57 lines
2.5 KiB
C#
57 lines
2.5 KiB
C#
#if UNITY_EDITOR || PACKAGE_DOCS_GENERATION
|
|
using System.ComponentModel;
|
|
using UnityEngine.InputSystem.LowLevel;
|
|
using UnityEditor;
|
|
|
|
namespace UnityEngine.InputSystem.Processors
|
|
{
|
|
/// <summary>
|
|
/// If Unity is currently in an <see cref="EditorWindow"/> callback, transforms a 2D coordinate from
|
|
/// player window space into window space of the current EditorWindow.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This processor is only available in the editor. Also, it only works on devices that
|
|
/// support the <see cref="QueryEditorWindowCoordinatesCommand"/> request.
|
|
///
|
|
/// Outside of <see cref="EditorWindow"/> callbacks, this processor does nothing and just passes through
|
|
/// the coordinates it receives.
|
|
/// </remarks>
|
|
/// <seealso cref="Pointer.position"/>
|
|
[DesignTimeVisible(false)]
|
|
public class EditorWindowSpaceProcessor : InputProcessor<Vector2>
|
|
{
|
|
/// <summary>
|
|
/// Transform the given player screen-space coordinate into the coordinate space of the current
|
|
/// <c>EditorWindow</c>.
|
|
/// </summary>
|
|
/// <param name="value">GameView screen space coordinate.</param>
|
|
/// <param name="control">Ignored.</param>
|
|
/// <returns>The given coordinate transformed into <c>EditorWindow</c> space.</returns>
|
|
/// <remarks>
|
|
/// This method will only succeed if the editor is currently in an <c>EditorWindow</c> callback such
|
|
/// as <c>OnGUI</c>.
|
|
/// </remarks>
|
|
public override Vector2 Process(Vector2 value, InputControl control)
|
|
{
|
|
// We go and fire trigger QueryEditorWindowCoordinatesCommand regardless
|
|
// of whether we are currently in EditorWindow code or not. The expectation
|
|
// here is that the underlying editor code is in a better position than us
|
|
// to judge whether the conversion should be performed or not. In native code,
|
|
// the IOCTL implementations will early out if they detect that the current
|
|
// EditorWindow is in fact a game view.
|
|
|
|
if (Mouse.s_PlatformMouseDevice != null)
|
|
{
|
|
var command = QueryEditorWindowCoordinatesCommand.Create(value);
|
|
// Not all pointer devices implement the editor window position IOCTL,
|
|
// so we try the global mouse device if available.
|
|
if (Mouse.s_PlatformMouseDevice.ExecuteCommand(ref command) > 0)
|
|
return command.inOutCoordinates;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
}
|
|
}
|
|
#endif // UNITY_EDITOR
|