public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(displaySchema, new GUIContent("XML Schema", "Do not modify this unless you know what you're doing")); EditorGUILayout.PropertyField(xmlFilename, new GUIContent("XML filename", "The XML file with the display specifications")); EditorGUILayout.PropertyField(loadFromFileInEditor, new GUIContent("Load from File in Editor", "Load the information from the xml file while in editor mode.")); EditorGUILayout.PropertyField(resolutionX, new GUIContent("Resolution X", "The pixel width of the display")); EditorGUILayout.PropertyField(resolutionY, new GUIContent("Resolution Y", "The pixel height of the display")); EditorGUILayout.PropertyField(isStereo, new GUIContent("Stereo Display", "Is this display stereo?")); if (isStereo.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(eyeSeparation, new GUIContent("Eye Separation", "Eye separation for the stereo image")); EditorGUILayout.PropertyField(stereoType, new GUIContent("Stereo Type", "The type of stereo to use")); EditorGUILayout.PropertyField(useDoubleTheSpace, new GUIContent("Double the Space used", "Calculate the total resolution of the display based on stereo type. \nSideBySide: Double horizontal resolution \nTopAndBottom: Double vertical resolution.")); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField(camera, new GUIContent("Attached Camera", "The RUISCamera that renders to this display")); EditorGUILayout.PropertyField(enableOculusRift, new GUIContent("Enable Oculus Rift", "Is this display an Oculus Rift?")); // TODO: Depends on OVR version EditorGUI.indentLevel++; GUI.enabled = enableOculusRift.boolValue; EditorGUILayout.PropertyField(oculusLowPersistence, new GUIContent("Low Persistence", "Low persistence reduces pixel blur. Try disabling this option if " + "the Oculus Rift view suffers from 'judder' when rotating your head. NOTE: Disabling " + "this option might cause issues with Oculus runtime 0.4.4 if you're using DX11!")); EditorGUILayout.PropertyField(oculusMirrorMode, new GUIContent("Mirror Mode", "Draw the Oculus viewports also to the main display when Direct Display Mode " + "(Direct HMD Access) is enabled from the Oculus Configuration Utility. This setting has no " + "effect when your application is playing inside the Unity Editor.")); if (enableOculusRift.boolValue && EditorApplication.isPlaying) { if (previousOculusLowPersistenceValue != oculusLowPersistence.boolValue && displayManager) { // Low Persistence value changed, enforce it if application is running in Editor displayManager.setOculusLowPersistence(oculusLowPersistence.boolValue); } } EditorGUI.indentLevel--; GUI.enabled = !enableOculusRift.boolValue; RUISEditorUtility.HorizontalRuler(); EditorGUILayout.PropertyField(isObliqueFrustum, new GUIContent("Head Tracked CAVE Display", "Should the projection matrix be skewed to use this display " + "as a head tracked CAVE viewport")); GUI.enabled = true; if (!enableOculusRift.boolValue) { //disabled for now EditorGUILayout.PropertyField(isKeystoneCorrected, new GUIContent("Keystone Correction", "Should this display be keystone corrected?")); if (isObliqueFrustum.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(headTracker, new GUIContent("CAVE Head Tracker", "The head tracker object to use for perspective " + "distortion with CAVE-like displays. This is used only if the associated " + "RUISDisplay has 'Head Tracked CAVE Display' enabled.")); EditorGUILayout.PropertyField(displayWidth, new GUIContent("Display Width", "The real-world width of the display")); EditorGUILayout.PropertyField(displayHeight, new GUIContent("Display Height", "The real-world height of the display")); EditorGUILayout.PropertyField(displayCenterPosition, new GUIContent("Display Center Position", "The location of the screen center in Unity coordinates")); EditorGUILayout.PropertyField(displayNormal, new GUIContent("Display Normal Vector", "The normal vector of the display (will be normalized)")); EditorGUILayout.PropertyField(displayUp, new GUIContent("Display Up Vector", "The up vector of the display (will be normalized)")); EditorGUI.indentLevel--; } } else { isObliqueFrustum.boolValue = false; isKeystoneCorrected.boolValue = false; } previousOculusLowPersistenceValue = oculusLowPersistence.boolValue; serializedObject.ApplyModifiedProperties(); int optimalWidth = Screen.width - 4; int optimalHeight = (int)((float)resolutionY.intValue / resolutionX.intValue * optimalWidth); EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(GUILayout.Height(optimalHeight)); if (isStereo.boolValue) { displayBoxStyle.normal.background = stereoDisplayTexture; } else { displayBoxStyle.normal.background = monoDisplayTexture; } RUISDisplay display = target as RUISDisplay; int requiredX = display.rawResolutionX; int requiredY = display.rawResolutionY; string boxText = string.Format("{0}\nTotal required resolution {1}x{2}", target.name, requiredX, requiredY); GUILayout.Box(boxText, displayBoxStyle, GUILayout.Width(optimalWidth), GUILayout.Height(optimalHeight)); EditorGUILayout.EndHorizontal(); displayManager.CalculateTotalResolution(); PlayerSettings.defaultScreenWidth = displayManager.totalRawResolutionX; PlayerSettings.defaultScreenHeight = displayManager.totalRawResolutionY; }
public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(displaySchema, new GUIContent("XML Schema", "Do not modify this unless you know what you're doing")); EditorGUILayout.PropertyField(xmlFilename, new GUIContent("XML filename", "The XML file with the display specifications")); EditorGUILayout.PropertyField(loadFromFileInEditor, new GUIContent("Load from File in Editor", "Load the information from the xml file while in editor mode.")); EditorGUILayout.PropertyField(resolutionX, new GUIContent("Resolution X", "The pixel width of the display")); EditorGUILayout.PropertyField(resolutionY, new GUIContent("Resolution Y", "The pixel height of the display")); EditorGUILayout.PropertyField(isStereo, new GUIContent("Stereo Display", "Is this display stereo?")); if (isStereo.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(eyeSeparation, new GUIContent("Eye Separation", "Eye separation for the stereo image")); EditorGUILayout.PropertyField(stereoType, new GUIContent("Stereo Type", "The type of stereo to use")); EditorGUILayout.PropertyField(useDoubleTheSpace, new GUIContent("Double the Space used", "Calculate the total resolution of the display based on stereo type. \nSideBySide: Double horizontal resolution \nTopAndBottom: Double vertical resolution.")); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField(camera, new GUIContent("Attached Camera", "The RUISCamera that renders to this display")); EditorGUILayout.PropertyField(isHMD, new GUIContent("Enable Oculus Rift", "Is this display an Oculus Rift?")); if (!isHMD.boolValue) { //disabled for now EditorGUILayout.PropertyField(isKeystoneCorrected, new GUIContent("Keystone Correction", "Should this display be keystone corrected?")); EditorGUILayout.PropertyField(isObliqueFrustum, new GUIContent("Head Tracked CAVE Display", "Should the projection matrix be skewed to use this display as a head tracked CAVE viewport")); if (isObliqueFrustum.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(headTracker, new GUIContent("CAVE Head Tracker", "The head tracker object to use for perspective " + "distortion with CAVE-like displays. This is used only if the associated " + "RUISDisplay has 'Head Tracked CAVE Display' enabled.")); EditorGUILayout.PropertyField(displayWidth, new GUIContent("Display Width", "The real-world width of the display")); EditorGUILayout.PropertyField(displayHeight, new GUIContent("Display Height", "The real-world height of the display")); EditorGUILayout.PropertyField(displayCenterPosition, new GUIContent("Display Center Position", "The location of the screen center in Unity coordinates")); EditorGUILayout.PropertyField(displayNormal, new GUIContent("Display Normal Vector", "The normal vector of the display (will be normalized)")); EditorGUILayout.PropertyField(displayUp, new GUIContent("Display Up Vector", "The up vector of the display (will be normalized)")); EditorGUI.indentLevel--; } } else { isObliqueFrustum.boolValue = false; isKeystoneCorrected.boolValue = false; } serializedObject.ApplyModifiedProperties(); int optimalWidth = Screen.width - 4; int optimalHeight = (int)((float)resolutionY.intValue / resolutionX.intValue * optimalWidth); EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(GUILayout.Height(optimalHeight)); if (isStereo.boolValue) { displayBoxStyle.normal.background = stereoDisplayTexture; } else { displayBoxStyle.normal.background = monoDisplayTexture; } RUISDisplay display = target as RUISDisplay; int requiredX = display.rawResolutionX; int requiredY = display.rawResolutionY; string boxText = string.Format("{0}\nTotal required resolution {1}x{2}", target.name, requiredX, requiredY); GUILayout.Box(boxText, displayBoxStyle, GUILayout.Width(optimalWidth), GUILayout.Height(optimalHeight)); EditorGUILayout.EndHorizontal(); displayManager.CalculateTotalResolution(); PlayerSettings.defaultScreenWidth = displayManager.totalRawResolutionX; PlayerSettings.defaultScreenHeight = displayManager.totalRawResolutionY; }
public override void OnInspectorGUI() { serializedObject.Update(); displayManagerLink.Update(); EditorGUILayout.PropertyField(displays, true); EditorGUILayout.Space(); //if there is only one display we want to give the user the opportunity to set fullscreen if (displays.arraySize == 1) { // allowResolutionDialog.boolValue = EditorGUILayout.Toggle(new GUIContent( "Allow Resolution Dialog", "Enables the Resolution Dialog when your " // + "standalone build starts if you have only one RUISDisplay. NOTE: In " // + "all other cases the 'Display Resolution Dialog' setting in Unity's " // + "Player Settings will be overriden with false. In those cases RUIS " // + "will attempt to force the standalone game window to have the total " // + "resolution that is the sum of your RUISDisplays arranged side-by-side."), // allowResolutionDialog.boolValue); // if (allowResolutionDialog.boolValue) // { // PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Enabled; // } // else // { // PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; // } } else { EditorStyles.textField.wordWrap = true; EditorGUILayout.TextArea("Below configuration has multiple RUISDisplays. 'Display Resolution Dialog' setting is automatically disabled " + "in Unity's Player Settings.", GUILayout.Height(60)); PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; // allowResolutionDialog.boolValue = false; } if (GUILayout.Button("Add Display")) { displays.arraySize++; SerializedProperty newDisplayProperty = displays.GetArrayElementAtIndex(displays.arraySize - 1); GameObject newDisplay = Instantiate(displayPrefab) as GameObject; newDisplay.name = "NewDisplay"; newDisplay.GetComponent <RUISDisplay>().xmlFilename = newDisplay.name + displays.arraySize + ".xml"; newDisplay.transform.parent = (target as RUISDisplayManager).transform; newDisplayProperty.objectReferenceValue = newDisplay; } EditorGUILayout.Space(); int removeIndex = -1; for (int i = 0; i < displays.arraySize; i++) { //DisplayEditor(displays.GetArrayElementAtIndex(i)); EditorGUILayout.BeginHorizontal(); //EditorGUILayout.PropertyField(displays.GetArrayElementAtIndex(i)); RUISDisplay display = displays.GetArrayElementAtIndex(i).objectReferenceValue as RUISDisplay; if (display == null) { continue; } EditorGUILayout.LabelField(string.Format("{0} ({1}x{2})", display.name, display.resolutionX, display.resolutionY)); if (displays.arraySize > 1) { if (GUILayout.Button("Move Up", GUILayout.ExpandWidth(false))) { MoveUp(i); } if (GUILayout.Button("Move Down", GUILayout.ExpandWidth(false))) { MoveDown(i); } } if (GUILayout.Button("Delete", GUILayout.ExpandWidth(false))) { if (EditorUtility.DisplayDialog("Confirm deletion", "Are you sure you want to delete this display?", "Delete", "Cancel")) { removeIndex = i; } } EditorGUILayout.EndHorizontal(); } if (removeIndex != -1) { for (int i = removeIndex + 1; i < displays.arraySize; i++) { MoveUp(i); } displays.DeleteArrayElementAtIndex(displays.arraySize - 1); displays.arraySize--; } RUISDisplayManager displayManager = target as RUISDisplayManager; displayManager.CalculateTotalResolution(); PlayerSettings.defaultScreenWidth = displayManager.totalRawResolutionX; PlayerSettings.defaultScreenHeight = displayManager.totalRawResolutionY; //stuff for drawing the display boxes int optimalWidth = Screen.width - displayManager.displays.Count; int optimalHeight = (int)((float)displayManager.totalResolutionY / displayManager.totalResolutionX * optimalWidth); EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(GUILayout.Width(Screen.width), GUILayout.Height(optimalHeight)); foreach (RUISDisplay display in displayManager.displays) { if (display.isStereo) { displayBoxStyle.normal.background = stereoDisplayTexture; } else { displayBoxStyle.normal.background = monoDisplayTexture; } GUILayout.Box(display.name, displayBoxStyle, GUILayout.Width(((float)display.resolutionX / displayManager.totalResolutionX) * optimalWidth), GUILayout.Height(optimalHeight * (float)display.resolutionY / displayManager.totalResolutionY)); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Display With RUIS Menu:"); guiDisplayChoices = new List <string>(); for (int i = 0; i < displayManager.displays.Count; ++i) { guiDisplayChoices.Add(i + " " + displayManager.displays[i].name); } //MonoBehaviour.print(guiDisplayChoiceLink + ":" + guiDisplayChoices.Count); if (guiDisplayChoiceLink.intValue >= guiDisplayChoices.Count) { guiDisplayChoiceLink.intValue = 0; } guiDisplayChoiceLink.intValue = EditorGUILayout.Popup(guiDisplayChoiceLink.intValue, guiDisplayChoices.ToArray()); EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(ruisMenuPrefab); EditorGUILayout.LabelField("RUIS Menu Local Coordinates:"); EditorGUILayout.PropertyField(guiX, new GUIContent("X", "X-offset from camera")); EditorGUILayout.PropertyField(guiY, new GUIContent("Y", "Y-offset from camera")); EditorGUILayout.PropertyField(guiZ, new GUIContent("Z", "Z-offset from camera")); EditorGUILayout.Space(); EditorGUILayout.LabelField("RUIS Menu Scale:"); EditorGUILayout.PropertyField(guiScaleX, new GUIContent("X-scale", "Scales menu horizontally")); EditorGUILayout.PropertyField(guiScaleY, new GUIContent("Y-scale", "Scales menu vertically")); EditorGUILayout.Space(); EditorGUILayout.PropertyField(hideMouseOnPlay, new GUIContent("Hide Mouse On Play", "Operating system mouse cursor will be hidden")); EditorGUILayout.Space(); EditorGUILayout.PropertyField(menuCursorPrefab, new GUIContent("Menu Cursor Prefab", "The prefab that will be instantiated when RUIS Menu is " + "invoked (ESC key)")); menuLayer.intValue = EditorGUILayout.LayerField(new GUIContent("Menu Layer", "RUIS Menu mouse cursor ray is cast against objects on this layer only"), menuLayer.intValue); serializedObject.ApplyModifiedProperties(); displayManagerLink.ApplyModifiedProperties(); //remove all child displays that aren't in the list anymore RUISDisplay displayToDestroy = null; foreach (RUISDisplay display in displayManager.GetComponentsInChildren <RUISDisplay>()) { if (!displayManager.displays.Contains(display)) { displayToDestroy = display; } } if (displayToDestroy) { DestroyImmediate(displayToDestroy.gameObject); } }
public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(displays, true); EditorGUILayout.Space(); //if there is only one display we want to give the user the opportunity to set fullscreen if (displays.arraySize == 1) { allowResolutionDialog.boolValue = EditorGUILayout.Toggle(new GUIContent("Allow resolution dialog", "Allow the usage of the resolution dialog"), allowResolutionDialog.boolValue); if (allowResolutionDialog.boolValue) { PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Enabled; } else { PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; } } else { PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; allowResolutionDialog.boolValue = false; } if (GUILayout.Button("Add display")) { displays.arraySize++; SerializedProperty newDisplayProperty = displays.GetArrayElementAtIndex(displays.arraySize - 1); GameObject newDisplay = Instantiate(displayPrefab) as GameObject; newDisplay.name = "NewDisplay"; newDisplay.GetComponent <RUISDisplay>().xmlFilename = newDisplay.name + displays.arraySize + ".xml"; newDisplay.transform.parent = (target as RUISDisplayManager).transform; newDisplayProperty.objectReferenceValue = newDisplay; } EditorGUILayout.Space(); int removeIndex = -1; for (int i = 0; i < displays.arraySize; i++) { //DisplayEditor(displays.GetArrayElementAtIndex(i)); EditorGUILayout.BeginHorizontal(); //EditorGUILayout.PropertyField(displays.GetArrayElementAtIndex(i)); RUISDisplay display = displays.GetArrayElementAtIndex(i).objectReferenceValue as RUISDisplay; if (display == null) { continue; } EditorGUILayout.LabelField(string.Format("{0} ({1}x{2})", display.name, display.resolutionX, display.resolutionY)); if (displays.arraySize > 1) { if (GUILayout.Button("Move up", GUILayout.ExpandWidth(false))) { MoveUp(i); } if (GUILayout.Button("Move down", GUILayout.ExpandWidth(false))) { MoveDown(i); } } if (GUILayout.Button("Delete", GUILayout.ExpandWidth(false))) { if (EditorUtility.DisplayDialog("Confirm deletion", "Are you sure you want to delete this display?", "Delete", "Cancel")) { removeIndex = i; } } EditorGUILayout.EndHorizontal(); } if (removeIndex != -1) { for (int i = removeIndex + 1; i < displays.arraySize; i++) { MoveUp(i); } displays.DeleteArrayElementAtIndex(displays.arraySize - 1); displays.arraySize--; } RUISDisplayManager displayManager = target as RUISDisplayManager; displayManager.CalculateTotalResolution(); PlayerSettings.defaultScreenWidth = displayManager.totalRawResolutionX; PlayerSettings.defaultScreenHeight = displayManager.totalRawResolutionY; //stuff for drawing the display boxes int optimalWidth = Screen.width - displayManager.displays.Count; int optimalHeight = (int)((float)displayManager.totalResolutionY / displayManager.totalResolutionX * optimalWidth); EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(GUILayout.Width(Screen.width), GUILayout.Height(optimalHeight)); foreach (RUISDisplay display in displayManager.displays) { if (display.isStereo) { displayBoxStyle.normal.background = stereoDisplayTexture; } else { displayBoxStyle.normal.background = monoDisplayTexture; } GUILayout.Box(display.name, displayBoxStyle, GUILayout.Width(((float)display.resolutionX / displayManager.totalResolutionX) * optimalWidth), GUILayout.Height(optimalHeight * (float)display.resolutionY / displayManager.totalResolutionY)); } EditorGUILayout.EndHorizontal(); serializedObject.ApplyModifiedProperties(); //remove all child displays that aren't in the list anymore RUISDisplay displayToDestroy = null; foreach (RUISDisplay display in displayManager.GetComponentsInChildren <RUISDisplay>()) { if (!displayManager.displays.Contains(display)) { displayToDestroy = display; } } if (displayToDestroy) { DestroyImmediate(displayToDestroy.gameObject); } }