IndieGame/client/Packages/com.unity.inputsystem@1.7.0/Samples~/Visualizers/InputControlVisualizer.cs

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2024-10-11 10:12:15 +08:00
using System;
using System.Collections.Generic;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
////TODO: add way to plot values over time
// Goal is to build this out into something that can visualize a large number of
// aspects about an InputControl/InputDevice especially with an eye towards making
// it a good deal to debug any input collection/processing irregularities that may
// be seen in players (or the editor, for that matter).
// Some fields assigned through only through serialization.
#pragma warning disable CS0649
namespace UnityEngine.InputSystem.Samples
{
/// <summary>
/// A component for debugging purposes that adds an on-screen display which shows
/// activity on an input control over time.
/// </summary>
/// <remarks>
/// This component is most useful for debugging input directly on the source device.
/// </remarks>
/// <seealso cref="InputActionVisualizer"/>
[AddComponentMenu("Input/Debug/Input Control Visualizer")]
[ExecuteInEditMode]
public class InputControlVisualizer : InputVisualizer
{
/// <summary>
/// What kind of visualization to show.
/// </summary>
public Mode visualization
{
get => m_Visualization;
set
{
if (m_Visualization == value)
return;
m_Visualization = value;
SetupVisualizer();
}
}
/// <summary>
/// Path of the control that is to be visualized.
/// </summary>
/// <seealso cref="InputControlPath"/>
/// <seealso cref="InputControl.path"/>
public string controlPath
{
get => m_ControlPath;
set
{
m_ControlPath = value;
if (m_Control != null)
ResolveControl();
}
}
/// <summary>
/// If, at runtime, multiple controls are matching <see cref="controlPath"/>, this property
/// determines the index of the control that is retrieved from the possible options.
/// </summary>
public int controlIndex
{
get => m_ControlIndex;
set
{
m_ControlIndex = value;
if (m_Control != null)
ResolveControl();
}
}
/// <summary>
/// The control resolved from <see cref="controlPath"/> at runtime. May be null.
/// </summary>
public InputControl control => m_Control;
protected new void OnEnable()
{
if (m_Visualization == Mode.None)
return;
if (s_EnabledInstances == null)
s_EnabledInstances = new List<InputControlVisualizer>();
if (s_EnabledInstances.Count == 0)
{
InputSystem.onDeviceChange += OnDeviceChange;
InputSystem.onEvent += OnEvent;
}
s_EnabledInstances.Add(this);
ResolveControl();
base.OnEnable();
}
protected new void OnDisable()
{
if (m_Visualization == Mode.None)
return;
s_EnabledInstances.Remove(this);
if (s_EnabledInstances.Count == 0)
{
InputSystem.onDeviceChange -= OnDeviceChange;
InputSystem.onEvent -= OnEvent;
}
m_Control = null;
base.OnDisable();
}
protected new void OnGUI()
{
if (m_Visualization == Mode.None)
return;
base.OnGUI();
}
protected new void OnValidate()
{
ResolveControl();
base.OnValidate();
}
[Tooltip("The type of visualization to perform for the control.")]
[SerializeField] private Mode m_Visualization;
[Tooltip("Path of the control that should be visualized. If at runtime, multiple "
+ "controls match the given path, the 'Control Index' property can be used to decide "
+ "which of the controls to visualize.")]
[InputControl, SerializeField] private string m_ControlPath;
[Tooltip("If multiple controls match 'Control Path' at runtime, this property decides "
+ "which control to visualize from the list of candidates. It is a zero-based index.")]
[SerializeField] private int m_ControlIndex;
[NonSerialized] private InputControl m_Control;
private static List<InputControlVisualizer> s_EnabledInstances;
private void ResolveControl()
{
m_Control = null;
if (string.IsNullOrEmpty(m_ControlPath))
return;
using (var candidates = InputSystem.FindControls(m_ControlPath))
{
var numCandidates = candidates.Count;
if (numCandidates > 1 && m_ControlIndex < numCandidates && m_ControlIndex >= 0)
m_Control = candidates[m_ControlIndex];
else if (numCandidates > 0)
m_Control = candidates[0];
}
SetupVisualizer();
}
private void SetupVisualizer()
{
if (m_Control == null)
{
m_Visualizer = null;
return;
}
switch (m_Visualization)
{
case Mode.Value:
{
var valueType = m_Control.valueType;
if (valueType == typeof(Vector2))
m_Visualizer = new VisualizationHelpers.Vector2Visualizer(m_HistorySamples);
else if (valueType == typeof(float))
m_Visualizer = new VisualizationHelpers.ScalarVisualizer<float>(m_HistorySamples)
{
////TODO: pass actual min/max limits of control
limitMax = 1,
limitMin = 0
};
else if (valueType == typeof(int))
m_Visualizer = new VisualizationHelpers.ScalarVisualizer<int>(m_HistorySamples)
{
////TODO: pass actual min/max limits of control
limitMax = 1,
limitMin = 0
};
else
{
////TODO: generic visualizer
}
break;
}
case Mode.Events:
{
var visualizer = new VisualizationHelpers.TimelineVisualizer(m_HistorySamples)
{
timeUnit = VisualizationHelpers.TimelineVisualizer.TimeUnit.Frames,
historyDepth = m_HistorySamples,
showLimits = true,
limitsY = new Vector2(0, 5) // Will expand upward automatically
};
m_Visualizer = visualizer;
visualizer.AddTimeline("Events", Color.green,
VisualizationHelpers.TimelineVisualizer.PlotType.BarChart);
break;
}
case Mode.MaximumLag:
{
var visualizer = new VisualizationHelpers.TimelineVisualizer(m_HistorySamples)
{
timeUnit = VisualizationHelpers.TimelineVisualizer.TimeUnit.Frames,
historyDepth = m_HistorySamples,
valueUnit = new GUIContent("ms"),
showLimits = true,
limitsY = new Vector2(0, 6)
};
m_Visualizer = visualizer;
visualizer.AddTimeline("MaxLag", Color.red,
VisualizationHelpers.TimelineVisualizer.PlotType.BarChart);
break;
}
case Mode.Bytes:
{
var visualizer = new VisualizationHelpers.TimelineVisualizer(m_HistorySamples)
{
timeUnit = VisualizationHelpers.TimelineVisualizer.TimeUnit.Frames,
valueUnit = new GUIContent("bytes"),
historyDepth = m_HistorySamples,
showLimits = true,
limitsY = new Vector2(0, 64)
};
m_Visualizer = visualizer;
visualizer.AddTimeline("Bytes", Color.red,
VisualizationHelpers.TimelineVisualizer.PlotType.BarChart);
break;
}
case Mode.DeviceCurrent:
{
m_Visualizer = new VisualizationHelpers.CurrentDeviceVisualizer();
break;
}
default:
throw new NotImplementedException();
}
}
private static void OnDeviceChange(InputDevice device, InputDeviceChange change)
{
if (change != InputDeviceChange.Added && change != InputDeviceChange.Removed)
return;
for (var i = 0; i < s_EnabledInstances.Count; ++i)
{
var component = s_EnabledInstances[i];
if (change == InputDeviceChange.Removed && component.m_Control != null &&
component.m_Control.device == device)
component.ResolveControl();
else if (change == InputDeviceChange.Added)
component.ResolveControl();
}
}
private static void OnEvent(InputEventPtr eventPtr, InputDevice device)
{
// Ignore very first update as we usually get huge lag spikes and event count
// spikes in it from stuff that has accumulated while going into play mode or
// starting up the player.
if (InputState.updateCount <= 1)
return;
if (InputState.currentUpdateType == InputUpdateType.Editor)
return;
if (!eventPtr.IsA<StateEvent>() && !eventPtr.IsA<DeltaStateEvent>())
return;
for (var i = 0; i < s_EnabledInstances.Count; ++i)
{
var component = s_EnabledInstances[i];
if (component.m_Control?.device != device || component.m_Visualizer == null)
continue;
component.OnEventImpl(eventPtr, device);
}
}
private unsafe void OnEventImpl(InputEventPtr eventPtr, InputDevice device)
{
switch (m_Visualization)
{
case Mode.Value:
{
var statePtr = m_Control.GetStatePtrFromStateEvent(eventPtr);
if (statePtr == null)
return; // No value for control in event.
var value = m_Control.ReadValueFromStateAsObject(statePtr);
m_Visualizer.AddSample(value, eventPtr.time);
break;
}
case Mode.Events:
{
var visualizer = (VisualizationHelpers.TimelineVisualizer)m_Visualizer;
var frame = (int)InputState.updateCount;
ref var valueRef = ref visualizer.GetOrCreateSample(0, frame);
var value = valueRef.ToInt32() + 1;
valueRef = value;
visualizer.limitsY =
new Vector2(0, Mathf.Max(value, visualizer.limitsY.y));
break;
}
case Mode.MaximumLag:
{
var visualizer = (VisualizationHelpers.TimelineVisualizer)m_Visualizer;
var lag = (Time.realtimeSinceStartup - eventPtr.time) * 1000; // In milliseconds.
var frame = (int)InputState.updateCount;
ref var valueRef = ref visualizer.GetOrCreateSample(0, frame);
if (lag > valueRef.ToDouble())
{
valueRef = lag;
if (lag > visualizer.limitsY.y)
visualizer.limitsY = new Vector2(0, Mathf.Ceil((float)lag));
}
break;
}
case Mode.Bytes:
{
var visualizer = (VisualizationHelpers.TimelineVisualizer)m_Visualizer;
var frame = (int)InputState.updateCount;
ref var valueRef = ref visualizer.GetOrCreateSample(0, frame);
var value = valueRef.ToInt32() + eventPtr.sizeInBytes;
valueRef = value;
visualizer.limitsY =
new Vector2(0, Mathf.Max(value, visualizer.limitsY.y));
break;
}
case Mode.DeviceCurrent:
{
m_Visualizer.AddSample(device, eventPtr.time);
break;
}
}
}
/// <summary>
/// Determines which aspect of the control should be visualized.
/// </summary>
public enum Mode
{
None = 0,
Value = 1,
Events = 4,
MaximumLag = 6,
Bytes = 7,
DeviceCurrent = 8,
}
}
}