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MMORPG/Packages/com.unity.inputsystem/InputSystem/Controls/Processors/EditorWindowSpaceProcessor.cs
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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