63 lines
1.9 KiB
C#
63 lines
1.9 KiB
C#
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#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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////TODO: survive domain reload properly
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namespace UnityEngine.InputSystem.Editor
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{
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internal class InputActionDebuggerWindow : EditorWindow
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{
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[NonSerialized] private InputAction m_Action = null;
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public static void CreateOrShowExisting(InputAction action)
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{
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if (action == null)
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throw new System.ArgumentNullException(nameof(action));
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// See if we have an existing window for the action and if so pop it in front.
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if (s_OpenDebuggerWindows != null)
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{
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for (var i = 0; i < s_OpenDebuggerWindows.Count; ++i)
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{
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var existingWindow = s_OpenDebuggerWindows[i];
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if (ReferenceEquals(existingWindow.m_Action, action))
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{
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existingWindow.Show();
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existingWindow.Focus();
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return;
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}
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}
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}
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// No, so create a new one.
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var window = CreateInstance<InputActionDebuggerWindow>();
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window.Show();
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window.titleContent = new GUIContent(action.name);
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window.AddToList();
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}
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public void OnGUI()
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{
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}
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private static List<InputActionDebuggerWindow> s_OpenDebuggerWindows;
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private void AddToList()
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{
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if (s_OpenDebuggerWindows == null)
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s_OpenDebuggerWindows = new List<InputActionDebuggerWindow>();
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if (!s_OpenDebuggerWindows.Contains(this))
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s_OpenDebuggerWindows.Add(this);
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}
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private void RemoveFromList()
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{
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if (s_OpenDebuggerWindows != null)
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s_OpenDebuggerWindows.Remove(this);
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}
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}
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}
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#endif // UNITY_EDITOR
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