UnityExplorer/src/UI/DisplayManager.cs

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2.4 KiB
C#
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using System;
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityExplorer.Config;
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using UniverseLib;
using UniverseLib.Input;
namespace UnityExplorer.UI
{
public static class DisplayManager
{
public static int ActiveDisplayIndex { get; private set; }
public static Display ActiveDisplay => Display.displays[ActiveDisplayIndex];
public static int Width => ActiveDisplay.renderingWidth;
public static int Height => ActiveDisplay.renderingHeight;
public static Vector3 MousePosition => Display.RelativeMouseAt(InputManager.MousePosition);
private static Camera canvasCamera;
internal static void Init()
{
SetDisplay(ConfigManager.Target_Display.Value);
ConfigManager.Target_Display.OnValueChanged += SetDisplay;
}
public static void SetDisplay(int display)
{
if (ActiveDisplayIndex == display)
return;
if (Display.displays.Length <= display)
{
ExplorerCore.LogWarning($"Cannot set display index to {display} as there are not enough monitors connected!");
if (ConfigManager.Target_Display.Value == display)
ConfigManager.Target_Display.Value = 0;
return;
}
ActiveDisplayIndex = display;
ActiveDisplay.Activate();
UIManager.UICanvas.targetDisplay = display;
// ensure a camera is targeting the display
if (!Camera.main || Camera.main.targetDisplay != display)
{
if (!canvasCamera)
{
canvasCamera = new GameObject("UnityExplorer_CanvasCamera").AddComponent<Camera>();
GameObject.DontDestroyOnLoad(canvasCamera.gameObject);
canvasCamera.hideFlags = HideFlags.HideAndDontSave;
}
canvasCamera.targetDisplay = display;
}
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RuntimeProvider.Instance.StartCoroutine(FixPanels());
}
private static IEnumerator FixPanels()
{
yield return null;
yield return null;
foreach (var panel in UIManager.UIPanels.Values)
{
panel.EnsureValidSize();
panel.EnsureValidPosition();
panel.Dragger.OnEndResize();
}
}
}
}