213 lines
7.5 KiB
C#
213 lines
7.5 KiB
C#
#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
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#define USE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.UI;
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using UnityEngine.InputSystem.EnhancedTouch;
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#endif
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using System;
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using System.Collections;
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using UnityEngine.EventSystems;
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namespace UnityEngine.Rendering
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{
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class DebugUpdater : MonoBehaviour
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{
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static DebugUpdater s_Instance = null;
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ScreenOrientation m_Orientation;
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bool m_RuntimeUiWasVisibleLastFrame = false;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
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static void RuntimeInit()
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (DebugManager.instance.enableRuntimeUI)
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EnableRuntime();
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#endif
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}
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internal static void SetEnabled(bool enabled)
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{
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if (enabled)
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EnableRuntime();
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else
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DisableRuntime();
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}
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static void EnableRuntime()
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{
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if (s_Instance != null)
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return;
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var go = new GameObject { name = "[Debug Updater]" };
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s_Instance = go.AddComponent<DebugUpdater>();
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s_Instance.m_Orientation = Screen.orientation;
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DontDestroyOnLoad(go);
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DebugManager.instance.EnableInputActions();
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#if USE_INPUT_SYSTEM
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EnhancedTouchSupport.Enable();
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#endif
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}
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static void DisableRuntime()
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{
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DebugManager debugManager = DebugManager.instance;
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debugManager.displayRuntimeUI = false;
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debugManager.displayPersistentRuntimeUI = false;
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if (s_Instance != null)
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{
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CoreUtils.Destroy(s_Instance.gameObject);
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s_Instance = null;
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}
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}
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internal static void HandleInternalEventSystemComponents(bool uiEnabled)
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{
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if (s_Instance == null)
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return;
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if (uiEnabled)
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s_Instance.EnsureExactlyOneEventSystem();
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else
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s_Instance.DestroyDebugEventSystem();
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}
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void EnsureExactlyOneEventSystem()
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{
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var eventSystems = FindObjectsOfType<EventSystem>();
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var debugEventSystem = GetComponent<EventSystem>();
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if (eventSystems.Length > 1 && debugEventSystem != null)
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{
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Debug.Log($"More than one EventSystem detected in scene. Destroying EventSystem owned by DebugUpdater.");
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DestroyDebugEventSystem();
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}
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else if (eventSystems.Length == 0)
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{
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Debug.Log($"No EventSystem available. Creating a new EventSystem to enable Rendering Debugger runtime UI.");
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CreateDebugEventSystem();
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}
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else
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{
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StartCoroutine(DoAfterInputModuleUpdated(CheckInputModuleExists));
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}
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}
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IEnumerator DoAfterInputModuleUpdated(Action action)
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{
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// EventSystem.current.currentInputModule is not updated immediately when EventSystem.current changes. It happens
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// with a delay in EventSystem.Update(), so wait a couple of frames to ensure that has happened.
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yield return new WaitForEndOfFrame();
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yield return new WaitForEndOfFrame();
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action.Invoke();
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}
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void CheckInputModuleExists()
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{
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if (EventSystem.current != null && EventSystem.current.currentInputModule == null)
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{
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Debug.LogWarning("Found a game object with EventSystem component but no corresponding BaseInputModule component - Debug UI input might not work correctly.");
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}
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}
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#if USE_INPUT_SYSTEM
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void AssignDefaultActions()
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{
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if (EventSystem.current != null && EventSystem.current.currentInputModule is InputSystemUIInputModule inputSystemModule)
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{
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// FIXME: In order to activate default input actions in player builds (required for touch input to work),
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// we need to call InputSystemUIInputModule.AssignDefaultActions() which was added in com.unity.inputsystem@1.1.0-pre.5.
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// However, there is a problem in InputSystem package version ordering, where it sorts this version as an
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// older version than it should be. Hence we cannot write a version define to conditionally compile this function call.
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// Instead, we use reflection to see if the function is there and can be invoked.
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//
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// Once com.unity.inputsystem@1.1.0 is available, create an INPUTSYSTEM_1_1_0_OR_GREATER version define and use it
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// to conditionally call AssignDefaultActions().
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System.Reflection.MethodInfo assignDefaultActionsMethod = inputSystemModule.GetType().GetMethod("AssignDefaultActions");
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if (assignDefaultActionsMethod != null)
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{
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assignDefaultActionsMethod.Invoke(inputSystemModule, null);
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}
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}
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CheckInputModuleExists();
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}
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#endif
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void CreateDebugEventSystem()
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{
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gameObject.AddComponent<EventSystem>();
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#if USE_INPUT_SYSTEM
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gameObject.AddComponent<InputSystemUIInputModule>();
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StartCoroutine(DoAfterInputModuleUpdated(AssignDefaultActions));
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#else
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gameObject.AddComponent<StandaloneInputModule>();
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#endif
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}
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void DestroyDebugEventSystem()
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{
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var eventSystem = GetComponent<EventSystem>();
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#if USE_INPUT_SYSTEM
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var inputModule = GetComponent<InputSystemUIInputModule>();
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if (inputModule)
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{
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CoreUtils.Destroy(inputModule);
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StartCoroutine(DoAfterInputModuleUpdated(AssignDefaultActions));
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}
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#else
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CoreUtils.Destroy(GetComponent<StandaloneInputModule>());
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CoreUtils.Destroy(GetComponent<BaseInput>());
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#endif
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CoreUtils.Destroy(eventSystem);
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}
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void Update()
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{
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DebugManager debugManager = DebugManager.instance;
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// Runtime UI visibility can change i.e. due to scene unload - allow component cleanup in this case.
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if (m_RuntimeUiWasVisibleLastFrame != debugManager.displayRuntimeUI)
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{
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HandleInternalEventSystemComponents(debugManager.displayRuntimeUI);
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}
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debugManager.UpdateActions();
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if (debugManager.GetAction(DebugAction.EnableDebugMenu) != 0.0f ||
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debugManager.GetActionToggleDebugMenuWithTouch())
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{
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debugManager.displayRuntimeUI = !debugManager.displayRuntimeUI;
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}
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if (debugManager.displayRuntimeUI)
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{
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if (debugManager.GetAction(DebugAction.ResetAll) != 0.0f)
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debugManager.Reset();
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if (debugManager.GetActionReleaseScrollTarget())
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debugManager.SetScrollTarget(null); // Allow mouse wheel scroll without causing auto-scroll
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}
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if (m_Orientation != Screen.orientation)
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{
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StartCoroutine(RefreshRuntimeUINextFrame());
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m_Orientation = Screen.orientation;
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}
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m_RuntimeUiWasVisibleLastFrame = debugManager.displayRuntimeUI;
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}
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static IEnumerator RefreshRuntimeUINextFrame()
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{
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yield return null; // Defer runtime UI refresh to next frame to allow canvas to update first.
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DebugManager.instance.ReDrawOnScreenDebug();
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}
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}
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}
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