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WIP: Misc Fixes #1801

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2 changes: 1 addition & 1 deletion Assets/Samples/UnityRemote/UnityRemoteTestScript.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@

public class UnityRemoteTestScript : MonoBehaviour
{
public new Camera camera;
public Camera camera;

public Text accelerometerInputText;
public Text touchInputText;
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Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,8 @@
using UnityEditor.Callbacks;
using UnityEditor.IMGUI.Controls;
using UnityEditor.ShortcutManagement;
using TreeView = UnityEditor.IMGUI.Controls.TreeView<int>;
using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState<int>;

////TODO: Add "Revert" button

Expand Down Expand Up @@ -35,7 +37,7 @@ internal class InputActionEditorWindow : EditorWindow, IDisposable
/// </summary>
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA1801:ReviewUnusedParameters", MessageId = "line", Justification = "line parameter required by OnOpenAsset attribute")]
[OnOpenAsset]
public static bool OnOpenAsset(int instanceId, int line)
public static bool OnOpenAsset(InstanceID instanceId, int line)
{
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
if (!InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets))
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Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,9 @@
using UnityEditor.IMGUI.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
using TreeView = UnityEditor.IMGUI.Controls.TreeView<int>;
using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState<int>;
using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>;

// The action tree view illustrates one of the weaknesses of Unity's editing model. While operating directly
// on serialized data does have a number of advantages (the built-in undo system being one of them), making the
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Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine.InputSystem.Utilities;
using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>;

////TODO: sync expanded state of SerializedProperties to expanded state of tree (will help preserving expansion in inspector)

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Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,9 @@
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Users;
using UnityEngine.InputSystem.Utilities;
using TreeView = UnityEditor.IMGUI.Controls.TreeView<int>;
using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState<int>;
using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>;

////FIXME: Generate proper IDs for the individual tree view items; the current sequential numbering scheme just causes lots of
//// weird expansion/collapsing to happen.
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Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
using UnityEditor.IMGUI.Controls;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState<int>;

////TODO: allow selecting events and saving out only the selected ones

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Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,9 @@
using UnityEditor.IMGUI.Controls;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.Profiling;
using TreeView = UnityEditor.IMGUI.Controls.TreeView<int>;
using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState<int>;
using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>;

////TODO: make control values editable (create state events from UI and pump them into the system)

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Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,9 @@
using UnityEngine.InputSystem.LowLevel;
using UnityEditor;
using UnityEngine.Profiling;
using TreeView = UnityEditor.IMGUI.Controls.TreeView<int>;
using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState<int>;
using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>;

////FIXME: this performs horribly; the constant rebuilding on every single event makes the debug view super slow when device is noisy

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Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine.InputSystem.LowLevel;
using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState<int>;

////TODO: add ability to single-step through events

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Original file line number Diff line number Diff line change
@@ -1,6 +1,8 @@
#if UNITY_EDITOR
using System;
using UnityEditor.IMGUI.Controls;
using TreeView = UnityEditor.IMGUI.Controls.TreeView<int>;
using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>;

namespace UnityEngine.InputSystem.Editor
{
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Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
using System;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>;

namespace UnityEngine.InputSystem.Editor
{
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Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>;

namespace UnityEngine.InputSystem.Editor
{
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Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
using System;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>;

namespace UnityEngine.InputSystem.Editor
{
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Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ internal class InputActionsEditorWindow : EditorWindow
static readonly Vector2 k_MinWindowSize = new Vector2(650, 450);

[OnOpenAsset]
public static bool OpenAsset(int instanceId, int line)
public static bool OpenAsset(InstanceID instanceId, int line)
{
if (InputSystem.settings.IsFeatureEnabled(InputFeatureNames.kUseIMGUIEditorForAssets))
return false;
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5 changes: 0 additions & 5 deletions Packages/com.unity.inputsystem/InputSystem/Plugins/HID/HID.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,11 +12,6 @@
using UnityEngine.Pool;
#endif

// HID support is currently broken in 32-bit Windows standalone players. Consider 32bit Windows players unsupported for now.
#if UNITY_STANDALONE_WIN && !UNITY_64
#warning The 32-bit Windows player is not currently supported by the Input System. HID input will not work in the player. Please use x86_64, if possible.
#endif

////REVIEW: there will probably be lots of cases where the HID device creation process just needs a little tweaking; we should
//// have better mechanism to do that without requiring to replace the entire process wholesale

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Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,9 @@
using UnityEditor.IMGUI.Controls;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.LowLevel;
using TreeView = UnityEditor.IMGUI.Controls.TreeView<int>;
using TreeViewState = UnityEditor.IMGUI.Controls.TreeViewState<int>;
using TreeViewItem = UnityEditor.IMGUI.Controls.TreeViewItem<int>;

////TODO: use two columns for treeview and separate name and value

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Original file line number Diff line number Diff line change
Expand Up @@ -719,12 +719,7 @@ public event Action<PlayerInput> onControlsChanged
///
/// Associating a camera with a player is necessary only when using split-screen (see <see cref="PlayerInputManager.splitScreen"/>).
/// </remarks>
public
#if UNITY_EDITOR
// camera property is deprecated and only available in Editor.
new
#endif
Camera camera
public Camera camera
{
get => m_Camera;
set => m_Camera = value;
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4 changes: 1 addition & 3 deletions Packages/manifest.json
Original file line number Diff line number Diff line change
Expand Up @@ -3,12 +3,10 @@
"com.unity.analytics": "3.6.12",
"com.unity.cinemachine": "2.3.4",
"com.unity.coding": "0.1.0-preview.24",
"com.unity.ide.rider": "1.2.1",
"com.unity.ide.visualstudio": "2.0.15",
"com.unity.probuilder": "4.2.3",
"com.unity.settings-manager": "1.0.3",
"com.unity.test-framework": "1.1.33",
"com.unity.test-framework.build": "0.0.1-preview.12",
"com.unity.test-framework.build": "0.0.1-preview.15",
"com.unity.test-framework.performance": "3.0.2",
"com.unity.test-framework.utp-reporter": "1.1.0-preview",
"com.unity.textmeshpro": "2.1.4",
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