UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/Debugging/DebugManager.Actions.cs

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2024-10-27 10:53:47 +03:00
#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
#define USE_INPUT_SYSTEM
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.EnhancedTouch;
#endif
using System;
using System.Collections.Generic;
namespace UnityEngine.Rendering
{
internal enum DebugAction
{
EnableDebugMenu,
PreviousDebugPanel,
NextDebugPanel,
Action,
MakePersistent,
MoveVertical,
MoveHorizontal,
Multiplier,
ResetAll,
DebugActionCount
}
enum DebugActionRepeatMode
{
Never,
Delay
}
public sealed partial class DebugManager
{
const string kEnableDebugBtn1 = "Enable Debug Button 1";
const string kEnableDebugBtn2 = "Enable Debug Button 2";
const string kDebugPreviousBtn = "Debug Previous";
const string kDebugNextBtn = "Debug Next";
const string kValidateBtn = "Debug Validate";
const string kPersistentBtn = "Debug Persistent";
const string kDPadVertical = "Debug Vertical";
const string kDPadHorizontal = "Debug Horizontal";
const string kMultiplierBtn = "Debug Multiplier";
const string kResetBtn = "Debug Reset";
const string kEnableDebug = "Enable Debug";
DebugActionDesc[] m_DebugActions;
DebugActionState[] m_DebugActionStates;
#if USE_INPUT_SYSTEM
InputActionMap debugActionMap = new InputActionMap("Debug Menu");
#endif
void RegisterActions()
{
m_DebugActions = new DebugActionDesc[(int)DebugAction.DebugActionCount];
m_DebugActionStates = new DebugActionState[(int)DebugAction.DebugActionCount];
var enableDebugMenu = new DebugActionDesc();
#if USE_INPUT_SYSTEM
enableDebugMenu.buttonAction = debugActionMap.FindAction(kEnableDebug);
#else
enableDebugMenu.buttonTriggerList.Add(new[] { kEnableDebugBtn1, kEnableDebugBtn2 });
enableDebugMenu.keyTriggerList.Add(new[] { KeyCode.LeftControl, KeyCode.Backspace });
#endif
enableDebugMenu.repeatMode = DebugActionRepeatMode.Never;
AddAction(DebugAction.EnableDebugMenu, enableDebugMenu);
var resetDebugMenu = new DebugActionDesc();
#if USE_INPUT_SYSTEM
resetDebugMenu.buttonAction = debugActionMap.FindAction(kResetBtn);
#else
resetDebugMenu.keyTriggerList.Add(new[] { KeyCode.LeftAlt, KeyCode.Backspace });
resetDebugMenu.buttonTriggerList.Add(new[] { kResetBtn, kEnableDebugBtn2 });
#endif
resetDebugMenu.repeatMode = DebugActionRepeatMode.Never;
AddAction(DebugAction.ResetAll, resetDebugMenu);
var nextDebugPanel = new DebugActionDesc();
#if USE_INPUT_SYSTEM
nextDebugPanel.buttonAction = debugActionMap.FindAction(kDebugNextBtn);
#else
nextDebugPanel.buttonTriggerList.Add(new[] { kDebugNextBtn });
#endif
nextDebugPanel.repeatMode = DebugActionRepeatMode.Never;
AddAction(DebugAction.NextDebugPanel, nextDebugPanel);
var previousDebugPanel = new DebugActionDesc();
#if USE_INPUT_SYSTEM
previousDebugPanel.buttonAction = debugActionMap.FindAction(kDebugPreviousBtn);
#else
previousDebugPanel.buttonTriggerList.Add(new[] { kDebugPreviousBtn });
#endif
previousDebugPanel.repeatMode = DebugActionRepeatMode.Never;
AddAction(DebugAction.PreviousDebugPanel, previousDebugPanel);
var validate = new DebugActionDesc();
#if USE_INPUT_SYSTEM
validate.buttonAction = debugActionMap.FindAction(kValidateBtn);
#else
validate.buttonTriggerList.Add(new[] { kValidateBtn });
#endif
validate.repeatMode = DebugActionRepeatMode.Never;
AddAction(DebugAction.Action, validate);
var persistent = new DebugActionDesc();
#if USE_INPUT_SYSTEM
persistent.buttonAction = debugActionMap.FindAction(kPersistentBtn);
#else
persistent.buttonTriggerList.Add(new[] { kPersistentBtn });
#endif
persistent.repeatMode = DebugActionRepeatMode.Never;
AddAction(DebugAction.MakePersistent, persistent);
var multiplier = new DebugActionDesc();
#if USE_INPUT_SYSTEM
multiplier.buttonAction = debugActionMap.FindAction(kMultiplierBtn);
#else
multiplier.buttonTriggerList.Add(new[] { kMultiplierBtn });
#endif
multiplier.repeatMode = DebugActionRepeatMode.Delay;
validate.repeatDelay = 0f;
AddAction(DebugAction.Multiplier, multiplier);
var moveVertical = new DebugActionDesc();
#if USE_INPUT_SYSTEM
moveVertical.buttonAction = debugActionMap.FindAction(kDPadVertical);
#else
moveVertical.axisTrigger = kDPadVertical;
#endif
moveVertical.repeatMode = DebugActionRepeatMode.Delay;
moveVertical.repeatDelay = 0.16f;
AddAction(DebugAction.MoveVertical, moveVertical);
var moveHorizontal = new DebugActionDesc();
#if USE_INPUT_SYSTEM
moveHorizontal.buttonAction = debugActionMap.FindAction(kDPadHorizontal);
#else
moveHorizontal.axisTrigger = kDPadHorizontal;
#endif
moveHorizontal.repeatMode = DebugActionRepeatMode.Delay;
moveHorizontal.repeatDelay = 0.16f;
AddAction(DebugAction.MoveHorizontal, moveHorizontal);
}
internal void EnableInputActions()
{
#if USE_INPUT_SYSTEM
foreach (var action in debugActionMap)
action.Enable();
#endif
}
void AddAction(DebugAction action, DebugActionDesc desc)
{
int index = (int)action;
m_DebugActions[index] = desc;
m_DebugActionStates[index] = new DebugActionState();
}
void SampleAction(int actionIndex)
{
var desc = m_DebugActions[actionIndex];
var state = m_DebugActionStates[actionIndex];
// Disable all input events if we're using the new input system
#if USE_INPUT_SYSTEM
if (state.runningAction == false)
{
if (desc.buttonAction != null)
{
var value = desc.buttonAction.ReadValue<float>();
if (!Mathf.Approximately(value, 0))
state.TriggerWithButton(desc.buttonAction, value);
}
}
#elif ENABLE_LEGACY_INPUT_MANAGER
//bool canSampleAction = (state.actionTriggered == false) || (desc.repeatMode == DebugActionRepeatMode.Delay && state.timer > desc.repeatDelay);
if (state.runningAction == false)
{
// Check button triggers
for (int buttonListIndex = 0; buttonListIndex < desc.buttonTriggerList.Count; ++buttonListIndex)
{
var buttons = desc.buttonTriggerList[buttonListIndex];
bool allButtonPressed = true;
try
{
foreach (var button in buttons)
{
allButtonPressed = Input.GetButton(button);
if (!allButtonPressed)
break;
}
}
catch (ArgumentException)
{
// Exception thrown if the input mapping gets removed while in play mode (UUM-37148)
allButtonPressed = false;
}
if (allButtonPressed)
{
state.TriggerWithButton(buttons, 1f);
break;
}
}
// Check axis triggers
if (desc.axisTrigger != "")
{
try
{
float axisValue = Input.GetAxis(desc.axisTrigger);
if (axisValue != 0f)
state.TriggerWithAxis(desc.axisTrigger, axisValue);
}
catch (ArgumentException)
{
// Exception thrown if the input mapping gets removed while in play mode (UUM-37148)
}
}
// Check key triggers
for (int keyListIndex = 0; keyListIndex < desc.keyTriggerList.Count; ++keyListIndex)
{
bool allKeyPressed = true;
var keys = desc.keyTriggerList[keyListIndex];
try
{
foreach (var key in keys)
{
allKeyPressed = Input.GetKey(key);
if (!allKeyPressed)
break;
}
}
catch (ArgumentException)
{
// Exception thrown if the input mapping gets removed while in play mode (UUM-37148)
allKeyPressed = false;
}
if (allKeyPressed)
{
state.TriggerWithKey(keys, 1f);
break;
}
}
}
#endif
}
void UpdateAction(int actionIndex)
{
var desc = m_DebugActions[actionIndex];
var state = m_DebugActionStates[actionIndex];
if (state.runningAction)
state.Update(desc);
}
internal void UpdateActions()
{
for (int actionIndex = 0; actionIndex < m_DebugActions.Length; ++actionIndex)
{
UpdateAction(actionIndex);
SampleAction(actionIndex);
}
}
internal float GetAction(DebugAction action)
{
return m_DebugActionStates[(int)action].actionState;
}
internal bool GetActionToggleDebugMenuWithTouch()
{
#if USE_INPUT_SYSTEM
if (!EnhancedTouchSupport.enabled)
return false;
var touches = InputSystem.EnhancedTouch.Touch.activeTouches;
var touchCount = touches.Count;
InputSystem.TouchPhase? expectedTouchPhase = null;
#else
var touchCount = Input.touchCount;
TouchPhase? expectedTouchPhase = TouchPhase.Began;
#endif
if (touchCount == 3)
{
#if !USE_INPUT_SYSTEM
var touches = Input.touches; // Causes an allocation, which is why this is inside the condition
#endif
foreach (var touch in touches)
{
// Gesture: 3-finger double-tap
if ((!expectedTouchPhase.HasValue || touch.phase == expectedTouchPhase.Value) && touch.tapCount == 2)
return true;
}
}
return false;
}
internal bool GetActionReleaseScrollTarget()
{
#if USE_INPUT_SYSTEM
bool mouseWheelActive = Mouse.current != null && Mouse.current.scroll.ReadValue() != Vector2.zero;
bool touchSupported = Touchscreen.current != null;
#else
bool mouseWheelActive = Input.mouseScrollDelta != Vector2.zero;
bool touchSupported = Input.touchSupported;
#endif
return mouseWheelActive || touchSupported; // Touchscreens have general problems with scrolling, so it's disabled.
}
void RegisterInputs()
{
#if UNITY_EDITOR && !USE_INPUT_SYSTEM
var inputEntries = new List<InputManagerEntry>
{
new InputManagerEntry { name = kEnableDebugBtn1, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left ctrl", altBtnPositive = "joystick button 8" },
new InputManagerEntry { name = kEnableDebugBtn2, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "backspace", altBtnPositive = "joystick button 9" },
new InputManagerEntry { name = kResetBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left alt", altBtnPositive = "joystick button 1" },
new InputManagerEntry { name = kDebugNextBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page down", altBtnPositive = "joystick button 5" },
new InputManagerEntry { name = kDebugPreviousBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page up", altBtnPositive = "joystick button 4" },
new InputManagerEntry { name = kValidateBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "return", altBtnPositive = "joystick button 0" },
new InputManagerEntry { name = kPersistentBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right shift", altBtnPositive = "joystick button 2" },
new InputManagerEntry { name = kMultiplierBtn, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "left shift", altBtnPositive = "joystick button 3" },
new InputManagerEntry { name = kDPadHorizontal, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
new InputManagerEntry { name = kDPadVertical, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "up", btnNegative = "down", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
new InputManagerEntry { name = kDPadVertical, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Seventh, btnPositive = "up", btnNegative = "down", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
new InputManagerEntry { name = kDPadHorizontal, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Sixth, btnPositive = "right", btnNegative = "left", gravity = 1000f, deadZone = 0.001f, sensitivity = 1000f },
};
InputRegistering.RegisterInputs(inputEntries);
#endif
#if USE_INPUT_SYSTEM
// Register input system actions
var enableAction = debugActionMap.AddAction(kEnableDebug, type: InputActionType.Button);
enableAction.AddCompositeBinding("ButtonWithOneModifier")
.With("Modifier", "<Gamepad>/rightStickPress")
.With("Button", "<Gamepad>/leftStickPress")
.With("Modifier", "<Keyboard>/leftCtrl")
.With("Button", "<Keyboard>/backspace");
var resetAction = debugActionMap.AddAction(kResetBtn, type: InputActionType.Button);
resetAction.AddCompositeBinding("ButtonWithOneModifier")
.With("Modifier", "<Gamepad>/rightStickPress")
.With("Button", "<Gamepad>/b")
.With("Modifier", "<Keyboard>/leftAlt")
.With("Button", "<Keyboard>/backspace");
var next = debugActionMap.AddAction(kDebugNextBtn, type: InputActionType.Button);
next.AddBinding("<Keyboard>/pageDown");
next.AddBinding("<Gamepad>/rightShoulder");
var previous = debugActionMap.AddAction(kDebugPreviousBtn, type: InputActionType.Button);
previous.AddBinding("<Keyboard>/pageUp");
previous.AddBinding("<Gamepad>/leftShoulder");
var validateAction = debugActionMap.AddAction(kValidateBtn, type: InputActionType.Button);
validateAction.AddBinding("<Keyboard>/enter");
validateAction.AddBinding("<Gamepad>/a");
var persistentAction = debugActionMap.AddAction(kPersistentBtn, type: InputActionType.Button);
persistentAction.AddBinding("<Keyboard>/rightShift");
persistentAction.AddBinding("<Gamepad>/x");
var multiplierAction = debugActionMap.AddAction(kMultiplierBtn, type: InputActionType.Value);
multiplierAction.AddBinding("<Keyboard>/leftShift");
multiplierAction.AddBinding("<Gamepad>/y");
var moveVerticalAction = debugActionMap.AddAction(kDPadVertical);
moveVerticalAction.AddCompositeBinding("1DAxis")
.With("Positive", "<Gamepad>/dpad/up")
.With("Negative", "<Gamepad>/dpad/down")
.With("Positive", "<Keyboard>/upArrow")
.With("Negative", "<Keyboard>/downArrow");
var moveHorizontalAction = debugActionMap.AddAction(kDPadHorizontal);
moveHorizontalAction.AddCompositeBinding("1DAxis")
.With("Positive", "<Gamepad>/dpad/right")
.With("Negative", "<Gamepad>/dpad/left")
.With("Positive", "<Keyboard>/rightArrow")
.With("Negative", "<Keyboard>/leftArrow");
#endif
}
}
class DebugActionDesc
{
#if USE_INPUT_SYSTEM
public InputAction buttonAction = null;
#else
public string axisTrigger = "";
public List<string[]> buttonTriggerList = new List<string[]>();
public List<KeyCode[]> keyTriggerList = new List<KeyCode[]>();
#endif
public DebugActionRepeatMode repeatMode = DebugActionRepeatMode.Never;
public float repeatDelay;
}
class DebugActionState
{
enum DebugActionKeyType
{
Button,
Axis,
Key
}
DebugActionKeyType m_Type;
#if USE_INPUT_SYSTEM
InputAction inputAction;
#else
string[] m_PressedButtons;
string m_PressedAxis = "";
KeyCode[] m_PressedKeys;
#endif
bool[] m_TriggerPressedUp;
float m_Timer;
internal bool runningAction { get; private set; }
internal float actionState { get; private set; }
void Trigger(int triggerCount, float state)
{
actionState = state;
runningAction = true;
m_Timer = 0f;
m_TriggerPressedUp = new bool[triggerCount];
for (int i = 0; i < m_TriggerPressedUp.Length; ++i)
m_TriggerPressedUp[i] = false;
}
#if USE_INPUT_SYSTEM
public void TriggerWithButton(InputAction action, float state)
{
inputAction = action;
Trigger(action.bindings.Count, state);
}
#else
public void TriggerWithButton(string[] buttons, float state)
{
m_Type = DebugActionKeyType.Button;
m_PressedButtons = buttons;
m_PressedAxis = "";
Trigger(buttons.Length, state);
}
public void TriggerWithAxis(string axis, float state)
{
m_Type = DebugActionKeyType.Axis;
m_PressedAxis = axis;
Trigger(1, state);
}
public void TriggerWithKey(KeyCode[] keys, float state)
{
m_Type = DebugActionKeyType.Key;
m_PressedKeys = keys;
m_PressedAxis = "";
Trigger(keys.Length, state);
}
#endif
void Reset()
{
runningAction = false;
m_Timer = 0f;
m_TriggerPressedUp = null;
}
public void Update(DebugActionDesc desc)
{
// Always reset this so that the action can only be caught once until repeat/reset
actionState = 0f;
if (m_TriggerPressedUp != null)
{
m_Timer += Time.deltaTime;
for (int i = 0; i < m_TriggerPressedUp.Length; ++i)
{
#if USE_INPUT_SYSTEM
if (inputAction != null)
m_TriggerPressedUp[i] |= Mathf.Approximately(inputAction.ReadValue<float>(), 0f);
#else
if (m_Type == DebugActionKeyType.Button)
m_TriggerPressedUp[i] |= Input.GetButtonUp(m_PressedButtons[i]);
else if (m_Type == DebugActionKeyType.Axis)
m_TriggerPressedUp[i] |= Mathf.Approximately(Input.GetAxis(m_PressedAxis), 0f);
else
m_TriggerPressedUp[i] |= Input.GetKeyUp(m_PressedKeys[i]);
#endif
}
bool allTriggerUp = true;
foreach (bool value in m_TriggerPressedUp)
allTriggerUp &= value;
if (allTriggerUp || (m_Timer > desc.repeatDelay && desc.repeatMode == DebugActionRepeatMode.Delay))
Reset();
}
}
}
}