forked from BilalY/Rasagar
206 lines
7.2 KiB
C#
206 lines
7.2 KiB
C#
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#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.Controls;
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#endif
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using UnityEditor;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Provides mouse position for debugging purpose.
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/// </summary>
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public class MousePositionDebug
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{
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// Singleton
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private static MousePositionDebug s_Instance = null;
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/// <summary>
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/// Singleton instance.
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/// </summary>
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static public MousePositionDebug instance
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{
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get
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{
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if (s_Instance == null)
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{
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s_Instance = new MousePositionDebug();
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}
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return s_Instance;
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}
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}
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#if UNITY_EDITOR
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[ExecuteAlways]
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class GameViewEventCatcher : MonoBehaviour
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{
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public static GameViewEventCatcher s_Instance = null;
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public static void Cleanup()
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{
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if (s_Instance != null)
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{
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// Either we call DestroyImmediate or Destroy we get an error :(
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// GameViewEventCatcher is only use for SSR debugging currently so comment this code and uncomment it if you want to debug SSR
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//DestroyImmediate(s_Instance.gameObject);
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//Destroy(s_Instance.gameObject);
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}
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}
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public static void Build()
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{
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Cleanup();
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var go = new GameObject("__GameViewEventCatcher");
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go.hideFlags = HideFlags.HideAndDontSave;
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s_Instance = go.AddComponent<GameViewEventCatcher>();
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}
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void Update()
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{
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Vector2 mousePosition;
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bool rightClickPressed = false;
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bool endKeyPressed = false;
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#if USE_INPUT_SYSTEM
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mousePosition = Pointer.current != null ? Pointer.current.position.ReadValue() : new Vector2(-1, -1);
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if (Mouse.current != null)
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rightClickPressed = Mouse.current.rightButton.isPressed;
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if (Keyboard.current != null)
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endKeyPressed = Keyboard.current.endKey.isPressed;
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#else
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mousePosition = Input.mousePosition;
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rightClickPressed = Input.GetMouseButton(1);
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endKeyPressed = Input.GetKey(KeyCode.End);
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#endif
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if (mousePosition.x < 0
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|| mousePosition.y < 0
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|| mousePosition.x > Screen.width
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|| mousePosition.y > Screen.height)
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return;
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instance.m_mousePosition = mousePosition;
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instance.m_mousePosition.y = Screen.height - instance.m_mousePosition.y;
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if (rightClickPressed)
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instance.m_MouseClickPosition = instance.m_mousePosition;
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if (endKeyPressed)
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instance.m_MouseClickPosition = instance.m_mousePosition;
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}
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}
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private Vector2 m_mousePosition = Vector2.zero;
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Vector2 m_MouseClickPosition = Vector2.zero;
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private void OnSceneGUI(UnityEditor.SceneView sceneview)
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{
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m_mousePosition = Event.current.mousePosition;
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switch (Event.current.type)
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{
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case EventType.MouseDown:
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m_MouseClickPosition = m_mousePosition;
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break;
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case EventType.KeyDown:
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switch (Event.current.keyCode)
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{
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case KeyCode.End:
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// Usefull we you don't want to change the scene viewport but still update the mouse click position
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m_MouseClickPosition = m_mousePosition;
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sceneview.Repaint();
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break;
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}
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break;
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}
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}
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#endif
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/// <summary>
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/// Initialize the MousePositionDebug class.
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/// </summary>
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public void Build()
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{
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#if UNITY_EDITOR
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UnityEditor.SceneView.duringSceneGui -= OnSceneGUI;
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UnityEditor.SceneView.duringSceneGui += OnSceneGUI;
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// Disabled as it cause error: GameViewEventCatcher is only use for SSR debugging currently so comment this code and uncomment it if you want to debug SSR
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//GameViewEventCatcher.Build();
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#endif
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}
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/// <summary>
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/// Cleanup the MousePositionDebug class.
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/// </summary>
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public void Cleanup()
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{
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#if UNITY_EDITOR
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UnityEditor.SceneView.duringSceneGui -= OnSceneGUI;
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// Disabled as it cause error: GameViewEventCatcher is only use for SSR debugging currently so comment this code and uncomment it if you want to debug SSR
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//GameViewEventCatcher.Cleanup();
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#endif
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}
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/// <summary>
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/// Get the mouse position in the scene or game view.
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/// </summary>
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/// <param name="ScreenHeight">Window height.</param>
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/// <param name="sceneView">Get position in the scene view?</param>
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/// <returns>Coordinates of the mouse in the specified window.</returns>
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public Vector2 GetMousePosition(float ScreenHeight, bool sceneView)
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{
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#if UNITY_EDITOR
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if (sceneView)
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{
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// In play mode, m_mousePosition the one in the scene view
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Vector2 mousePixelCoord = EditorGUIUtility.PointsToPixels(m_mousePosition);
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mousePixelCoord.y = (ScreenHeight - 1.0f) - mousePixelCoord.y;
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return mousePixelCoord;
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}
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else
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{
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// In play mode, Input.mousecoords matches the position in the game view
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if (EditorApplication.isPlayingOrWillChangePlaymode)
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{
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return GetInputMousePosition();
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}
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else
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{
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// In non-play mode, only m_mousePosition is valid.
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// We force -1, -1 as a game view pixel pos to avoid
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// rendering un-wanted effects
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return new Vector2(-1.0f, -1.0f);
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}
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}
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#else
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// In app mode, we only use the Input.mousecoords
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return GetInputMousePosition();
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#endif
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}
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Vector2 GetInputMousePosition()
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{
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#if USE_INPUT_SYSTEM
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return Pointer.current != null ? Pointer.current.position.ReadValue() : new Vector2(-1, -1);
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#else
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return Input.mousePosition;
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#endif
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}
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/// <summary>
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/// Returns the position of the mouse click.
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/// </summary>
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/// <param name="ScreenHeight">Window height.</param>
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/// <returns>The coordinates of the mouse click.</returns>
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public Vector2 GetMouseClickPosition(float ScreenHeight)
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{
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#if UNITY_EDITOR
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Vector2 mousePixelCoord = EditorGUIUtility.PointsToPixels(m_MouseClickPosition);
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mousePixelCoord.y = (ScreenHeight - 1.0f) - mousePixelCoord.y;
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return mousePixelCoord;
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#else
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return Vector2.zero;
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#endif
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}
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}
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}
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