View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001587 | NoesisGUI | Unity | public | 2019-11-24 14:47 | 2019-12-30 12:19 |
| Reporter | stonstad | Assigned To | jsantos | ||
| Priority | normal | Severity | minor | ||
| Status | resolved | Resolution | fixed | ||
| Product Version | 2.2.5 | ||||
| Target Version | 2.2.6 | Fixed in Version | 2.2.6 | ||
| Summary | 0001587: NoesisView Garbage Generation Scenario | ||||
| Description | I tracked down the source of a 8 kb per frame garbage allocation to NoesisView.cs. It turns out the cause is something one could argue is developer error, but it is definitely a pitfall that should be avoided. These empty try/catches in Update() are dangerous to the extreme for GC allocations and they can be avoided:
A developer may choose to remove any one of these input labels for any number of reasons and Noesis will silently allocate multiple KB of garbage for each frame rendered. These thrown exceptions are caught silently. Since Unity does NOT report exceptions while a debugger is attached it is highly likely a developer will never know this is happening. The best case scenario is that they will just think, "Noesis creates garbage," when it usually doesn't. As a proposed solution, NoesisView could check for the existence of these inputs on Awake() and then disable reading them in Update() if they were not previously defined. This design completely eliminates the need for try/catches in the Update loop and prevents possible GC allocation. This has the added benefit of allowing developers to eliminate Noesis inputs as they may find necessary to accommodate gameplay controls. | ||||
| Attached Files | NoesisView.cs (44,122 bytes)
using UnityEngine;
using Noesis;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.Rendering;
//[ExecuteInEditMode]
[AddComponentMenu("NoesisGUI/Noesis View")]
[HelpURL("https://www.noesisengine.com/docs")]
[DisallowMultipleComponent]
public class NoesisView: MonoBehaviour
{
#region Public properties
/// <summary>
/// User interface definition XAML
/// </summary>
public NoesisXaml Xaml
{
set { this._xaml = value; }
get { return this._xaml; }
}
/// <summary>
/// The texture to render this View into
/// </summary>
public RenderTexture Texture
{
set { this._texture = value; }
get { return this._texture; }
}
/// <summary>
/// PPAA is a 'cheap' antialiasing algorithm useful when GPU MSAA is not enabled
/// </summary>
public bool IsPPAAEnabled
{
set { this._isPPAAEnabled = value; }
get { return this._isPPAAEnabled; }
}
/// <summary>
/// Tessellation curve tolerance in screen space. 'Medium Quality' is usually fine for PPAA (non-multisampled)
/// while 'High Quality' is the recommended pixel error if you are rendering to a 8x multisampled surface
/// </summary>
public float TessellationMaxPixelError
{
set { this._tessellationMaxPixelError = value; }
get { return this._tessellationMaxPixelError; }
}
/// <summary>
/// Bit flags used for debug rendering purposes.
/// </summary>
public RenderFlags RenderFlags
{
set { this._renderFlags = value; }
get { return this._renderFlags; }
}
/// <summary>
/// When continuous rendering is disabled rendering only happens when needed. For performance
/// purposes and to save battery this is the default mode when rendering to texture.
/// </summary>
public bool ContinuousRendering
{
set { this._continuousRendering = value; }
get { return this._continuousRendering; }
}
/// <summary>
/// After LateUpdate() has been invoked this flag indicates if the GUI needs to be repainted.
/// This flag can be used on manually painted cameras to optimize performance and save battery.
/// </summary>
public bool NeedsRendering
{
set { this._needsRendering = value; }
get { return this._needsRendering; }
}
/// <summary>
/// Enables keyboard input management.
/// </summary>
public bool EnableKeyboard
{
set { this._enableKeyboard = value; }
get { return this._enableKeyboard; }
}
/// <summary>
/// Enables mouse input management.
/// </summary>
public bool EnableMouse
{
set { this._enableMouse = value; }
get { return this._enableMouse; }
}
/// <summary>
/// Enables touch input management.
/// </summary>
public bool EnableTouch
{
set { this._enableTouch = value; }
get { return this._enableTouch; }
}
/// <summary>
/// Enables gamepad input management.
/// </summary>
public bool EnableGamepad
{
set { this._enableGamepad = value; }
get { return this._enableGamepad; }
}
/// <summary>
/// Emulate touch input with mouse.
/// </summary>
public bool EmulateTouch
{
set { this._emulateTouch = value; }
get { return this._emulateTouch; }
}
/// <summary>
/// When enabled, UI is updated using Time.realtimeSinceStartup.
/// </summary>
public bool UseRealTimeClock
{
set { this._useRealTimeClock = value; }
get { return this._useRealTimeClock; }
}
/// <summary>
/// Gets the root of the loaded Xaml.
/// </summary>
/// <returns>Root element.</returns>
public FrameworkElement Content
{
get { return _uiView != null ? _uiView.Content : null; }
}
/// <summary>
/// Indicates if this component is rendering UI to a RenderTexture.
/// </summary>
/// <returns></returns>
public bool IsRenderToTexture()
{
return _textureCamera != null || gameObject.GetComponent<Camera>() == null;
}
#endregion
#region Public events
#region Render
public event RenderingEventHandler Rendering
{
add
{
if (_uiView != null)
{
_uiView.Rendering += value;
}
}
remove
{
if (_uiView != null)
{
_uiView.Rendering -= value;
}
}
}
public ViewStats GetStats()
{
if (_uiView != null)
{
return _uiView.GetStats();
}
return new ViewStats();
}
#endregion
#region Keyboard input events
/// <summary>
/// Notifies Renderer that a key was pressed.
/// </summary>
/// <param name="key">Key identifier.</param>
public bool KeyDown(Noesis.Key key)
{
if (_uiView != null)
{
return _uiView.KeyDown(key);
}
return false;
}
/// <summary>
/// Notifies Renderer that a key was released.
/// </summary>
/// <param name="key">Key identifier.</param>
public bool KeyUp(Noesis.Key key)
{
if (_uiView != null)
{
return _uiView.KeyUp(key);
}
return false;
}
/// <summary>
/// Notifies Renderer that a key was translated to the corresponding character.
/// </summary>
/// <param name="ch">Unicode character value.</param>
public bool Char(uint ch)
{
if (_uiView != null)
{
return _uiView.Char(ch);
}
return false;
}
#endregion
#region Mouse input events
/// <summary>
/// Notifies Renderer that mouse was moved. The mouse position is specified in renderer
/// surface pixel coordinates.
/// </summary>
/// <param name="x">Mouse x-coordinate.</param>
/// <param name="y">Mouse y-coordinate.</param>
public bool MouseMove(int x, int y)
{
if (_uiView != null)
{
return _uiView.MouseMove(x, y);
}
return false;
}
/// <summary>
/// Notifies Renderer that a mouse button was pressed. The mouse position is specified in
/// renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Mouse x-coordinate.</param>
/// <param name="y">Mouse y-coordinate.</param>
/// <param name="button">Indicates which button was pressed.</param>
public bool MouseButtonDown(int x, int y, Noesis.MouseButton button)
{
if (_uiView != null)
{
return _uiView.MouseButtonDown(x, y, button);
}
return false;
}
/// Notifies Renderer that a mouse button was released. The mouse position is specified in
/// renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Mouse x-coordinate.</param>
/// <param name="y">Mouse y-coordinate.</param>
/// <param name="button">Indicates which button was released.</param>
public bool MouseButtonUp(int x, int y, Noesis.MouseButton button)
{
if (_uiView != null)
{
return _uiView.MouseButtonUp(x, y, button);
}
return false;
}
/// <summary>
/// Notifies Renderer of a mouse button double click. The mouse position is specified in
/// renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Mouse x-coordinate.</param>
/// <param name="y">Mouse y-coordinate.</param>
/// <param name="button">Indicates which button was pressed.</param>
public bool MouseDoubleClick(int x, int y, Noesis.MouseButton button)
{
if (_uiView != null)
{
return _uiView.MouseDoubleClick(x, y, button);
}
return false;
}
/// <summary>
/// Notifies Renderer that mouse wheel was rotated. The mouse position is specified in
/// renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Mouse x-coordinate.</param>
/// <param name="y">Mouse y-coordinate.</param>
/// <param name="wheelRotation">Indicates the amount mouse wheel has changed.</param>
public bool MouseWheel(int x, int y, int wheelRotation)
{
if (_uiView != null)
{
return _uiView.MouseWheel(x, y, wheelRotation);
}
return false;
}
#endregion
#region Touch input events
/// <summary>
/// Notifies Renderer that a finger is moving on the screen. The finger position is
/// specified in renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Finger x-coordinate.</param>
/// <param name="y">Finger y-coordinate.</param>
/// <param name="touchId">Finger identifier.</param>
public bool TouchMove(int x, int y, uint touchId)
{
if (_uiView != null)
{
return _uiView.TouchMove(x, y, touchId);
}
return false;
}
/// <summary>
/// Notifies Renderer that a finger touches the screen. The finger position is
/// specified in renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Finger x-coordinate.</param>
/// <param name="y">Finger y-coordinate.</param>
/// <param name="touchId">Finger identifier.</param>
public bool TouchDown(int x, int y, uint touchId)
{
if (_uiView != null)
{
return _uiView.TouchDown(x, y, touchId);
}
return false;
}
/// <summary>
/// Notifies Renderer that a finger is raised off the screen. The finger position is
/// specified in renderer surface pixel coordinates.
/// </summary>
/// <param name="x">Finger x-coordinate.</param>
/// <param name="y">Finger y-coordinate.</param>
/// <param name="touchId">Finger identifier.</param>
public bool TouchUp(int x, int y, uint touchId)
{
if (_uiView != null)
{
return _uiView.TouchUp(x, y, touchId);
}
return false;
}
#endregion
#endregion
#region Public methods
/// <summary>
/// Loads the user interface specified in the XAML property
/// </summary>
public void LoadXaml(bool force)
{
if (force)
{
DestroyView();
}
if (_xaml != null && _uiView == null)
{
FrameworkElement content = _xaml.Load() as FrameworkElement;
if (content == null)
{
throw new System.Exception("XAML root is not FrameworkElement");
}
CreateView(content);
}
}
#endregion
#region Private members
#region MonoBehavior component messages
/// <summary>
/// Called once when component is attached to GameObject for the first time
/// </summary>
void Reset()
{
_isPPAAEnabled = true;
_tessellationMaxPixelError = Noesis.TessellationMaxPixelError.MediumQuality.Error;
_renderFlags = 0;
_continuousRendering = gameObject.GetComponent<Camera>() != null;
_enableKeyboard = true;
_enableMouse = true;
_enableTouch = true;
_enableGamepad = false;
_emulateTouch = false;
_useRealTimeClock = false;
}
Camera _myCamera;
void OnEnable()
{
_commands = new UnityEngine.Rendering.CommandBuffer();
if (GetComponent<Camera>() == null)
{
if (_texture != null && _textureCamera == null)
{
_textureCamera = gameObject.AddComponent<Camera>();
_textureCamera.clearFlags = CameraClearFlags.SolidColor;
_textureCamera.backgroundColor = new UnityEngine.Color(0.0f, 0.0f, 0.0f, 0.0f);
_textureCamera.renderingPath = RenderingPath.Forward;
_textureCamera.depthTextureMode = DepthTextureMode.None;
_textureCamera.opaqueSortMode = UnityEngine.Rendering.OpaqueSortMode.NoDistanceSort;
_textureCamera.transparencySortMode = TransparencySortMode.Orthographic;
_textureCamera.clearStencilAfterLightingPass = false;
#if UNITY_5_6_OR_NEWER
_textureCamera.allowHDR = false;
#else
_textureCamera.hdr = false;
#endif
_textureCamera.useOcclusionCulling = false;
_textureCamera.cullingMask = 0;
_textureCamera.targetTexture = _texture;
_textureCamera.enabled = false;
}
}
_myCamera = GetComponent<Camera>();
LoadXaml(false);
Camera.onPreRender += PreRender;
#if UNITY_2019_1_OR_NEWER
UnityEngine.Rendering.RenderPipelineManager.beginCameraRendering += BeginCameraRendering;
UnityEngine.Rendering.RenderPipelineManager.endCameraRendering += EndCameraRendering;
#endif
}
void OnDisable()
{
Camera.onPreRender -= PreRender;
#if UNITY_2019_1_OR_NEWER
UnityEngine.Rendering.RenderPipelineManager.beginCameraRendering -= BeginCameraRendering;
UnityEngine.Rendering.RenderPipelineManager.endCameraRendering -= EndCameraRendering;
#endif
}
bool _haveNoesisVertical = false;
bool _haveNoesisHorizontal = false;
bool _haveNoesisAccept = false;
bool _haveNoesisCancel = false;
bool _haveNoesisMenu = false;
bool _haveNoesisView = false;
bool _haveNoesisPageLeft = false;
bool _haveNoesisPageRight = false;
bool _haveNoesisPageUp = false;
bool _haveNoesisPageDown = false;
bool _haveNoesisScroll = false;
bool _haveNoesisHScroll = false;
void Awake()
{
// Unity does not offer a better way to detect mapped axis
try { Input.GetAxis("Noesis_Vertical"); _haveNoesisVertical = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_Horizontal"); _haveNoesisHorizontal = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_Accept"); _haveNoesisAccept = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_Cancel"); _haveNoesisCancel = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_Menu"); _haveNoesisMenu = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_View"); _haveNoesisView = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_PageLeft"); _haveNoesisPageLeft = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_PageRight"); _haveNoesisPageRight = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_PageUp"); _haveNoesisPageUp = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_PageDown"); _haveNoesisPageDown = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_Scroll"); _haveNoesisScroll = true; } catch (Exception) {}
try { Input.GetAxis("Noesis_HScroll"); _haveNoesisHScroll = true; } catch (Exception) {}
}
#if UNITY_2019_1_OR_NEWER
private void BeginCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (_myCamera == camera)
{
RenderOffscreen();
}
}
private void EndCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (_myCamera == camera)
{
RenderOnscreen();
}
}
#endif
void OnDestroy()
{
if (_textureCamera != null)
{
UnityEngine.Object.Destroy(_textureCamera);
_textureCamera = null;
}
DestroyView();
}
UnityEngine.EventSystems.PointerEventData _pointerData;
private UnityEngine.Vector2 ProjectPointer(float x, float y)
{
if (_textureCamera == null)
{
return new UnityEngine.Vector2(x, UnityEngine.Screen.height - y);
}
else if (_texture != null)
{
// Project using texture coordinates
// First try with Unity GUI RawImage objects
UnityEngine.EventSystems.EventSystem eventSystem = UnityEngine.EventSystems.EventSystem.current;
if (eventSystem != null && eventSystem.IsPointerOverGameObject())
{
UnityEngine.Vector2 pos = new UnityEngine.Vector2(x, y);
if (_pointerData == null)
{
_pointerData = new UnityEngine.EventSystems.PointerEventData(eventSystem)
{
pointerId = 0,
position = pos
};
}
else
{
_pointerData.Reset();
}
_pointerData.delta = pos - _pointerData.position;
_pointerData.position = pos;
UnityEngine.RectTransform rect = GetComponent<UnityEngine.RectTransform>();
if (rect != null &&
UnityEngine.RectTransformUtility.ScreenPointToLocalPointInRectangle(
rect, _pointerData.position, _pointerData.pressEventCamera, out pos))
{
UnityEngine.Vector2 pivot = new UnityEngine.Vector2(
rect.pivot.x * rect.rect.width,
rect.pivot.y * rect.rect.height);
float texCoordX = (pos.x + pivot.x) / rect.rect.width;
float texCoordY = (pos.y + pivot.y) / rect.rect.height;
float localX = _texture.width * texCoordX;
float localY = _texture.height * (1.0f - texCoordY);
return new UnityEngine.Vector2(localX, localY);
}
}
// NOTE: A MeshCollider must be attached to the target to obtain valid
// texture coordinates, otherwise Hit Testing won't work
UnityEngine.Ray ray = UnityEngine.Camera.main.ScreenPointToRay(new UnityEngine.Vector3(x, y, 0));
UnityEngine.RaycastHit hit;
if (UnityEngine.Physics.Raycast(ray, out hit))
{
if (hit.collider.gameObject == gameObject)
{
float localX = _texture.width * hit.textureCoord.x;
float localY = _texture.height * (1.0f - hit.textureCoord.y);
return new UnityEngine.Vector2(localX, localY);
}
}
return new UnityEngine.Vector2(-1, -1);
}
return Vector2.zero;
}
private bool _touchEmulated = false;
private UnityEngine.Vector3 _mousePos;
private void UpdateMouse()
{
// mouse move
if (_mousePos != UnityEngine.Input.mousePosition)
{
_mousePos = UnityEngine.Input.mousePosition;
UnityEngine.Vector2 mouse = ProjectPointer(_mousePos.x, _mousePos.y);
if (_emulateTouch && _touchEmulated)
{
_uiView.TouchMove((int)mouse.x, (int)mouse.y, 0);
}
else
{
_uiView.MouseMove((int)mouse.x, (int)mouse.y);
}
}
}
private void UpdateTouch()
{
for (int i = 0; i < UnityEngine.Input.touchCount; i++)
{
UnityEngine.Touch touch = UnityEngine.Input.GetTouch(i);
uint id = (uint)touch.fingerId;
UnityEngine.Vector2 pos = ProjectPointer(touch.position.x, touch.position.y);
UnityEngine.TouchPhase phase = touch.phase;
if (phase == UnityEngine.TouchPhase.Began)
{
_uiView.TouchDown((int)pos.x, (int)pos.y, id);
}
else if (phase == UnityEngine.TouchPhase.Moved || phase == UnityEngine.TouchPhase.Stationary)
{
_uiView.TouchMove((int)pos.x, (int)pos.y, id);
}
else
{
_uiView.TouchUp((int)pos.x, (int)pos.y, id);
}
}
}
[FlagsAttribute]
enum GamepadButtons
{
Up = 1,
Down = 2,
Left = 4,
Right = 8,
Accept = 16,
Cancel = 32,
Menu = 64,
View = 128,
PageUp = 256,
PageDown = 512,
PageLeft = 1024,
PageRight = 2048
}
private static readonly Dictionary<GamepadButtons, Noesis.Key> GamepadButtonsMap = new Dictionary<GamepadButtons, Noesis.Key>
{
{ GamepadButtons.Up, Key.GamepadUp },
{ GamepadButtons.Down, Key.GamepadDown },
{ GamepadButtons.Left, Key.GamepadLeft },
{ GamepadButtons.Right, Key.GamepadRight },
{ GamepadButtons.Accept, Key.GamepadAccept },
{ GamepadButtons.Cancel, Key.GamepadCancel },
{ GamepadButtons.Menu, Key.GamepadMenu},
{ GamepadButtons.View, Key.GamepadView },
{ GamepadButtons.PageUp, Key.GamepadPageUp },
{ GamepadButtons.PageDown, Key.GamepadPageDown },
{ GamepadButtons.PageLeft, Key.GamepadPageLeft },
{ GamepadButtons.PageRight, Key.GamepadPageRight },
};
private GamepadButtons _gamepadButtons = 0;
private void UpdateGamepad()
{
GamepadButtons gamepadButtons = 0;
if (_haveNoesisVertical)
{
float v = Input.GetAxis("Noesis_Vertical");
if (v > 0.5f) gamepadButtons |= GamepadButtons.Up;
if (v < -0.5f) gamepadButtons |= GamepadButtons.Down;
}
if (_haveNoesisHorizontal)
{
float v = Input.GetAxis("Noesis_Horizontal");
if (v > 0.5f) gamepadButtons |= GamepadButtons.Right;
if (v < -0.5f) gamepadButtons |= GamepadButtons.Left;
}
if (_haveNoesisAccept)
{
if (Input.GetButton("Noesis_Accept")) gamepadButtons |= GamepadButtons.Accept;
}
if (_haveNoesisCancel)
{
if (Input.GetButton("Noesis_Cancel")) gamepadButtons |= GamepadButtons.Cancel;
}
if (_haveNoesisMenu)
{
if (Input.GetButton("Noesis_Menu")) gamepadButtons |= GamepadButtons.Menu;
}
if (_haveNoesisView)
{
if (Input.GetButton("Noesis_View")) gamepadButtons |= GamepadButtons.View;
}
if (_haveNoesisPageLeft)
{
if (Input.GetButton("Noesis_PageLeft")) gamepadButtons |= GamepadButtons.PageLeft;
}
if (_haveNoesisPageRight)
{
if (Input.GetButton("Noesis_PageRight")) gamepadButtons |= GamepadButtons.PageRight;
}
if (_haveNoesisPageUp)
{
if (Input.GetAxis("Noesis_PageUp") > 0.5f) gamepadButtons |= GamepadButtons.PageUp;
}
if (_haveNoesisPageDown)
{
if (Input.GetAxis("Noesis_PageDown") > 0.5f) gamepadButtons |= GamepadButtons.PageDown;
}
if (_haveNoesisScroll)
{
float v = Input.GetAxisRaw("Noesis_Scroll");
if (Math.Abs(v) > 0.05f) _uiView.Scroll(v);
}
if (_haveNoesisHScroll)
{
float v = Input.GetAxisRaw("Noesis_HScroll");
if (Math.Abs(v) > 0.05f) _uiView.HScroll(v);
}
GamepadButtons delta = gamepadButtons ^ _gamepadButtons;
if (delta != 0)
{
foreach (var pair in GamepadButtonsMap)
{
if ((delta & pair.Key) > 0)
{
if ((gamepadButtons & pair.Key) > 0)
{
_uiView.KeyDown(pair.Value);
}
else
{
_uiView.KeyUp(pair.Value);
}
}
}
}
_gamepadButtons = gamepadButtons;
}
private void UpdateInputs()
{
if (_enableMouse)
{
UpdateMouse();
}
if (_enableTouch)
{
UpdateTouch();
}
if (_enableGamepad)
{
UpdateGamepad();
}
}
private void UpdateSettings()
{
if (_myCamera != null)
{
_uiView.SetSize(_myCamera.pixelWidth, _myCamera.pixelHeight);
}
_uiView.SetIsPPAAEnabled(_isPPAAEnabled);
_uiView.SetTessellationMaxPixelError(_tessellationMaxPixelError);
_uiView.SetFlags(_renderFlags);
}
private bool _visible = true;
void LateUpdate()
{
if (_uiView != null && _visible)
{
UpdateInputs();
UpdateSettings();
NoesisUnity.IME.Update(_uiView);
NoesisUnity.TouchKeyboard.Update();
Noesis_UnityUpdate();
_needsRendering = _uiView.Update(_useRealTimeClock ? Time.realtimeSinceStartup : Time.time);
if (_textureCamera != null)
{
if (_continuousRendering || _needsRendering)
{
_textureCamera.Render();
}
}
}
}
void OnBecameInvisible()
{
if (_uiView != null && _textureCamera != null)
{
_visible = false;
}
}
void OnBecameVisible()
{
if (_uiView != null && _textureCamera != null)
{
_visible = true;
}
}
private bool _updatePending = true;
private void PreRender(Camera cam)
{
// In case there are several cameras rendering to the same texture (Camera Stacking),
// the camera rendered first (less depth) is the one that must apply our offscreen phase
// to avoid inefficient Load/Store in Tiled architectures
// Note that camera stacking is deprecated in LWRP and HDRP
if (_updatePending && cam.targetTexture == _myCamera.targetTexture && cam.depth <= _myCamera.depth)
{
RenderOffscreen();
_updatePending = false;
}
}
private void RenderOffscreen()
{
if (_uiView != null && _visible)
{
_commands.Clear();
_commands.name = "NoesisView_Offscreen";
NoesisRenderer.RenderOffscreen(_uiView, _commands);
Graphics.ExecuteCommandBuffer(_commands);
// CommandBuffer.IssuePluginEventAndData does not invalidate state (CommandBuffer.IssuePluginEvent does)
GL.InvalidateState();
// Unity should restore the render target at this point but sometimes (for example a scene without lights)
// it doesn't. We use this hack to flush the active render target and force unity to set the camera RT afterward
RenderTexture surface = RenderTexture.GetTemporary(1,1);
Graphics.SetRenderTarget(surface);
RenderTexture.ReleaseTemporary(surface);
}
}
private bool IsGL()
{
return
SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore;
}
private bool FlipRender()
{
// In D3D when Unity is rendering to an intermmediate texture instead of the back buffer, we need to vertically flip the output
// Note that camera.activeTexture should only be checked from OnPostRender
if (!IsGL())
{
return _myCamera.activeTexture != null;
}
return false;
}
private void RenderOnscreen()
{
if (_uiView != null && _visible)
{
_commands.Clear();
_commands.name = "NoesisView_Onscreen";
NoesisRenderer.RenderOnscreen(_uiView, FlipRender(), _commands);
Graphics.ExecuteCommandBuffer(_commands);
GL.InvalidateState();
if (_texture != null)
{
_texture.DiscardContents(false, true);
}
_updatePending = true;
}
}
private void OnPostRender()
{
RenderOnscreen();
}
private UnityEngine.EventModifiers _modifiers = 0;
private void ProcessModifierKey(EventModifiers modifiers, EventModifiers delta, EventModifiers flag, Noesis.Key key)
{
if ((delta & flag) > 0)
{
if ((modifiers & flag) > 0)
{
_uiView.KeyDown(key);
}
else
{
_uiView.KeyUp(key);
}
}
}
private bool HitTest(float x, float y)
{
return VisualTreeHelper.HitTest(_uiView.Content, new Point(x, y)).VisualHit != null;
}
#if !UNITY_EDITOR && UNITY_STANDALONE_OSX
private static int lastFrame;
private static Noesis.Key lastKeyDown;
#endif
private void ProcessEvent(UnityEngine.Event ev, bool enableKeyboard, bool enableMouse, bool emulateTouch)
{
// Process keyboard modifiers
if (enableKeyboard)
{
EventModifiers delta = ev.modifiers ^ _modifiers;
if (delta > 0)
{
_modifiers = ev.modifiers;
ProcessModifierKey(ev.modifiers, delta, EventModifiers.Shift, Key.LeftShift);
ProcessModifierKey(ev.modifiers, delta, EventModifiers.Control, Key.LeftCtrl);
ProcessModifierKey(ev.modifiers, delta, EventModifiers.Command, Key.LeftCtrl);
ProcessModifierKey(ev.modifiers, delta, EventModifiers.Alt, Key.LeftAlt);
}
}
switch (ev.type)
{
case UnityEngine.EventType.MouseDown:
{
if (enableMouse)
{
UnityEngine.Vector2 mouse = ProjectPointer(ev.mousePosition.x, UnityEngine.Screen.height - ev.mousePosition.y);
if (HitTest(mouse.x, mouse.y))
{
ev.Use();
}
if (emulateTouch)
{
_uiView.TouchDown((int)mouse.x, (int)mouse.y, 0);
_touchEmulated = true;
}
else
{
// Ignore events generated by Unity to simulate a mouse down when a touch event occurs
bool mouseEmulated = Input.simulateMouseWithTouches && Input.touchCount > 0;
if (!mouseEmulated)
{
if (ev.clickCount == 1)
{
_uiView.MouseButtonDown((int)mouse.x, (int)mouse.y, (Noesis.MouseButton)ev.button);
}
else
{
_uiView.MouseDoubleClick((int)mouse.x, (int)mouse.y, (Noesis.MouseButton)ev.button);
}
}
}
}
break;
}
case UnityEngine.EventType.MouseUp:
{
if (enableMouse)
{
UnityEngine.Vector2 mouse = ProjectPointer(ev.mousePosition.x, UnityEngine.Screen.height - ev.mousePosition.y);
if (HitTest(mouse.x, mouse.y))
{
ev.Use();
}
if (emulateTouch && _touchEmulated)
{
_uiView.TouchUp((int)mouse.x, (int)mouse.y, 0);
_touchEmulated = false;
}
else
{
// Ignore events generated by Unity to simulate a mouse up when a touch event occurs
bool mouseEmulated = Input.simulateMouseWithTouches && Input.touchCount > 0;
if (!mouseEmulated)
{
_uiView.MouseButtonUp((int)mouse.x, (int)mouse.y, (Noesis.MouseButton)ev.button);
}
}
}
break;
}
case UnityEngine.EventType.ScrollWheel:
{
if (enableMouse)
{
UnityEngine.Vector2 mouse = ProjectPointer(ev.mousePosition.x, UnityEngine.Screen.height - ev.mousePosition.y);
if (ev.delta.y != 0.0f)
{
_uiView.MouseWheel((int)mouse.x, (int)mouse.y, -(int)(ev.delta.y * 40.0f));
}
if (ev.delta.x != 0.0f)
{
_uiView.MouseHWheel((int)mouse.x, (int)mouse.y, (int)(ev.delta.x * 40.0f));
}
}
break;
}
case UnityEngine.EventType.KeyDown:
{
if (enableKeyboard)
{
// Don't process key when IME composition is being used
if (ev.keyCode != KeyCode.None && NoesisUnity.IME.compositionString == "")
{
Noesis.Key noesisKeyCode = NoesisKeyCodes.Convert(ev.keyCode);
if (noesisKeyCode != Noesis.Key.None)
{
#if !UNITY_EDITOR && UNITY_STANDALONE_OSX
// In OSX Standalone, CMD + key always sends two KeyDown events for the key.
// This seems to be a bug in Unity.
if (!ev.command || lastFrame != Time.frameCount || lastKeyDown != noesisKeyCode)
{
lastFrame = Time.frameCount;
lastKeyDown = noesisKeyCode;
#endif
_uiView.KeyDown(noesisKeyCode);
#if !UNITY_EDITOR && UNITY_STANDALONE_OSX
}
#endif
}
}
if (ev.character != 0)
{
// Filter out character events when CTRL is down
bool isControl = (_modifiers & EventModifiers.Control) != 0 || (_modifiers & EventModifiers.Command) != 0;
bool isAlt = (_modifiers & EventModifiers.Alt) != 0;
bool filter = isControl && !isAlt;
if (!filter)
{
#if !UNITY_EDITOR && UNITY_STANDALONE_LINUX
// It seems that linux is sending KeySyms instead of Unicode points
// https://github.com/substack/node-keysym/blob/master/data/keysyms.txt
ev.character = NoesisKeyCodes.KeySymToUnicode(ev.character);
#endif
_uiView.Char((uint)ev.character);
}
}
}
break;
}
case UnityEngine.EventType.KeyUp:
{
// Don't process key when IME composition is being used
if (enableKeyboard)
{
if (ev.keyCode != KeyCode.None && NoesisUnity.IME.compositionString == "")
{
Noesis.Key noesisKeyCode = NoesisKeyCodes.Convert(ev.keyCode);
if (noesisKeyCode != Noesis.Key.None)
{
_uiView.KeyUp(noesisKeyCode);
}
}
}
break;
}
}
}
void OnGUI()
{
if (_uiView != null)
{
UnityEngine.GUI.depth = -(int)_myCamera.depth;
ProcessEvent(UnityEngine.Event.current, _enableKeyboard, _enableMouse, _emulateTouch);
}
}
void OnApplicationFocus(bool focused)
{
if (_uiView != null)
{
if (NoesisUnity.TouchKeyboard.keyboard == null)
{
if (focused)
{
_uiView.Activate();
}
else
{
_uiView.Deactivate();
}
}
}
}
#endregion
void SetRenderSettings()
{
NoesisSettings settings = NoesisSettings.Get();
bool linearRendering = false;
switch (settings.linearRendering)
{
case NoesisSettings.LinearRendering._SamesAsUnity:
{
linearRendering = QualitySettings.activeColorSpace == ColorSpace.Linear;
break;
}
case NoesisSettings.LinearRendering._Enabled:
{
linearRendering = true;
break;
}
case NoesisSettings.LinearRendering._Disabled:
{
linearRendering = false;
break;
}
}
int sampleCount = 1;
switch (settings.offscreenSampleCount)
{
case NoesisSettings.OffscreenSampleCount._SameAsUnity:
{
sampleCount = QualitySettings.antiAliasing;
break;
}
case NoesisSettings.OffscreenSampleCount._1x:
{
sampleCount = 1;
break;
}
case NoesisSettings.OffscreenSampleCount._2x:
{
sampleCount = 2;
break;
}
case NoesisSettings.OffscreenSampleCount._4x:
{
sampleCount = 4;
break;
}
case NoesisSettings.OffscreenSampleCount._8x:
{
sampleCount = 8;
break;
}
}
uint offscreenDefaultNumSurfaces = settings.offscreenInitSurfaces;
uint offscreenMaxNumSurfaces = settings.offscreenMaxSurfaces;
uint glyphCacheMeshThreshold = settings.glyphMeshThreshold;
int glyphCacheTextureWidth = 1024;
int glyphCacheTextureHeight = 1024;
switch (settings.glyphTextureSize)
{
case NoesisSettings.TextureSize._256x256:
{
glyphCacheTextureWidth = 256;
glyphCacheTextureHeight = 256;
break;
}
case NoesisSettings.TextureSize._512x512:
{
glyphCacheTextureWidth = 512;
glyphCacheTextureHeight = 512;
break;
}
case NoesisSettings.TextureSize._1024x1024:
{
glyphCacheTextureWidth = 1024;
glyphCacheTextureHeight = 1024;
break;
}
case NoesisSettings.TextureSize._2048x2048:
{
glyphCacheTextureWidth = 2048;
glyphCacheTextureHeight = 2048;
break;
}
case NoesisSettings.TextureSize._4096x4096:
{
glyphCacheTextureWidth = 4096;
glyphCacheTextureHeight = 4096;
break;
}
}
int colorGlyphCacheTextureWidth = 0;
int colorGlyphCacheTextureHeight = 0;
switch (settings.colorGlyphTextureSize)
{
case NoesisSettings.ColorTextureSize._Auto:
{
colorGlyphCacheTextureWidth = 0;
colorGlyphCacheTextureHeight = 0;
break;
}
case NoesisSettings.ColorTextureSize._256x256:
{
colorGlyphCacheTextureWidth = 256;
colorGlyphCacheTextureHeight = 256;
break;
}
case NoesisSettings.ColorTextureSize._512x512:
{
colorGlyphCacheTextureWidth = 512;
colorGlyphCacheTextureHeight = 512;
break;
}
case NoesisSettings.ColorTextureSize._1024x1024:
{
colorGlyphCacheTextureWidth = 1024;
colorGlyphCacheTextureHeight = 1024;
break;
}
case NoesisSettings.ColorTextureSize._2048x2048:
{
colorGlyphCacheTextureWidth = 2048;
colorGlyphCacheTextureHeight = 2048;
break;
}
case NoesisSettings.ColorTextureSize._4096x4096:
{
colorGlyphCacheTextureWidth = 4096;
colorGlyphCacheTextureHeight = 4096;
break;
}
}
Noesis_RendererSettings(linearRendering, sampleCount, offscreenDefaultNumSurfaces,
offscreenMaxNumSurfaces, glyphCacheTextureWidth, glyphCacheTextureHeight,
colorGlyphCacheTextureWidth, colorGlyphCacheTextureHeight, glyphCacheMeshThreshold);
}
private void CreateView(FrameworkElement content)
{
if (_uiView == null)
{
// Send settings for the internal device, created by the first view
SetRenderSettings();
_uiView = new Noesis.View(content);
_commands.Clear();
NoesisRenderer.RegisterView(_uiView, _commands);
Graphics.ExecuteCommandBuffer(_commands);
}
}
private void DestroyView()
{
if (_uiView != null)
{
_commands.Clear();
NoesisRenderer.UnregisterView(_uiView, _commands);
Graphics.ExecuteCommandBuffer(_commands);
_uiView = null;
}
}
private Noesis.View _uiView;
private Camera _textureCamera;
private UnityEngine.Rendering.CommandBuffer _commands;
private bool _needsRendering = false;
#region Serialized properties
public NoesisXaml _xaml;
public RenderTexture _texture;
public bool _isPPAAEnabled = true;
public float _tessellationMaxPixelError = Noesis.TessellationMaxPixelError.MediumQuality.Error;
public RenderFlags _renderFlags = 0;
public bool _continuousRendering = true;
public bool _enableKeyboard = true;
public bool _enableMouse = true;
public bool _enableTouch = true;
public bool _enableGamepad = false;
public bool _emulateTouch = false;
public bool _useRealTimeClock = false;
#endregion
#region Imports
[DllImport(Library.Name)]
static extern void Noesis_UnityUpdate();
[DllImport(Library.Name)]
static extern void Noesis_RendererSettings(bool linearSpaceRendering, int offscreenSampleCount,
uint offscreenDefaultNumSurfaces, uint offscreenMaxNumSurfaces, int glyphCacheTextureWidth,
int glyphCacheTextureHeight, int colorGlyphCacheTextureWidth, int colorGlyphCacheTextureHeight,
uint glyphCacheMeshTreshold);
#endregion
#endregion
}
| ||||
| Platform | Any | ||||
|
NoesisView.UpdateMouse() also has an empty/try catch that is capable of allocating garbage. Easily avoided by checking for existence of input on Awake(). Or at minimum just throw an exception so we are defensive here and developers won't be unaware that per frame garbage is being allocated. |
|
|
We are aware of this, and that's the reason we added a checkbox in the View to disable input from gamepads. But, you are totally right, it is better to detect each mapping on Awake() and then use that information in every frame. Thanks for this ticket! |
|
|
If you'd like a PR I'd be happy to share. I'm thinking Hashset<string> would have negligible impact... |
|
|
I think I prefer a bunch of booleans but I am not sure. Thanks for the offer. I will write again here whenever I start working on it. |
|
|
One of the gotchas to any design that minimizes the exception throwing invocations -- is that at some point in the future a controller may be connected. The validation logic would need to rerun to allow the connected controller to function. I can't speak for other developers, but it would be easy for me to call a Refresh method on a view to rescan for valid inputs once the game detects a controller. You could also check for controller connected events -- but my experience is that those workflows are historically buggy in Unity, and it may be easier to offload that to the developer. |
|
|
Even if the controller is not connected, Input.GetButton() shouldn't throw an exception because as far as I understand the exception is raised when the mapping is not in the list. So the check done at init time should be valid forever, am I right? |
|
|
Oy, you're right! |
|
|
Fixed in the imminent 2.2.6. I have attached the new NoesisView.cs |
|
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2019-11-24 14:47 | stonstad | New Issue | |
| 2019-11-24 14:47 | stonstad | File Added: GC Allocations.PNG | |
| 2019-11-24 14:49 | stonstad | Description Updated | |
| 2019-11-24 14:53 | stonstad | Note Added: 0006006 | |
| 2019-11-25 18:08 | jsantos | Assigned To | => jsantos |
| 2019-11-25 18:08 | jsantos | Status | new => assigned |
| 2019-11-25 18:11 | jsantos | Note Added: 0006009 | |
| 2019-11-25 18:18 | jsantos | Target Version | => 2.2.6 |
| 2019-11-25 23:50 | stonstad | Note Added: 0006010 | |
| 2019-11-26 13:56 | jsantos | Note Added: 0006011 | |
| 2019-12-16 18:11 | stonstad | Note Added: 0006037 | |
| 2019-12-16 18:21 | jsantos | Note Added: 0006038 | |
| 2019-12-16 18:21 | jsantos | Status | assigned => feedback |
| 2019-12-16 18:48 | stonstad | Note Added: 0006039 | |
| 2019-12-16 18:48 | stonstad | Status | feedback => assigned |
| 2019-12-30 12:19 | jsantos | Status | assigned => resolved |
| 2019-12-30 12:19 | jsantos | Resolution | open => fixed |
| 2019-12-30 12:19 | jsantos | Fixed in Version | => 2.2.6 |
| 2019-12-30 12:19 | jsantos | Note Added: 0006051 | |
| 2019-12-30 12:19 | jsantos | File Added: NoesisView.cs | |
| 2025-10-10 13:29 | jsantos | Category | Unity3D => Unity |