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			321 lines
		
	
	
		
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			C#
		
	
			
		
		
	
	
			321 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C#
		
	
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Example menu using OnGUI with SteamVR_Camera's overlay support
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//
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//=============================================================================
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using UnityEngine;
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using Valve.VR;
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namespace Valve.VR
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{
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    public class SteamVR_Menu : MonoBehaviour
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    {
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        public Texture cursor, background, logo;
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        public float logoHeight, menuOffset;
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        public Vector2 scaleLimits = new Vector2(0.1f, 5.0f);
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        public float scaleRate = 0.5f;
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        SteamVR_Overlay overlay;
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        Camera overlayCam;
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        Vector4 uvOffset;
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        float distance;
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        public RenderTexture texture { get { return overlay ? overlay.texture as RenderTexture : null; } }
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        public float scale { get; private set; }
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        string scaleLimitX, scaleLimitY, scaleRateText;
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        CursorLockMode savedCursorLockState;
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        bool savedCursorVisible;
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        void Awake()
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        {
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            scaleLimitX = string.Format("{0:N1}", scaleLimits.x);
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            scaleLimitY = string.Format("{0:N1}", scaleLimits.y);
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            scaleRateText = string.Format("{0:N1}", scaleRate);
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            var overlay = SteamVR_Overlay.instance;
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            if (overlay != null)
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            {
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                uvOffset = overlay.uvOffset;
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                distance = overlay.distance;
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            }
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        }
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        void OnGUI()
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        {
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            if (overlay == null)
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                return;
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            var texture = overlay.texture as RenderTexture;
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            var prevActive = RenderTexture.active;
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            RenderTexture.active = texture;
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            if (Event.current.type == EventType.Repaint)
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                GL.Clear(false, true, Color.clear);
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            var area = new Rect(0, 0, texture.width, texture.height);
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            // Account for screen smaller than texture (since mouse position gets clamped)
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            if (Screen.width < texture.width)
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            {
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                area.width = Screen.width;
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                overlay.uvOffset.x = -(float)(texture.width - Screen.width) / (2 * texture.width);
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            }
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            if (Screen.height < texture.height)
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            {
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                area.height = Screen.height;
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                overlay.uvOffset.y = (float)(texture.height - Screen.height) / (2 * texture.height);
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            }
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            GUILayout.BeginArea(area);
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            if (background != null)
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            {
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                GUI.DrawTexture(new Rect(
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                    (area.width - background.width) / 2,
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                    (area.height - background.height) / 2,
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                    background.width, background.height), background);
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            }
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            GUILayout.BeginHorizontal();
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            GUILayout.FlexibleSpace();
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            GUILayout.BeginVertical();
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            if (logo != null)
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            {
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                GUILayout.Space(area.height / 2 - logoHeight);
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                GUILayout.Box(logo);
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            }
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            GUILayout.Space(menuOffset);
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            bool bHideMenu = GUILayout.Button("[Esc] - Close menu");
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            GUILayout.BeginHorizontal();
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            GUILayout.Label(string.Format("Scale: {0:N4}", scale));
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            {
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                var result = GUILayout.HorizontalSlider(scale, scaleLimits.x, scaleLimits.y);
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                if (result != scale)
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                {
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                    SetScale(result);
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                }
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            }
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            GUILayout.EndHorizontal();
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            GUILayout.BeginHorizontal();
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            GUILayout.Label(string.Format("Scale limits:"));
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            {
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                var result = GUILayout.TextField(scaleLimitX);
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                if (result != scaleLimitX)
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                {
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                    if (float.TryParse(result, out scaleLimits.x))
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                        scaleLimitX = result;
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                }
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            }
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            {
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                var result = GUILayout.TextField(scaleLimitY);
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                if (result != scaleLimitY)
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                {
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                    if (float.TryParse(result, out scaleLimits.y))
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                        scaleLimitY = result;
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                }
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            }
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            GUILayout.EndHorizontal();
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            GUILayout.BeginHorizontal();
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            GUILayout.Label(string.Format("Scale rate:"));
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            {
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                var result = GUILayout.TextField(scaleRateText);
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                if (result != scaleRateText)
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                {
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                    if (float.TryParse(result, out scaleRate))
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                        scaleRateText = result;
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                }
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            }
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            GUILayout.EndHorizontal();
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            if (SteamVR.active)
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            {
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                var vr = SteamVR.instance;
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                GUILayout.BeginHorizontal();
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                {
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                    var t = SteamVR_Camera.sceneResolutionScale;
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                    int w = (int)(vr.sceneWidth * t);
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                    int h = (int)(vr.sceneHeight * t);
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                    int pct = (int)(100.0f * t);
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                    GUILayout.Label(string.Format("Scene quality: {0}x{1} ({2}%)", w, h, pct));
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                    var result = Mathf.RoundToInt(GUILayout.HorizontalSlider(pct, 50, 200));
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                    if (result != pct)
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                    {
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                        SteamVR_Camera.sceneResolutionScale = (float)result / 100.0f;
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                    }
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                }
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                GUILayout.EndHorizontal();
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            }
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            var tracker = SteamVR_Render.Top();
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            if (tracker != null)
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            {
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                tracker.wireframe = GUILayout.Toggle(tracker.wireframe, "Wireframe");
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                if (SteamVR.settings.trackingSpace == ETrackingUniverseOrigin.TrackingUniverseSeated)
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                {
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                    if (GUILayout.Button("Switch to Standing"))
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                        SteamVR.settings.trackingSpace = ETrackingUniverseOrigin.TrackingUniverseStanding;
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                    if (GUILayout.Button("Center View"))
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                    {
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                        var chaperone = OpenVR.Chaperone;
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                        if (chaperone != null)
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                            chaperone.ResetZeroPose(SteamVR.settings.trackingSpace);
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                    }
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                }
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                else
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                {
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                    if (GUILayout.Button("Switch to Seated"))
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                        SteamVR.settings.trackingSpace = ETrackingUniverseOrigin.TrackingUniverseSeated;
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                }
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            }
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#if !UNITY_EDITOR
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		if (GUILayout.Button("Exit"))
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			Application.Quit();
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#endif
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            GUILayout.Space(menuOffset);
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            var env = System.Environment.GetEnvironmentVariable("VR_OVERRIDE");
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            if (env != null)
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            {
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                GUILayout.Label("VR_OVERRIDE=" + env);
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            }
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            GUILayout.Label("Graphics device: " + SystemInfo.graphicsDeviceVersion);
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            GUILayout.EndVertical();
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            GUILayout.FlexibleSpace();
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            GUILayout.EndHorizontal();
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            GUILayout.EndArea();
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            if (cursor != null)
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            {
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                float x = Input.mousePosition.x, y = Screen.height - Input.mousePosition.y;
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                float w = cursor.width, h = cursor.height;
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                GUI.DrawTexture(new Rect(x, y, w, h), cursor);
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            }
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            RenderTexture.active = prevActive;
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            if (bHideMenu)
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                HideMenu();
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        }
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        public void ShowMenu()
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        {
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            var overlay = SteamVR_Overlay.instance;
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            if (overlay == null)
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                return;
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            var texture = overlay.texture as RenderTexture;
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            if (texture == null)
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            {
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                Debug.LogError("<b>[SteamVR]</b> Menu requires overlay texture to be a render texture.", this);
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                return;
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            }
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            SaveCursorState();
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            Cursor.visible = true;
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            Cursor.lockState = CursorLockMode.None;
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            this.overlay = overlay;
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            uvOffset = overlay.uvOffset;
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            distance = overlay.distance;
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            // If an existing camera is rendering into the overlay texture, we need
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            // to temporarily disable it to keep it from clearing the texture on us.
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            var cameras = Object.FindObjectsOfType(typeof(Camera)) as Camera[];
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            foreach (var cam in cameras)
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            {
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                if (cam.enabled && cam.targetTexture == texture)
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                {
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                    overlayCam = cam;
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                    overlayCam.enabled = false;
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                    break;
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                }
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            }
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            var tracker = SteamVR_Render.Top();
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            if (tracker != null)
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                scale = tracker.origin.localScale.x;
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        }
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        public void HideMenu()
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        {
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            RestoreCursorState();
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            if (overlayCam != null)
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                overlayCam.enabled = true;
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            if (overlay != null)
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            {
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                overlay.uvOffset = uvOffset;
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                overlay.distance = distance;
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                overlay = null;
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            }
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        }
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        void Update()
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        {
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            if (Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown(KeyCode.Joystick1Button7))
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            {
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                if (overlay == null)
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                {
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                    ShowMenu();
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                }
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                else
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                {
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                    HideMenu();
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                }
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            }
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            else if (Input.GetKeyDown(KeyCode.Home))
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            {
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                SetScale(1.0f);
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            }
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            else if (Input.GetKey(KeyCode.PageUp))
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            {
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                SetScale(Mathf.Clamp(scale + scaleRate * Time.deltaTime, scaleLimits.x, scaleLimits.y));
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            }
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            else if (Input.GetKey(KeyCode.PageDown))
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            {
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                SetScale(Mathf.Clamp(scale - scaleRate * Time.deltaTime, scaleLimits.x, scaleLimits.y));
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            }
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        }
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        void SetScale(float scale)
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        {
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            this.scale = scale;
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            var tracker = SteamVR_Render.Top();
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            if (tracker != null)
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                tracker.origin.localScale = new Vector3(scale, scale, scale);
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        }
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        void SaveCursorState()
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        {
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            savedCursorVisible = Cursor.visible;
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            savedCursorLockState = Cursor.lockState;
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        }
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        void RestoreCursorState()
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        {
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            Cursor.visible = savedCursorVisible;
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            Cursor.lockState = savedCursorLockState;
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        }
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    }
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} |