Initial Commit
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/*=========================================================================
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Library: iMSTK-Unity
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Copyright (c) Kitware, Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0.txt
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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=========================================================================*/
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using ImstkUnity;
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using UnityEditor;
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namespace ImstkEditor
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{
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/// <summary>
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/// This class observes the play mode state to properly pause and step
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/// Imstk in the Unity editor
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/// </summary>
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[InitializeOnLoad]
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class PlayModeStateObserver
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{
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static PlayModeStateObserver()
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{
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#if UNITY_EDITOR
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// Perform imstk install if developer mode is on
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ImstkSettings settings = ImstkSettings.Instance();
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if (settings.useDeveloperMode &&
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EditorUtility.DisplayDialog("Do you want to install imstk",
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"To install imstk select yes and provide your imstk build/install directory. If you would not " +
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"like to be prompted again, please turn off developer mode in imstk settings. Note: " +
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"This prompt will be displayed upon installation again, select no second time.", "Yes", "No"))
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{
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settings.installSourcePath =
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EditorUtility.OpenFolderPanel("iMSTK Install Directory (Development Use)", settings.installSourcePath, "");
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EditorUtils.InstallImstk(settings.installSourcePath);
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EditorUtility.SetDirty(settings);
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AssetDatabase.SaveAssets();
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}
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#endif
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//EditorApplication.playModeStateChanged += playModeStateChanged;
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EditorApplication.pauseStateChanged += pauseStateChanged;
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}
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private static void pauseStateChanged(PauseState state)
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{
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if (SimulationManager.sceneManager != null)
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{
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bool paused = SimulationManager.sceneManager.getPaused();
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if (paused)
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{
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SimulationManager.sceneManager.setPaused(true);
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}
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else
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{
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SimulationManager.sceneManager.setPaused(false);
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}
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}
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}
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//private static void playModeStateChanged(PlayModeStateChange state) { }
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}
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}
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