849 lines
35 KiB
C#
849 lines
35 KiB
C#
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/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
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* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 15-Dec-17
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* Studio: Tayx
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*
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* Git repo: https://github.com/Tayx94/graphy
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using System;
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using UnityEngine;
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using Tayx.Graphy.Audio;
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using Tayx.Graphy.Fps;
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using Tayx.Graphy.Ram;
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using Tayx.Graphy.Utils;
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using Tayx.Graphy.Advanced;
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using Tayx.Graphy.Utils.NumString;
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#if GRAPHY_NEW_INPUT
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using UnityEngine.InputSystem;
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#endif
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namespace Tayx.Graphy
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{
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/// <summary>
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/// Main class to access the Graphy API.
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/// </summary>
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public class GraphyManager : G_Singleton<GraphyManager>
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{
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protected GraphyManager () { }
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//Enums
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#region Enums -> Public
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public enum Mode
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{
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FULL = 0,
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LIGHT = 1
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}
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public enum ModuleType
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{
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FPS = 0,
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RAM = 1,
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AUDIO = 2,
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ADVANCED = 3
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}
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public enum ModuleState
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{
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FULL = 0,
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TEXT = 1,
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BASIC = 2,
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BACKGROUND = 3,
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OFF = 4
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}
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public enum ModulePosition
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{
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TOP_RIGHT = 0,
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TOP_LEFT = 1,
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BOTTOM_RIGHT = 2,
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BOTTOM_LEFT = 3,
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FREE = 4
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}
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public enum LookForAudioListener
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{
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ALWAYS,
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ON_SCENE_LOAD,
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NEVER
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}
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public enum ModulePreset
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{
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FPS_BASIC = 0,
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FPS_TEXT = 1,
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FPS_FULL = 2,
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FPS_TEXT_RAM_TEXT = 3,
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FPS_FULL_RAM_TEXT = 4,
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FPS_FULL_RAM_FULL = 5,
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FPS_TEXT_RAM_TEXT_AUDIO_TEXT = 6,
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FPS_FULL_RAM_TEXT_AUDIO_TEXT = 7,
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FPS_FULL_RAM_FULL_AUDIO_TEXT = 8,
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FPS_FULL_RAM_FULL_AUDIO_FULL = 9,
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FPS_FULL_RAM_FULL_AUDIO_FULL_ADVANCED_FULL = 10,
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FPS_BASIC_ADVANCED_FULL = 11
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}
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#endregion
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#region Variables -> Serialized Private
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[SerializeField] private Mode m_graphyMode = Mode.FULL;
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[SerializeField] private bool m_enableOnStartup = true;
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[SerializeField] private bool m_keepAlive = true;
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[SerializeField] private bool m_background = true;
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[SerializeField] private Color m_backgroundColor = new Color(0, 0, 0, 0.3f);
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[SerializeField] private bool m_enableHotkeys = true;
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#if GRAPHY_NEW_INPUT
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[SerializeField] private Key m_toggleModeKeyCode = Key.G;
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#else
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[SerializeField] private KeyCode m_toggleModeKeyCode = KeyCode.G;
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#endif
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[SerializeField] private bool m_toggleModeCtrl = true;
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[SerializeField] private bool m_toggleModeAlt = false;
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#if GRAPHY_NEW_INPUT
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[SerializeField] private Key m_toggleActiveKeyCode = Key.H;
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#else
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[SerializeField] private KeyCode m_toggleActiveKeyCode = KeyCode.H;
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#endif
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[SerializeField] private bool m_toggleActiveCtrl = true;
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[SerializeField] private bool m_toggleActiveAlt = false;
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[SerializeField] private ModulePosition m_graphModulePosition = ModulePosition.TOP_RIGHT;
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// Fps ---------------------------------------------------------------------------
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[SerializeField] private ModuleState m_fpsModuleState = ModuleState.FULL;
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[SerializeField] private Color m_goodFpsColor = new Color32(118, 212, 58, 255);
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[SerializeField] private int m_goodFpsThreshold = 60;
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[SerializeField] private Color m_cautionFpsColor = new Color32(243, 232, 0, 255);
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[SerializeField] private int m_cautionFpsThreshold = 30;
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[SerializeField] private Color m_criticalFpsColor = new Color32(220, 41, 30, 255);
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[Range(10, 300)]
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[SerializeField] private int m_fpsGraphResolution = 150;
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[Range(1, 200)]
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[SerializeField] private int m_fpsTextUpdateRate = 3; // 3 updates per sec.
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// Ram ---------------------------------------------------------------------------
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[SerializeField] private ModuleState m_ramModuleState = ModuleState.FULL;
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[SerializeField] private Color m_allocatedRamColor = new Color32(255, 190, 60, 255);
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[SerializeField] private Color m_reservedRamColor = new Color32(205, 84, 229, 255);
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[SerializeField] private Color m_monoRamColor = new Color(0.3f, 0.65f, 1f, 1);
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[Range(10, 300)]
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[SerializeField] private int m_ramGraphResolution = 150;
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[Range(1, 200)]
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[SerializeField] private int m_ramTextUpdateRate = 3; // 3 updates per sec.
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// Audio -------------------------------------------------------------------------
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[SerializeField] private ModuleState m_audioModuleState = ModuleState.FULL;
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[SerializeField] private LookForAudioListener m_findAudioListenerInCameraIfNull = LookForAudioListener.ON_SCENE_LOAD;
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[SerializeField] private AudioListener m_audioListener = null;
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[SerializeField] private Color m_audioGraphColor = Color.white;
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[Range(10, 300)]
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[SerializeField] private int m_audioGraphResolution = 81;
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[Range(1, 200)]
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[SerializeField] private int m_audioTextUpdateRate = 3; // 3 updates per sec.
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[SerializeField] private FFTWindow m_FFTWindow = FFTWindow.Blackman;
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[Tooltip("Must be a power of 2 and between 64-8192")]
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[SerializeField] private int m_spectrumSize = 512;
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// Advanced ----------------------------------------------------------------------
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[SerializeField] private ModulePosition m_advancedModulePosition = ModulePosition.BOTTOM_LEFT;
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[SerializeField] private ModuleState m_advancedModuleState = ModuleState.FULL;
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#endregion
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#region Variables -> Private
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private bool m_initialized = false;
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private bool m_active = true;
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private bool m_focused = true;
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private G_FpsManager m_fpsManager = null;
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private G_RamManager m_ramManager = null;
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private G_AudioManager m_audioManager = null;
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private G_AdvancedData m_advancedData = null;
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private G_FpsMonitor m_fpsMonitor = null;
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private G_RamMonitor m_ramMonitor = null;
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private G_AudioMonitor m_audioMonitor = null;
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private ModulePreset m_modulePresetState = ModulePreset.FPS_BASIC_ADVANCED_FULL;
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#endregion
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//TODO: Maybe sort these into Get and GetSet sections.
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#region Properties -> Public
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public Mode GraphyMode { get { return m_graphyMode; }
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set { m_graphyMode = value; UpdateAllParameters(); } }
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public bool EnableOnStartup { get { return m_enableOnStartup; } }
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public bool KeepAlive { get { return m_keepAlive; } }
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public bool Background { get { return m_background; }
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set { m_background = value; UpdateAllParameters(); } }
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public Color BackgroundColor { get { return m_backgroundColor; }
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set { m_backgroundColor = value; UpdateAllParameters(); } }
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public ModulePosition GraphModulePosition
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{
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get { return m_graphModulePosition; }
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set
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{
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m_graphModulePosition = value;
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m_fpsManager .SetPosition(m_graphModulePosition);
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m_ramManager .SetPosition(m_graphModulePosition);
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m_audioManager .SetPosition(m_graphModulePosition);
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}
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}
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// Fps ---------------------------------------------------------------------------
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// Setters & Getters
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public ModuleState FpsModuleState { get { return m_fpsModuleState; }
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set { m_fpsModuleState = value; m_fpsManager.SetState(m_fpsModuleState); } }
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public Color GoodFPSColor { get { return m_goodFpsColor; }
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set { m_goodFpsColor = value; m_fpsManager.UpdateParameters(); } }
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public Color CautionFPSColor { get { return m_cautionFpsColor; }
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set { m_cautionFpsColor = value; m_fpsManager.UpdateParameters(); } }
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public Color CriticalFPSColor { get { return m_criticalFpsColor; }
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set { m_criticalFpsColor = value; m_fpsManager.UpdateParameters(); } }
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public int GoodFPSThreshold { get { return m_goodFpsThreshold; }
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set { m_goodFpsThreshold = value; m_fpsManager.UpdateParameters(); } }
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public int CautionFPSThreshold { get { return m_cautionFpsThreshold; }
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set { m_cautionFpsThreshold = value; m_fpsManager.UpdateParameters(); } }
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public int FpsGraphResolution { get { return m_fpsGraphResolution; }
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set { m_fpsGraphResolution = value; m_fpsManager.UpdateParameters(); } }
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public int FpsTextUpdateRate { get { return m_fpsTextUpdateRate; }
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set { m_fpsTextUpdateRate = value; m_fpsManager.UpdateParameters(); } }
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// Getters
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public float CurrentFPS { get { return m_fpsMonitor.CurrentFPS; } }
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public float AverageFPS { get { return m_fpsMonitor.AverageFPS; } }
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public float MinFPS { get { return m_fpsMonitor.OnePercentFPS; } }
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public float MaxFPS { get { return m_fpsMonitor.Zero1PercentFps; } }
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// Ram ---------------------------------------------------------------------------
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// Setters & Getters
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public ModuleState RamModuleState { get { return m_ramModuleState; }
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set { m_ramModuleState = value; m_ramManager.SetState(m_ramModuleState); } }
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public Color AllocatedRamColor { get { return m_allocatedRamColor; }
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set { m_allocatedRamColor = value; m_ramManager.UpdateParameters(); } }
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public Color ReservedRamColor { get { return m_reservedRamColor; }
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set { m_reservedRamColor = value; m_ramManager.UpdateParameters(); } }
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public Color MonoRamColor { get { return m_monoRamColor; }
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set { m_monoRamColor = value; m_ramManager.UpdateParameters(); } }
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public int RamGraphResolution { get { return m_ramGraphResolution; }
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set { m_ramGraphResolution = value; m_ramManager.UpdateParameters(); } }
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public int RamTextUpdateRate { get { return m_ramTextUpdateRate; }
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set { m_ramTextUpdateRate = value; m_ramManager.UpdateParameters(); } }
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// Getters
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public float AllocatedRam { get { return m_ramMonitor.AllocatedRam; } }
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public float ReservedRam { get { return m_ramMonitor.ReservedRam; } }
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public float MonoRam { get { return m_ramMonitor.MonoRam; } }
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// Audio -------------------------------------------------------------------------
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// Setters & Getters
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public ModuleState AudioModuleState { get { return m_audioModuleState; }
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set { m_audioModuleState = value; m_audioManager.SetState(m_audioModuleState); } }
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public AudioListener AudioListener { get { return m_audioListener; }
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set { m_audioListener = value; m_audioManager.UpdateParameters(); } }
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public LookForAudioListener
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FindAudioListenerInCameraIfNull { get { return m_findAudioListenerInCameraIfNull; }
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set { m_findAudioListenerInCameraIfNull = value; m_audioManager.UpdateParameters(); } }
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public Color AudioGraphColor { get { return m_audioGraphColor; }
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set { m_audioGraphColor = value; m_audioManager.UpdateParameters(); } }
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public int AudioGraphResolution { get { return m_audioGraphResolution; }
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set { m_audioGraphResolution = value; m_audioManager.UpdateParameters(); } }
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public int AudioTextUpdateRate { get { return m_audioTextUpdateRate; }
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set { m_audioTextUpdateRate = value; m_audioManager.UpdateParameters(); } }
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public FFTWindow FftWindow { get { return m_FFTWindow; }
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set { m_FFTWindow = value; m_audioManager.UpdateParameters(); } }
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public int SpectrumSize { get { return m_spectrumSize; }
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set { m_spectrumSize = value; m_audioManager.UpdateParameters(); } }
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// Getters
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/// <summary>
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/// Current audio spectrum from the specified AudioListener.
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/// </summary>
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public float[] Spectrum { get { return m_audioMonitor.Spectrum; } }
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/// <summary>
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/// Maximum DB registered in the current spectrum.
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/// </summary>
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public float MaxDB { get { return m_audioMonitor.MaxDB; } }
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// Advanced ---------------------------------------------------------------------
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// Setters & Getters
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|||
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public ModuleState AdvancedModuleState { get { return m_advancedModuleState; }
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set { m_advancedModuleState = value; m_advancedData.SetState(m_advancedModuleState); } }
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public ModulePosition AdvancedModulePosition { get { return m_advancedModulePosition; }
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set { m_advancedModulePosition = value; m_advancedData.SetPosition(m_advancedModulePosition); } }
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#endregion
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#region Methods -> Unity Callbacks
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|||
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|||
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private void Start()
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|||
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{
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Init();
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}
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|||
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|||
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private void OnDestroy()
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|||
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{
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G_IntString.Dispose();
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G_FloatString.Dispose();
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}
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|||
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|
|||
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private void Update()
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|||
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{
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|||
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if (m_focused && m_enableHotkeys)
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|||
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{
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CheckForHotkeyPresses();
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}
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|||
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}
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|||
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|||
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private void OnApplicationFocus(bool isFocused)
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|||
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{
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|||
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m_focused = isFocused;
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|||
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|||
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if (m_initialized && isFocused)
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|||
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{
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RefreshAllParameters();
|
|||
|
}
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|||
|
}
|
|||
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|
|||
|
#endregion
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|||
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|
|||
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#region Methods -> Public
|
|||
|
|
|||
|
public void SetModulePosition(ModuleType moduleType, ModulePosition modulePosition)
|
|||
|
{
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|||
|
switch (moduleType)
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|||
|
{
|
|||
|
case ModuleType.FPS:
|
|||
|
case ModuleType.RAM:
|
|||
|
case ModuleType.AUDIO:
|
|||
|
m_graphModulePosition = modulePosition;
|
|||
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|
|||
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m_ramManager.SetPosition(modulePosition);
|
|||
|
m_fpsManager.SetPosition(modulePosition);
|
|||
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m_audioManager.SetPosition(modulePosition);
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|||
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break;
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|||
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|||
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case ModuleType.ADVANCED:
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m_advancedData.SetPosition(modulePosition);
|
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break;
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|||
|
}
|
|||
|
}
|
|||
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|
|||
|
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;
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|||
|
|
|||
|
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(typeof(G_FpsMonitor), true) as G_FpsMonitor;
|
|||
|
m_ramMonitor = GetComponentInChildren(typeof(G_RamMonitor), true) as G_RamMonitor;
|
|||
|
m_audioMonitor = GetComponentInChildren(typeof(G_AudioMonitor), true) as G_AudioMonitor;
|
|||
|
|
|||
|
m_fpsManager = GetComponentInChildren(typeof(G_FpsManager), true) as G_FpsManager;
|
|||
|
m_ramManager = GetComponentInChildren(typeof(G_RamManager), true) as G_RamManager;
|
|||
|
m_audioManager = GetComponentInChildren(typeof(G_AudioManager), true) as G_AudioManager;
|
|||
|
m_advancedData = GetComponentInChildren(typeof(G_AdvancedData), true) as G_AdvancedData;
|
|||
|
|
|||
|
m_fpsManager .SetPosition(m_graphModulePosition);
|
|||
|
m_ramManager .SetPosition(m_graphModulePosition);
|
|||
|
m_audioManager .SetPosition(m_graphModulePosition);
|
|||
|
m_advancedData .SetPosition(m_advancedModulePosition);
|
|||
|
|
|||
|
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;
|
|||
|
}
|
|||
|
|
|||
|
private void CheckForHotkeyPresses()
|
|||
|
{
|
|||
|
#if GRAPHY_NEW_INPUT
|
|||
|
// Toggle Mode ---------------------------------------
|
|||
|
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_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_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_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
|
|||
|
}
|
|||
|
}
|