AddItem(Contents.createDeviceFromLayout, false,
() => InputSystem.AddDevice(layout.name));
menu.AddItem(Contents.generateCodeFromLayout, false, () =>
{
var fileName = EditorUtility.SaveFilePanel("Generate InputDevice Code", "", "Fast" + layoutItem.layoutName, "cs");
var isInAssets = fileName.StartsWith(Application.dataPath, StringComparison.OrdinalIgnoreCase);
if (isInAssets)
fileName = "Assets/" + fileName.Substring(Application.dataPath.Length + 1);
if (!string.IsNullOrEmpty(fileName))
{
var code = InputLayoutCodeGenerator.GenerateCodeFileForDeviceLayout(layoutItem.layoutName, fileName, prefix: "Fast");
File.WriteAllText(fileName, code);
if (isInAssets)
AssetDatabase.Refresh();
}
});
}
menu.ShowAsContext();
}
}
}
protected override void DoubleClickedItem(int id)
{
var item = FindItem(id, rootItem);
if (item is DeviceItem deviceItem)
InputDeviceDebuggerWindow.CreateOrShowExisting(deviceItem.device);
}
protected override TreeViewItem BuildRoot()
{
var id = 0;
var root = new TreeViewItem
{
id = id++,
depth = -1
};
////TODO: this will need to be improved for multi-user scenarios
// Actions.
m_EnabledActions.Clear();
InputSystem.ListEnabledActions(m_EnabledActions);
if (m_EnabledActions.Count > 0)
{
actionsItem = AddChild(root, "", ref id);
AddEnabledActions(actionsItem, ref id);
if (!actionsItem.hasChildren)
{
// We are culling actions that are assigned to users so we may end up with an empty
// list even if we have enabled actions. If we do, remove the "Actions" item from the tree.
root.children.Remove(actionsItem);
}
else
{
// Update title to include action count.
actionsItem.displayName = $"Actions ({actionsItem.children.Count})";
}
}
// Users.
var userCount = InputUser.all.Count;
if (userCount > 0)
{
usersItem = AddChild(root, $"Users ({userCount})", ref id);
foreach (var user in InputUser.all)
AddUser(usersItem, user, ref id);
}
// Devices.
var devices = InputSystem.devices;
devicesItem = AddChild(root, $"Devices ({devices.Count})", ref id);
var haveRemotes = devices.Any(x => x.remote);
TreeViewItem localDevicesNode = null;
if (haveRemotes)
{
// Split local and remote devices into groups.
localDevicesNode = AddChild(devicesItem, "Local", ref id);
AddDevices(localDevicesNode, devices, ref id);
var remoteDevicesNode = AddChild(devicesItem, "Remote", ref id);
foreach (var player in EditorConnection.instance.ConnectedPlayers)
{
var playerNode = AddChild(remoteDevicesNode, player.name, ref id);
AddDevices(playerNode, devices, ref id, player.playerId);
}
}
else
{
// We don't have remote devices so don't add an extra group for local devices.
// Put them all directly underneath the "Devices" node.
AddDevices(devicesItem, devices, ref id);
}
////TDO: unsupported and disconnected devices should also be shown for remotes
if (m_UnsupportedDevices == null)
m_UnsupportedDevices = new List<InputDeviceDescription>();
m_UnsupportedDevices.Clear();
InputSystem.GetUnsupportedDevices(m_UnsupportedDevices);
if (m_UnsupportedDevices.Count > 0)
{
var parent = haveRemotes ? localDevicesNode : devicesItem;
var unsupportedDevicesNode = AddChild(parent, $"Unsupported ({m_UnsupportedDevices.Count})", ref id);
foreach (var device in m_UnsupportedDevices)
{
var item = new UnsupportedDeviceItem
{
id = id++,
depth = unsupportedDevicesNode.depth + 1,
displayName = device.ToString(),
description = device
};
unsupportedDevicesNode.AddChild(item);
}
unsupportedDevicesNode.children.Sort((a, b) =>
string.Compare(a.displayName, b.displayName, StringComparison.InvariantCulture));
}
var disconnectedDevices = InputSystem.disconnectedDevices;
if (disconnectedDevices.Count > 0)
{
var parent = haveRemotes ? localDevicesNode : devicesItem;
var disconnectedDevicesNode = AddChild(parent, $"Disconnected ({disconnectedDevices.Count})", ref id);
foreach (var device in disconnectedDevices)
AddChild(disconnectedDevicesNode, device.ToString(), ref id);
disconnectedDevicesNode.children.Sort((a, b) =>
string.Compare(a.displayName, b.displayName, StringComparison.InvariantCulture));
}
// Layouts.
layoutsItem = AddChild(root, "Layouts", ref id);
AddControlLayouts(layoutsItem, ref id);
////FIXME: this shows local configuration only
// Settings.
var settings = InputSystem.settings;
var settingsAssetPath = AssetDatabase.GetAssetPath(settings);
var settingsLabel = "Settings";
if (!string.IsNullOrEmpty(settingsAssetPath))
settingsLabel = $"Settings ({Path.GetFileName(settingsAssetPath)})";
settingsItem = AddChild(root, settingsLabel, ref id);
AddValueItem(settingsItem, "Update Mode", settings.updateMode, ref id);
AddValueItem(settingsItem, "Compensate For Screen Orientation", settings.compensateForScreenOrientation, ref id);
AddValueItem(settingsItem, "Default Button Press Point", settings.defaultButtonPressPoint, ref id);
AddValueItem(settingsItem, "Default Deadzone Min", settings.defaultDeadzoneMin, ref id);
AddValueItem(settingsItem, "Default Deadzone Max", settings.defaultDeadzoneMax, ref id);
AddValueItem(settingsItem, "Default Tap Time", settings.defaultTapTime, ref id);
AddValueItem(settingsItem, "Default Slow Tap Time", settings.defaultSlowTapTime, ref id);
AddValueItem(settingsItem, "Default Hold Time", settings.defaultHoldTime, ref id);
if (settings.supportedDevices.Count > 0)
{
var supportedDevices = AddChild(settingsItem, "Supported Devices", ref id);
foreach (var item in settings.supportedDevices)
{
var icon = EditorInputControlLayoutCache.GetIconForLayout(item);
AddChild(supportedDevices, item, ref id, icon);
}
}
settingsItem.children.Sort((a, b) => string.Compare(a.displayName, b.displayName, StringComparison.InvariantCultureIgnoreCase));
// Metrics.
var metrics = InputSystem.metrics;
metricsItem = AddChild(root, "Metrics", ref id);
AddChild(metricsItem,
"Current State Size in Bytes: " + StringHelpers.NicifyMemorySize(metrics.currentStateSizeInBytes),
ref id);
AddValueItem(metricsItem, "Current Control Count", metrics.currentControlCount, ref id);
AddValueItem(metricsItem, "Current Layout Count", metrics.currentLayoutCount, ref id);
return root;
}
private void AddUser(TreeViewItem parent, InputUser user, ref int id)
{
////REVIEW: can we get better identification? allow associating GameObject with user?
var userItem = AddChild(parent, "User #" + user.index, ref id);
// Control scheme.
var controlScheme = user.controlScheme;
if (controlScheme != null)
AddChild(userItem, "Control Scheme: " + controlScheme, ref id);
// Paired and lost devices.
AddDeviceListToUser("Paired Devices", user.pairedDevices, ref id, userItem);
AddDeviceListToUser("Lost Devices", user.lostDevices, ref id, userItem);
// Actions.
var actions = user.actions;
if (actions != null)
{
var actionsItem = AddChild(userItem, "Actions", ref id);
foreach (var action in actions)
AddActionItem(actionsItem, action, ref id);
parent.children?.Sort((a, b) => string.Compare(a.displayName, b.displayName, StringComparison.CurrentCultureIgnoreCase));
}
}
private void AddDeviceListToUser(string title, ReadOnlyArray<InputDevice> devices, ref int id, TreeViewItem userItem)
{
if (devices.Count == 0)
return;
var devicesItem = AddChild(userItem, title, ref id);
foreach (var device in devices)
{
Debug.Assert(device != null, title + " has a null item!");
if (device == null)
continue;
var item = new DeviceItem
{
id = id++,
depth = devicesItem.depth + 1,
displayName = device.ToString(),
device = device,
icon = EditorInputControlLayoutCache.GetIconForLayout(device.layout),
};
devicesItem.AddChild(item);
}
}
private static void AddDevices(TreeViewItem parent, IEnumerable<InputDevice> devices, ref int id, int participantId = InputDevice.kLocalParticipantId)
{
foreach (var device in devices)
{
if (device.m_ParticipantId != participantId)
continue;
var displayName = device.name;
if (device.usages.Count > 0)
displayName += " (" + string.Join(",", device.usages) + ")";
var item = new DeviceItem
{
id = id++,
depth = parent.depth + 1,
displayName = displayName,
device = device,
icon = EditorInputControlLayoutCache.GetIconForLayout(device.layout),
};
parent.AddChild(item);
}
parent.children?.Sort((a, b) => string.Compare(a.displayName, b.displayName));
}
private void AddControlLayouts(TreeViewItem parent, ref int id)
{
// Split root into three different groups:
// 1) Control layouts
// 2) Device layouts that don't match specific products
// 3) Device layouts that match specific products
var controls = AddChild(parent, "Controls", ref id);
var devices = AddChild(parent, "Abstract Devices", ref id);
var products = AddChild(parent, "Specific Devices", ref id);
foreach (var layout in EditorInputControlLayoutCache.allControlLayouts)
AddControlLayoutItem(layout, controls, ref id);
foreach (var layout in EditorInputControlLayoutCache.allDeviceLayouts)
AddControlLayoutItem(layout, devices, ref id);
foreach (var layout in EditorInputControlLayoutCache.allProductLayouts)
{
var rootBaseLayoutName = InputControlLayout.s_Layouts.GetRootLayoutName(layout.name).ToString();
var groupName = string.IsNullOrEmpty(rootBaseLayoutName) ? "Other" : rootBaseLayoutName + "s";
var group = products.children?.FirstOrDefault(x => x.displayName == groupName);
if (group == null)
{
group = AddChild(products, groupName, ref id);
if (!string.IsNullOrEmpty(rootBaseLayoutName))
group.icon = EditorInputControlLayoutCache.GetIconForLayout(rootBaseLayoutName);
}
AddControlLayoutItem(layout, group, ref id);
}
controls.children?.Sort((a, b) => string.Compare(a.displayName, b.displayName));
devices.children?.Sort((a, b) => string.Compare(a.displayName, b.displayName));
if (products.children != null)
{
products.children.Sort((a, b) => string.Compare(a.displayName, b.displayName));
foreach (var productGroup in products.children)
productGroup.children.Sort((a, b) => string.Compare(a.displayName, b.displayName));
}
}
private TreeViewItem AddControlLayoutItem(InputControlLayout layout, TreeViewItem parent, ref int id)
{
var item = new LayoutItem
{
parent = parent,
depth = parent.depth + 1,
id = id++,
displayName = layout.displayName ?? layout.name,
layoutName = layout.name,
};
item.icon = EditorInputControlLayoutCache.GetIconForLayout(layout.name);
parent.AddChild(item);
// Header.
AddChild(item, "Type: " + layout.type?.Name, ref id);
if (!string.IsNullOrEmpty(layout.m_DisplayName))
AddChild(item, "Display Name: " + layout.m_DisplayName, ref id);
if (!string.IsNullOrEmpty(layout.name))
AddChild(item, "Name: " + layout.name, ref id);
var baseLayouts = StringHelpers.Join(layout.baseLayouts, ", ");
if (!string.IsNullOrEmpty(baseLayouts))
AddChild(item, "Extends: " + baseLayouts, ref id);
if (layout.stateFormat != 0)
AddChild(item, "Format: " + layout.stateFormat, ref id);
if (layout.m_UpdateBeforeRender != null)
{
var value = layout.m_UpdateBeforeRender.Value ? "Update" : "Disabled";
AddChild(item, "Before Render: " + value, ref id);
}
if (layout.commonUsages.Count > 0)
{
AddChild(item,
"Common Usages: " +
string.Join(", ", layout.commonUsages.Select(x => x.ToString()).ToArray()),
ref id);
}
if (layout.appliedOverrides.Count() > 0)
{
AddChild(item,
"Applied Overrides: " +
string.Join(", ", layout.appliedOverrides),
ref id);
}
////TODO: find a more elegant solution than multiple "Matching Devices" parents when having multiple
//// matchers
// Device matchers.
foreach (var matcher in EditorInputControlLayoutCache.GetDeviceMatchers(layout.name))
{
var node = AddChild(item, "Matching Devices", ref id);
foreach (var pattern in matcher.patterns)
AddChild(node, $"{pattern.Key} => \"{pattern.Value}\"", ref id);
}
// Controls.
if (layout.controls.Count > 0)
{
var controls = AddChild(item, "Controls", ref id);
foreach (var control in layout.controls)
AddControlItem(control, controls, ref id);
controls.children.Sort((a, b) => string.Compare(a.displayName, b.displayName));
}
return item;
}
private void AddControlItem(InputControlLayout.ControlItem control, TreeViewItem parent, ref int id)
{
var item = AddChild(parent, control.variants.IsEmpty() ? control.name : string.Format("{0} ({1})",
control.name, control.variants), ref id);
if (!control.layout.IsEmpty())
item.icon = EditorInputControlLayoutCache.GetIconForLayout(control.layout);
////TODO: fully merge TreeViewItems from isModifyingExistingControl control layouts into the control they modify
////TODO: allow clicking this field to jump to the layout
if (!control.layout.IsEmpty())
AddChild(item, $"Layout: {control.layout}", ref id);
if (!control.variants.IsEmpty())
AddChild(item, $"Variant: {control.variants}", ref id);
if (!string.IsNullOrEmpty(control.displayName))
AddChild(item, $"Display Name: {control.displayName}", ref id);
if (!string.IsNullOrEmpty(control.shortDisplayName))
AddChild(item, $"Short Display Name: {control.shortDisplayName}", ref id);
if (control.format != 0)
AddChild(item, $"Format: {control.format}", ref id);
if (control.offset != InputStateBlock.InvalidOffset)
AddChild(item, $"Offset: {control.offset}", ref id);
if (control.bit != InputStateBlock.InvalidOffset)
AddChild(item, $"Bit: {control.bit}", ref id);
if (control.sizeInBits != 0)
AddChild(item, $"Size In Bits: {control.sizeInBits}", ref id);
if (control.isArray)
AddChild(item, $"Array Size: {control.arraySize}", ref id);
if (!string.IsNullOrEmpty(control.useStateFrom))
AddChild(item, $"Use State From: {control.useStateFrom}", ref id);
if (!control.defaultState.isEmpty)
AddChild(item, $"Default State: {control.defaultState.ToString()}", ref id);
if (!control.minValue.isEmpty)
AddChild(item, $"Min Value: {control.minValue.ToString()}", ref id);
if (!control.maxValue.isEmpty)
AddChild(item, $"Max Value: {control.maxValue.ToString()}", ref id);
if (control.usages.Count > 0)
AddChild(item, "Usages: " + string.Join(", ", control.usages.Select(x => x.ToString()).ToArray()), ref id);
if (control.aliases.Count > 0)
AddChild(item, "Aliases: " + string.Join(", ", control.aliases.Select(x => x.ToString()).ToArray()), ref id);
if (control.isNoisy || control.isSynthetic)
{
var flags = "Flags: ";
if (control.isNoisy)
flags += "Noisy";
if (control.isSynthetic)
{
if (control.isNoisy)
flags += ", Synthetic";
else
flags += "Synthetic";
}
AddChild(item, flags, ref id);
}
if (control.parameters.Count > 0)
{
var parameters = AddChild(item, "Parameters", ref id);
foreach (var parameter in control.parameters)
AddChild(parameters, parameter.ToString(), ref id);
}
if (control.processors.Count > 0)
{
var processors = AddChild(item, "Processors", ref id);
foreach (var processor in control.processors)
{
var processorItem = AddChild(processors, processor.name, ref id);
foreach (var parameter in processor.parameters)
AddChild(processorItem, parameter.ToString(), ref id);
}
}
}
private void AddValueItem<TValue>(TreeViewItem parent, string name, TValue value, ref int id)
{
var item = new ConfigurationItem
{
id = id++,
depth = parent.depth + 1,
displayName = $"{name}: {value.ToString()}",
name = name
};
parent.AddChild(item);
}
private void AddEnabledActions(TreeViewItem parent, ref int id)
{
foreach (var action in m_EnabledActions)
{
// If we have users, find out if the action is owned by a user. If so, don't display
// it separately.
var isOwnedByUser = false;
foreach (var user in InputUser.all)
{
var userActions = user.actions;
if (userActions != null && userActions.Contains(action))
{
isOwnedByUser = true;
break;
}
}
if (!isOwnedByUser)
AddActionItem(parent, action, ref id);
}
parent.children?.Sort((a, b) => string.Compare(a.displayName, b.displayName, StringComparison.CurrentCultureIgnoreCase));
}
private unsafe void AddActionItem(TreeViewItem parent, InputAction action, ref int id)
{
// Add item for action.
var name = action.actionMap != null ? $"{action.actionMap.name}/{action.name}" : action.name;
if (!action.enabled)
name += " (Disabled)";
var item = AddChild(parent, name, ref id);
// Grab state.
var actionMap = action.GetOrCreateActionMap();
actionMap.ResolveBindingsIfNecessary();
var state = actionMap.m_State;
// Add list of resolved controls.
var actionIndex = action.m_ActionIndexInState;
var totalBindingCount = state.totalBindingCount;
for (var i = 0; i < totalBindingCount; ++i)
{
ref var bindingState = ref state.bindingStates[i];
if (bindingState.actionIndex != actionIndex)
continue;
if (bindingState.isComposite)
continue;
var binding = state.GetBinding(i);
var controlCount = bindingState.controlCount;
var controlStartIndex = bindingState.controlStartIndex;
for (var n = 0; n < controlCount; ++n)
{
var control = state.controls[controlStartIndex + n];
var interactions =
StringHelpers.Join(new[] {binding.effectiveInteractions, action.interactions}, ",");
var text = control.path;
if (!string.IsNullOrEmpty(interactions))
{
var namesAndParameters = NameAndParameters.ParseMultiple(interactions);
text += " [";
text += string.Join(",", namesAndParameters.Select(x => x.name));
text += "]";
}
AddChild(item, text, ref id);
}
}
}
private TreeViewItem AddChild(TreeViewItem parent, string displayName, ref int id, Texture2D icon = null)
{
var item = new TreeViewItem
{
id = id++,
depth = parent.depth + 1,
displayName = displayName,
icon = icon,
};
parent.AddChild(item);
return item;
}
private List<InputDeviceDescription> m_UnsupportedDevices;
private List<InputAction> m_EnabledActions = new List<InputAction>();
private class DeviceItem : TreeViewItem
{
public InputDevice device;
}
private class UnsupportedDeviceItem : TreeViewItem
{
public InputDeviceDescription description;
}
private class ConfigurationItem : TreeViewItem
{
public string name;
}
private class LayoutItem : TreeViewItem
{
public InternedString layoutName;
}
}
}
}
#endif // UNITY_EDITOR