using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
///
/// Populates a drop down UI element with all the supported
/// camera configurations and changes the active camera
/// configuration when the user changes the selection in the dropdown.
///
/// The camera configuration affects the resolution (and possibly framerate)
/// of the hardware camera during an AR session.
///
[RequireComponent(typeof(Dropdown))]
public class CameraConfigController : MonoBehaviour
{
List m_ConfigurationNames;
Dropdown m_Dropdown;
[SerializeField]
[Tooltip("The ARCameraManager which will produce frame events.")]
ARCameraManager m_CameraManager;
///
/// Get or set the ARCameraManager.
///
public ARCameraManager cameraManager
{
get { return m_CameraManager; }
set { m_CameraManager = value; }
}
///
/// Callback invoked when changes. This
/// lets us change the camera configuration when the user changes
/// the selection in the UI.
///
/// The Dropdown which changed.
void OnDropdownValueChanged(Dropdown dropdown)
{
if ((cameraManager == null) || (cameraManager.subsystem == null) || !cameraManager.subsystem.running)
{
return;
}
var configurationIndex = dropdown.value;
// Check that the value makes sense
using (var configurations = cameraManager.GetConfigurations(Allocator.Temp))
{
if (configurationIndex >= configurations.Length)
{
return;
}
// Get that configuration by index
var configuration = configurations[configurationIndex];
// Make it the active one
cameraManager.currentConfiguration = configuration;
}
}
void Awake()
{
m_Dropdown = GetComponent();
m_Dropdown.ClearOptions();
m_Dropdown.onValueChanged.AddListener(delegate { OnDropdownValueChanged(m_Dropdown); });
m_ConfigurationNames = new List();
}
void PopulateDropdown()
{
if ((cameraManager == null) || (cameraManager.subsystem == null) || !cameraManager.subsystem.running)
return;
// No configurations available probably means this feature
// isn't supported by the current device.
using (var configurations = cameraManager.GetConfigurations(Allocator.Temp))
{
if (!configurations.IsCreated || (configurations.Length <= 0))
{
return;
}
// There are two ways to enumerate the camera configurations.
// 1. Use a foreach to iterate over all the available configurations
foreach (var config in configurations)
{
m_ConfigurationNames.Add(config.ToString());
}
m_Dropdown.AddOptions(m_ConfigurationNames);
// 2. Use a normal for...loop
var currentConfig = cameraManager.currentConfiguration;
for (int i = 0; i < configurations.Length; ++i)
{
// Find the current configuration and update the drop down value
if (currentConfig == configurations[i])
{
m_Dropdown.value = i;
}
}
}
}
void Update()
{
if (m_ConfigurationNames.Count == 0)
PopulateDropdown();
}
}