using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UIElements;
using UnityEngine.Serialization;
using UnityEngine.XR.Management;
[assembly: InternalsVisibleTo("Unity.XR.Management.Tests")]
namespace UnityEngine.XR.Management
{
///
/// Class to handle active loader and subsystem management for XR. This class is to be added as a
/// ScriptableObject asset in your project and should only be referenced by the an
/// instance for its use.
///
/// Given a list of loaders, it will attempt to load each loader in the given order. The first
/// loader that is successful wins and all remaining loaders are ignored. The loader
/// that succeeds is accessible through the property on the manager.
///
/// Depending on configuration the instance will automatically manage the active loader
/// at correct points in the application lifecycle. The user can override certain points in the active loader lifecycle
/// and manually manage them by toggling the and
/// properties. Disabling implies the the user is responsible for the full lifecycle
/// of the XR session normally handled by the instance. Toggling this to false also toggles
/// false.
///
/// Disabling only implies that the user is responsible for starting and stopping
/// the through the and APIs.
///
/// Automatic lifecycle management is executed as follows
///
/// * OnEnable -> . The loader list will be iterated over and the first successful loader will be set as the active loader.
/// * Start -> . Ask the active loader to start all subsystems.
/// * OnDisable -> . Ask the active loader to stop all subsystems.
/// * OnDestroy -> . Deinitialize and remove the active loader.
///
public sealed class XRManagerSettings : ScriptableObject
{
[HideInInspector]
bool m_InitializationComplete = false;
#pragma warning disable 414
// This property is only used by the scriptable object editing part of the system and as such no one
// directly references it. Have to manually disable the console warning here so that we can
// get a clean console report.
[HideInInspector]
[SerializeField]
bool m_RequiresSettingsUpdate = false;
#pragma warning restore 414
[SerializeField]
[Tooltip("Determines if the XR Manager instance is responsible for creating and destroying the appropriate loader instance.")]
[FormerlySerializedAs("AutomaticLoading")]
bool m_AutomaticLoading = false;
///
/// Get and set Automatic Loading state for this manager. When this is true, the manager will automatically call
/// and for you. When false
/// is also set to false and remains that way. This means that disabling automatic loading disables all automatic behavior
/// for the manager.
///
public bool automaticLoading
{
get { return m_AutomaticLoading; }
set { m_AutomaticLoading = value; }
}
[SerializeField]
[Tooltip("Determines if the XR Manager instance is responsible for starting and stopping subsystems for the active loader instance.")]
[FormerlySerializedAs("AutomaticRunning")]
bool m_AutomaticRunning = false;
///
/// Get and set automatic running state for this manager. When set to true the manager will call
/// and APIs at appropriate times. When set to false, or when is false
/// then it is up to the user of the manager to handle that same functionality.
///
public bool automaticRunning
{
get { return m_AutomaticRunning; }
set { m_AutomaticRunning = value; }
}
[SerializeField]
[Tooltip("List of XR Loader instances arranged in desired load order.")]
[FormerlySerializedAs("Loaders")]
List m_Loaders = new List();
///
/// List of loaders currently managed by this XR Manager instance.
///
public List loaders
{
get { return m_Loaders; }
#if UNITY_EDITOR
set { m_Loaders = value; }
#endif
}
///
/// Read only boolean letting us know if initialization is completed. Because initialization is
/// handled as a Coroutine, people taking advantage of the auto-lifecycle management of XRManager
/// will need to wait for init to complete before checking for an ActiveLoader and calling StartSubsystems.
///
public bool isInitializationComplete
{
get { return m_InitializationComplete; }
}
[HideInInspector]
static XRLoader s_ActiveLoader = null;
///
/// Return the current singleton active loader instance.
///
///
[HideInInspector]
public XRLoader activeLoader { get { return s_ActiveLoader; } private set { s_ActiveLoader = value; } }
///
/// Return the current active loader, cast to the requested type. Useful shortcut when you need
/// to get the active loader as something less generic than XRLoader.
///
///
/// Requested type of the loader
///
/// The active loader as requested type, or null.
public T ActiveLoaderAs() where T : XRLoader
{
return activeLoader as T;
}
///
/// Iterate over the configured list of loaders and attempt to initialize each one. The first one
/// that succeeds is set as the active loader and initialization immediately terminates.
///
/// When complete will be set to true. This will mark that it is safe to
/// call other parts of the API. This does not guarantee that init successfully created a loader. For that
/// you need to check that ActiveLoader is not null.
///
/// Note that there can only be one active loader. Any attempt to initialize a new active loader with one
/// already set will cause a warning to be logged and immediate exit of this function.
///
/// This method is synchronous and on return all state should be immediately checkable.
///
public void InitializeLoaderSync()
{
if (activeLoader != null)
{
Debug.LogWarning(
"XR Management has already initialized an active loader in this scene." +
"Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one.");
return;
}
foreach (var loader in loaders)
{
if (loader != null)
{
if (CheckGraphicsAPICompatibility(loader) && loader.Initialize())
{
activeLoader = loader;
m_InitializationComplete = true;
return;
}
}
}
activeLoader = null;
}
///
/// Iterate over the configured list of loaders and attempt to initialize each one. The first one
/// that succeeds is set as the active loader and initialization immediately terminates.
///
/// When complete will be set to true. This will mark that it is safe to
/// call other parts of the API. This does not guarantee that init successfully created a loader. For that
/// you need to check that ActiveLoader is not null.
///
/// Note that there can only be one active loader. Any attempt to initialize a new active loader with one
/// already set will cause a warning to be logged and immediate exit of this function.
///
/// Iteration is done asynchronously and this method must be called within the context of a Coroutine.
///
///
/// Enumerator marking the next spot to continue execution at.
public IEnumerator InitializeLoader()
{
if (activeLoader != null)
{
Debug.LogWarning(
"XR Management has already initialized an active loader in this scene." +
"Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one.");
yield break;
}
foreach (var loader in loaders)
{
if (loader != null)
{
if (CheckGraphicsAPICompatibility(loader) && loader.Initialize())
{
activeLoader = loader;
m_InitializationComplete = true;
yield break;
}
}
yield return null;
}
activeLoader = null;
}
private bool CheckGraphicsAPICompatibility(XRLoader loader)
{
GraphicsDeviceType deviceType = SystemInfo.graphicsDeviceType;
List supportedDeviceTypes = loader.GetSupportedGraphicsDeviceTypes(false);
// To help with backward compatibility, if the compatibility list is empty we assume that it does not implement the GetSupportedGraphicsDeviceTypes method
// Therefore we revert to the previous behavior of building or starting the loader regardless of gfx api settings.
if (supportedDeviceTypes.Count > 0 && !supportedDeviceTypes.Contains(deviceType))
{
Debug.LogWarning(String.Format("The {0} does not support the initialized graphics device, {1}. Please change the preffered Graphics API in PlayerSettings. Attempting to start the next XR loader.", loader.name, deviceType.ToString()));
return false;
}
return true;
}
///
/// If there is an active loader, this will request the loader to start all the subsystems that it
/// is managing.
///
/// You must wait for to be set to true prior to calling this API.
///
public void StartSubsystems()
{
if (!m_InitializationComplete)
{
Debug.LogWarning(
"Call to StartSubsystems without an initialized manager." +
"Please make sure wait for initialization to complete before calling this API.");
return;
}
if (activeLoader != null)
{
activeLoader.Start();
}
}
///
/// If there is an active loader, this will request the loader to stop all the subsystems that it
/// is managing.
///
/// You must wait for to be set to tru prior to calling this API.
///
public void StopSubsystems()
{
if (!m_InitializationComplete)
{
Debug.LogWarning(
"Call to StopSubsystems without an initialized manager." +
"Please make sure wait for initialization to complete before calling this API.");
return;
}
if (activeLoader != null)
{
activeLoader.Stop();
}
}
///
/// If there is an active loader, this function will deinitialize it and remove the active loader instance from
/// management. We will automatically call prior to deinitialization to make sure
/// that things are cleaned up appropriately.
///
/// You must wait for to be set to tru prior to calling this API.
///
/// Upon return will be rest to false;
///
public void DeinitializeLoader()
{
if (!m_InitializationComplete)
{
Debug.LogWarning(
"Call to DeinitializeLoader without an initialized manager." +
"Please make sure wait for initialization to complete before calling this API.");
return;
}
StopSubsystems();
if (activeLoader != null)
{
activeLoader.Deinitialize();
activeLoader = null;
}
m_InitializationComplete = false;
}
// Use this for initialization
void Start()
{
if (automaticLoading && automaticRunning)
{
StartSubsystems();
}
}
void OnDisable()
{
if (automaticLoading && automaticRunning)
{
StopSubsystems();
}
}
void OnDestroy()
{
if (automaticLoading)
{
DeinitializeLoader();
}
}
}
}