/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
//-------------------------------------------------------------------------------------
///
/// Shows debug information on a heads-up display.
///
public class OVRDebugInfo : MonoBehaviour
{
#region GameObjects for Debug Information UIs
GameObject debugUIManager;
GameObject debugUIObject;
GameObject riftPresent;
GameObject fps;
GameObject ipd;
GameObject fov;
GameObject height;
GameObject depth;
GameObject resolutionEyeTexture;
GameObject latencies;
GameObject texts;
#endregion
#region Debug strings
string strRiftPresent = null; // "VR DISABLED"
string strFPS = null; // "FPS: 0";
string strIPD = null; // "IPD: 0.000";
string strFOV = null; // "FOV: 0.0f";
string strHeight = null; // "Height: 0.0f";
string strDepth = null; // "Depth: 0.0f";
string strResolutionEyeTexture = null; // "Resolution : {0} x {1}"
string strLatencies = null; // "R: {0:F3} TW: {1:F3} PP: {2:F3} RE: {3:F3} TWE: {4:F3}"
#endregion
///
/// Variables for FPS
///
float updateInterval = 0.5f;
float accum = 0.0f;
int frames = 0;
float timeLeft = 0.0f;
///
/// Managing for UI initialization
///
bool initUIComponent = false;
bool isInited = false;
///
/// UIs Y offset
///
float offsetY = 55.0f;
///
/// Managing for rift detection UI
///
float riftPresentTimeout = 0.0f;
///
/// Turn on / off VR variables
///
bool showVRVars = false;
#region MonoBehaviour handler
///
/// Initialization
///
void Awake()
{
// Create canvas for using new GUI
debugUIManager = new GameObject();
debugUIManager.name = "DebugUIManager";
debugUIManager.transform.parent = GameObject.Find("LeftEyeAnchor").transform;
RectTransform rectTransform = debugUIManager.AddComponent();
rectTransform.sizeDelta = new Vector2(100f, 100f);
rectTransform.localScale = new Vector3(0.001f, 0.001f, 0.001f);
rectTransform.localPosition = new Vector3(0.01f, 0.17f, 0.53f);
rectTransform.localEulerAngles = Vector3.zero;
Canvas canvas = debugUIManager.AddComponent