UP-Viagg-io/Viagg-io/Assets/Packages/Graphy - Ultimate Stats Mon.../Runtime/GraphyManager.cs

1072 lines
35 KiB
C#

/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System;
using UnityEngine;
using Tayx.Graphy.Audio;
using Tayx.Graphy.Fps;
using Tayx.Graphy.Ram;
using Tayx.Graphy.Utils;
using Tayx.Graphy.Advanced;
using Tayx.Graphy.Utils.NumString;
#if GRAPHY_NEW_INPUT
using UnityEngine.InputSystem;
#endif
namespace Tayx.Graphy
{
/// <summary>
/// Main class to access the Graphy API.
/// </summary>
public class GraphyManager : G_Singleton<GraphyManager>
{
protected GraphyManager()
{
}
#region Enums -> Public
public enum Mode
{
FULL = 0,
LIGHT = 1
}
public enum ModuleType
{
FPS = 0,
RAM = 1,
AUDIO = 2,
ADVANCED = 3
}
public enum ModuleState
{
FULL = 0,
TEXT = 1,
BASIC = 2,
BACKGROUND = 3,
OFF = 4
}
public enum ModulePosition
{
TOP_RIGHT = 0,
TOP_LEFT = 1,
BOTTOM_RIGHT = 2,
BOTTOM_LEFT = 3,
FREE = 4
}
public enum LookForAudioListener
{
ALWAYS,
ON_SCENE_LOAD,
NEVER
}
public enum ModulePreset
{
FPS_BASIC = 0,
FPS_TEXT = 1,
FPS_FULL = 2,
FPS_TEXT_RAM_TEXT = 3,
FPS_FULL_RAM_TEXT = 4,
FPS_FULL_RAM_FULL = 5,
FPS_TEXT_RAM_TEXT_AUDIO_TEXT = 6,
FPS_FULL_RAM_TEXT_AUDIO_TEXT = 7,
FPS_FULL_RAM_FULL_AUDIO_TEXT = 8,
FPS_FULL_RAM_FULL_AUDIO_FULL = 9,
FPS_FULL_RAM_FULL_AUDIO_FULL_ADVANCED_FULL = 10,
FPS_BASIC_ADVANCED_FULL = 11
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private Mode m_graphyMode = Mode.FULL;
[SerializeField] private bool m_enableOnStartup = true;
[SerializeField] private bool m_keepAlive = true;
[SerializeField] private bool m_background = true;
[SerializeField] private Color m_backgroundColor = new Color( 0, 0, 0, 0.3f );
[SerializeField] private bool m_enableHotkeys = true;
#if GRAPHY_NEW_INPUT
[SerializeField] private Key m_toggleModeKeyCode = Key.G;
#else
[SerializeField] private KeyCode m_toggleModeKeyCode = KeyCode.G;
#endif
[SerializeField] private bool m_toggleModeCtrl = true;
[SerializeField] private bool m_toggleModeAlt = false;
#if GRAPHY_NEW_INPUT
[SerializeField] private Key m_toggleActiveKeyCode = Key.H;
#else
[SerializeField] private KeyCode m_toggleActiveKeyCode = KeyCode.H;
#endif
[SerializeField] private bool m_toggleActiveCtrl = true;
[SerializeField] private bool m_toggleActiveAlt = false;
[SerializeField] private ModulePosition m_graphModulePosition = ModulePosition.TOP_RIGHT;
[SerializeField] private Vector2 m_graphModuleOffset = new Vector2( 0, 0 );
// Fps ---------------------------------------------------------------------------
[SerializeField] private ModuleState m_fpsModuleState = ModuleState.FULL;
[SerializeField] private Color m_goodFpsColor = new Color32( 118, 212, 58, 255 );
[SerializeField] private int m_goodFpsThreshold = 60;
[SerializeField] private Color m_cautionFpsColor = new Color32( 243, 232, 0, 255 );
[SerializeField] private int m_cautionFpsThreshold = 30;
[SerializeField] private Color m_criticalFpsColor = new Color32( 220, 41, 30, 255 );
[Range( 10, 300 )] [SerializeField] private int m_fpsGraphResolution = 150;
[Range( 1, 200 )] [SerializeField] private int m_fpsTextUpdateRate = 3; // 3 updates per sec.
// Ram ---------------------------------------------------------------------------
[SerializeField] private ModuleState m_ramModuleState = ModuleState.FULL;
[SerializeField] private Color m_allocatedRamColor = new Color32( 255, 190, 60, 255 );
[SerializeField] private Color m_reservedRamColor = new Color32( 205, 84, 229, 255 );
[SerializeField] private Color m_monoRamColor = new Color( 0.3f, 0.65f, 1f, 1 );
[Range( 10, 300 )] [SerializeField] private int m_ramGraphResolution = 150;
[Range( 1, 200 )] [SerializeField] private int m_ramTextUpdateRate = 3; // 3 updates per sec.
// Audio -------------------------------------------------------------------------
[SerializeField] private ModuleState m_audioModuleState = ModuleState.FULL;
[SerializeField]
private LookForAudioListener m_findAudioListenerInCameraIfNull = LookForAudioListener.ON_SCENE_LOAD;
[SerializeField] private AudioListener m_audioListener = null;
[SerializeField] private Color m_audioGraphColor = Color.white;
[Range( 10, 300 )] [SerializeField] private int m_audioGraphResolution = 81;
[Range( 1, 200 )] [SerializeField] private int m_audioTextUpdateRate = 3; // 3 updates per sec.
[SerializeField] private FFTWindow m_FFTWindow = FFTWindow.Blackman;
[Tooltip( "Must be a power of 2 and between 64-8192" )] [SerializeField]
private int m_spectrumSize = 512;
// Advanced ----------------------------------------------------------------------
[SerializeField] private ModulePosition m_advancedModulePosition = ModulePosition.BOTTOM_LEFT;
[SerializeField] private Vector2 m_advancedModuleOffset = new Vector2( 0, 0 );
[SerializeField] private ModuleState m_advancedModuleState = ModuleState.FULL;
#endregion
#region Variables -> Private
private bool m_initialized = false;
private bool m_active = true;
private bool m_focused = true;
private G_FpsManager m_fpsManager = null;
private G_RamManager m_ramManager = null;
private G_AudioManager m_audioManager = null;
private G_AdvancedData m_advancedData = null;
private G_FpsMonitor m_fpsMonitor = null;
private G_RamMonitor m_ramMonitor = null;
private G_AudioMonitor m_audioMonitor = null;
private ModulePreset m_modulePresetState = ModulePreset.FPS_BASIC_ADVANCED_FULL;
#endregion
#region Properties -> Public
public Mode GraphyMode
{
get => m_graphyMode;
set
{
m_graphyMode = value;
UpdateAllParameters();
}
}
public bool EnableOnStartup => m_enableOnStartup;
public bool KeepAlive => m_keepAlive;
public bool Background
{
get => m_background;
set
{
m_background = value;
UpdateAllParameters();
}
}
public Color BackgroundColor
{
get => m_backgroundColor;
set
{
m_backgroundColor = value;
UpdateAllParameters();
}
}
public ModulePosition GraphModulePosition
{
get => m_graphModulePosition;
set
{
m_graphModulePosition = value;
m_fpsManager.SetPosition( m_graphModulePosition, m_graphModuleOffset );
m_ramManager.SetPosition( m_graphModulePosition, m_graphModuleOffset );
m_audioManager.SetPosition( m_graphModulePosition, m_graphModuleOffset );
}
}
// Fps ---------------------------------------------------------------------------
// Setters & Getters
public ModuleState FpsModuleState
{
get => m_fpsModuleState;
set
{
m_fpsModuleState = value;
m_fpsManager.SetState( m_fpsModuleState );
}
}
public Color GoodFPSColor
{
get => m_goodFpsColor;
set
{
m_goodFpsColor = value;
m_fpsManager.UpdateParameters();
}
}
public Color CautionFPSColor
{
get => m_cautionFpsColor;
set
{
m_cautionFpsColor = value;
m_fpsManager.UpdateParameters();
}
}
public Color CriticalFPSColor
{
get => m_criticalFpsColor;
set
{
m_criticalFpsColor = value;
m_fpsManager.UpdateParameters();
}
}
public int GoodFPSThreshold
{
get => m_goodFpsThreshold;
set
{
m_goodFpsThreshold = value;
m_fpsManager.UpdateParameters();
}
}
public int CautionFPSThreshold
{
get => m_cautionFpsThreshold;
set
{
m_cautionFpsThreshold = value;
m_fpsManager.UpdateParameters();
}
}
public int FpsGraphResolution
{
get => m_fpsGraphResolution;
set
{
m_fpsGraphResolution = value;
m_fpsManager.UpdateParameters();
}
}
public int FpsTextUpdateRate
{
get => m_fpsTextUpdateRate;
set
{
m_fpsTextUpdateRate = value;
m_fpsManager.UpdateParameters();
}
}
// Getters
public float CurrentFPS => m_fpsMonitor.CurrentFPS;
public float AverageFPS => m_fpsMonitor.AverageFPS;
public float OnePercentFPS => m_fpsMonitor.OnePercentFPS;
public float Zero1PercentFps => m_fpsMonitor.Zero1PercentFps;
// Ram ---------------------------------------------------------------------------
// Setters & Getters
public ModuleState RamModuleState
{
get => m_ramModuleState;
set
{
m_ramModuleState = value;
m_ramManager.SetState( m_ramModuleState );
}
}
public Color AllocatedRamColor
{
get => m_allocatedRamColor;
set
{
m_allocatedRamColor = value;
m_ramManager.UpdateParameters();
}
}
public Color ReservedRamColor
{
get => m_reservedRamColor;
set
{
m_reservedRamColor = value;
m_ramManager.UpdateParameters();
}
}
public Color MonoRamColor
{
get => m_monoRamColor;
set
{
m_monoRamColor = value;
m_ramManager.UpdateParameters();
}
}
public int RamGraphResolution
{
get => m_ramGraphResolution;
set
{
m_ramGraphResolution = value;
m_ramManager.UpdateParameters();
}
}
public int RamTextUpdateRate
{
get => m_ramTextUpdateRate;
set
{
m_ramTextUpdateRate = value;
m_ramManager.UpdateParameters();
}
}
// Getters
public float AllocatedRam => m_ramMonitor.AllocatedRam;
public float ReservedRam => m_ramMonitor.ReservedRam;
public float MonoRam => m_ramMonitor.MonoRam;
// Audio -------------------------------------------------------------------------
// Setters & Getters
public ModuleState AudioModuleState
{
get => m_audioModuleState;
set
{
m_audioModuleState = value;
m_audioManager.SetState( m_audioModuleState );
}
}
public AudioListener AudioListener
{
get => m_audioListener;
set
{
m_audioListener = value;
m_audioManager.UpdateParameters();
}
}
public LookForAudioListener FindAudioListenerInCameraIfNull
{
get => m_findAudioListenerInCameraIfNull;
set
{
m_findAudioListenerInCameraIfNull = value;
m_audioManager.UpdateParameters();
}
}
public Color AudioGraphColor
{
get => m_audioGraphColor;
set
{
m_audioGraphColor = value;
m_audioManager.UpdateParameters();
}
}
public int AudioGraphResolution
{
get => m_audioGraphResolution;
set
{
m_audioGraphResolution = value;
m_audioManager.UpdateParameters();
}
}
public int AudioTextUpdateRate
{
get => m_audioTextUpdateRate;
set
{
m_audioTextUpdateRate = value;
m_audioManager.UpdateParameters();
}
}
public FFTWindow FftWindow
{
get => m_FFTWindow;
set
{
m_FFTWindow = value;
m_audioManager.UpdateParameters();
}
}
public int SpectrumSize
{
get => m_spectrumSize;
set
{
m_spectrumSize = value;
m_audioManager.UpdateParameters();
}
}
// Getters
/// <summary>
/// Current audio spectrum from the specified AudioListener.
/// </summary>
public float[] Spectrum => m_audioMonitor.Spectrum;
/// <summary>
/// Maximum DB registered in the current spectrum.
/// </summary>
public float MaxDB => m_audioMonitor.MaxDB;
// Advanced ---------------------------------------------------------------------
// Setters & Getters
public ModuleState AdvancedModuleState
{
get => m_advancedModuleState;
set
{
m_advancedModuleState = value;
m_advancedData.SetState( m_advancedModuleState );
}
}
public ModulePosition AdvancedModulePosition
{
get => m_advancedModulePosition;
set
{
m_advancedModulePosition = value;
m_advancedData.SetPosition( m_advancedModulePosition, m_advancedModuleOffset );
}
}
#endregion
#region Methods -> Unity Callbacks
private void Start()
{
Init();
}
private void OnDestroy()
{
G_IntString.Dispose();
G_FloatString.Dispose();
}
private void Update()
{
if( m_focused && m_enableHotkeys )
{
CheckForHotkeyPresses();
}
}
private void OnApplicationFocus( bool isFocused )
{
m_focused = isFocused;
if( m_initialized && isFocused )
{
RefreshAllParameters();
}
}
#endregion
#region Methods -> Public
public void SetModulePosition( ModuleType moduleType, ModulePosition modulePosition )
{
switch( moduleType )
{
case ModuleType.FPS:
case ModuleType.RAM:
case ModuleType.AUDIO:
m_graphModulePosition = modulePosition;
m_ramManager.SetPosition( modulePosition, m_graphModuleOffset );
m_fpsManager.SetPosition( modulePosition, m_graphModuleOffset );
m_audioManager.SetPosition( modulePosition, m_graphModuleOffset );
break;
case ModuleType.ADVANCED:
m_advancedData.SetPosition( modulePosition, Vector2.zero );
break;
}
}
public void SetModuleMode( ModuleType moduleType, ModuleState moduleState )
{
switch( moduleType )
{
case ModuleType.FPS:
m_fpsManager.SetState( moduleState );
break;
case ModuleType.RAM:
m_ramManager.SetState( moduleState );
break;
case ModuleType.AUDIO:
m_audioManager.SetState( moduleState );
break;
case ModuleType.ADVANCED:
m_advancedData.SetState( moduleState );
break;
}
}
public void ToggleModes()
{
if( (int) m_modulePresetState >= Enum.GetNames( typeof( ModulePreset ) ).Length - 1 )
{
m_modulePresetState = 0;
}
else
{
m_modulePresetState++;
}
SetPreset( m_modulePresetState );
}
public void SetPreset( ModulePreset modulePreset )
{
m_modulePresetState = modulePreset;
switch( m_modulePresetState )
{
case ModulePreset.FPS_BASIC:
m_fpsManager.SetState( ModuleState.BASIC );
m_ramManager.SetState( ModuleState.OFF );
m_audioManager.SetState( ModuleState.OFF );
m_advancedData.SetState( ModuleState.OFF );
break;
case ModulePreset.FPS_TEXT:
m_fpsManager.SetState( ModuleState.TEXT );
m_ramManager.SetState( ModuleState.OFF );
m_audioManager.SetState( ModuleState.OFF );
m_advancedData.SetState( ModuleState.OFF );
break;
case ModulePreset.FPS_FULL:
m_fpsManager.SetState( ModuleState.FULL );
m_ramManager.SetState( ModuleState.OFF );
m_audioManager.SetState( ModuleState.OFF );
m_advancedData.SetState( ModuleState.OFF );
break;
case ModulePreset.FPS_TEXT_RAM_TEXT:
m_fpsManager.SetState( ModuleState.TEXT );
m_ramManager.SetState( ModuleState.TEXT );
m_audioManager.SetState( ModuleState.OFF );
m_advancedData.SetState( ModuleState.OFF );
break;
case ModulePreset.FPS_FULL_RAM_TEXT:
m_fpsManager.SetState( ModuleState.FULL );
m_ramManager.SetState( ModuleState.TEXT );
m_audioManager.SetState( ModuleState.OFF );
m_advancedData.SetState( ModuleState.OFF );
break;
case ModulePreset.FPS_FULL_RAM_FULL:
m_fpsManager.SetState( ModuleState.FULL );
m_ramManager.SetState( ModuleState.FULL );
m_audioManager.SetState( ModuleState.OFF );
m_advancedData.SetState( ModuleState.OFF );
break;
case ModulePreset.FPS_TEXT_RAM_TEXT_AUDIO_TEXT:
m_fpsManager.SetState( ModuleState.TEXT );
m_ramManager.SetState( ModuleState.TEXT );
m_audioManager.SetState( ModuleState.TEXT );
m_advancedData.SetState( ModuleState.OFF );
break;
case ModulePreset.FPS_FULL_RAM_TEXT_AUDIO_TEXT:
m_fpsManager.SetState( ModuleState.FULL );
m_ramManager.SetState( ModuleState.TEXT );
m_audioManager.SetState( ModuleState.TEXT );
m_advancedData.SetState( ModuleState.OFF );
break;
case ModulePreset.FPS_FULL_RAM_FULL_AUDIO_TEXT:
m_fpsManager.SetState( ModuleState.FULL );
m_ramManager.SetState( ModuleState.FULL );
m_audioManager.SetState( ModuleState.TEXT );
m_advancedData.SetState( ModuleState.OFF );
break;
case ModulePreset.FPS_FULL_RAM_FULL_AUDIO_FULL:
m_fpsManager.SetState( ModuleState.FULL );
m_ramManager.SetState( ModuleState.FULL );
m_audioManager.SetState( ModuleState.FULL );
m_advancedData.SetState( ModuleState.OFF );
break;
case ModulePreset.FPS_FULL_RAM_FULL_AUDIO_FULL_ADVANCED_FULL:
m_fpsManager.SetState( ModuleState.FULL );
m_ramManager.SetState( ModuleState.FULL );
m_audioManager.SetState( ModuleState.FULL );
m_advancedData.SetState( ModuleState.FULL );
break;
case ModulePreset.FPS_BASIC_ADVANCED_FULL:
m_fpsManager.SetState( ModuleState.BASIC );
m_ramManager.SetState( ModuleState.OFF );
m_audioManager.SetState( ModuleState.OFF );
m_advancedData.SetState( ModuleState.FULL );
break;
default:
Debug.LogWarning( "[GraphyManager]::SetPreset - Tried to set a preset that is not supported." );
break;
}
}
public void ToggleActive()
{
if( !m_active )
{
Enable();
}
else
{
Disable();
}
}
public void Enable()
{
if( !m_active )
{
if( m_initialized )
{
m_fpsManager.RestorePreviousState();
m_ramManager.RestorePreviousState();
m_audioManager.RestorePreviousState();
m_advancedData.RestorePreviousState();
m_active = true;
}
else
{
Init();
}
}
}
public void Disable()
{
if( m_active )
{
m_fpsManager.SetState( ModuleState.OFF );
m_ramManager.SetState( ModuleState.OFF );
m_audioManager.SetState( ModuleState.OFF );
m_advancedData.SetState( ModuleState.OFF );
m_active = false;
}
}
#endregion
#region Methods -> Private
private void Init()
{
if( m_keepAlive )
{
DontDestroyOnLoad( transform.root.gameObject );
}
m_fpsMonitor = GetComponentInChildren<G_FpsMonitor>( true );
m_ramMonitor = GetComponentInChildren<G_RamMonitor>( true );
m_audioMonitor = GetComponentInChildren<G_AudioMonitor>( true );
m_fpsManager = GetComponentInChildren<G_FpsManager>( true );
m_ramManager = GetComponentInChildren<G_RamManager>( true );
m_audioManager = GetComponentInChildren<G_AudioManager>( true );
m_advancedData = GetComponentInChildren<G_AdvancedData>( true );
m_fpsManager.SetPosition( m_graphModulePosition, m_graphModuleOffset );
m_ramManager.SetPosition( m_graphModulePosition, m_graphModuleOffset );
m_audioManager.SetPosition( m_graphModulePosition, m_graphModuleOffset );
m_advancedData.SetPosition( m_advancedModulePosition, m_advancedModuleOffset );
m_fpsManager.SetState( m_fpsModuleState );
m_ramManager.SetState( m_ramModuleState );
m_audioManager.SetState( m_audioModuleState );
m_advancedData.SetState( m_advancedModuleState );
if( !m_enableOnStartup )
{
ToggleActive();
// We need to enable this on startup because we disable it in GraphyManagerEditor
GetComponent<Canvas>().enabled = true;
}
m_initialized = true;
}
// AMW
public void OnValidate()
{
if( m_initialized )
{
m_fpsManager.SetPosition( m_graphModulePosition, m_graphModuleOffset );
m_ramManager.SetPosition( m_graphModulePosition, m_graphModuleOffset );
m_audioManager.SetPosition( m_graphModulePosition, m_graphModuleOffset );
m_advancedData.SetPosition( m_advancedModulePosition, m_advancedModuleOffset );
m_fpsManager.SetState( m_fpsModuleState );
m_ramManager.SetState( m_ramModuleState );
m_audioManager.SetState( m_audioModuleState );
m_advancedData.SetState( m_advancedModuleState );
}
}
private void CheckForHotkeyPresses()
{
#if GRAPHY_NEW_INPUT
// Toggle Mode ---------------------------------------
if (m_toggleModeKeyCode != Key.None)
{
if( m_toggleModeCtrl && m_toggleModeAlt )
{
if( CheckFor3KeyPress( m_toggleModeKeyCode, Key.LeftCtrl, Key.LeftAlt )
|| CheckFor3KeyPress( m_toggleModeKeyCode, Key.RightCtrl, Key.LeftAlt )
|| CheckFor3KeyPress( m_toggleModeKeyCode, Key.RightCtrl, Key.RightAlt )
|| CheckFor3KeyPress( m_toggleModeKeyCode, Key.LeftCtrl, Key.RightAlt ) )
{
ToggleModes();
}
}
else if( m_toggleModeCtrl )
{
if( CheckFor2KeyPress( m_toggleModeKeyCode, Key.LeftCtrl )
|| CheckFor2KeyPress( m_toggleModeKeyCode, Key.RightCtrl ) )
{
ToggleModes();
}
}
else if( m_toggleModeAlt )
{
if( CheckFor2KeyPress( m_toggleModeKeyCode, Key.LeftAlt )
|| CheckFor2KeyPress( m_toggleModeKeyCode, Key.RightAlt ) )
{
ToggleModes();
}
}
else
{
if( CheckFor1KeyPress( m_toggleModeKeyCode ) )
{
ToggleModes();
}
}
}
// Toggle Active -------------------------------------
if (m_toggleActiveKeyCode != Key.None)
{
if( m_toggleActiveCtrl && m_toggleActiveAlt )
{
if( CheckFor3KeyPress( m_toggleActiveKeyCode, Key.LeftCtrl, Key.LeftAlt )
|| CheckFor3KeyPress( m_toggleActiveKeyCode, Key.RightCtrl, Key.LeftAlt )
|| CheckFor3KeyPress( m_toggleActiveKeyCode, Key.RightCtrl, Key.RightAlt )
|| CheckFor3KeyPress( m_toggleActiveKeyCode, Key.LeftCtrl, Key.RightAlt ) )
{
ToggleActive();
}
}
else if( m_toggleActiveCtrl )
{
if( CheckFor2KeyPress( m_toggleActiveKeyCode, Key.LeftCtrl )
|| CheckFor2KeyPress( m_toggleActiveKeyCode, Key.RightCtrl ) )
{
ToggleActive();
}
}
else if( m_toggleActiveAlt )
{
if( CheckFor2KeyPress( m_toggleActiveKeyCode, Key.LeftAlt )
|| CheckFor2KeyPress( m_toggleActiveKeyCode, Key.RightAlt ) )
{
ToggleActive();
}
}
else
{
if( CheckFor1KeyPress( m_toggleActiveKeyCode ) )
{
ToggleActive();
}
}
}
#else
// Toggle Mode ---------------------------------------
if (m_toggleModeKeyCode != KeyCode.None)
{
if (m_toggleModeCtrl && m_toggleModeAlt)
{
if ( CheckFor3KeyPress(m_toggleModeKeyCode, KeyCode.LeftControl, KeyCode.LeftAlt)
|| CheckFor3KeyPress(m_toggleModeKeyCode, KeyCode.RightControl, KeyCode.LeftAlt)
|| CheckFor3KeyPress(m_toggleModeKeyCode, KeyCode.RightControl, KeyCode.RightAlt)
|| CheckFor3KeyPress(m_toggleModeKeyCode, KeyCode.LeftControl, KeyCode.RightAlt))
{
ToggleModes();
}
}
else if (m_toggleModeCtrl)
{
if ( CheckFor2KeyPress(m_toggleModeKeyCode, KeyCode.LeftControl)
|| CheckFor2KeyPress(m_toggleModeKeyCode, KeyCode.RightControl))
{
ToggleModes();
}
}
else if (m_toggleModeAlt)
{
if ( CheckFor2KeyPress(m_toggleModeKeyCode, KeyCode.LeftAlt)
|| CheckFor2KeyPress(m_toggleModeKeyCode, KeyCode.RightAlt))
{
ToggleModes();
}
}
else
{
if (CheckFor1KeyPress(m_toggleModeKeyCode))
{
ToggleModes();
}
}
}
// Toggle Active -------------------------------------
if (m_toggleActiveKeyCode != KeyCode.None)
{
if (m_toggleActiveCtrl && m_toggleActiveAlt)
{
if ( CheckFor3KeyPress(m_toggleActiveKeyCode, KeyCode.LeftControl, KeyCode.LeftAlt)
|| CheckFor3KeyPress(m_toggleActiveKeyCode, KeyCode.RightControl, KeyCode.LeftAlt)
|| CheckFor3KeyPress(m_toggleActiveKeyCode, KeyCode.RightControl, KeyCode.RightAlt)
|| CheckFor3KeyPress(m_toggleActiveKeyCode, KeyCode.LeftControl, KeyCode.RightAlt))
{
ToggleActive();
}
}
else if (m_toggleActiveCtrl)
{
if ( CheckFor2KeyPress(m_toggleActiveKeyCode, KeyCode.LeftControl)
|| CheckFor2KeyPress(m_toggleActiveKeyCode, KeyCode.RightControl))
{
ToggleActive();
}
}
else if (m_toggleActiveAlt)
{
if ( CheckFor2KeyPress(m_toggleActiveKeyCode, KeyCode.LeftAlt)
|| CheckFor2KeyPress(m_toggleActiveKeyCode, KeyCode.RightAlt))
{
ToggleActive();
}
}
else
{
if (CheckFor1KeyPress(m_toggleActiveKeyCode))
{
ToggleActive();
}
}
}
#endif
}
#if GRAPHY_NEW_INPUT
private bool CheckFor1KeyPress( Key key )
{
Keyboard currentKeyboard = Keyboard.current;
if( currentKeyboard != null )
{
return Keyboard.current[ key ].wasPressedThisFrame;
}
return false;
}
private bool CheckFor2KeyPress( Key key1, Key key2 )
{
Keyboard currentKeyboard = Keyboard.current;
if( currentKeyboard != null )
{
return Keyboard.current[ key1 ].wasPressedThisFrame && Keyboard.current[ key2 ].isPressed
|| Keyboard.current[ key2 ].wasPressedThisFrame && Keyboard.current[ key1 ].isPressed;
}
return false;
}
private bool CheckFor3KeyPress( Key key1, Key key2, Key key3 )
{
Keyboard currentKeyboard = Keyboard.current;
if( currentKeyboard != null )
{
return Keyboard.current[ key1 ].wasPressedThisFrame && Keyboard.current[ key2 ].isPressed &&
Keyboard.current[ key3 ].isPressed
|| Keyboard.current[ key2 ].wasPressedThisFrame && Keyboard.current[ key1 ].isPressed &&
Keyboard.current[ key3 ].isPressed
|| Keyboard.current[ key3 ].wasPressedThisFrame && Keyboard.current[ key1 ].isPressed &&
Keyboard.current[ key2 ].isPressed;
}
return false;
}
#else
private bool CheckFor1KeyPress(KeyCode key)
{
return Input.GetKeyDown(key);
}
private bool CheckFor2KeyPress(KeyCode key1, KeyCode key2)
{
return Input.GetKeyDown(key1) && Input.GetKey(key2)
|| Input.GetKeyDown(key2) && Input.GetKey(key1);
}
private bool CheckFor3KeyPress(KeyCode key1, KeyCode key2, KeyCode key3)
{
return Input.GetKeyDown(key1) && Input.GetKey(key2) && Input.GetKey(key3)
|| Input.GetKeyDown(key2) && Input.GetKey(key1) && Input.GetKey(key3)
|| Input.GetKeyDown(key3) && Input.GetKey(key1) && Input.GetKey(key2);
}
#endif
private void UpdateAllParameters()
{
m_fpsManager.UpdateParameters();
m_ramManager.UpdateParameters();
m_audioManager.UpdateParameters();
m_advancedData.UpdateParameters();
}
private void RefreshAllParameters()
{
m_fpsManager.RefreshParameters();
m_ramManager.RefreshParameters();
m_audioManager.RefreshParameters();
m_advancedData.RefreshParameters();
}
#endregion
}
}