1 using System;
2 using System.Collections.Generic;
3 using UnityEditor;
4
5 namespace UnityStandardAssets.CrossPlatformInput.Inspector
6 {
7 [InitializeOnLoad]
8 public class CrossPlatformInitialize
9 {
10 // Custom compiler defines:
11 //
12 // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
13 // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
14 // MOBILE_INPUT : denotes that mobile input should be used right now!
15
16 static CrossPlatformInitialize()
17 {
18 var defines = GetDefinesList(buildTargetGroups[0]);
19 if (!defines.Contains("CROSS_PLATFORM_INPUT"))
20 {
21 SetEnabled("CROSS_PLATFORM_INPUT", true, false);
22 SetEnabled("MOBILE_INPUT", true, true);
23 }
24 }
25
26
27 [MenuItem("Mobile Input/Enable")]
28 private static void Enable()
29 {
30 SetEnabled("MOBILE_INPUT", true, true);
31 switch (EditorUserBuildSettings.activeBuildTarget)
32 {
33 case BuildTarget.Android:
34 case BuildTarget.iOS:
35 case BuildTarget.PSM:
36 case BuildTarget.Tizen:
37 case BuildTarget.WSAPlayer:
38 EditorUtility.DisplayDialog("Mobile Input",
39 "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
40 "OK");
41 break;
42
43 default:
44 EditorUtility.DisplayDialog("Mobile Input",
45 "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
46 "OK");
47 break;
48 }
49 }
50
51
52 [MenuItem("Mobile Input/Enable", true)]
53 private static bool EnableValidate()
54 {
55 var defines = GetDefinesList(mobileBuildTargetGroups[0]);
56 return !defines.Contains("MOBILE_INPUT");
57 }
58
59
60 [MenuItem("Mobile Input/Disable")]
61 private static void Disable()
62 {
63 SetEnabled("MOBILE_INPUT", false, true);
64 switch (EditorUserBuildSettings.activeBuildTarget)
65 {
66 case BuildTarget.Android:
67 case BuildTarget.iOS:
68 EditorUtility.DisplayDialog("Mobile Input",
69 "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
70 "OK");
71 break;
72 }
73 }
74
75
76 [MenuItem("Mobile Input/Disable", true)]
77 private static bool DisableValidate()
78 {
79 var defines = GetDefinesList(mobileBuildTargetGroups[0]);
80 return defines.Contains("MOBILE_INPUT");
81 }
82
83
84 private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
85 {
86 BuildTargetGroup.Standalone,
87 BuildTargetGroup.Android,
88 BuildTargetGroup.iOS
89 };
90
91 private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
92 {
93 BuildTargetGroup.Android,
94 BuildTargetGroup.iOS,
95 BuildTargetGroup.PSM,
96 BuildTargetGroup.SamsungTV,
97 BuildTargetGroup.Tizen,
98 BuildTargetGroup.WSA
99 };
100
101
102 private static void SetEnabled(string defineName, bool enable, bool mobile)
103 {
104 //Debug.Log("setting "+defineName+" to "+enable);
105 foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
106 {
107 var defines = GetDefinesList(group);
108 if (enable)
109 {
110 if (defines.Contains(defineName))
111 {
112 return;
113 }
114 defines.Add(defineName);
115 }
116 else
117 {
118 if (!defines.Contains(defineName))
119 {
120 return;
121 }
122 while (defines.Contains(defineName))
123 {
124 defines.Remove(defineName);
125 }
126 }
127 string definesString = string.Join(";", defines.ToArray());
128 PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
129 }
130 }
131
132
133 private static List<string> GetDefinesList(BuildTargetGroup group)
134 {
135 return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
136 }
137 }
138 }