void OnGUI() { UnityGUI.Header("Coordinates"); headset = UnityGUI.Enum("Headset", headset); UnityGUI.Space(); UnityGUI.BeginHorizontal(); UnityGUI.Label(" ", "X", UnityGUI.BoldLabel); UnityGUI.Label("Y", UnityGUI.BoldLabel); UnityGUI.EndHorizontal(); UnityGUI.BeginHorizontal(); UnityGUI.Label("Resolution", headset.GetWidth().ToString()); UnityGUI.Label(headset.GetHeight().ToString()); UnityGUI.EndHorizontal(); UnityGUI.BeginHorizontal(); UnityGUI.Label("Field of View", ((int)headset.GetFieldOfView(Axis.Horizontal)).ToString()); UnityGUI.Label(((int)headset.GetFieldOfView(Axis.Vertical)).ToString()); UnityGUI.EndHorizontal(); UnityGUI.BeginHorizontal(); UnityGUI.Label("Diameter (um)", ((int)headset.GetRetinalDiameter(Axis.Horizontal)).ToString()); UnityGUI.Label(((int)headset.GetRetinalDiameter(Axis.Vertical)).ToString()); UnityGUI.EndHorizontal(); UnityGUI.Space(); Draw("Pixel", ref pixel); Draw("Visual Angle", ref angle); Draw("Retina (um)", ref retina); Draw("Polar", ref polar); UnityGUI.Separator(); UnityGUI.Header("Electrode Count"); UnityGUI.BeginChangeCheck(); pattern = UnityGUI.Enum("Pattern", pattern); layout = UnityGUI.Enum("Layout", layout); fieldOfView = UnityGUI.Float("Field of View", fieldOfView); var changed = UnityGUI.EndChangeCheck(); if (changed) { numElectrodes = pattern.GetElectrodePositions(layout, fieldOfView).Length; } UnityGUI.Space(); UnityGUI.Label("Electode Count", numElectrodes.ToString()); }
void OnGUI() { UnityGUI.Space(); _dataType = UnityGUI.Enum("Data Type", _dataType); UnityGUI.Space(); UnityGUI.Label("Parameters", UnityGUI.BoldLabel); _headset = UnityGUI.Enum("Headset Model", _headset); if (_dataType == DataType.Phosphene) { _pattern = UnityGUI.Enum("Electrode Pattern", _pattern); _layout = UnityGUI.Enum("Electrode Layout", _layout); } UnityGUI.Space(); _gpuAccel = UnityGUI.ToggleLeft("GPU Accelerated", _gpuAccel); if (UnityGUI.Button(!cpuStarted ? "Start" : "Stop", new GUIOptions { maxWidth = 50 })) { if (!cpuStarted) { Start(); } else { StopCPU(); } } if (threadGroup != null) { UnityGUI.Enabled = cpuStarted || !_gpuAccel; UnityGUI.Space(); UnityGUI.Label("CPU Threads", UnityGUI.BoldLabel); for (int i = 0; i < threadGroup.NumThreads; i++) { UnityGUI.Label("Thread " + i.ToString(), (threadGroup.Progress[i] * 100).ToString("N0") + "%"); } } }