holopy3/Assets/SteamVR/Input/Editor/SteamVR_Input_LiveWindow.cs

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2020-12-10 14:25:12 +00:00
using UnityEditor;
using UnityEngine;
using System.CodeDom;
using Microsoft.CSharp;
using System.IO;
using System.CodeDom.Compiler;
using System.Linq;
using System.Collections.Generic;
using System.Reflection;
using System.Linq.Expressions;
using System;
using UnityEditorInternal;
namespace Valve.VR
{
public class SteamVR_Input_LiveWindow : EditorWindow
{
private GUIStyle labelStyle;
private GUIStyle setLabelStyle;
[MenuItem("Window/SteamVR Input Live View")]
public static void ShowWindow()
{
GetWindow<SteamVR_Input_LiveWindow>(false, "SteamVR Input Live View", true);
}
private void OnInspectorUpdate()
{
Repaint();
}
private Vector2 scrollPosition;
private Dictionary<SteamVR_Input_Sources, bool> sourceFoldouts = null;
private Dictionary<SteamVR_Input_Sources, Dictionary<string, bool>> setFoldouts = null;
Color inactiveSetColor = Color.Lerp(Color.red, Color.white, 0.5f);
Color actionUnboundColor = Color.red;
Color actionChangedColor = Color.green;
Color actionNotUpdatingColor = Color.yellow;
private void DrawMap()
{
EditorGUILayout.BeginHorizontal();
//GUILayout.FlexibleSpace();
GUI.backgroundColor = actionUnboundColor;
EditorGUILayout.LabelField("Not Bound", labelStyle);
GUILayout.FlexibleSpace();
GUI.backgroundColor = inactiveSetColor;
EditorGUILayout.LabelField("Inactive", labelStyle);
GUILayout.FlexibleSpace();
GUI.backgroundColor = actionNotUpdatingColor;
EditorGUILayout.LabelField("Not Used Yet", labelStyle);
GUILayout.FlexibleSpace();
GUI.backgroundColor = actionChangedColor;
EditorGUILayout.LabelField("Changed", labelStyle);
//GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
}
private void OnGUI()
{
if (SteamVR_Input.actionSets == null)
{
EditorGUILayout.LabelField("Must first generate actions. Open SteamVR Input window.");
return;
}
bool startUpdatingSourceOnAccess = SteamVR_Action.startUpdatingSourceOnAccess;
SteamVR_Action.startUpdatingSourceOnAccess = false;
if (labelStyle == null)
{
labelStyle = new GUIStyle(EditorStyles.textField);
labelStyle.normal.background = Texture2D.whiteTexture;
setLabelStyle = new GUIStyle(EditorStyles.label);
setLabelStyle.wordWrap = true;
setLabelStyle.normal.background = Texture2D.whiteTexture;
}
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
Color defaultColor = GUI.backgroundColor;
SteamVR_ActionSet[] actionSets = SteamVR_Input.actionSets;
SteamVR_Input_Sources[] sources = SteamVR_Input_Source.GetAllSources();
if (sourceFoldouts == null)
{
sourceFoldouts = new Dictionary<SteamVR_Input_Sources, bool>();
setFoldouts = new Dictionary<SteamVR_Input_Sources, Dictionary<string, bool>>();
for (int sourceIndex = 0; sourceIndex < sources.Length; sourceIndex++)
{
sourceFoldouts.Add(sources[sourceIndex], false);
setFoldouts.Add(sources[sourceIndex], new Dictionary<string, bool>());
for (int actionSetIndex = 0; actionSetIndex < actionSets.Length; actionSetIndex++)
{
SteamVR_ActionSet set = actionSets[actionSetIndex];
setFoldouts[sources[sourceIndex]].Add(set.GetShortName(), true);
}
}
sourceFoldouts[SteamVR_Input_Sources.Any] = true;
sourceFoldouts[SteamVR_Input_Sources.LeftHand] = true;
sourceFoldouts[SteamVR_Input_Sources.RightHand] = true;
}
DrawMap();
for (int sourceIndex = 0; sourceIndex < sources.Length; sourceIndex++)
{
SteamVR_Input_Sources source = sources[sourceIndex];
sourceFoldouts[source] = EditorGUILayout.Foldout(sourceFoldouts[source], source.ToString());
if (sourceFoldouts[source] == false)
continue;
EditorGUI.indentLevel++;
for (int actionSetIndex = 0; actionSetIndex < actionSets.Length; actionSetIndex++)
{
SteamVR_ActionSet set = actionSets[actionSetIndex];
bool setActive = set.IsActive(source);
string activeText = setActive ? "Active" : "Inactive";
float setLastChanged = set.GetTimeLastChanged();
if (setLastChanged != -1)
{
float timeSinceLastChanged = Time.realtimeSinceStartup - setLastChanged;
if (timeSinceLastChanged < 1)
{
Color blendColor = setActive ? Color.green : inactiveSetColor;
Color setColor = Color.Lerp(blendColor, defaultColor, timeSinceLastChanged);
GUI.backgroundColor = setColor;
}
}
EditorGUILayout.BeginHorizontal();
setFoldouts[source][set.GetShortName()] = EditorGUILayout.Foldout(setFoldouts[source][set.GetShortName()], set.GetShortName());
EditorGUILayout.LabelField(activeText, labelStyle);
GUI.backgroundColor = defaultColor;
EditorGUILayout.EndHorizontal();
if (setFoldouts[source][set.GetShortName()] == false)
continue;
EditorGUI.indentLevel++;
for (int actionIndex = 0; actionIndex < set.allActions.Length; actionIndex++)
{
SteamVR_Action action = set.allActions[actionIndex];
if (source != SteamVR_Input_Sources.Any && action is SteamVR_Action_Skeleton)
continue;
bool isUpdating = action.IsUpdating(source);
bool inAction = action is ISteamVR_Action_In;
bool noData = false;
if (inAction && isUpdating == false)
{
GUI.backgroundColor = Color.yellow;
noData = true;
}
else
{
bool actionBound = action.GetActiveBinding(source);
if (setActive == false)
{
GUI.backgroundColor = inactiveSetColor;
}
else if (actionBound == false)
{
GUI.backgroundColor = Color.red;
noData = true;
}
}
if (noData)
{
EditorGUILayout.LabelField(action.GetShortName(), "-", labelStyle);
GUI.backgroundColor = defaultColor;
continue;
}
float actionLastChanged = action.GetTimeLastChanged(source);
string actionText = "";
float timeSinceLastChanged = -1;
if (actionLastChanged != -1)
{
timeSinceLastChanged = Time.realtimeSinceStartup - actionLastChanged;
if (timeSinceLastChanged < 1)
{
Color setColor = Color.Lerp(Color.green, defaultColor, timeSinceLastChanged);
GUI.backgroundColor = setColor;
}
}
if (action is SteamVR_Action_Boolean)
{
SteamVR_Action_Boolean actionBoolean = (SteamVR_Action_Boolean)action;
actionText = actionBoolean.GetState(source).ToString();
}
else if (action is SteamVR_Action_Single)
{
SteamVR_Action_Single actionSingle = (SteamVR_Action_Single)action;
actionText = actionSingle.GetAxis(source).ToString("0.0000");
}
else if (action is SteamVR_Action_Vector2)
{
SteamVR_Action_Vector2 actionVector2 = (SteamVR_Action_Vector2)action;
actionText = string.Format("({0:0.0000}, {1:0.0000})", actionVector2.GetAxis(source).x, actionVector2.GetAxis(source).y);
}
else if (action is SteamVR_Action_Vector3)
{
SteamVR_Action_Vector3 actionVector3 = (SteamVR_Action_Vector3)action;
Vector3 axis = actionVector3.GetAxis(source);
actionText = string.Format("({0:0.0000}, {1:0.0000}, {2:0.0000})", axis.x, axis.y, axis.z);
}
else if (action is SteamVR_Action_Pose)
{
SteamVR_Action_Pose actionPose = (SteamVR_Action_Pose)action;
Vector3 position = actionPose.GetLocalPosition(source);
Quaternion rotation = actionPose.GetLocalRotation(source);
actionText = string.Format("({0:0.0000}, {1:0.0000}, {2:0.0000}) : ({3:0.0000}, {4:0.0000}, {5:0.0000}, {6:0.0000})",
position.x, position.y, position.z,
rotation.x, rotation.y, rotation.z, rotation.w);
}
else if (action is SteamVR_Action_Skeleton)
{
SteamVR_Action_Skeleton actionSkeleton = (SteamVR_Action_Skeleton)action;
Vector3 position = actionSkeleton.GetLocalPosition(source);
Quaternion rotation = actionSkeleton.GetLocalRotation(source);
actionText = string.Format("({0:0.0000}, {1:0.0000}, {2:0.0000}) : ({3:0.0000}, {4:0.0000}, {5:0.0000}, {6:0.0000})",
position.x, position.y, position.z,
rotation.x, rotation.y, rotation.z, rotation.w);
}
else if (action is SteamVR_Action_Vibration)
{
//SteamVR_Input_Action_Vibration actionVibration = (SteamVR_Input_Action_Vibration)action;
if (timeSinceLastChanged == -1)
actionText = "never used";
actionText = string.Format("{0:0} seconds since last used", timeSinceLastChanged);
}
EditorGUILayout.LabelField(action.GetShortName(), actionText, labelStyle);
GUI.backgroundColor = defaultColor;
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Active Action Set List");
EditorGUI.indentLevel++;
EditorGUILayout.LabelField(SteamVR_ActionSet_Manager.debugActiveSetListText, setLabelStyle);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.EndScrollView();
SteamVR_Action.startUpdatingSourceOnAccess = startUpdatingSourceOnAccess;
}
}
}