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| 1 | +#if ENABLE_UIELEMENTS_MODULE && (UNITY_EDITOR || DEVELOPMENT_BUILD) |
| 2 | +#define ENABLE_RENDERING_DEBUGGER_UI |
| 3 | +#endif |
| 4 | +#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE |
| 5 | +#define USE_INPUT_SYSTEM |
| 6 | +using UnityEngine.InputSystem; |
| 7 | +#endif |
| 8 | + |
| 9 | +// Input support for Rendering Debugger using Input System Package |
| 10 | + |
| 11 | +namespace UnityEngine.Rendering |
| 12 | +{ |
| 13 | + public sealed partial class DebugManager |
| 14 | + { |
| 15 | + const string k_EnableDebug = "Enable Debug"; |
| 16 | + const string k_ResetBtn = "Debug Reset"; |
| 17 | + const string k_DebugPreviousBtn = "Debug Previous"; |
| 18 | + const string k_DebugNextBtn = "Debug Next"; |
| 19 | + const string k_PersistentBtn = "Debug Persistent"; |
| 20 | + const string k_DPadHorizontal = "Debug Horizontal"; |
| 21 | + const string k_MultiplierBtn = "Debug Multiplier"; |
| 22 | + |
| 23 | +#if USE_INPUT_SYSTEM |
| 24 | + const string k_AnyTouch = "Any Touch"; |
| 25 | + |
| 26 | + readonly InputActionMap m_DebugActionMap = new InputActionMap("Debug Menu"); |
| 27 | + InputAction m_MultiplierAction; |
| 28 | + |
| 29 | + internal void EnableInputCallbacks() |
| 30 | + { |
| 31 | + m_DebugActionMap.Enable(); |
| 32 | + } |
| 33 | + |
| 34 | + internal void DisableInputCallbacks() |
| 35 | + { |
| 36 | + m_DebugActionMap.Disable(); |
| 37 | + } |
| 38 | + |
| 39 | + void ToggleRuntimeUI() => displayRuntimeUI = !displayRuntimeUI; |
| 40 | + |
| 41 | + void RegisterDebugInputs() |
| 42 | + { |
| 43 | + var enableAction = m_DebugActionMap.AddAction(k_EnableDebug, type: InputActionType.Button); |
| 44 | + enableAction.AddCompositeBinding("ButtonWithOneModifier") |
| 45 | + .With("Modifier", "<Gamepad>/rightStickPress") |
| 46 | + .With("Button", "<Gamepad>/leftStickPress") |
| 47 | + .With("Modifier", "<Keyboard>/leftCtrl") |
| 48 | + .With("Button", "<Keyboard>/backspace"); |
| 49 | + enableAction.performed += _ => ToggleRuntimeUI(); |
| 50 | + |
| 51 | + var anyTouchAction = m_DebugActionMap.AddAction(k_AnyTouch, type: InputActionType.Button); |
| 52 | + anyTouchAction.AddBinding("<Touchscreen>/touch2/tap"); // touch2 means "third finger" |
| 53 | + anyTouchAction.performed += ctx => |
| 54 | + { |
| 55 | + // We want a three-finger double-tap to toggle the debug UI. However, it's a bit tricky to perform a |
| 56 | + // three-finger tap consistently. Therefore, to be slightly error-tolerant, we actually check for a |
| 57 | + // "double-tap action on the third tracked finger". |
| 58 | + var pressControl = ctx.control as InputSystem.Controls.ButtonControl; |
| 59 | + var touchControl = pressControl?.parent as InputSystem.Controls.TouchControl; |
| 60 | + int tapCount = touchControl?.tapCount?.ReadValue() ?? 0; |
| 61 | + if (tapCount == 2) |
| 62 | + ToggleRuntimeUI(); |
| 63 | + }; |
| 64 | + |
| 65 | +#if ENABLE_RENDERING_DEBUGGER_UI |
| 66 | + var resetAction = m_DebugActionMap.AddAction(k_ResetBtn, type: InputActionType.Button); |
| 67 | + resetAction.AddCompositeBinding("ButtonWithOneModifier") |
| 68 | + .With("Modifier", "<Gamepad>/rightStickPress") |
| 69 | + .With("Button", "<Gamepad>/b") |
| 70 | + .With("Modifier", "<Keyboard>/leftAlt") |
| 71 | + .With("Button", "<Keyboard>/backspace"); |
| 72 | + resetAction.performed += _ => { Reset(); }; |
| 73 | + |
| 74 | + var next = m_DebugActionMap.AddAction(k_DebugNextBtn, type: InputActionType.Button); |
| 75 | + next.AddBinding("<Keyboard>/pageDown"); |
| 76 | + next.AddBinding("<Gamepad>/rightShoulder"); |
| 77 | + next.performed += _ => { m_RuntimeDebugWindow.SelectNextPanel(); }; |
| 78 | + |
| 79 | + var previous = m_DebugActionMap.AddAction(k_DebugPreviousBtn, type: InputActionType.Button); |
| 80 | + previous.AddBinding("<Keyboard>/pageUp"); |
| 81 | + previous.AddBinding("<Gamepad>/leftShoulder"); |
| 82 | + previous.performed += _ => { m_RuntimeDebugWindow.SelectPreviousPanel(); }; |
| 83 | + |
| 84 | + var persistentAction = m_DebugActionMap.AddAction(k_PersistentBtn, type: InputActionType.Button); |
| 85 | + persistentAction.AddBinding("<Keyboard>/rightShift"); |
| 86 | + persistentAction.AddBinding("<Gamepad>/x"); |
| 87 | + persistentAction.performed += _ => { TogglePersistent(); }; |
| 88 | + |
| 89 | + m_MultiplierAction = m_DebugActionMap.AddAction(k_MultiplierBtn, type: InputActionType.Value); |
| 90 | + m_MultiplierAction.AddBinding("<Keyboard>/leftShift"); |
| 91 | + m_MultiplierAction.AddBinding("<Gamepad>/y"); |
| 92 | + |
| 93 | + var moveHorizontalAction = m_DebugActionMap.AddAction(k_DPadHorizontal); |
| 94 | + moveHorizontalAction.AddCompositeBinding("1DAxis") |
| 95 | + .With("Positive", "<Gamepad>/dpad/right") |
| 96 | + .With("Negative", "<Gamepad>/dpad/left") |
| 97 | + .With("Positive", "<Keyboard>/rightArrow") |
| 98 | + .With("Negative", "<Keyboard>/leftArrow"); |
| 99 | + moveHorizontalAction.performed += ctx => |
| 100 | + { |
| 101 | + bool multiplierPressed = m_MultiplierAction.IsPressed(); |
| 102 | + bool increment = ctx.ReadValue<float>() > 0.0f; |
| 103 | + if (increment) |
| 104 | + { |
| 105 | + selectedWidget.OnIncrement(multiplierPressed); |
| 106 | + } |
| 107 | + else |
| 108 | + { |
| 109 | + selectedWidget.OnDecrement(multiplierPressed); |
| 110 | + } |
| 111 | + }; |
| 112 | +#endif |
| 113 | + } |
| 114 | +#endif |
| 115 | + } |
| 116 | +} |
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