Mp3读取,Effect Remove

Signed-off-by: TRAfoer <lhf190@outlook.com>
This commit is contained in:
2025-07-12 18:27:10 +08:00
parent 2ccac78620
commit 47ec9ddb21
164 changed files with 308674 additions and 50659 deletions

View File

@@ -284,7 +284,8 @@ namespace Dreamteck.Splines
splineLocalPosition.y = applyPositionY ? 0f : splineLocalPosition.y;
splineLocalPosition.z = applyPositionZ ? 0f : splineLocalPosition.z;
inputPosition = matrix.MultiplyPoint3x4(splineLocalPosition);
} else
}
else
{
if (applyPositionX) inputPosition.x = position.x;
if (applyPositionY) inputPosition.y = position.y;
@@ -295,7 +296,9 @@ namespace Dreamteck.Splines
private Quaternion GetRotation(Quaternion inputRotation)
{
rotation = Quaternion.LookRotation(_splineResult.forward * (direction == Spline.Direction.Forward ? 1f : -1f), _splineResult.up);
//Debug.Log(_splineResult.forward * (direction == Spline.Direction.Forward ? 1f : -1f) + " " + _splineResult.up);
if (_2dMode)
{
if (applyRotation2D)
@@ -321,7 +324,8 @@ namespace Dreamteck.Splines
targetEuler.y = applyRotationY ? 0f : targetEuler.y;
targetEuler.z = applyRotationZ ? 0f : targetEuler.z;
inputRotation = rotation * Quaternion.Euler(targetEuler);
} else
}
else
{
if (!applyRotationX || !applyRotationY || !applyRotationZ)
{
@@ -332,7 +336,7 @@ namespace Dreamteck.Splines
if (!applyRotationZ) targetEuler.z = sourceEuler.z;
inputRotation.eulerAngles = targetEuler;
}
else
else
{
inputRotation = rotation;
}
@@ -351,7 +355,7 @@ namespace Dreamteck.Splines
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()

File diff suppressed because it is too large Load Diff

8
Assets/NLayer.meta Normal file
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,209 @@
using System;
namespace NLayer.Decoder
{
class BitReservoir
{
// Per the spec, the maximum buffer size for layer III is 7680 bits, which is 960 bytes.
// The only catch is if we're decoding a "free" frame, which could be a lot more (since
// some encoders allow higher bitrates to maintain audio transparency).
byte[] _buf = new byte[8192];
int _start = 0, _end = -1, _bitsLeft = 0;
long _bitsRead = 0L;
static int GetSlots(IMpegFrame frame)
{
var cnt = frame.FrameLength - 4;
if (frame.HasCrc) cnt -= 2;
if (frame.Version == MpegVersion.Version1 && frame.ChannelMode != MpegChannelMode.Mono) return cnt - 32;
if (frame.Version > MpegVersion.Version1 && frame.ChannelMode == MpegChannelMode.Mono) return cnt - 9;
return cnt - 17;
}
public bool AddBits(IMpegFrame frame, int overlap)
{
var originalEnd = _end;
var slots = GetSlots(frame);
while (--slots >= 0)
{
var temp = frame.ReadBits(8);
if (temp == -1) throw new System.IO.InvalidDataException("Frame did not have enough bytes!");
_buf[++_end] = (byte)temp;
if (_end == _buf.Length - 1) _end = -1;
}
_bitsLeft = 8;
if (originalEnd == -1)
{
// it's either the start of the stream or we've reset... only return true if overlap says this frame is enough
return overlap == 0;
}
else
{
// it's not the start of the stream so calculate _start based on whether we have enough bytes left
// if we have enough bytes, reset start to match overlap
if ((originalEnd + 1 - _start + _buf.Length) % _buf.Length >= overlap)
{
_start = (originalEnd + 1 - overlap + _buf.Length) % _buf.Length;
return true;
}
// otherwise, just set start to match the start of the frame (we probably skipped a frame)
else
{
_start = originalEnd + overlap;
return false;
}
}
}
public int GetBits(int count)
{
int bitsRead;
var bits = TryPeekBits(count, out bitsRead);
if (bitsRead < count) throw new System.IO.InvalidDataException("Reservoir did not have enough bytes!");
SkipBits(count);
return bits;
}
public int Get1Bit()
{
// this is an optimized single-bit reader
if (_bitsLeft == 0) throw new System.IO.InvalidDataException("Reservoir did not have enough bytes!");
--_bitsLeft;
++_bitsRead;
var val = (_buf[_start] >> _bitsLeft) & 1;
if (_bitsLeft == 0 && (_start = (_start + 1) % _buf.Length) != _end + 1)
{
_bitsLeft = 8;
}
return val;
}
public int TryPeekBits(int count, out int readCount)
{
if (count < 0 || count > 32) throw new ArgumentOutOfRangeException("count", "Must return between 0 and 32 bits!");
// if we don't have any bits left, just return no bits read
if (_bitsLeft == 0 || count == 0)
{
readCount = 0;
return 0;
}
// get bits from the current start of the reservoir
var bits = (int)_buf[_start];
if (count < _bitsLeft)
{
// just grab the bits, adjust the "left" count, and return
bits >>= _bitsLeft - count;
bits &= ((1 << count) - 1);
readCount = count;
return bits;
}
// we have to do it the hard way...
bits &= ((1 << _bitsLeft) - 1);
count -= _bitsLeft;
readCount = _bitsLeft;
var resStart = _start;
// arg... gotta grab some more bits...
while (count > 0)
{
// advance the start marker, and if we just advanced it past the end of the buffer, bail
if ((resStart = (resStart + 1) % _buf.Length) == _end + 1)
{
break;
}
// figure out how many bits to pull from it
var bitsToRead = Math.Min(count, 8);
// move the existing bits over
bits <<= bitsToRead;
bits |= (_buf[resStart] >> ((8 - bitsToRead) % 8));
// update our count
count -= bitsToRead;
// update our remaining bits
readCount += bitsToRead;
}
return bits;
}
public int BitsAvailable
{
get
{
if (_bitsLeft > 0)
{
return (((_end + _buf.Length) - _start) % _buf.Length) * 8 + _bitsLeft;
}
return 0;
}
}
public long BitsRead
{
get { return _bitsRead; }
}
public void SkipBits(int count)
{
if (count > 0)
{
// make sure we have enough bits to skip
if (count > BitsAvailable) throw new ArgumentOutOfRangeException("count");
// now calculate the new positions
var offset = (8 - _bitsLeft) + count;
_start = ((offset / 8) + _start) % _buf.Length;
_bitsLeft = 8 - (offset % 8);
_bitsRead += count;
}
}
public void RewindBits(int count)
{
_bitsLeft += count;
_bitsRead -= count;
while (_bitsLeft > 8)
{
--_start;
_bitsLeft -= 8;
}
while (_start < 0)
{
_start += _buf.Length;
}
}
public void FlushBits()
{
if (_bitsLeft < 8)
{
SkipBits(_bitsLeft);
}
}
public void Reset()
{
_start = 0;
_end = -1;
_bitsLeft = 0;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,98 @@
using System;
namespace NLayer.Decoder
{
abstract class FrameBase
{
static int _totalAllocation = 0;
static internal int TotalAllocation
{
get { return System.Threading.Interlocked.CompareExchange(ref _totalAllocation, 0, 0); }
}
internal long Offset { get; private set; }
internal int Length { get; set; }
MpegStreamReader _reader;
byte[] _savedBuffer;
protected FrameBase() { }
internal bool Validate(long offset, MpegStreamReader reader)
{
Offset = offset;
_reader = reader;
var len = Validate();
if (len > 0)
{
Length = len;
return true;
}
return false;
}
protected int Read(int offset, byte[] buffer)
{
return Read(offset, buffer, 0, buffer.Length);
}
protected int Read(int offset, byte[] buffer, int index, int count)
{
if (_savedBuffer != null)
{
if (index < 0 || index + count > buffer.Length) return 0; // check against caller's buffer
if (offset < 0 || offset >= _savedBuffer.Length) return 0; // check against saved buffer
if (offset + count > _savedBuffer.Length) count = _savedBuffer.Length - index; // twiddle the size as needed
Array.Copy(_savedBuffer, offset, buffer, index, count);
return count;
}
else
{
return _reader.Read(Offset + offset, buffer, index, count);
}
}
protected int ReadByte(int offset)
{
if (_savedBuffer != null)
{
if (offset < 0) throw new ArgumentOutOfRangeException();
if (offset >= _savedBuffer.Length) return -1;
return (int)_savedBuffer[offset];
}
else
{
return _reader.ReadByte(Offset + offset);
}
}
/// <summary>
/// Called to validate the frame header
/// </summary>
/// <returns>The length of the frame, or -1 if frame is invalid</returns>
abstract protected int Validate();
internal void SaveBuffer()
{
_savedBuffer = new byte[Length];
_reader.Read(Offset, _savedBuffer, 0, Length);
System.Threading.Interlocked.Add(ref _totalAllocation, Length);
}
internal void ClearBuffer()
{
System.Threading.Interlocked.Add(ref _totalAllocation, -Length);
_savedBuffer = null;
}
/// <summary>
/// Called when the stream is not "seek-able"
/// </summary>
virtual internal void Parse() { }
}
}

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@@ -0,0 +1,11 @@
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File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,205 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace NLayer.Decoder
{
class ID3Frame : FrameBase
{
internal static ID3Frame TrySync(uint syncMark)
{
if ((syncMark & 0xFFFFFF00U) == 0x49443300)
{
return new ID3Frame { _version = 2 };
}
if ((syncMark & 0xFFFFFF00U) == 0x54414700)
{
if ((syncMark & 0xFF) == 0x2B)
{
return new ID3Frame { _version = 1 };
}
else
{
return new ID3Frame { _version = 0 };
}
}
return null;
}
int _version;
ID3Frame()
{
}
protected override int Validate()
{
switch (_version)
{
case 2:
// v2, yay!
var buf = new byte[7];
if (Read(3, buf) == 7)
{
byte flagsMask;
switch (buf[0])
{
case 2:
flagsMask = 0x3F;
break;
case 3:
flagsMask = 0x1F;
break;
case 4:
flagsMask = 0x0F;
break;
default:
return -1;
}
// ignore the flags (we don't need them for the validation)
// get the size (7 bits per byte [MSB cleared])
var size = (buf[3] << 21)
| (buf[4] << 14)
| (buf[5] << 7)
| (buf[6]);
// finally, check to make sure that all the right bits are cleared
if (!(((buf[2] & flagsMask) | (buf[3] & 0x80) | (buf[4] & 0x80) | (buf[5] & 0x80) | (buf[6] & 0x80)) != 0 || buf[1] == 0xFF))
{
return size + 10; // don't forget the sync, flag & size bytes!
}
}
break;
case 1:
return 227 + 128;
case 0:
return 128;
}
return -1;
}
internal override void Parse()
{
// assume we have to process it now or else... we can still read the whole frame, so no biggie
switch (_version)
{
case 2:
ParseV2();
break;
case 1:
ParseV1Enh();
break;
case 0:
ParseV1(3);
break;
}
}
void ParseV1(int offset)
{
//var buffer = new byte[125];
//if (Read(offset, buffer) == 125)
//{
// // v1 tags use ASCII encoding... For now we'll use the built-in encoding, but for Win8 we'll have to build our own.
// var encoding = Encoding.ASCII;
//
// // title (30)
// Title = encoding.GetString(buffer, 0, 30);
//
// // artist (30)
// Artist = encoding.GetString(buffer, 30, 30);
//
// // album (30)
// Album = encoding.GetString(buffer, 60, 30);
//
// // year (4)
// Year = encoding.GetString(buffer, 90, 30);
//
// // comment (30)*
// Comment = encoding.GetString(buffer, 94, 30);
//
// if (buffer[122] == 0)
// {
// // track (1)*
// Track = (int)buffer[123];
// }
//
// // genre (1)
// // ignore for now
//
// // * if byte 29 of comment is 0, track is byte 30. Otherwise, track is unknown.
//}
}
void ParseV1Enh()
{
ParseV1(230);
//var buffer = new byte[223];
//if (Read(4, buffer) == 223)
//{
// // v1 tags use ASCII encoding... For now we'll use the built-in encoding, but for Win8 we'll have to build our own.
// var encoding = Encoding.ASCII;
//
// // title (60)
// Title += encoding.GetString(buffer, 0, 60);
//
// // artist (60)
// Artist += encoding.GetString(buffer, 60, 60);
//
// // album (60)
// Album += encoding.GetString(buffer, 120, 60);
//
// // speed (1)
// //var speed = buffer[180];
//
// // genre (30)
// Genre = encoding.GetString(buffer, 181, 30);
//
// // start-time (6)
// // 211
//
// // end-time (6)
// // 217
//}
}
void ParseV2()
{
// v2 is much more complicated than v1... don't worry about it for now
// look for any merged frames, as well
}
internal int Version
{
get
{
if (_version == 0) return 1;
return _version;
}
}
//internal string Title { get; private set; }
//internal string Artist { get; private set; }
//internal string Album { get; private set; }
//internal string Year { get; private set; }
//internal string Comment { get; private set; }
//internal int Track { get; private set; }
//internal string Genre { get; private set; }
// speed
//public TimeSpan StartTime { get; private set; }
//public TimeSpan EndTime { get; private set; }
internal void Merge(ID3Frame newFrame)
{
// just save off the frame for parsing later
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,444 @@
/*
* NLayer - A C# MPEG1/2/2.5 audio decoder
*
* Portions of this file are courtesy Fluendo, S.A. They are dual licensed as Ms-PL
* and under the following license:
*
* Copyright <2005-2012> Fluendo S.A.
*
* Unless otherwise indicated, Source Code is licensed under MIT license.
* See further explanation attached in License Statement (distributed in the file
* LICENSE).
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to do
* so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*/
using System.Collections.Generic;
namespace NLayer.Decoder
{
abstract class LayerDecoderBase
{
protected const int SBLIMIT = 32;
const float INV_SQRT_2 = 7.071067811865474617150084668537e-01f;
#region Tables
static float[] DEWINDOW_TABLE = {
0.000000000f, -0.000015259f, -0.000015259f, -0.000015259f,
-0.000015259f, -0.000015259f, -0.000015259f, -0.000030518f,
-0.000030518f, -0.000030518f, -0.000030518f, -0.000045776f,
-0.000045776f, -0.000061035f, -0.000061035f, -0.000076294f,
-0.000076294f, -0.000091553f, -0.000106812f, -0.000106812f,
-0.000122070f, -0.000137329f, -0.000152588f, -0.000167847f,
-0.000198364f, -0.000213623f, -0.000244141f, -0.000259399f,
-0.000289917f, -0.000320435f, -0.000366211f, -0.000396729f,
-0.000442505f, -0.000473022f, -0.000534058f, -0.000579834f,
-0.000625610f, -0.000686646f, -0.000747681f, -0.000808716f,
-0.000885010f, -0.000961304f, -0.001037598f, -0.001113892f,
-0.001205444f, -0.001296997f, -0.001388550f, -0.001480103f,
-0.001586914f, -0.001693726f, -0.001785278f, -0.001907349f,
-0.002014160f, -0.002120972f, -0.002243042f, -0.002349854f,
-0.002456665f, -0.002578735f, -0.002685547f, -0.002792358f,
-0.002899170f, -0.002990723f, -0.003082275f, -0.003173828f,
0.003250122f, 0.003326416f, 0.003387451f, 0.003433228f,
0.003463745f, 0.003479004f, 0.003479004f, 0.003463745f,
0.003417969f, 0.003372192f, 0.003280640f, 0.003173828f,
0.003051758f, 0.002883911f, 0.002700806f, 0.002487183f,
0.002227783f, 0.001937866f, 0.001617432f, 0.001266479f,
0.000869751f, 0.000442505f, -0.000030518f, -0.000549316f,
-0.001098633f, -0.001693726f, -0.002334595f, -0.003005981f,
-0.003723145f, -0.004486084f, -0.005294800f, -0.006118774f,
-0.007003784f, -0.007919312f, -0.008865356f, -0.009841919f,
-0.010848999f, -0.011886597f, -0.012939453f, -0.014022827f,
-0.015121460f, -0.016235352f, -0.017349243f, -0.018463135f,
-0.019577026f, -0.020690918f, -0.021789551f, -0.022857666f,
-0.023910522f, -0.024932861f, -0.025909424f, -0.026840210f,
-0.027725220f, -0.028533936f, -0.029281616f, -0.029937744f,
-0.030532837f, -0.031005859f, -0.031387329f, -0.031661987f,
-0.031814575f, -0.031845093f, -0.031738281f, -0.031478882f,
0.031082153f, 0.030517578f, 0.029785156f, 0.028884888f,
0.027801514f, 0.026535034f, 0.025085449f, 0.023422241f,
0.021575928f, 0.019531250f, 0.017257690f, 0.014801025f,
0.012115479f, 0.009231567f, 0.006134033f, 0.002822876f,
-0.000686646f, -0.004394531f, -0.008316040f, -0.012420654f,
-0.016708374f, -0.021179199f, -0.025817871f, -0.030609131f,
-0.035552979f, -0.040634155f, -0.045837402f, -0.051132202f,
-0.056533813f, -0.061996460f, -0.067520142f, -0.073059082f,
-0.078628540f, -0.084182739f, -0.089706421f, -0.095169067f,
-0.100540161f, -0.105819702f, -0.110946655f, -0.115921021f,
-0.120697021f, -0.125259399f, -0.129562378f, -0.133590698f,
-0.137298584f, -0.140670776f, -0.143676758f, -0.146255493f,
-0.148422241f, -0.150115967f, -0.151306152f, -0.151962280f,
-0.152069092f, -0.151596069f, -0.150497437f, -0.148773193f,
-0.146362305f, -0.143264771f, -0.139450073f, -0.134887695f,
-0.129577637f, -0.123474121f, -0.116577148f, -0.108856201f,
0.100311279f, 0.090927124f, 0.080688477f, 0.069595337f,
0.057617187f, 0.044784546f, 0.031082153f, 0.016510010f,
0.001068115f, -0.015228271f, -0.032379150f, -0.050354004f,
-0.069168091f, -0.088775635f, -0.109161377f, -0.130310059f,
-0.152206421f, -0.174789429f, -0.198059082f, -0.221984863f,
-0.246505737f, -0.271591187f, -0.297210693f, -0.323318481f,
-0.349868774f, -0.376800537f, -0.404083252f, -0.431655884f,
-0.459472656f, -0.487472534f, -0.515609741f, -0.543823242f,
-0.572036743f, -0.600219727f, -0.628295898f, -0.656219482f,
-0.683914185f, -0.711318970f, -0.738372803f, -0.765029907f,
-0.791213989f, -0.816864014f, -0.841949463f, -0.866363525f,
-0.890090942f, -0.913055420f, -0.935195923f, -0.956481934f,
-0.976852417f, -0.996246338f, -1.014617920f, -1.031936646f,
-1.048156738f, -1.063217163f, -1.077117920f, -1.089782715f,
-1.101211548f, -1.111373901f, -1.120223999f, -1.127746582f,
-1.133926392f, -1.138763428f, -1.142211914f, -1.144287109f,
1.144989014f, 1.144287109f, 1.142211914f, 1.138763428f,
1.133926392f, 1.127746582f, 1.120223999f, 1.111373901f,
1.101211548f, 1.089782715f, 1.077117920f, 1.063217163f,
1.048156738f, 1.031936646f, 1.014617920f, 0.996246338f,
0.976852417f, 0.956481934f, 0.935195923f, 0.913055420f,
0.890090942f, 0.866363525f, 0.841949463f, 0.816864014f,
0.791213989f, 0.765029907f, 0.738372803f, 0.711318970f,
0.683914185f, 0.656219482f, 0.628295898f, 0.600219727f,
0.572036743f, 0.543823242f, 0.515609741f, 0.487472534f,
0.459472656f, 0.431655884f, 0.404083252f, 0.376800537f,
0.349868774f, 0.323318481f, 0.297210693f, 0.271591187f,
0.246505737f, 0.221984863f, 0.198059082f, 0.174789429f,
0.152206421f, 0.130310059f, 0.109161377f, 0.088775635f,
0.069168091f, 0.050354004f, 0.032379150f, 0.015228271f,
-0.001068115f, -0.016510010f, -0.031082153f, -0.044784546f,
-0.057617187f, -0.069595337f, -0.080688477f, -0.090927124f,
0.100311279f, 0.108856201f, 0.116577148f, 0.123474121f,
0.129577637f, 0.134887695f, 0.139450073f, 0.143264771f,
0.146362305f, 0.148773193f, 0.150497437f, 0.151596069f,
0.152069092f, 0.151962280f, 0.151306152f, 0.150115967f,
0.148422241f, 0.146255493f, 0.143676758f, 0.140670776f,
0.137298584f, 0.133590698f, 0.129562378f, 0.125259399f,
0.120697021f, 0.115921021f, 0.110946655f, 0.105819702f,
0.100540161f, 0.095169067f, 0.089706421f, 0.084182739f,
0.078628540f, 0.073059082f, 0.067520142f, 0.061996460f,
0.056533813f, 0.051132202f, 0.045837402f, 0.040634155f,
0.035552979f, 0.030609131f, 0.025817871f, 0.021179199f,
0.016708374f, 0.012420654f, 0.008316040f, 0.004394531f,
0.000686646f, -0.002822876f, -0.006134033f, -0.009231567f,
-0.012115479f, -0.014801025f, -0.017257690f, -0.019531250f,
-0.021575928f, -0.023422241f, -0.025085449f, -0.026535034f,
-0.027801514f, -0.028884888f, -0.029785156f, -0.030517578f,
0.031082153f, 0.031478882f, 0.031738281f, 0.031845093f,
0.031814575f, 0.031661987f, 0.031387329f, 0.031005859f,
0.030532837f, 0.029937744f, 0.029281616f, 0.028533936f,
0.027725220f, 0.026840210f, 0.025909424f, 0.024932861f,
0.023910522f, 0.022857666f, 0.021789551f, 0.020690918f,
0.019577026f, 0.018463135f, 0.017349243f, 0.016235352f,
0.015121460f, 0.014022827f, 0.012939453f, 0.011886597f,
0.010848999f, 0.009841919f, 0.008865356f, 0.007919312f,
0.007003784f, 0.006118774f, 0.005294800f, 0.004486084f,
0.003723145f, 0.003005981f, 0.002334595f, 0.001693726f,
0.001098633f, 0.000549316f, 0.000030518f, -0.000442505f,
-0.000869751f, -0.001266479f, -0.001617432f, -0.001937866f,
-0.002227783f, -0.002487183f, -0.002700806f, -0.002883911f,
-0.003051758f, -0.003173828f, -0.003280640f, -0.003372192f,
-0.003417969f, -0.003463745f, -0.003479004f, -0.003479004f,
-0.003463745f, -0.003433228f, -0.003387451f, -0.003326416f,
0.003250122f, 0.003173828f, 0.003082275f, 0.002990723f,
0.002899170f, 0.002792358f, 0.002685547f, 0.002578735f,
0.002456665f, 0.002349854f, 0.002243042f, 0.002120972f,
0.002014160f, 0.001907349f, 0.001785278f, 0.001693726f,
0.001586914f, 0.001480103f, 0.001388550f, 0.001296997f,
0.001205444f, 0.001113892f, 0.001037598f, 0.000961304f,
0.000885010f, 0.000808716f, 0.000747681f, 0.000686646f,
0.000625610f, 0.000579834f, 0.000534058f, 0.000473022f,
0.000442505f, 0.000396729f, 0.000366211f, 0.000320435f,
0.000289917f, 0.000259399f, 0.000244141f, 0.000213623f,
0.000198364f, 0.000167847f, 0.000152588f, 0.000137329f,
0.000122070f, 0.000106812f, 0.000106812f, 0.000091553f,
0.000076294f, 0.000076294f, 0.000061035f, 0.000061035f,
0.000045776f, 0.000045776f, 0.000030518f, 0.000030518f,
0.000030518f, 0.000030518f, 0.000015259f, 0.000015259f,
0.000015259f, 0.000015259f, 0.000015259f, 0.000015259f
};
static float[] SYNTH_COS64_TABLE = {
5.0060299823519627260e-01f, 5.0241928618815567820e-01f, 5.0547095989754364798e-01f, 5.0979557910415917998e-01f,
5.1544730992262455249e-01f, 5.2249861493968885462e-01f, 5.3104259108978413284e-01f, 5.4119610014619701222e-01f,
5.5310389603444454210e-01f, 5.6694403481635768927e-01f, 5.8293496820613388554e-01f, 6.0134488693504528634e-01f,
6.2250412303566482475e-01f, 6.4682178335999007679e-01f, 6.7480834145500567800e-01f, 7.0710678118654746172e-01f,
7.4453627100229857749e-01f, 7.8815462345125020249e-01f, 8.3934964541552681272e-01f, 8.9997622313641556513e-01f,
9.7256823786196078263e-01f, 1.0606776859903470633e+00f, 1.1694399334328846596e+00f, 1.3065629648763763537e+00f,
1.4841646163141661852e+00f, 1.7224470982383341955e+00f, 2.0577810099534108446e+00f, 2.5629154477415054814e+00f,
3.4076084184687189804e+00f, 5.1011486186891552563e+00f, 1.0190008123548032870e+01f
};
#endregion
List<float[]> _synBuf = new List<float[]>(2);
List<int> _bufOffset = new List<int>(2);
float[] _eq;
internal LayerDecoderBase()
{
StereoMode = StereoMode.Both;
}
abstract internal int DecodeFrame(IMpegFrame frame, float[] ch0, float[] ch1);
internal void SetEQ(float[] eq)
{
if (eq == null || eq.Length == 32)
{
_eq = eq;
}
}
internal StereoMode StereoMode { get; set; }
virtual internal void ResetForSeek()
{
_synBuf.Clear();
_bufOffset.Clear();
}
float[] ippuv = new float[512];
protected void InversePolyPhase(int channel, float[] data)
{
float[] synBuf;
int k;
GetBufAndOffset(channel, out synBuf, out k);
if (_eq != null)
{
for (int i = 0; i < 32; i++)
{
data[i] *= _eq[i];
}
}
DCT32(data, synBuf, k);
BuildUVec(ippuv, synBuf, k);
DewindowOutput(ippuv, data);
}
void GetBufAndOffset(int channel, out float[] synBuf, out int k)
{
while (_synBuf.Count <= channel)
{
_synBuf.Add(new float[1024]);
}
while (_bufOffset.Count <= channel)
{
_bufOffset.Add(0);
}
synBuf = _synBuf[channel];
k = _bufOffset[channel];
k = (k - 32) & 511;
_bufOffset[channel] = k;
}
float[] ei32 = new float[16], eo32 = new float[16], oi32 = new float[16], oo32 = new float[16];
void DCT32(float[] _in, float[] _out, int k)
{
int i;
for (i = 0; i < 16; i++)
{
ei32[i] = _in[i] + _in[31 - i];
oi32[i] = (_in[i] - _in[31 - i]) * SYNTH_COS64_TABLE[2 * i];
}
DCT16(ei32, eo32);
DCT16(oi32, oo32);
for (i = 0; i < 15; i++)
{
_out[2 * i + k] = eo32[i];
_out[2 * i + 1 + k] = oo32[i] + oo32[i + 1];
}
_out[30 + k] = eo32[15];
_out[31 + k] = oo32[15];
}
float[] ei16 = new float[8], eo16 = new float[8], oi16 = new float[8], oo16 = new float[8];
void DCT16(float[] _in, float[] _out)
{
float a, b;
a = _in[0]; b = _in[15];
ei16[0] = a + b;
oi16[0] = (a - b) * SYNTH_COS64_TABLE[1];
a = _in[1]; b = _in[14];
ei16[1] = a + b;
oi16[1] = (a - b) * SYNTH_COS64_TABLE[5];
a = _in[2]; b = _in[13];
ei16[2] = a + b;
oi16[2] = (a - b) * SYNTH_COS64_TABLE[9];
a = _in[3]; b = _in[12];
ei16[3] = a + b;
oi16[3] = (a - b) * SYNTH_COS64_TABLE[13];
a = _in[4]; b = _in[11];
ei16[4] = a + b;
oi16[4] = (a - b) * SYNTH_COS64_TABLE[17];
a = _in[5]; b = _in[10];
ei16[5] = a + b;
oi16[5] = (a - b) * SYNTH_COS64_TABLE[21];
a = _in[6]; b = _in[9];
ei16[6] = a + b;
oi16[6] = (a - b) * SYNTH_COS64_TABLE[25];
a = _in[7]; b = _in[8];
ei16[7] = a + b;
oi16[7] = (a - b) * SYNTH_COS64_TABLE[29];
DCT8(ei16, eo16);
DCT8(oi16, oo16);
_out[0] = eo16[0];
_out[1] = oo16[0] + oo16[1];
_out[2] = eo16[1];
_out[3] = oo16[1] + oo16[2];
_out[4] = eo16[2];
_out[5] = oo16[2] + oo16[3];
_out[6] = eo16[3];
_out[7] = oo16[3] + oo16[4];
_out[8] = eo16[4];
_out[9] = oo16[4] + oo16[5];
_out[10] = eo16[5];
_out[11] = oo16[5] + oo16[6];
_out[12] = eo16[6];
_out[13] = oo16[6] + oo16[7];
_out[14] = eo16[7];
_out[15] = oo16[7];
}
float[] ei8 = new float[4], tmp8 = new float[6], oi8 = new float[4], oo8 = new float[4];
void DCT8(float[] _in, float[] _out)
{
/* Even indices */
ei8[0] = _in[0] + _in[7];
ei8[1] = _in[3] + _in[4];
ei8[2] = _in[1] + _in[6];
ei8[3] = _in[2] + _in[5];
tmp8[0] = ei8[0] + ei8[1];
tmp8[1] = ei8[2] + ei8[3];
tmp8[2] = (ei8[0] - ei8[1]) * SYNTH_COS64_TABLE[7];
tmp8[3] = (ei8[2] - ei8[3]) * SYNTH_COS64_TABLE[23];
tmp8[4] = (float)((tmp8[2] - tmp8[3]) * INV_SQRT_2);
_out[0] = tmp8[0] + tmp8[1];
_out[2] = tmp8[2] + tmp8[3] + tmp8[4];
_out[4] = (float)((tmp8[0] - tmp8[1]) * INV_SQRT_2);
_out[6] = tmp8[4];
/* Odd indices */
oi8[0] = (_in[0] - _in[7]) * SYNTH_COS64_TABLE[3];
oi8[1] = (_in[1] - _in[6]) * SYNTH_COS64_TABLE[11];
oi8[2] = (_in[2] - _in[5]) * SYNTH_COS64_TABLE[19];
oi8[3] = (_in[3] - _in[4]) * SYNTH_COS64_TABLE[27];
tmp8[0] = oi8[0] + oi8[3];
tmp8[1] = oi8[1] + oi8[2];
tmp8[2] = (oi8[0] - oi8[3]) * SYNTH_COS64_TABLE[7];
tmp8[3] = (oi8[1] - oi8[2]) * SYNTH_COS64_TABLE[23];
tmp8[4] = tmp8[2] + tmp8[3];
tmp8[5] = (float)((tmp8[2] - tmp8[3]) * INV_SQRT_2);
oo8[0] = tmp8[0] + tmp8[1];
oo8[1] = tmp8[4] + tmp8[5];
oo8[2] = (float)((tmp8[0] - tmp8[1]) * INV_SQRT_2);
oo8[3] = tmp8[5];
_out[1] = oo8[0] + oo8[1];
_out[3] = oo8[1] + oo8[2];
_out[5] = oo8[2] + oo8[3];
_out[7] = oo8[3];
}
void BuildUVec(float[] u_vec, float[] cur_synbuf, int k)
{
int i, j, uvp = 0;
for (j = 0; j < 8; j++)
{
for (i = 0; i < 16; i++)
{
/* Copy first 32 elements */
u_vec[uvp + i] = cur_synbuf[k + i + 16];
u_vec[uvp + i + 17] = -cur_synbuf[k + 31 - i];
}
/* k wraps at the synthesis buffer boundary */
k = (k + 32) & 511;
for (i = 0; i < 16; i++)
{
/* Copy next 32 elements */
u_vec[uvp + i + 32] = -cur_synbuf[k + 16 - i];
u_vec[uvp + i + 48] = -cur_synbuf[k + i];
}
u_vec[uvp + 16] = 0;
/* k wraps at the synthesis buffer boundary */
k = (k + 32) & 511;
uvp += 64;
}
}
void DewindowOutput(float[] u_vec, float[] samples)
{
for (int i = 0; i < 512; i++)
{
u_vec[i] *= DEWINDOW_TABLE[i];
}
for (int i = 0; i < 32; i++)
{
float sum = u_vec[i];
sum += u_vec[i + (1 << 5)];
sum += u_vec[i + (2 << 5)];
sum += u_vec[i + (3 << 5)];
sum += u_vec[i + (4 << 5)];
sum += u_vec[i + (5 << 5)];
sum += u_vec[i + (6 << 5)];
sum += u_vec[i + (7 << 5)];
sum += u_vec[i + (8 << 5)];
sum += u_vec[i + (9 << 5)];
sum += u_vec[i + (10 << 5)];
sum += u_vec[i + (11 << 5)];
sum += u_vec[i + (12 << 5)];
sum += u_vec[i + (13 << 5)];
sum += u_vec[i + (14 << 5)];
sum += u_vec[i + (15 << 5)];
u_vec[i] = sum;
}
for (int i = 0; i < 32; i++)
{
samples[i] = u_vec[i];
}
}
}
}

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fileFormatVersion: 2
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View File

@@ -0,0 +1,36 @@
/*
* NLayer - A C# MPEG1/2/2.5 audio decoder
*
*/
using System;
namespace NLayer.Decoder
{
// Layer I is really just a special case of Layer II... 1 granule, 4 allocation bits per subband, 1 scalefactor per active subband, no grouping
// That (of course) means we literally have no logic here
class LayerIDecoder : LayerIIDecoderBase
{
static internal bool GetCRC(MpegFrame frame, ref uint crc)
{
return LayerIIDecoderBase.GetCRC(frame, _rateTable, _allocLookupTable, false, ref crc);
}
// this is simple: all 32 subbands have a 4-bit allocations, and positive allocation values are {bits per sample} - 1
static readonly int[] _rateTable = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
static readonly int[][] _allocLookupTable = { new int[] { 4, 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 } };
internal LayerIDecoder() : base(_allocLookupTable, 1) { }
protected override int[] GetRateTable(IMpegFrame frame)
{
return _rateTable;
}
protected override void ReadScaleFactorSelection(IMpegFrame frame, int[][] scfsi, int channels)
{
// this is a no-op since the base logic uses "2" as the "has energy" marker
}
}
}

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fileFormatVersion: 2
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@@ -0,0 +1,95 @@
/*
* NLayer - A C# MPEG1/2/2.5 audio decoder
*
*/
using System;
namespace NLayer.Decoder
{
// there's not much we have to do here... table selection, granule count, scalefactor selection
class LayerIIDecoder : LayerIIDecoderBase
{
static internal bool GetCRC(MpegFrame frame, ref uint crc)
{
return LayerIIDecoderBase.GetCRC(frame, SelectTable(frame), _allocLookupTable, true, ref crc);
}
// figure out which rate table to use... basically, high-rate full, high-rate limited, low-rate limited, low-rate minimal, and LSF.
static int[] SelectTable(IMpegFrame frame)
{
var bitRatePerChannel = (frame.BitRate / (frame.ChannelMode == MpegChannelMode.Mono ? 1 : 2)) / 1000;
if (frame.Version == MpegVersion.Version1)
{
if ((bitRatePerChannel >= 56 && bitRatePerChannel <= 80) || (frame.SampleRate == 48000 && bitRatePerChannel >= 56))
{
return _rateLookupTable[0]; // high-rate, 27 subbands
}
else if (frame.SampleRate != 48000 && bitRatePerChannel >= 96)
{
return _rateLookupTable[1]; // high-rate, 30 subbands
}
else if (frame.SampleRate != 32000 && bitRatePerChannel <= 48)
{
return _rateLookupTable[2]; // low-rate, 8 subbands
}
else
{
return _rateLookupTable[3]; // low-rate, 12 subbands
}
}
else
{
return _rateLookupTable[4]; // lsf, 30 subbands
}
}
// this table tells us which allocation lookup list to use for each subband
// note that each row has the same number of elements as there are subbands for that type...
static readonly int[][] _rateLookupTable = {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
new int[] { 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0 }, // high-rate, 27 subbands
new int[] { 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }, // high-rate, 30 subbands
new int[] { 4, 4, 5, 5, 5, 5, 5, 5 }, // low-rate, 7 subbands
new int[] { 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 }, // low-rate, 12 subbands
new int[] { 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7 }, // lsf, 30 subbands
};
// this tells the decode logic: a) how many bits per allocation, and b) how many bits per sample for the give allocation value
// if negative, read -x bits and handle as a group
static readonly int[][] _allocLookupTable = {
// bits 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
new int[] { 2, 0, -5, -7, 16 }, // 0 (II)
new int[] { 3, 0, -5, -7, 3,-10, 4, 5, 16 }, // 1 (II)
new int[] { 4, 0, -5, -7, 3,-10, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 16 }, // 2 (II)
new int[] { 4, 0, -5, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 }, // 3 (II)
new int[] { 4, 0, -5, -7,-10, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 }, // 4 (II, 4, 4 bits per alloc)
new int[] { 3, 0, -5, -7,-10, 4, 5, 6, 9 }, // 5 (II, 4, 3 bits per alloc)
new int[] { 4, 0, -5, -7, 3,-10, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 }, // 6 (II)
new int[] { 2, 0, -5, -7, 3 }, // 7 (II, 4, 2 bits per alloc)
};
internal LayerIIDecoder() : base(_allocLookupTable, 3) { }
protected override int[] GetRateTable(IMpegFrame frame)
{
return SelectTable(frame);
}
protected override void ReadScaleFactorSelection(IMpegFrame frame, int[][] scfsi, int channels)
{
// we'll never have more than 30 active subbands
for (int sb = 0; sb < 30; sb++)
{
for (int ch = 0; ch < channels; ch++)
{
if (scfsi[ch][sb] == 2)
{
scfsi[ch][sb] = frame.ReadBits(2);
}
}
}
}
}
}

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fileFormatVersion: 2
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@@ -0,0 +1,397 @@
/*
* NLayer - A C# MPEG1/2/2.5 audio decoder
*
*/
using System;
namespace NLayer.Decoder
{
// Layers I & II are basically identical... Layer II adds sample grouping, per subband allocation schemes, and granules
// Because of this fact, we can use the same decoder for both
abstract class LayerIIDecoderBase : LayerDecoderBase
{
protected const int SSLIMIT = 12;
static protected bool GetCRC(MpegFrame frame, int[] rateTable, int[][] allocLookupTable, bool readScfsiBits, ref uint crc)
{
// ugh... we basically have to re-implement the allocation logic here.
// keep up with how many active subbands we need to read selection info for
var scfsiBits = 0;
// only read as many subbands as we actually need; pay attention to the intensity stereo subbands
var subbandCount = rateTable.Length;
var jsbound = subbandCount;
if (frame.ChannelMode == MpegChannelMode.JointStereo)
{
jsbound = frame.ChannelModeExtension * 4 + 4;
}
// read the full stereo subbands
var channels = frame.ChannelMode == MpegChannelMode.Mono ? 1 : 2;
var sb = 0;
for (; sb < jsbound; sb++)
{
var bits = allocLookupTable[rateTable[sb]][0];
for (int ch = 0; ch < channels; ch++)
{
var alloc = frame.ReadBits(bits);
if (alloc > 0) scfsiBits += 2;
MpegFrame.UpdateCRC(alloc, bits, ref crc);
}
}
// read the intensity stereo subbands
for (; sb < subbandCount; sb++)
{
var bits = allocLookupTable[rateTable[sb]][0];
var alloc = frame.ReadBits(bits);
if (alloc > 0) scfsiBits += channels * 2;
MpegFrame.UpdateCRC(alloc, bits, ref crc);
}
// finally, read the scalefac selection bits
if (readScfsiBits)
{
while (scfsiBits >= 2)
{
MpegFrame.UpdateCRC(frame.ReadBits(2), 2, ref crc);
scfsiBits -= 2;
}
}
return true;
}
#region Lookup Tables
// this is from the formula: C = 1 / (1 / (1 << (Bits / 2 + Bits % 2 - 1)) + .5f)
// index by real bits (Bits / 2 + Bits % 2 - 1)
static readonly float[] _groupedC = { 0, 0, 1.33333333333f, 1.60000000000f, 1.77777777777f };
// these are always -0.5
// index by real bits (Bits / 2 + Bits % 2 - 1)
static readonly float[] _groupedD = { 0, 0, -0.5f, -0.5f, -0.5f };
// this is from the formula: 1 / (1 - (1f / (1 << Bits)))
// index by bits
static readonly float[] _C = {
0.00000000000f,
0.00000000000f, 1.33333333333f, 1.14285714286f, 1.06666666666f, 1.03225806452f, 1.01587301587f, 1.00787401575f, 1.00392156863f,
1.00195694716f, 1.00097751711f, 1.00048851979f, 1.00024420024f, 1.00012208522f, 1.00006103888f, 1.00003051851f, 1.00001525902f
};
// this is from the formula: 1f / (1 << Bits - 1) - 1
// index by bits
static readonly float[] _D = {
0.00000000000f - 0f,
0.00000000000f - 0f, 0.50000000000f - 1f, 0.25000000000f - 1f, 0.12500000000f - 1f, 0.062500000000f - 1f, 0.03125000000f - 1f, 0.01562500000f - 1f, 0.00781250000f - 1f,
0.00390625000f - 1f, 0.00195312500f - 1f, 0.00097656250f - 1f, 0.00048828125f - 1f, 0.000244140630f - 1f, 0.00012207031f - 1f, 0.00006103516f - 1f, 0.00003051758f - 1f
};
// this is from a (really annoying) formula:
// x = Math.Pow(4, 1 / ((2 << (idx % 3) + 1) - (idx % 3))) / (1 << (idx / 3))
// Basically...
// [0] = Math.Pow(4, 1 / 2), [1] = Math.Pow(4, 1 / 3), [2] = Math.Pow(4, 1 / 6)
// For every remaining element, calculate (in order): [idx] = [idx - 3] / 2
static readonly float[] _denormalMultiplier = {
2.00000000000000f, 1.58740105196820f, 1.25992104989487f, 1.00000000000000f, 0.79370052598410f, 0.62996052494744f, 0.50000000000000f, 0.39685026299205f,
0.31498026247372f, 0.25000000000000f, 0.19842513149602f, 0.15749013123686f, 0.12500000000000f, 0.09921256574801f, 0.07874506561843f, 0.06250000000000f,
0.04960628287401f, 0.03937253280921f, 0.03125000000000f, 0.02480314143700f, 0.01968626640461f, 0.01562500000000f, 0.01240157071850f, 0.00984313320230f,
0.00781250000000f, 0.00620078535925f, 0.00492156660115f, 0.00390625000000f, 0.00310039267963f, 0.00246078330058f, 0.00195312500000f, 0.00155019633981f,
0.00123039165029f, 0.00097656250000f, 0.00077509816991f, 0.00061519582514f, 0.00048828125000f, 0.00038754908495f, 0.00030759791257f, 0.00024414062500f,
0.00019377454248f, 0.00015379895629f, 0.00012207031250f, 0.00009688727124f, 0.00007689947814f, 0.00006103515625f, 0.00004844363562f, 0.00003844973907f,
0.00003051757813f, 0.00002422181781f, 0.00001922486954f, 0.00001525878906f, 0.00001211090890f, 0.00000961243477f, 0.00000762939453f, 0.00000605545445f,
0.00000480621738f, 0.00000381469727f, 0.00000302772723f, 0.00000240310869f, 0.00000190734863f, 0.00000151386361f, 0.00000120155435f, 0.00000095367432f
};
#endregion
int _channels, _jsbound, _granuleCount;
int[][] _allocLookupTable, _scfsi, _samples;
int[][][] _scalefac;
float[] _polyPhaseBuf;
int[][] _allocation;
protected LayerIIDecoderBase(int[][] allocLookupTable, int granuleCount)
: base()
{
_allocLookupTable = allocLookupTable;
_granuleCount = granuleCount;
_allocation = new int[][] { new int[SBLIMIT], new int[SBLIMIT] };
_scfsi = new int[][] { new int[SBLIMIT], new int[SBLIMIT] };
_samples = new int[][] { new int[SBLIMIT * SSLIMIT * _granuleCount], new int[SBLIMIT * SSLIMIT * _granuleCount] };
// NB: ReadScaleFactors(...) requires all three granules, even in Layer I
_scalefac = new int[][][] { new int[3][], new int[3][] };
for (int i = 0; i < 3; i++)
{
_scalefac[0][i] = new int[SBLIMIT];
_scalefac[1][i] = new int[SBLIMIT];
}
_polyPhaseBuf = new float[SBLIMIT];
}
internal override int DecodeFrame(IMpegFrame frame, float[] ch0, float[] ch1)
{
InitFrame(frame);
var rateTable = GetRateTable(frame);
ReadAllocation(frame, rateTable);
for (int i = 0; i < _scfsi[0].Length; i++)
{
// Since Layer II has to know which subbands have energy, we use the "Layer I valid" selection to mark that energy is present.
// That way Layer I doesn't have to do anything else.
_scfsi[0][i] = _allocation[0][i] != 0 ? 2 : -1;
_scfsi[1][i] = _allocation[1][i] != 0 ? 2 : -1;
}
ReadScaleFactorSelection(frame, _scfsi, _channels);
ReadScaleFactors(frame);
ReadSamples(frame);
return DecodeSamples(ch0, ch1);
}
// this just reads the channel mode and set a few flags
void InitFrame(IMpegFrame frame)
{
switch (frame.ChannelMode)
{
case MpegChannelMode.Mono:
_channels = 1;
_jsbound = SBLIMIT;
break;
case MpegChannelMode.JointStereo:
_channels = 2;
_jsbound = frame.ChannelModeExtension * 4 + 4;
break;
default:
_channels = 2;
_jsbound = SBLIMIT;
break;
}
}
abstract protected int[] GetRateTable(IMpegFrame frame);
void ReadAllocation(IMpegFrame frame, int[] rateTable)
{
var _subBandCount = rateTable.Length;
if (_jsbound > _subBandCount) _jsbound = _subBandCount;
Array.Clear(_allocation[0], 0, SBLIMIT);
Array.Clear(_allocation[1], 0, SBLIMIT);
int sb = 0;
for (; sb < _jsbound; sb++)
{
var table = _allocLookupTable[rateTable[sb]];
var bits = table[0];
for (int ch = 0; ch < _channels; ch++)
{
_allocation[ch][sb] = table[frame.ReadBits(bits) + 1];
}
}
for (; sb < _subBandCount; sb++)
{
var table = _allocLookupTable[rateTable[sb]];
_allocation[0][sb] = _allocation[1][sb] = table[frame.ReadBits(table[0]) + 1];
}
}
abstract protected void ReadScaleFactorSelection(IMpegFrame frame, int[][] scfsi, int channels);
void ReadScaleFactors(IMpegFrame frame)
{
for (int sb = 0; sb < SBLIMIT; sb++)
{
for (int ch = 0; ch < _channels; ch++)
{
switch (_scfsi[ch][sb])
{
case 0:
// all three
_scalefac[ch][0][sb] = frame.ReadBits(6);
_scalefac[ch][1][sb] = frame.ReadBits(6);
_scalefac[ch][2][sb] = frame.ReadBits(6);
break;
case 1:
// only two (2 = 1)
_scalefac[ch][0][sb] =
_scalefac[ch][1][sb] = frame.ReadBits(6);
_scalefac[ch][2][sb] = frame.ReadBits(6);
break;
case 2:
// only one (3 = 2 = 1)
_scalefac[ch][0][sb] =
_scalefac[ch][1][sb] =
_scalefac[ch][2][sb] = frame.ReadBits(6);
break;
case 3:
// only two (3 = 2)
_scalefac[ch][0][sb] = frame.ReadBits(6);
_scalefac[ch][1][sb] =
_scalefac[ch][2][sb] = frame.ReadBits(6);
break;
default:
// none
_scalefac[ch][0][sb] = 63;
_scalefac[ch][1][sb] = 63;
_scalefac[ch][2][sb] = 63;
break;
}
}
}
}
void ReadSamples(IMpegFrame frame)
{
// load in all the data for this frame (1152 samples in this case)
// NB: we flatten these into output order
for (int ss = 0, idx = 0; ss < SSLIMIT; ss++, idx += SBLIMIT * (_granuleCount - 1))
{
for (int sb = 0; sb < SBLIMIT; sb++, idx++)
{
for (int ch = 0; ch < _channels; ch++)
{
if (ch == 0 || sb < _jsbound)
{
var alloc = _allocation[ch][sb];
if (alloc != 0)
{
if (alloc < 0)
{
// grouping (Layer II only, so we don't have to play with the granule count)
var val = frame.ReadBits(-alloc);
var levels = (1 << (-alloc / 2 + -alloc % 2 - 1)) + 1;
_samples[ch][idx] = val % levels;
val /= levels;
_samples[ch][idx + SBLIMIT] = val % levels;
_samples[ch][idx + SBLIMIT * 2] = val / levels;
}
else
{
// non-grouping
for (int gr = 0; gr < _granuleCount; gr++)
{
_samples[ch][idx + SBLIMIT * gr] = frame.ReadBits(alloc);
}
}
}
else
{
// no energy... zero out the samples
for (int gr = 0; gr < _granuleCount; gr++)
{
_samples[ch][idx + SBLIMIT * gr] = 0;
}
}
}
else
{
// copy chan 0 to chan 1
for (int gr = 0; gr < _granuleCount; gr++)
{
_samples[1][idx + SBLIMIT * gr] = _samples[0][idx + SBLIMIT * gr];
}
}
}
}
}
}
int DecodeSamples(float[] ch0, float[] ch1)
{
// do our stereo mode setup
var chanBufs = new float[2][];
var startChannel = 0;
var endChannel = _channels - 1;
if (_channels == 1 || StereoMode == StereoMode.LeftOnly)
{
chanBufs[0] = ch0;
endChannel = 0;
}
else if (StereoMode == StereoMode.RightOnly)
{
chanBufs[1] = ch0; // this is correct... if there's only a single channel output, it goes in channel 0's buffer
startChannel = 1;
}
else // MpegStereoMode.Both or StereoMode.DownmixToMono
{
chanBufs[0] = ch0;
chanBufs[1] = ch1;
}
int idx = 0;
for (int ch = startChannel; ch <= endChannel; ch++)
{
idx = 0;
for (int gr = 0; gr < _granuleCount; gr++)
{
for (int ss = 0; ss < SSLIMIT; ss++)
{
for (int sb = 0; sb < SBLIMIT; sb++, idx++)
{
// do the dequant and the denorm; output to _polyPhaseBuf
// NB: Layers I & II use the same algorithm here... Grouping changes the bit counts, but doesn't change the algo
// - Up to 65534 possible values (65535 does not appear to be usable)
// - All values can be handled with 16-bit logic as long as the correct C and D constants are used
// - Make sure to normalize each sample to 16 bits!
var alloc = _allocation[ch][sb];
if (alloc != 0)
{
float[] c, d;
if (alloc < 0)
{
alloc = -alloc / 2 + -alloc % 2 - 1;
c = _groupedC;
d = _groupedD;
}
else
{
c = _C;
d = _D;
}
// read sample; normalize, scale & center to [-0.999984741f..0.999984741f]; apply scalefactor
_polyPhaseBuf[sb] = c[alloc] * ((_samples[ch][idx] << (16 - alloc)) / 32768f + d[alloc]) * _denormalMultiplier[_scalefac[ch][gr][sb]];
}
else
{
// no transmitted energy...
_polyPhaseBuf[sb] = 0f;
}
}
// do the polyphase output for this channel, section, and granule
base.InversePolyPhase(ch, _polyPhaseBuf);
Array.Copy(_polyPhaseBuf, 0, chanBufs[ch], idx - SBLIMIT, SBLIMIT);
}
}
}
if (_channels == 2 && StereoMode == NLayer.StereoMode.DownmixToMono)
{
for (int i = 0; i < idx; i++)
{
ch0[i] = (ch0[i] + ch1[i]) / 2;
}
}
return idx;
}
}
}

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using System;
using System.Collections.Generic;
using System.Text;
namespace NLayer.Decoder
{
class MpegFrame : FrameBase, IMpegFrame
{
static readonly int[][][] _bitRateTable =
{
new int[][]
{
new int[] { 0, 32, 64, 96, 128, 160, 192, 224, 256, 288, 320, 352, 384, 416, 448 },
new int[] { 0, 32, 48, 56, 64, 80, 96, 112, 128, 160, 192, 224, 256, 320, 384 },
new int[] { 0, 32, 40, 48, 56, 64, 80, 96, 112, 128, 160, 192, 224, 256, 320 }
},
new int[][]
{
new int[] { 0, 32, 48, 56, 64, 80, 96, 112, 128, 144, 160, 176, 192, 224, 256 },
new int[] { 0, 8, 16, 24, 32, 40, 48, 56, 64, 80, 96, 112, 128, 144, 160 },
new int[] { 0, 8, 16, 24, 32, 40, 48, 56, 64, 80, 96, 112, 128, 144, 160 }
},
};
internal static MpegFrame TrySync(uint syncMark)
{
if ((syncMark & 0xFFE00000) == 0xFFE00000 // frame sync
&& (syncMark & 0x00180000) != 0x00080000 // MPEG version != reserved
&& (syncMark & 0x00060000) != 0x00000000 // layer version != reserved
&& (syncMark & 0x0000F000) != 0x0000F000 // bitrate != bad
&& (syncMark & 0x00000C00) != 0x00000C00 // sample rate != reserved
)
{
// now check the stereo modes
switch ((syncMark >> 4) & 0xF)
{
case 0x0: // stereo
case 0x4: // joint stereo
case 0x5: // "
case 0x6: // "
case 0x7: // "
case 0x8: // dual channel
case 0xC: // mono
return new MpegFrame { _syncBits = (int)syncMark };
}
}
return null;
}
// base: 2xIntPtr, 1x8, 1x4
// total: 3xIntPtr, 4x8, 4x4
// Long Mode: 72 bytes per instance
// Prot Mode: 60 bytes per instance
// IntPtr
internal MpegFrame Next;
// 4
internal int Number;
// 4
int _syncBits;
// 8
int _readOffset, _bitsRead;
// 8
ulong _bitBucket = 0UL;
// 8
long _offset;
// 4
bool _isMuted;
MpegFrame()
{
}
protected override int Validate()
{
// TrySync has already validated version, layer, bitrate, and samplerate
// if layer2, we have to verify the channel mode is valid for the bitrate selected
if (Layer == MpegLayer.LayerII)
{
switch (BitRate)
{
case 32000:
case 48000:
case 56000:
case 80000:
// don't allow anything except mono
if (ChannelMode != MpegChannelMode.Mono) return -1;
break;
case 224000:
case 256000:
case 320000:
case 384000:
// don't allow mono
if (ChannelMode == MpegChannelMode.Mono) return -1;
break;
}
}
// calculate the frame's length
int frameSize;
if (BitRateIndex > 0)
{
if (Layer == MpegLayer.LayerI)
{
frameSize = (12 * BitRate / SampleRate + Padding) * 4;
}
else
{
frameSize = 144 * BitRate / SampleRate + Padding;
}
}
else
{
// "free" frame... we have to calculate it later
frameSize = _readOffset + GetSideDataSize() + Padding; // we know the frame will be at least this big...
}
// now check the crc if one is present
if (HasCrc)
{
// prep for CRC reading
_readOffset = 4 + (HasCrc ? 2 : 0);
// check the CRC
if (!ValidateCRC())
{
// mute this frame
_isMuted = true;
return 6; // header + crc... force the reader to re-sync
}
}
// prep for reading
Reset();
// finally, let our caller know how big this frame is (including the sync header)
return frameSize;
}
internal int GetSideDataSize()
{
switch (Layer)
{
case MpegLayer.LayerI:
if (ChannelMode == MpegChannelMode.Mono)
{
// mono
return 16;
}
else if (ChannelMode == MpegChannelMode.Stereo || ChannelMode == MpegChannelMode.DualChannel)
{
// full stereo / dual channel
return 32;
}
else
{
// joint stereo... ugh...
switch (ChannelModeExtension)
{
case 0:
return 18;
case 1:
return 20;
case 2:
return 22;
case 3:
return 24;
}
}
break;
case MpegLayer.LayerII:
return 0;
case MpegLayer.LayerIII:
if (ChannelMode == MpegChannelMode.Mono && Version >= MpegVersion.Version2)
{
return 9;
}
else if (ChannelMode != MpegChannelMode.Mono && Version < MpegVersion.Version2)
{
return 32;
}
else
{
return 17;
}
}
return 0;
}
bool ValidateCRC()
{
var crc = 0xFFFFU;
// process the common bits...
UpdateCRC(_syncBits, 16, ref crc);
var apply = false;
switch (Layer)
{
case MpegLayer.LayerI:
apply = LayerIDecoder.GetCRC(this, ref crc);
break;
case MpegLayer.LayerII:
apply = LayerIIDecoder.GetCRC(this, ref crc);
break;
case MpegLayer.LayerIII:
apply = LayerIIIDecoder.GetCRC(this, ref crc);
break;
}
if (apply)
{
var checkCrc = ReadByte(4) << 8 | ReadByte(5);
return checkCrc == crc;
}
return true;
}
static internal void UpdateCRC(int data, int length, ref uint crc)
{
var masking = 1U << length;
while ((masking >>= 1) != 0)
{
var carry = crc & 0x8000;
crc <<= 1;
if ((carry == 0) ^ ((data & masking) == 0))
{
crc ^= 0x8005;
}
}
crc &= 0xFFFF;
}
internal VBRInfo ParseVBR()
{
var buf = new byte[4];
// Xing first
int offset;
if (Version == MpegVersion.Version1 && ChannelMode != MpegChannelMode.Mono)
{
offset = 32 + 4;
}
else if (Version > MpegVersion.Version1 && ChannelMode == MpegChannelMode.Mono)
{
offset = 9 + 4;
}
else
{
offset = 17 + 4;
}
if (Read(offset, buf) != 4) return null;
if (buf[0] == 'X' && buf[1] == 'i' && buf[2] == 'n' && buf[3] == 'g'
|| buf[0] == 'I' && buf[1] == 'n' && buf[2] == 'f' && buf[3] == 'o')
{
return ParseXing(offset + 4);
}
// then VBRI (kinda rare)
if (Read(36, buf) != 4) return null;
if (buf[0] == 'V' && buf[1] == 'B' && buf[2] == 'R' && buf[3] == 'I')
{
return ParseVBRI();
}
return null;
}
VBRInfo ParseXing(int offset)
{
VBRInfo info = new VBRInfo();
info.Channels = Channels;
info.SampleRate = SampleRate;
info.SampleCount = SampleCount;
var buf = new byte[100];
if (Read(offset, buf, 0, 4) != 4) return null;
offset += 4;
var flags = buf[0] << 24 | buf[1] << 16 | buf[2] << 8 | buf[3];
// frame count
if ((flags & 0x1) != 0)
{
if (Read(offset, buf, 0, 4) != 4) return null;
offset += 4;
info.VBRFrames = buf[0] << 24 | buf[1] << 16 | buf[2] << 8 | buf[3];
}
// byte count
if ((flags & 0x2) != 0)
{
if (Read(offset, buf, 0, 4) != 4) return null;
offset += 4;
info.VBRBytes = buf[0] << 24 | buf[1] << 16 | buf[2] << 8 | buf[3];
}
// TOC
if ((flags & 0x4) != 0)
{
// we're not using the TOC, so just discard it
if (Read(offset, buf) != 100) return null;
offset += 100;
}
// scale
if ((flags & 0x8) != 0)
{
if (Read(offset, buf, 0, 4) != 4) return null;
offset += 4;
info.VBRQuality = buf[0] << 24 | buf[1] << 16 | buf[2] << 8 | buf[3];
}
//// now look for a LAME header (note: if it isn't found, it doesn't fail the VBR parse)
//do
//{
// if (Read(offset, buf, 0, 20) != 20) break;
// offset += 20;
// // LAME tag revision: only 0 and 1 are valid
// if ((buf[9] & 0xF0) > 0x10) break;
// // VBR mode: 0-6, 8 & 9 are valid
// var mode = buf[9] & 0xF;
// if (mode == 7 || mode > 9) break;
// // Lowpass filter value
// var lowpass = buf[10] / 100.0;
// // Replay Gain
// var rgPeak = BitConverter.ToSingle(buf, 11);
// var rgGainRadio = buf[15] << 8 | buf[16];
// var rgGain = buf[17] << 8 | buf[18];
//} while (false);
return info;
}
VBRInfo ParseVBRI()
{
VBRInfo info = new VBRInfo();
info.Channels = Channels;
info.SampleRate = SampleRate;
info.SampleCount = SampleCount;
// VBRI is "fixed" size... Yay. :)
var buf = new byte[26];
if (Read(36, buf) != 26) return null;
// Version
var version = buf[4] << 8 | buf[5];
// Delay
info.VBRDelay = buf[6] << 8 | buf[7];
// Quality
info.VBRQuality = buf[8] << 8 | buf[9];
// Bytes
info.VBRBytes = buf[10] << 24 | buf[11] << 16 | buf[12] << 8 | buf[13];
// Frames
info.VBRFrames = buf[14] << 24 | buf[15] << 16 | buf[16] << 8 | buf[17];
// TOC
// entries
var tocEntries = buf[18] << 8 | buf[19];
var tocScale = buf[20] << 8 | buf[21];
var tocEntrySize = buf[22] << 8 | buf[23];
var tocFramesPerEntry = buf[24] << 8 | buf[25];
var tocSize = tocEntries * tocEntrySize;
var toc = new byte[tocSize];
if (Read(62, toc) != tocSize) return null;
return info;
}
public int FrameLength
{
get { return base.Length; }
}
public MpegVersion Version
{
get
{
switch ((_syncBits >> 19) & 3)
{
case 0:
return MpegVersion.Version25;
case 2:
return MpegVersion.Version2;
case 3:
return MpegVersion.Version1;
}
return MpegVersion.Unknown;
}
}
public MpegLayer Layer
{
get
{
// the order is backwards, and "0" is invalid
return (MpegLayer)((4 - ((_syncBits >> 17) & 3)) % 4);
}
}
public bool HasCrc
{
get { return (_syncBits & 0x10000) == 0; }
}
public int BitRate
{
get
{
if (BitRateIndex > 0)
{
return _bitRateTable[(int)Version / 10 - 1][(int)Layer - 1][BitRateIndex] * 1000;
}
else
{
// bitrate is always an even multiple of 1000, so round
return ((((FrameLength * 8) * SampleRate) / SampleCount + 499) + 500) / 1000 * 1000;
}
}
}
public int BitRateIndex
{
get { return (_syncBits >> 12) & 0xF; }
}
public int SampleRate
{
get
{
int sr;
switch (SampleRateIndex)
{
case 0: sr = 44100; break;
case 1: sr = 48000; break;
case 2: sr = 32000; break;
default: sr = 0; break;
}
if (Version > MpegVersion.Version1)
{
if (Version == MpegVersion.Version25)
{
sr /= 4;
}
else
{
sr /= 2;
}
}
return sr;
}
}
public int SampleRateIndex
{
get { return (_syncBits >> 10) & 0x3; }
}
private int Padding
{
get { return (_syncBits >> 9) & 0x1; }
}
public MpegChannelMode ChannelMode
{
get { return (MpegChannelMode)((_syncBits >> 6) & 0x3); }
}
public int ChannelModeExtension
{
get { return (_syncBits >> 4) & 0x3; }
}
internal int Channels
{
get { return (ChannelMode == MpegChannelMode.Mono ? 1 : 2); }
}
public bool IsCopyrighted
{
get { return (_syncBits & 0x8) == 0x8; }
}
internal bool IsOriginal
{
get { return (_syncBits & 0x4) == 0x4; }
}
internal int EmphasisMode
{
get { return (_syncBits & 0x3); }
}
public bool IsCorrupted
{
get { return _isMuted; }
}
public int SampleCount
{
get
{
if (Layer == MpegLayer.LayerI) return 384;
if (Layer == MpegLayer.LayerIII && Version > MpegVersion.Version1) return 576;
return 1152;
}
}
internal long SampleOffset
{
get { return _offset; }
set { _offset = value; }
}
public void Reset()
{
_readOffset = 4 + (HasCrc ? 2 : 0);
_bitBucket = 0UL;
_bitsRead = 0;
}
public int ReadBits(int bitCount)
{
if (bitCount < 1 || bitCount > 32) throw new ArgumentOutOfRangeException("bitCount");
if (_isMuted) return 0;
while (_bitsRead < bitCount)
{
var b = ReadByte(_readOffset);
if (b == -1) throw new System.IO.EndOfStreamException();
++_readOffset;
_bitBucket <<= 8;
_bitBucket |= (byte)(b & 0xFF);
_bitsRead += 8;
}
var temp = (int)((_bitBucket >> (_bitsRead - bitCount)) & ((1UL << bitCount) - 1));
_bitsRead -= bitCount;
return temp;
}
#if DEBUG
public override string ToString()
{
// version
var sb = new StringBuilder("MPEG");
switch (Version)
{
case MpegVersion.Version1: sb.Append("1"); break;
case MpegVersion.Version2: sb.Append("2"); break;
case MpegVersion.Version25: sb.Append("2.5"); break;
}
// layer
sb.Append(" Layer ");
switch (Layer)
{
case MpegLayer.LayerI: sb.Append("I"); break;
case MpegLayer.LayerII: sb.Append("II"); break;
case MpegLayer.LayerIII: sb.Append("III"); break;
}
// bitrate
sb.AppendFormat(" {0} kbps ", BitRate / 1000);
// channel mode
switch (ChannelMode)
{
case MpegChannelMode.Stereo:
sb.Append("Stereo");
break;
case MpegChannelMode.JointStereo:
sb.Append("Joint Stereo");
switch (ChannelModeExtension)
{
case 1: sb.Append(" (I)"); break;
case 2: sb.Append(" (M/S)"); break;
case 3: sb.Append(" (M/S,I)"); break;
}
break;
case MpegChannelMode.DualChannel:
sb.Append("Dual Channel");
break;
case MpegChannelMode.Mono:
sb.Append("Mono");
break;
}
// sample rate
sb.AppendFormat(" {0} KHz", (float)SampleRate / 1000);
var flagList = new List<string>();
// protection
if (HasCrc) flagList.Add("CRC");
// copyright
if (IsCopyrighted) flagList.Add("Copyright");
// original
if (IsOriginal) flagList.Add("Original");
// emphasis
switch (EmphasisMode)
{
case 1:
flagList.Add("50/15 ms");
break;
case 2:
flagList.Add("Invalid Emphasis");
break;
case 3:
flagList.Add("CCIT J.17");
break;
}
if (flagList.Count > 0)
{
sb.AppendFormat(" ({0})", string.Join(",", flagList.ToArray()));
}
return sb.ToString();
}
#endif
}
}

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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@@ -0,0 +1,718 @@
using System;
using System.IO;
namespace NLayer.Decoder
{
class MpegStreamReader
{
ID3Frame _id3Frame, _id3v1Frame;
RiffHeaderFrame _riffHeaderFrame;
VBRInfo _vbrInfo;
MpegFrame _first, _current, _last, _lastFree;
long _readOffset, _eofOffset;
Stream _source;
bool _canSeek, _endFound, _mixedFrameSize;
object _readLock = new object();
object _frameLock = new object();
internal MpegStreamReader(Stream source)
{
_source = source;
_canSeek = source.CanSeek;
_readOffset = 0L;
_eofOffset = long.MaxValue;
// find the first Mpeg frame
var frame = FindNextFrame();
while (frame != null && !(frame is MpegFrame))
{
frame = FindNextFrame();
}
// if we still don't have a frame, we never sync'ed
if (frame == null) throw new InvalidDataException("Not a valid MPEG file!");
// the very next frame "should be" an mpeg frame
frame = FindNextFrame();
// if not, it's not a valid file
if (frame == null || !(frame is MpegFrame)) throw new InvalidDataException("Not a valid MPEG file!");
// seek to the first frame
_current = _first;
}
FrameBase FindNextFrame()
{
// if we've found the end, don't bother looking for anything else
if (_endFound) return null;
var freeFrame = _lastFree;
var lastFrameStart = _readOffset;
lock (_frameLock)
{
// read 3 bytes
var syncBuf = new byte[4];
try
{
if (Read(_readOffset, syncBuf, 0, 4) == 4)
{
// now loop until a frame is found
do
{
var sync = (uint)(syncBuf[0] << 24 | syncBuf[1] << 16 | syncBuf[2] << 8 | syncBuf[3]);
lastFrameStart = _readOffset;
// try ID3 first (for v2 frames)
if (_id3Frame == null)
{
var f = ID3Frame.TrySync(sync);
if (f != null)
{
if (f.Validate(_readOffset, this))
{
if (!_canSeek) f.SaveBuffer();
_readOffset += f.Length;
DiscardThrough(_readOffset, true);
return _id3Frame = f;
}
}
}
// now look for a RIFF header
if (_first == null && _riffHeaderFrame == null)
{
var f = RiffHeaderFrame.TrySync(sync);
if (f != null)
{
if (f.Validate(_readOffset, this))
{
_readOffset += f.Length;
DiscardThrough(_readOffset, true);
return _riffHeaderFrame = f;
}
}
}
// finally, just try for an MPEG frame
var frame = MpegFrame.TrySync(sync);
if (frame != null)
{
if (frame.Validate(_readOffset, this)
&& !(freeFrame != null
&& (frame.Layer != freeFrame.Layer
|| frame.Version != freeFrame.Version
|| frame.SampleRate != freeFrame.SampleRate
|| frame.BitRateIndex > 0
)
)
)
{
if (!_canSeek)
{
frame.SaveBuffer();
DiscardThrough(_readOffset + frame.FrameLength, true);
}
_readOffset += frame.FrameLength;
if (_first == null)
{
if (_vbrInfo == null && (_vbrInfo = frame.ParseVBR()) != null)
{
return FindNextFrame();
}
else
{
frame.Number = 0;
_first = _last = frame;
}
}
else
{
if (frame.SampleCount != _first.SampleCount)
{
_mixedFrameSize = true;
}
frame.SampleOffset = _last.SampleCount + _last.SampleOffset;
frame.Number = _last.Number + 1;
_last = (_last.Next = frame);
}
if (frame.BitRateIndex == 0)
{
_lastFree = frame;
}
return frame;
}
}
// if we've read MPEG frames and can't figure out what frame type we have, try looking for a new ID3 tag
if (_last != null)
{
var f = ID3Frame.TrySync(sync);
if (f != null)
{
if (f.Validate(_readOffset, this))
{
if (!_canSeek) f.SaveBuffer();
// if it's a v1 tag, go ahead and parse it
if (f.Version == 1)
{
_id3v1Frame = f;
}
else
{
// grrr... the ID3 2.4 spec says tags can be anywhere in the file and that later tags can override earlier ones... boo
_id3Frame.Merge(f);
}
_readOffset += f.Length;
DiscardThrough(_readOffset, true);
return f;
}
}
}
// well, we didn't find anything, so rinse and repeat with the next byte
++_readOffset;
if (_first == null || !_canSeek) DiscardThrough(_readOffset, true);
Buffer.BlockCopy(syncBuf, 1, syncBuf, 0, 3);
} while (Read(_readOffset + 3, syncBuf, 3, 1) == 1);
}
// move the "end of frame" marker for the last free format frame (in case we have one)
// this is because we don't include the last four bytes otherwise
lastFrameStart += 4;
_endFound = true;
return null;
}
finally
{
if (freeFrame != null)
{
freeFrame.Length = (int)(lastFrameStart - freeFrame.Offset);
if (!_canSeek)
{
// gotta finish filling the buffer!!
throw new InvalidOperationException("Free frames cannot be read properly from forward-only streams!");
}
// if _lastFree hasn't changed (we got a non-MPEG frame), clear it out
if (_lastFree == freeFrame)
{
_lastFree = null;
}
}
}
}
}
class ReadBuffer
{
public byte[] Data;
public long BaseOffset;
public int End;
public int DiscardCount;
object _localLock = new object();
public ReadBuffer(int initialSize)
{
initialSize = 2 << (int)Math.Log(initialSize, 2);
Data = new byte[initialSize];
}
public int Read(MpegStreamReader reader, long offset, byte[] buffer, int index, int count)
{
lock (_localLock)
{
var startIdx = EnsureFilled(reader, offset, ref count);
Buffer.BlockCopy(Data, startIdx, buffer, index, count);
}
return count;
}
public int ReadByte(MpegStreamReader reader, long offset)
{
lock (_localLock)
{
var count = 1;
var startIdx = EnsureFilled(reader, offset, ref count);
if (count == 1)
{
return Data[startIdx];
}
}
return -1;
}
int EnsureFilled(MpegStreamReader reader, long offset, ref int count)
{
// if the offset & count are inside our buffer's range, just return the appropriate index
var startIdx = (int)(offset - BaseOffset);
int endIdx = startIdx + count;
if (startIdx < 0 || endIdx > End)
{
int readStart = 0, readCount = 0, moveCount = 0;
long readOffset = 0;
#region Decision-Making
if (startIdx < 0)
{
// if we can't seek, there's nothing we can do
if (!reader._source.CanSeek) throw new InvalidOperationException("Cannot seek backwards on a forward-only stream!");
// if there's data in the buffer, try to keep it (up to doubling the buffer size)
if (End > 0)
{
// if doubling the buffer would push it past the max size, don't check it
if ((startIdx + Data.Length > 0) || (Data.Length * 2 <= 16384 && startIdx + Data.Length * 2 > 0))
{
endIdx = End;
}
}
// we know we'll have to start reading here
readOffset = offset;
// if the end of the request is before the start of our buffer...
if (endIdx < 0)
{
// ... just truncate and move on
Truncate();
// set up our read parameters
BaseOffset = offset;
startIdx = 0;
endIdx = count;
// how much do we need to read?
readCount = count;
}
else // i.e., endIdx >= 0
{
// we have overlap with existing data... save as much as possible
moveCount = -endIdx;
readCount = -startIdx;
}
}
else // i.e., startIdx >= 0
{
// we only get to here if at least one byte of the request is past the end of the read data
// start with the simplest scenario and work our way up
// 1) We just need to fill the buffer a bit more
if (endIdx < Data.Length)
{
readCount = endIdx - End;
readStart = End;
readOffset = BaseOffset + readStart;
}
// 2) We need to discard some bytes, then fill the buffer
else if (endIdx - DiscardCount < Data.Length)
{
moveCount = DiscardCount;
readStart = End;
readCount = endIdx - readStart;
readOffset = BaseOffset + readStart;
}
// 3) We need to expand the buffer to hold all the existing & requested data
else if (Data.Length * 2 <= 16384)
{
// by definition, we discard
moveCount = DiscardCount;
readStart = End;
readCount = endIdx - End;
readOffset = BaseOffset + readStart;
}
// 4) We have to throw away some data that hasn't been discarded
else
{
// just truncate
Truncate();
// set up our read parameters
BaseOffset = offset;
readOffset = offset;
startIdx = 0;
endIdx = count;
// how much do we have to read?
readCount = count;
}
}
#endregion
#region Buffer Resizing & Data Moving
if (endIdx - moveCount > Data.Length || readStart + readCount - moveCount > Data.Length)
{
var newSize = Data.Length * 2;
while (newSize < endIdx - moveCount)
{
newSize *= 2;
}
var newBuf = new byte[newSize];
if (moveCount < 0)
{
// reverse copy
Buffer.BlockCopy(Data, 0, newBuf, -moveCount, End + moveCount);
DiscardCount = 0;
}
else
{
// forward or neutral copy
Buffer.BlockCopy(Data, moveCount, newBuf, 0, End - moveCount);
DiscardCount -= moveCount;
}
Data = newBuf;
}
else if (moveCount != 0)
{
if (moveCount > 0)
{
// forward move
Buffer.BlockCopy(Data, moveCount, Data, 0, End - moveCount);
DiscardCount -= moveCount;
}
else
{
// backward move
for (int i = 0, srcIdx = Data.Length - 1, destIdx = Data.Length - 1 - moveCount; i < moveCount; i++, srcIdx--, destIdx--)
{
Data[destIdx] = Data[srcIdx];
}
DiscardCount = 0;
}
}
BaseOffset += moveCount;
readStart -= moveCount;
startIdx -= moveCount;
endIdx -= moveCount;
End -= moveCount;
#endregion
#region Buffer Filling
lock (reader._readLock)
{
if (readCount > 0 && reader._source.Position != readOffset && readOffset < reader._eofOffset)
{
if (reader._canSeek)
{
try
{
reader._source.Position = readOffset;
}
catch (EndOfStreamException)
{
reader._eofOffset = reader._source.Length;
readCount = 0;
}
}
else
{
// ugh, gotta read bytes until we've reached the desired offset
var seekCount = readOffset - reader._source.Position;
while (--seekCount >= 0)
{
if (reader._source.ReadByte() == -1)
{
reader._eofOffset = reader._source.Position;
readCount = 0;
break;
}
}
}
}
while (readCount > 0 && readOffset < reader._eofOffset)
{
var temp = reader._source.Read(Data, readStart, readCount);
if (temp == 0)
{
break;
}
readStart += temp;
readOffset += temp;
readCount -= temp;
}
if (readStart > End)
{
End = readStart;
}
if (End < endIdx)
{
// we didn't get a full read...
count = Math.Max(0, End - startIdx);
}
// NB: if desired, switch to "minimal reads" by commenting-out this clause
else if (End < Data.Length)
{
// try to finish filling the buffer
var temp = reader._source.Read(Data, End, Data.Length - End);
End += temp;
}
}
#endregion
}
return startIdx;
}
public void DiscardThrough(long offset)
{
lock (_localLock)
{
var count = (int)(offset - BaseOffset);
DiscardCount = Math.Max(count, DiscardCount);
if (DiscardCount >= Data.Length) CommitDiscard();
}
}
void Truncate()
{
End = 0;
DiscardCount = 0;
}
void CommitDiscard()
{
if (DiscardCount >= Data.Length || DiscardCount >= End)
{
// we have been told to discard the entire buffer
BaseOffset += DiscardCount;
End = 0;
}
else
{
// just discard the first part...
//Array.Copy(_readBuf, _readBufDiscardCount, _readBuf, 0, _readBufEnd - _readBufDiscardCount);
Buffer.BlockCopy(Data, DiscardCount, Data, 0, End - DiscardCount);
BaseOffset += DiscardCount;
End -= DiscardCount;
}
DiscardCount = 0;
}
}
ReadBuffer _readBuf = new ReadBuffer(2048);
internal int Read(long offset, byte[] buffer, int index, int count)
{
// make sure the offset is at least positive
if (offset < 0L) throw new ArgumentOutOfRangeException("offset");
// make sure the buffer is valid
if (index < 0 || index + count > buffer.Length) throw new ArgumentOutOfRangeException("index");
return _readBuf.Read(this, offset, buffer, index, count);
}
internal int ReadByte(long offset)
{
if (offset < 0L) throw new ArgumentOutOfRangeException("offset");
return _readBuf.ReadByte(this, offset);
}
internal void DiscardThrough(long offset, bool minimalRead)
{
_readBuf.DiscardThrough(offset);
}
internal void ReadToEnd()
{
try
{
var maxAllocation = 40000;
if (_id3Frame != null)
{
maxAllocation += _id3Frame.Length;
}
while (!_endFound)
{
FindNextFrame();
while (!_canSeek && FrameBase.TotalAllocation >= maxAllocation)
{
#if NET35
System.Threading.Thread.Sleep(500);
#else
System.Threading.Tasks.Task.Delay(500).Wait(); //
#endif
}
}
}
catch (ObjectDisposedException)
{
// in case the stream was disposed before we finished...
}
}
internal bool CanSeek
{
get { return _canSeek; }
}
internal long SampleCount
{
get
{
if (_vbrInfo != null) return _vbrInfo.VBRStreamSampleCount;
if (!_canSeek) return -1;
ReadToEnd();
return _last.SampleCount + _last.SampleOffset;
}
}
internal int SampleRate
{
get
{
if (_vbrInfo != null) return _vbrInfo.SampleRate;
return _first.SampleRate;
}
}
internal int Channels
{
get
{
if (_vbrInfo != null) return _vbrInfo.Channels;
return _first.Channels;
}
}
internal int FirstFrameSampleCount
{
get { return (_first != null ? _first.SampleCount : 0); }
}
internal long SeekTo(long sampleNumber)
{
if (!_canSeek) throw new InvalidOperationException("Cannot seek!");
// first try to "seek" by calculating the frame number
var cnt = (int)(sampleNumber / _first.SampleCount);
var frame = _first;
if (_current != null && _current.Number <= cnt && _current.SampleOffset <= sampleNumber)
{
// if this fires, we can short-circuit things a bit...
frame = _current;
cnt -= frame.Number;
}
while (!_mixedFrameSize && --cnt >= 0 && frame != null)
{
// make sure we have more frames to look at
if (frame == _last && !_endFound)
{
do
{
FindNextFrame();
} while (frame == _last && !_endFound);
}
// if we've found a different frame size, fall through...
if (_mixedFrameSize)
{
break;
}
frame = frame.Next;
}
// this should not run unless we found mixed frames...
while (frame != null && frame.SampleOffset + frame.SampleCount < sampleNumber)
{
if (frame == _last && !_endFound)
{
do
{
FindNextFrame();
} while (frame == _last && !_endFound);
}
frame = frame.Next;
}
if (frame == null) return -1;
return (_current = frame).SampleOffset;
}
internal MpegFrame NextFrame()
{
// if _current is null, we've returned the last frame already
var frame = _current;
if (frame != null)
{
if (_canSeek)
{
frame.SaveBuffer();
DiscardThrough(frame.Offset + frame.FrameLength, false);
}
if (frame == _last && !_endFound)
{
do
{
FindNextFrame();
} while (frame == _last && !_endFound);
}
_current = frame.Next;
if (!_canSeek)
{
// if we're in a forward-only stream, don't bother keeping the frames that have already been processed
lock (_frameLock)
{
var temp = _first;
_first = temp.Next;
temp.Next = null;
}
}
}
return frame;
}
internal MpegFrame GetCurrentFrame()
{
return _current;
}
}
}

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@@ -0,0 +1,60 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace NLayer.Decoder
{
/// <summary>
/// RIFF header reader
/// </summary>
class RiffHeaderFrame : FrameBase
{
internal static RiffHeaderFrame TrySync(uint syncMark)
{
if (syncMark == 0x52494646U)
{
return new RiffHeaderFrame();
}
return null;
}
RiffHeaderFrame()
{
}
protected override int Validate()
{
var buf = new byte[4];
// we expect this to be the "WAVE" chunk
if (Read(8, buf) != 4) return -1;
if (buf[0] != 'W' || buf[1] != 'A' || buf[2] != 'V' || buf[3] != 'E') return -1;
// now the "fmt " chunk
if (Read(12, buf) != 4) return -1;
if (buf[0] != 'f' || buf[1] != 'm' || buf[2] != 't' || buf[3] != ' ') return -1;
// we've found the fmt chunk, so look for the data chunk
var offset = 16;
while (true)
{
// read the length and seek forward
if (Read(offset, buf) != 4) return -1;
offset += 4 + BitConverter.ToInt32(buf, 0);
// get the chunk ID
if (Read(offset, buf) != 4) return -1;
offset += 4;
// if it's not the data chunk, try again
if (buf[0] == 'd' && buf[1] == 'a' && buf[2] == 't' && buf[3] == 'a') break;
}
// ... and now we know exactly where the frame ends
return offset + 4;
}
}
}

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@@ -0,0 +1,32 @@
namespace NLayer.Decoder
{
class VBRInfo
{
internal VBRInfo() { }
internal int SampleCount { get; set; }
internal int SampleRate { get; set; }
internal int Channels { get; set; }
internal int VBRFrames { get; set; }
internal int VBRBytes { get; set; }
internal int VBRQuality { get; set; }
internal int VBRDelay { get; set; }
internal long VBRStreamSampleCount
{
get
{
// we assume the entire stream is consistent wrt samples per frame
return VBRFrames * SampleCount;
}
}
internal int VBRAverageBitrate
{
get
{
return (int)((VBRBytes / (VBRStreamSampleCount / (double)SampleRate)) * 8);
}
}
}
}

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39
Assets/NLayer/Enums.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace NLayer
{
public enum MpegVersion
{
Unknown = 0,
Version1 = 10,
Version2 = 20,
Version25 = 25,
}
public enum MpegLayer
{
Unknown = 0,
LayerI = 1,
LayerII = 2,
LayerIII = 3,
}
public enum MpegChannelMode
{
Stereo,
JointStereo,
DualChannel,
Mono,
}
public enum StereoMode
{
Both,
LeftOnly,
RightOnly,
DownmixToMono,
}
}

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namespace NLayer
{
/// <summary>
/// Defines a standard way of representing a MPEG frame to the decoder
/// </summary>
public interface IMpegFrame
{
/// <summary>
/// Sample rate of this frame
/// </summary>
int SampleRate { get; }
/// <summary>
/// The samplerate index (directly from the header)
/// </summary>
int SampleRateIndex { get; }
/// <summary>
/// Frame length in bytes
/// </summary>
int FrameLength { get; }
/// <summary>
/// Bit Rate
/// </summary>
int BitRate { get; }
/// <summary>
/// MPEG Version
/// </summary>
MpegVersion Version { get; }
/// <summary>
/// MPEG Layer
/// </summary>
MpegLayer Layer { get; }
/// <summary>
/// Channel Mode
/// </summary>
MpegChannelMode ChannelMode { get; }
/// <summary>
/// The number of samples in this frame
/// </summary>
int ChannelModeExtension { get; }
/// <summary>
/// The channel extension bits
/// </summary>
int SampleCount { get; }
/// <summary>
/// The bitrate index (directly from the header)
/// </summary>
int BitRateIndex { get; }
/// <summary>
/// Whether the Copyright bit is set
/// </summary>
bool IsCopyrighted { get; }
/// <summary>
/// Whether a CRC is present
/// </summary>
bool HasCrc { get; }
/// <summary>
/// Whether the CRC check failed (use error concealment strategy)
/// </summary>
bool IsCorrupted { get; }
/// <summary>
/// Resets the bit reader so frames can be reused
/// </summary>
void Reset();
/// <summary>
/// Provides sequential access to the bitstream in the frame (after the header and optional CRC)
/// </summary>
/// <param name="bitCount">The number of bits to read</param>
/// <returns>-1 if the end of the frame has been encountered, otherwise the bits requested</returns>
int ReadBits(int bitCount);
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0056d4c5dca076040913bc2b925149b7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

327
Assets/NLayer/MpegFile.cs Normal file
View File

@@ -0,0 +1,327 @@
using System;
namespace NLayer
{
public class MpegFile : IDisposable
{
System.IO.Stream _stream;
bool _closeStream, _eofFound;
Decoder.MpegStreamReader _reader;
MpegFrameDecoder _decoder;
object _seekLock = new object();
long _position;
/// <summary>
/// Construct Mpeg file representation from filename.
/// </summary>
/// <param name="fileName">The file which contains Mpeg data.</param>
public MpegFile(string fileName)
{
Init(System.IO.File.Open(fileName, System.IO.FileMode.Open, System.IO.FileAccess.Read, System.IO.FileShare.Read), true);
}
/// <summary>
/// Construct Mpeg file representation from stream.
/// </summary>
/// <param name="stream">The input stream which contains Mpeg data.</param>
public MpegFile(System.IO.Stream stream)
{
Init(stream, false);
}
void Init(System.IO.Stream stream, bool closeStream)
{
_stream = stream;
_closeStream = closeStream;
_reader = new Decoder.MpegStreamReader(_stream);
_decoder = new MpegFrameDecoder();
}
/// <summary>
/// Implements IDisposable.Dispose.
/// </summary>
public void Dispose()
{
if (_closeStream)
{
_stream.Dispose();
_closeStream = false;
}
}
/// <summary>
/// Sample rate of source Mpeg, in Hertz.
/// </summary>
public int SampleRate { get { return _reader.SampleRate; } }
/// <summary>
/// Channel count of source Mpeg.
/// </summary>
public int Channels { get { return _reader.Channels; } }
/// <summary>
/// Whether the Mpeg stream supports seek operation.
/// </summary>
public bool CanSeek { get { return _reader.CanSeek; } }
/// <summary>
/// Data length of decoded data, in PCM.
/// </summary>
public long Length { get { return _reader.SampleCount * _reader.Channels * sizeof(float); } }
/// <summary>
/// Media duration of the Mpeg file.
/// </summary>
public TimeSpan Duration
{
get
{
var len = _reader.SampleCount;
if (len == -1) return TimeSpan.Zero;
return TimeSpan.FromSeconds((double)len / _reader.SampleRate);
}
}
/// <summary>
/// Current decode position, in number of sample. Calling the setter will result in a seeking operation.
/// </summary>
public long Position
{
get { return _position; }
set
{
if (!_reader.CanSeek) throw new InvalidOperationException("Cannot Seek!");
if (value < 0L) throw new ArgumentOutOfRangeException("value");
// we're thinking in 4-byte samples, pcmStep interleaved... adjust accordingly
var samples = value / sizeof(float) / _reader.Channels;
var sampleOffset = 0;
// seek to the frame preceding the one we want (unless we're seeking to the first frame)
if (samples >= _reader.FirstFrameSampleCount)
{
sampleOffset = _reader.FirstFrameSampleCount;
samples -= sampleOffset;
}
lock (_seekLock)
{
// seek the stream
var newPos = _reader.SeekTo(samples);
if (newPos == -1) throw new ArgumentOutOfRangeException("value");
_decoder.Reset();
// if we have a sample offset, decode the next frame
if (sampleOffset != 0)
{
_decoder.DecodeFrame(_reader.NextFrame(), _readBuf, 0); // throw away a frame (but allow the decoder to resync)
newPos += sampleOffset;
}
_position = newPos * sizeof(float) * _reader.Channels;
_eofFound = false;
// clear the decoder & buffer
_readBufOfs = _readBufLen = 0;
}
}
}
/// <summary>
/// Current decode position, represented by time. Calling the setter will result in a seeking operation.
/// </summary>
public TimeSpan Time
{
get { return TimeSpan.FromSeconds((double)_position / sizeof(float) / _reader.Channels / _reader.SampleRate); }
set { Position = (long)(value.TotalSeconds * _reader.SampleRate * _reader.Channels * sizeof(float)); }
}
/// <summary>
/// Set the equalizer.
/// </summary>
/// <param name="eq">The equalizer, represented by an array of 32 adjustments in dB.</param>
public void SetEQ(float[] eq)
{
_decoder.SetEQ(eq);
}
/// <summary>
/// Stereo mode used in decoding.
/// </summary>
public StereoMode StereoMode
{
get { return _decoder.StereoMode; }
set { _decoder.StereoMode = value; }
}
/// <summary>
/// Read specified samples into provided buffer. Do exactly the same as <see cref="ReadSamples(float[], int, int)"/>
/// except that the data is written in type of byte, while still representing single-precision float (in local endian).
/// </summary>
/// <param name="buffer">Buffer to write. Floating point data will be actually written into this byte array.</param>
/// <param name="index">Writing offset on the destination buffer.</param>
/// <param name="count">Length of samples to be read, in bytes.</param>
/// <returns>Sample size actually reads, in bytes.</returns>
public int ReadSamples(byte[] buffer, int index, int count)
{
if (index < 0 || index + count > buffer.Length) throw new ArgumentOutOfRangeException("index");
// make sure we're asking for an even number of samples
count -= (count % sizeof(float));
return ReadSamplesImpl(buffer, index, count, 32);
}
/// <summary>
/// Read specified samples into provided buffer, as PCM format.
/// Result varies with diffirent <see cref="StereoMode"/>:
/// <list type="bullet">
/// <item>
/// <description>For <see cref="NLayer.StereoMode.Both"/>, sample data on both two channels will occur in turn (left first).</description>
/// </item>
/// <item>
/// <description>For <see cref="NLayer.StereoMode.LeftOnly"/> and <see cref="NLayer.StereoMode.RightOnly"/>, only data on
/// specified channel will occur.</description>
/// </item>
/// <item>
/// <description>For <see cref="NLayer.StereoMode.DownmixToMono"/>, two channels will be down-mixed into single channel.</description>
/// </item>
/// </list>
/// </summary>
/// <param name="buffer">Buffer to write.</param>
/// <param name="index">Writing offset on the destination buffer.</param>
/// <param name="count">Count of samples to be read.</param>
/// <returns>Sample count actually reads.</returns>
public int ReadSamples(float[] buffer, int index, int count)
{
if (index < 0 || index + count > buffer.Length) throw new ArgumentOutOfRangeException("index");
// ReadSampleImpl "thinks" in bytes, so adjust accordingly
return ReadSamplesImpl(buffer, index * sizeof(float), count * sizeof(float), 32) / sizeof(float);
}
public int ReadSamplesInt16(byte[] buffer, int index, int count)
{
if (index < 0 || index + count > buffer.Length * sizeof(short)) throw new ArgumentOutOfRangeException("index");
return ReadSamplesImpl(buffer, index, count, 16) * sizeof(short) / sizeof(float);
}
public int ReadSamplesInt8(byte[] buffer, int index, int count)
{
if (index < 0 || index + count > buffer.Length * sizeof(float)) throw new ArgumentOutOfRangeException("index");
return ReadSamplesImpl(buffer, index, count, 8) * sizeof(byte) / sizeof(float);
}
float[] _readBuf = new float[1152 * 2];
int _readBufLen, _readBufOfs;
int ReadSamplesImpl(Array buffer, int index, int count, int bitDepth)
{
var cnt = 0;
// lock around the entire read operation so seeking doesn't bork our buffers as we decode
lock (_seekLock)
{
while (count > 0)
{
if (_readBufLen > _readBufOfs)
{
// we have bytes in the buffer, so copy them first
var temp = _readBufLen - _readBufOfs;
if (temp > count) temp = count;
if (bitDepth == 32)
{
Buffer.BlockCopy(_readBuf, _readBufOfs, buffer, index, temp);
}
else
{
for (int i = 0; i < temp / sizeof(float); i++)
{
switch (bitDepth)
{
case 8:
buffer.SetValue((byte)Math.Round(127.5f * _readBuf[_readBufOfs / sizeof(float) + i] + 127.5f), index / sizeof(float) + i);
break;
case 16:
var value = (int)Math.Round(32767.5f * _readBuf[_readBufOfs / sizeof(float) + i] - 0.5f);
if (value < 0) {
value += 65536;
}
buffer.SetValue((byte)(value % 256), 2 * (index / sizeof(float) + i));
buffer.SetValue((byte)(value / 256), 2 * (index / sizeof(float) + i) + 1);
break;
}
}
}
// now update our counters...
cnt += temp;
count -= temp;
index += temp;
_position += temp;
_readBufOfs += temp;
// finally, mark the buffer as empty if we've read everything in it
if (_readBufOfs == _readBufLen)
{
_readBufLen = 0;
}
}
// if the buffer is empty, try to fill it
// NB: If we've already satisfied the read request, we'll still try to fill the buffer.
// This ensures there's data in the pipe on the next call
if (_readBufLen == 0)
{
if (_eofFound)
{
break;
}
// decode the next frame (update _readBufXXX)
var frame = _reader.NextFrame();
if (frame == null)
{
_eofFound = true;
break;
}
try
{
_readBufLen = _decoder.DecodeFrame(frame, _readBuf, 0) * sizeof(float);
_readBufOfs = 0;
}
catch (System.IO.InvalidDataException)
{
// bad frame... try again...
_decoder.Reset();
_readBufOfs = _readBufLen = 0;
continue;
}
catch (System.IO.EndOfStreamException)
{
// no more frames
_eofFound = true;
break;
}
finally
{
frame.ClearBuffer();
}
}
}
}
return cnt;
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 88b61e579c5b92e4b9623ecf75f97c1a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,191 @@
using System;
namespace NLayer
{
public class MpegFrameDecoder
{
Decoder.LayerIDecoder _layerIDecoder;
Decoder.LayerIIDecoder _layerIIDecoder;
Decoder.LayerIIIDecoder _layerIIIDecoder;
float[] _eqFactors;
// channel buffers for getting data out of the decoders...
// we do it this way so the stereo interleaving code is in one place: DecodeFrameImpl(...)
// if we ever add support for multi-channel, we'll have to add a pass after the initial
// stereo decode (since multi-channel basically uses the stereo channels as a reference)
float[] _ch0, _ch1;
public MpegFrameDecoder()
{
_ch0 = new float[1152];
_ch1 = new float[1152];
}
/// <summary>
/// Set the equalizer.
/// </summary>
/// <param name="eq">The equalizer, represented by an array of 32 adjustments in dB.</param>
public void SetEQ(float[] eq)
{
if (eq != null)
{
var factors = new float[32];
for (int i = 0; i < eq.Length; i++)
{
// convert from dB -> scaling
factors[i] = (float)Math.Pow(2, eq[i] / 6);
}
_eqFactors = factors;
}
else
{
_eqFactors = null;
}
}
/// <summary>
/// Stereo mode used in decoding.
/// </summary>
public StereoMode StereoMode { get; set; }
/// <summary>
/// Decode the Mpeg frame into provided buffer. Do exactly the same as <see cref="DecodeFrame(IMpegFrame, float[], int)"/>
/// except that the data is written in type as byte array, while still representing single-precision float (in local endian).
/// </summary>
/// <param name="frame">The Mpeg frame to be decoded.</param>
/// <param name="dest">Destination buffer. Decoded PCM (single-precision floating point array) will be written into it.</param>
/// <param name="destOffset">Writing offset on the destination buffer.</param>
/// <returns></returns>
public int DecodeFrame(IMpegFrame frame, byte[] dest, int destOffset)
{
if (frame == null) throw new ArgumentNullException("frame");
if (dest == null) throw new ArgumentNullException("dest");
if (destOffset % 4 != 0) throw new ArgumentException("Must be an even multiple of 4", "destOffset");
var bufferAvailable = (dest.Length - destOffset) / 4;
if (bufferAvailable < (frame.ChannelMode == MpegChannelMode.Mono ? 1 : 2) * frame.SampleCount)
{
throw new ArgumentException("Buffer not large enough! Must be big enough to hold the frame's entire output. This is up to 9,216 bytes.", "dest");
}
return DecodeFrameImpl(frame, dest, destOffset / 4) * 4;
}
/// <summary>
/// Decode the Mpeg frame into provided buffer.
/// Result varies with different <see cref="StereoMode"/>:
/// <list type="bullet">
/// <item>
/// <description>For <see cref="NLayer.StereoMode.Both"/>, sample data on both two channels will occur in turn (left first).</description>
/// </item>
/// <item>
/// <description>For <see cref="NLayer.StereoMode.LeftOnly"/> and <see cref="NLayer.StereoMode.RightOnly"/>, only data on
/// specified channel will occur.</description>
/// </item>
/// <item>
/// <description>For <see cref="NLayer.StereoMode.DownmixToMono"/>, two channels will be down-mixed into single channel.</description>
/// </item>
/// </list>
/// </summary>
/// <param name="frame">The Mpeg frame to be decoded.</param>
/// <param name="dest">Destination buffer. Decoded PCM (single-precision floating point array) will be written into it.</param>
/// <param name="destOffset">Writing offset on the destination buffer.</param>
/// <returns></returns>
public int DecodeFrame(IMpegFrame frame, float[] dest, int destOffset)
{
if (frame == null) throw new ArgumentNullException("frame");
if (dest == null) throw new ArgumentNullException("dest");
if (dest.Length - destOffset < (frame.ChannelMode == MpegChannelMode.Mono ? 1 : 2) * frame.SampleCount)
{
throw new ArgumentException("Buffer not large enough! Must be big enough to hold the frame's entire output. This is up to 2,304 elements.", "dest");
}
return DecodeFrameImpl(frame, dest, destOffset);
}
int DecodeFrameImpl(IMpegFrame frame, Array dest, int destOffset)
{
frame.Reset();
Decoder.LayerDecoderBase curDecoder = null;
switch (frame.Layer)
{
case MpegLayer.LayerI:
if (_layerIDecoder == null)
{
_layerIDecoder = new Decoder.LayerIDecoder();
}
curDecoder = _layerIDecoder;
break;
case MpegLayer.LayerII:
if (_layerIIDecoder == null)
{
_layerIIDecoder = new Decoder.LayerIIDecoder();
}
curDecoder = _layerIIDecoder;
break;
case MpegLayer.LayerIII:
if (_layerIIIDecoder == null)
{
_layerIIIDecoder = new Decoder.LayerIIIDecoder();
}
curDecoder = _layerIIIDecoder;
break;
}
if (curDecoder != null)
{
curDecoder.SetEQ(_eqFactors);
curDecoder.StereoMode = StereoMode;
var cnt = curDecoder.DecodeFrame(frame, _ch0, _ch1);
if (frame.ChannelMode == MpegChannelMode.Mono)
{
Buffer.BlockCopy(_ch0, 0, dest, destOffset * sizeof(float), cnt * sizeof(float));
}
else
{
// This is kinda annoying... if we're doing a downmix, we should technically only output a single channel
// The problem is, our caller is probably expecting stereo output. Grrrr....
// We use Buffer.BlockCopy here because we don't know dest's type, but do know it's big enough to do the copy
for (int i = 0; i < cnt; i++)
{
Buffer.BlockCopy(_ch0, i * sizeof(float), dest, destOffset * sizeof(float), sizeof(float));
++destOffset;
Buffer.BlockCopy(_ch1, i * sizeof(float), dest, destOffset * sizeof(float), sizeof(float));
++destOffset;
}
cnt *= 2;
}
return cnt;
}
return 0;
}
/// <summary>
/// Reset the decoder.
/// </summary>
public void Reset()
{
// the synthesis filters need to be cleared
if (_layerIDecoder != null)
{
_layerIDecoder.ResetForSeek();
}
if (_layerIIDecoder != null)
{
_layerIIDecoder.ResetForSeek();
}
if (_layerIIIDecoder != null)
{
_layerIIIDecoder.ResetForSeek();
}
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5ca3a6fbd1d4b3a41bae1e8f1a1196f0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 6dbdd314784e80440b48088e6357c1ef
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -33,6 +33,7 @@ MonoBehaviour:
- Assembly-CSharp
- Assembly-CSharp-firstpass
- CW.Common
- IngameDebugConsole.Runtime
- LeanCommon
- LeanPool
- Lofelt.NiceVibrations

File diff suppressed because one or more lines are too long

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3c57523b63ddb094b835b6613da12763
folderAsset: yes
timeCreated: 1596819199
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3d7d7a61a5341904eb3c65af025b1d86
folderAsset: yes
timeCreated: 1510075633
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,55 @@
#if (UNITY_EDITOR || UNITY_ANDROID) && UNITY_ANDROID_JNI
using System.Collections.Generic;
using UnityEngine;
// Credit: https://stackoverflow.com/a/41018028/2373034
namespace IngameDebugConsole
{
public class DebugLogLogcatListener : AndroidJavaProxy
{
private Queue<string> queuedLogs;
private AndroidJavaObject nativeObject;
public DebugLogLogcatListener() : base( "com.yasirkula.unity.DebugConsoleLogcatLogReceiver" )
{
queuedLogs = new Queue<string>( 16 );
}
~DebugLogLogcatListener()
{
Stop();
if( nativeObject != null )
nativeObject.Dispose();
}
public void Start( string arguments )
{
if( nativeObject == null )
nativeObject = new AndroidJavaObject( "com.yasirkula.unity.DebugConsoleLogcatLogger" );
nativeObject.Call( "Start", this, arguments );
}
public void Stop()
{
if( nativeObject != null )
nativeObject.Call( "Stop" );
}
[UnityEngine.Scripting.Preserve]
public void OnLogReceived( string log )
{
queuedLogs.Enqueue( log );
}
public string GetLog()
{
if( queuedLogs.Count > 0 )
return queuedLogs.Dequeue();
return null;
}
}
}
#endif

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: dd3b7385882055d4a8c2b91deb6b2470
timeCreated: 1510076185
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,33 @@
fileFormatVersion: 2
guid: bf909fab1c14af446b0a854de42289b2
timeCreated: 1510086220
licenseType: Free
PluginImporter:
serializedVersion: 2
iconMap: {}
executionOrder: {}
isPreloaded: 0
isOverridable: 0
platformData:
data:
first:
Android: Android
second:
enabled: 1
settings: {}
data:
first:
Any:
second:
enabled: 0
settings: {}
data:
first:
Editor: Editor
second:
enabled: 0
settings:
DefaultValueInitialized: true
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 86f54622630720f4abe279acdbb8886f
folderAsset: yes
timeCreated: 1561217660
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,185 @@
using UnityEditor;
using UnityEngine;
namespace IngameDebugConsole
{
[CustomEditor( typeof( DebugLogManager ) )]
public class DebugLogManagerEditor : Editor
{
private SerializedProperty singleton;
private SerializedProperty minimumHeight;
private SerializedProperty enableHorizontalResizing;
private SerializedProperty resizeFromRight;
private SerializedProperty minimumWidth;
private SerializedProperty logWindowOpacity;
private SerializedProperty popupOpacity;
private SerializedProperty popupVisibility;
private SerializedProperty popupVisibilityLogFilter;
private SerializedProperty startMinimized;
private SerializedProperty toggleWithKey;
private SerializedProperty toggleKey;
private SerializedProperty enableSearchbar;
private SerializedProperty topSearchbarMinWidth;
private SerializedProperty copyAllLogsOnResizeButtonClick;
private SerializedProperty receiveLogsWhileInactive;
private SerializedProperty receiveInfoLogs;
private SerializedProperty receiveWarningLogs;
private SerializedProperty receiveErrorLogs;
private SerializedProperty receiveExceptionLogs;
private SerializedProperty captureLogTimestamps;
private SerializedProperty alwaysDisplayTimestamps;
private SerializedProperty maxLogCount;
private SerializedProperty logsToRemoveAfterMaxLogCount;
private SerializedProperty queuedLogLimit;
private SerializedProperty clearCommandAfterExecution;
private SerializedProperty commandHistorySize;
private SerializedProperty showCommandSuggestions;
private SerializedProperty receiveLogcatLogsInAndroid;
private SerializedProperty logcatArguments;
private SerializedProperty avoidScreenCutout;
private SerializedProperty popupAvoidsScreenCutout;
private SerializedProperty autoFocusOnCommandInputField;
private readonly GUIContent popupVisibilityLogFilterLabel = new GUIContent( "Log Filter", "Determines which log types will show the popup on screen" );
private readonly GUIContent receivedLogTypesLabel = new GUIContent( "Received Log Types", "Only these logs will be received by the console window, other logs will simply be skipped" );
private readonly GUIContent receiveInfoLogsLabel = new GUIContent( "Info" );
private readonly GUIContent receiveWarningLogsLabel = new GUIContent( "Warning" );
private readonly GUIContent receiveErrorLogsLabel = new GUIContent( "Error" );
private readonly GUIContent receiveExceptionLogsLabel = new GUIContent( "Exception" );
private void OnEnable()
{
singleton = serializedObject.FindProperty( "singleton" );
minimumHeight = serializedObject.FindProperty( "minimumHeight" );
enableHorizontalResizing = serializedObject.FindProperty( "enableHorizontalResizing" );
resizeFromRight = serializedObject.FindProperty( "resizeFromRight" );
minimumWidth = serializedObject.FindProperty( "minimumWidth" );
logWindowOpacity = serializedObject.FindProperty( "logWindowOpacity" );
popupOpacity = serializedObject.FindProperty( "popupOpacity" );
popupVisibility = serializedObject.FindProperty( "popupVisibility" );
popupVisibilityLogFilter = serializedObject.FindProperty( "popupVisibilityLogFilter" );
startMinimized = serializedObject.FindProperty( "startMinimized" );
toggleWithKey = serializedObject.FindProperty( "toggleWithKey" );
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
toggleKey = serializedObject.FindProperty( "toggleBinding" );
#else
toggleKey = serializedObject.FindProperty( "toggleKey" );
#endif
enableSearchbar = serializedObject.FindProperty( "enableSearchbar" );
topSearchbarMinWidth = serializedObject.FindProperty( "topSearchbarMinWidth" );
receiveLogsWhileInactive = serializedObject.FindProperty( "receiveLogsWhileInactive" );
receiveInfoLogs = serializedObject.FindProperty( "receiveInfoLogs" );
receiveWarningLogs = serializedObject.FindProperty( "receiveWarningLogs" );
receiveErrorLogs = serializedObject.FindProperty( "receiveErrorLogs" );
receiveExceptionLogs = serializedObject.FindProperty( "receiveExceptionLogs" );
captureLogTimestamps = serializedObject.FindProperty( "captureLogTimestamps" );
alwaysDisplayTimestamps = serializedObject.FindProperty( "alwaysDisplayTimestamps" );
maxLogCount = serializedObject.FindProperty( "maxLogCount" );
logsToRemoveAfterMaxLogCount = serializedObject.FindProperty( "logsToRemoveAfterMaxLogCount" );
queuedLogLimit = serializedObject.FindProperty( "queuedLogLimit" );
copyAllLogsOnResizeButtonClick = serializedObject.FindProperty("copyAllLogsOnResizeButtonClick");
clearCommandAfterExecution = serializedObject.FindProperty( "clearCommandAfterExecution" );
commandHistorySize = serializedObject.FindProperty( "commandHistorySize" );
showCommandSuggestions = serializedObject.FindProperty( "showCommandSuggestions" );
receiveLogcatLogsInAndroid = serializedObject.FindProperty( "receiveLogcatLogsInAndroid" );
logcatArguments = serializedObject.FindProperty( "logcatArguments" );
avoidScreenCutout = serializedObject.FindProperty( "avoidScreenCutout" );
popupAvoidsScreenCutout = serializedObject.FindProperty( "popupAvoidsScreenCutout" );
autoFocusOnCommandInputField = serializedObject.FindProperty( "autoFocusOnCommandInputField" );
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField( singleton );
EditorGUILayout.Space();
EditorGUILayout.PropertyField( minimumHeight );
EditorGUILayout.PropertyField( enableHorizontalResizing );
if( enableHorizontalResizing.boolValue )
{
DrawSubProperty( resizeFromRight );
DrawSubProperty( minimumWidth );
}
EditorGUILayout.PropertyField( avoidScreenCutout );
DrawSubProperty( popupAvoidsScreenCutout );
EditorGUILayout.Space();
EditorGUILayout.PropertyField( startMinimized );
EditorGUILayout.PropertyField( logWindowOpacity );
EditorGUILayout.PropertyField( popupOpacity );
EditorGUILayout.PropertyField( popupVisibility );
if( popupVisibility.intValue == (int) PopupVisibility.WhenLogReceived )
{
EditorGUI.indentLevel++;
Rect rect = EditorGUILayout.GetControlRect();
EditorGUI.BeginProperty( rect, GUIContent.none, popupVisibilityLogFilter );
popupVisibilityLogFilter.intValue = (int) (DebugLogFilter) EditorGUI.EnumFlagsField( rect, popupVisibilityLogFilterLabel, (DebugLogFilter) popupVisibilityLogFilter.intValue );
EditorGUI.EndProperty();
EditorGUI.indentLevel--;
}
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= In-game Debug Console (v1.8.2) =
Documentation: https://github.com/yasirkula/UnityIngameDebugConsole
FAQ: https://github.com/yasirkula/UnityIngameDebugConsole#faq
E-mail: yasirkula@gmail.com
You can simply place the IngameDebugConsole prefab to your scene. Hovering the cursor over its properties in the Inspector will reveal explanatory tooltips.

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using System;
using System.Reflection;
namespace IngameDebugConsole
{
public abstract class ConsoleAttribute : Attribute
{
public MethodInfo Method { get; private set; }
public abstract int Order { get; }
public void SetMethod(MethodInfo method)
{
if (Method != null)
throw new Exception("Method was already initialized.");
Method = method;
}
public abstract void Load();
}
}

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using System;
namespace IngameDebugConsole
{
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = false)]
public class ConsoleCustomTypeParserAttribute : ConsoleAttribute
{
public readonly Type type;
public readonly string readableName;
public override int Order { get { return 0; } }
public ConsoleCustomTypeParserAttribute(Type type, string readableName = null)
{
this.type = type;
this.readableName = readableName;
}
public override void Load()
{
DebugLogConsole.AddCustomParameterType(type, (DebugLogConsole.ParseFunction)Delegate.CreateDelegate(typeof(DebugLogConsole.ParseFunction), Method), readableName);
}
}
}

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using System;
namespace IngameDebugConsole
{
[AttributeUsage( AttributeTargets.Method, Inherited = false, AllowMultiple = true )]
public class ConsoleMethodAttribute : ConsoleAttribute
{
private string m_command;
private string m_description;
private string[] m_parameterNames;
public string Command { get { return m_command; } }
public string Description { get { return m_description; } }
public string[] ParameterNames { get { return m_parameterNames; } }
public override int Order { get { return 1; } }
public ConsoleMethodAttribute( string command, string description, params string[] parameterNames )
{
m_command = command;
m_description = description;
m_parameterNames = parameterNames;
}
public override void Load()
{
DebugLogConsole.AddCommand(Command, Description, Method, null, ParameterNames);
}
}
}

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using System;
using UnityEngine;
namespace IngameDebugConsole
{
public class CircularBuffer<T>
{
private readonly T[] array;
private int startIndex;
public int Count { get; private set; }
public T this[int index] { get { return array[( startIndex + index ) % array.Length]; } }
public CircularBuffer( int capacity )
{
array = new T[capacity];
}
// Old elements are overwritten when capacity is reached
public void Add( T value )
{
if( Count < array.Length )
array[Count++] = value;
else
{
array[startIndex] = value;
if( ++startIndex >= array.Length )
startIndex = 0;
}
}
public T[] ToArray()
{
T[] result = new T[Count];
for (int i = 0; i < Count; i++)
result[i] = this[i];
return result;
}
}
public class DynamicCircularBuffer<T>
{
private T[] array;
private int startIndex;
public int Count { get; private set; }
public int Capacity { get { return array.Length; } }
public T this[int index]
{
get { return array[( startIndex + index ) % array.Length]; }
set { array[( startIndex + index ) % array.Length] = value; }
}
public DynamicCircularBuffer( int initialCapacity = 2 )
{
array = new T[initialCapacity];
}
private void SetCapacity( int capacity )
{
T[] newArray = new T[capacity];
if( Count > 0 )
{
int elementsBeforeWrap = Mathf.Min( Count, array.Length - startIndex );
Array.Copy( array, startIndex, newArray, 0, elementsBeforeWrap );
if( elementsBeforeWrap < Count )
Array.Copy( array, 0, newArray, elementsBeforeWrap, Count - elementsBeforeWrap );
}
array = newArray;
startIndex = 0;
}
/// <summary>Inserts the value to the beginning of the collection.</summary>
public void AddFirst( T value )
{
if( array.Length == Count )
SetCapacity( Mathf.Max( array.Length * 2, 4 ) );
startIndex = ( startIndex > 0 ) ? ( startIndex - 1 ) : ( array.Length - 1 );
array[startIndex] = value;
Count++;
}
/// <summary>Adds the value to the end of the collection.</summary>
public void Add( T value )
{
if( array.Length == Count )
SetCapacity( Mathf.Max( array.Length * 2, 4 ) );
this[Count++] = value;
}
public void AddRange( DynamicCircularBuffer<T> other )
{
if( other.Count == 0 )
return;
if( array.Length < Count + other.Count )
SetCapacity( Mathf.Max( array.Length * 2, Count + other.Count ) );
int insertStartIndex = ( startIndex + Count ) % array.Length;
int elementsBeforeWrap = Mathf.Min( other.Count, array.Length - insertStartIndex );
int otherElementsBeforeWrap = Mathf.Min( other.Count, other.array.Length - other.startIndex );
Array.Copy( other.array, other.startIndex, array, insertStartIndex, Mathf.Min( elementsBeforeWrap, otherElementsBeforeWrap ) );
if( elementsBeforeWrap < otherElementsBeforeWrap ) // This array wrapped before the other array
Array.Copy( other.array, other.startIndex + elementsBeforeWrap, array, 0, otherElementsBeforeWrap - elementsBeforeWrap );
else if( elementsBeforeWrap > otherElementsBeforeWrap ) // The other array wrapped before this array
Array.Copy( other.array, 0, array, insertStartIndex + otherElementsBeforeWrap, elementsBeforeWrap - otherElementsBeforeWrap );
int copiedElements = Mathf.Max( elementsBeforeWrap, otherElementsBeforeWrap );
if( copiedElements < other.Count ) // Both arrays wrapped and there's still some elements left to copy
Array.Copy( other.array, copiedElements - otherElementsBeforeWrap, array, copiedElements - elementsBeforeWrap, other.Count - copiedElements );
Count += other.Count;
}
public T RemoveFirst()
{
T element = array[startIndex];
array[startIndex] = default( T );
if( ++startIndex == array.Length )
startIndex = 0;
Count--;
return element;
}
public T RemoveLast()
{
int index = ( startIndex + Count - 1 ) % array.Length;
T element = array[index];
array[index] = default( T );
Count--;
return element;
}
public int RemoveAll( Predicate<T> shouldRemoveElement )
{
return RemoveAll<T>( shouldRemoveElement, null, null );
}
public int RemoveAll<Y>( Predicate<T> shouldRemoveElement, Action<T, int> onElementIndexChanged, DynamicCircularBuffer<Y> synchronizedBuffer )
{
Y[] synchronizedArray = ( synchronizedBuffer != null ) ? synchronizedBuffer.array : null;
int elementsBeforeWrap = Mathf.Min( Count, array.Length - startIndex );
int removedElements = 0;
int i = startIndex, newIndex = startIndex, endIndex = startIndex + elementsBeforeWrap;
for( ; i < endIndex; i++ )
{
if( shouldRemoveElement( array[i] ) )
removedElements++;
else
{
if( removedElements > 0 )
{
T element = array[i];
array[newIndex] = element;
if( synchronizedArray != null )
synchronizedArray[newIndex] = synchronizedArray[i];
if( onElementIndexChanged != null )
onElementIndexChanged( element, newIndex - startIndex );
}
newIndex++;
}
}
i = 0;
endIndex = Count - elementsBeforeWrap;
if( newIndex < array.Length )
{
for( ; i < endIndex; i++ )
{
if( shouldRemoveElement( array[i] ) )
removedElements++;
else
{
T element = array[i];
array[newIndex] = element;
if( synchronizedArray != null )
synchronizedArray[newIndex] = synchronizedArray[i];
if( onElementIndexChanged != null )
onElementIndexChanged( element, newIndex - startIndex );
if( ++newIndex == array.Length )
{
i++;
break;
}
}
}
}
if( newIndex == array.Length )
{
newIndex = 0;
for( ; i < endIndex; i++ )
{
if( shouldRemoveElement( array[i] ) )
removedElements++;
else
{
if( removedElements > 0 )
{
T element = array[i];
array[newIndex] = element;
if( synchronizedArray != null )
synchronizedArray[newIndex] = synchronizedArray[i];
if( onElementIndexChanged != null )
onElementIndexChanged( element, newIndex + elementsBeforeWrap );
}
newIndex++;
}
}
}
TrimEnd( removedElements );
if( synchronizedBuffer != null )
synchronizedBuffer.TrimEnd( removedElements );
return removedElements;
}
public void TrimStart( int trimCount, Action<T> perElementCallback = null )
{
TrimInternal( trimCount, startIndex, perElementCallback );
startIndex = ( startIndex + trimCount ) % array.Length;
}
public void TrimEnd( int trimCount, Action<T> perElementCallback = null )
{
TrimInternal( trimCount, ( startIndex + Count - trimCount ) % array.Length, perElementCallback );
}
private void TrimInternal( int trimCount, int startIndex, Action<T> perElementCallback )
{
int elementsBeforeWrap = Mathf.Min( trimCount, array.Length - startIndex );
if( perElementCallback == null )
{
Array.Clear( array, startIndex, elementsBeforeWrap );
if( elementsBeforeWrap < trimCount )
Array.Clear( array, 0, trimCount - elementsBeforeWrap );
}
else
{
for( int i = startIndex, endIndex = startIndex + elementsBeforeWrap; i < endIndex; i++ )
{
perElementCallback( array[i] );
array[i] = default( T );
}
for( int i = 0, endIndex = trimCount - elementsBeforeWrap; i < endIndex; i++ )
{
perElementCallback( array[i] );
array[i] = default( T );
}
}
Count -= trimCount;
}
public void Clear()
{
int elementsBeforeWrap = Mathf.Min( Count, array.Length - startIndex );
Array.Clear( array, startIndex, elementsBeforeWrap );
if( elementsBeforeWrap < Count )
Array.Clear( array, 0, Count - elementsBeforeWrap );
startIndex = 0;
Count = 0;
}
public int IndexOf( T value )
{
int elementsBeforeWrap = Mathf.Min( Count, array.Length - startIndex );
int index = Array.IndexOf( array, value, startIndex, elementsBeforeWrap );
if( index >= 0 )
return index - startIndex;
if( elementsBeforeWrap < Count )
{
index = Array.IndexOf( array, value, 0, Count - elementsBeforeWrap );
if( index >= 0 )
return index + elementsBeforeWrap;
}
return -1;
}
public void ForEach( Action<T> action )
{
int elementsBeforeWrap = Mathf.Min( Count, array.Length - startIndex );
for( int i = startIndex, endIndex = startIndex + elementsBeforeWrap; i < endIndex; i++ )
action( array[i] );
for( int i = 0, endIndex = Count - elementsBeforeWrap; i < endIndex; i++ )
action( array[i] );
}
}
}

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fileFormatVersion: 2
guid: 6136cb3c00eac0149901b8e7f2fecef8
timeCreated: 1550943949
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections;
using UnityEngine;
using UnityEngine.EventSystems;
namespace IngameDebugConsole
{
public class CopyLogsOnResizeButtonClick : MonoBehaviour, IPointerClickHandler
{
[SerializeField]
private int maxLogCount = int.MaxValue;
[SerializeField]
private float maxElapsedTime = float.PositiveInfinity;
void IPointerClickHandler.OnPointerClick(PointerEventData eventData)
{
if (!eventData.dragging && eventData.eligibleForClick && DebugLogManager.Instance.copyAllLogsOnResizeButtonClick)
{
GUIUtility.systemCopyBuffer = DebugLogManager.Instance.GetAllLogs(maxLogCount, maxElapsedTime);
StartCoroutine(ScaleAnimationCoroutine());
}
}
private IEnumerator ScaleAnimationCoroutine()
{
for (float t = 0f; t < 1f; t += Time.unscaledDeltaTime * 3f)
{
transform.localScale = Vector3.one * (1f + Mathf.PingPong(t, 0.5f));
yield return null;
}
transform.localScale = Vector3.one;
}
}
}

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fileFormatVersion: 2
guid: 298319a3c52d37442b63e30622b8c05d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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assetBundleVariant:

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fileFormatVersion: 2
guid: d15693a03d0d33b4892c6365a2a97e19
timeCreated: 1472036503
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections.Generic;
using System.Globalization;
using System.Text;
using UnityEngine;
// Container for a simple debug entry
namespace IngameDebugConsole
{
public class DebugLogEntry
{
private const int HASH_NOT_CALCULATED = -623218;
public string logString;
public string stackTrace;
private string completeLog;
// Sprite to show with this entry
public LogType logType;
// Collapsed count
public int count;
// Index of this entry among all collapsed entries
public int collapsedIndex;
private int hashValue;
public void Initialize( string logString, string stackTrace )
{
this.logString = logString;
this.stackTrace = stackTrace;
completeLog = null;
count = 1;
hashValue = HASH_NOT_CALCULATED;
}
public void Clear()
{
logString = null;
stackTrace = null;
completeLog = null;
}
// Checks if logString or stackTrace contains the search term
public bool MatchesSearchTerm( string searchTerm )
{
return ( logString != null && DebugLogConsole.caseInsensitiveComparer.IndexOf( logString, searchTerm, CompareOptions.IgnoreCase | CompareOptions.IgnoreNonSpace ) >= 0 ) ||
( stackTrace != null && DebugLogConsole.caseInsensitiveComparer.IndexOf( stackTrace, searchTerm, CompareOptions.IgnoreCase | CompareOptions.IgnoreNonSpace ) >= 0 );
}
// Return a string containing complete information about this debug entry
public override string ToString()
{
if( completeLog == null )
completeLog = string.Concat( logString, "\n", stackTrace );
return completeLog;
}
// Credit: https://stackoverflow.com/a/19250516/2373034
public int GetContentHashCode()
{
if( hashValue == HASH_NOT_CALCULATED )
{
unchecked
{
hashValue = 17;
hashValue = hashValue * 23 + ( logString == null ? 0 : logString.GetHashCode() );
hashValue = hashValue * 23 + ( stackTrace == null ? 0 : stackTrace.GetHashCode() );
}
}
return hashValue;
}
}
public struct QueuedDebugLogEntry
{
public readonly string logString;
public readonly string stackTrace;
public readonly LogType logType;
public QueuedDebugLogEntry( string logString, string stackTrace, LogType logType )
{
this.logString = logString;
this.stackTrace = stackTrace;
this.logType = logType;
}
// Checks if logString or stackTrace contains the search term
public bool MatchesSearchTerm( string searchTerm )
{
return ( logString != null && DebugLogConsole.caseInsensitiveComparer.IndexOf( logString, searchTerm, CompareOptions.IgnoreCase | CompareOptions.IgnoreNonSpace ) >= 0 ) ||
( stackTrace != null && DebugLogConsole.caseInsensitiveComparer.IndexOf( stackTrace, searchTerm, CompareOptions.IgnoreCase | CompareOptions.IgnoreNonSpace ) >= 0 );
}
}
public struct DebugLogEntryTimestamp
{
public readonly System.DateTime dateTime;
#if !IDG_OMIT_ELAPSED_TIME
public readonly float elapsedSeconds;
#endif
#if !IDG_OMIT_FRAMECOUNT
public readonly int frameCount;
#endif
#if !IDG_OMIT_ELAPSED_TIME && !IDG_OMIT_FRAMECOUNT
public DebugLogEntryTimestamp( System.DateTime dateTime, float elapsedSeconds, int frameCount )
#elif !IDG_OMIT_ELAPSED_TIME
public DebugLogEntryTimestamp( System.DateTime dateTime, float elapsedSeconds )
#elif !IDG_OMIT_FRAMECOUNT
public DebugLogEntryTimestamp( System.DateTime dateTime, int frameCount )
#else
public DebugLogEntryTimestamp( System.DateTime dateTime )
#endif
{
this.dateTime = dateTime;
#if !IDG_OMIT_ELAPSED_TIME
this.elapsedSeconds = elapsedSeconds;
#endif
#if !IDG_OMIT_FRAMECOUNT
this.frameCount = frameCount;
#endif
}
public void AppendTime( StringBuilder sb )
{
// Add DateTime in format: [HH:mm:ss]
sb.Append( "[" );
int hour = dateTime.Hour;
if( hour >= 10 )
sb.Append( hour );
else
sb.Append( "0" ).Append( hour );
sb.Append( ":" );
int minute = dateTime.Minute;
if( minute >= 10 )
sb.Append( minute );
else
sb.Append( "0" ).Append( minute );
sb.Append( ":" );
int second = dateTime.Second;
if( second >= 10 )
sb.Append( second );
else
sb.Append( "0" ).Append( second );
sb.Append( "]" );
}
public void AppendFullTimestamp( StringBuilder sb )
{
AppendTime( sb );
#if !IDG_OMIT_ELAPSED_TIME && !IDG_OMIT_FRAMECOUNT
// Append elapsed seconds and frame count in format: [1.0s at #Frame]
sb.Append( "[" ).Append( elapsedSeconds.ToString( "F1" ) ).Append( "s at " ).Append( "#" ).Append( frameCount ).Append( "]" );
#elif !IDG_OMIT_ELAPSED_TIME
// Append elapsed seconds in format: [1.0s]
sb.Append( "[" ).Append( elapsedSeconds.ToString( "F1" ) ).Append( "s]" );
#elif !IDG_OMIT_FRAMECOUNT
// Append frame count in format: [#Frame]
sb.Append( "[#" ).Append( frameCount ).Append( "]" );
#endif
}
}
public class DebugLogEntryContentEqualityComparer : EqualityComparer<DebugLogEntry>
{
public override bool Equals( DebugLogEntry x, DebugLogEntry y )
{
return x.logString == y.logString && x.stackTrace == y.stackTrace;
}
public override int GetHashCode( DebugLogEntry obj )
{
return obj.GetContentHashCode();
}
}
}

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fileFormatVersion: 2
guid: e7b1a420c564be040bf73b8a377fc2c2
timeCreated: 1466375168
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Text;
using TMPro;
#if UNITY_EDITOR
using UnityEditor;
using System.Text.RegularExpressions;
#endif
// A UI element to show information about a debug entry
namespace IngameDebugConsole
{
public class DebugLogItem : MonoBehaviour, IPointerClickHandler
{
#pragma warning disable 0649
// Cached components
[SerializeField]
private RectTransform transformComponent;
public RectTransform Transform { get { return transformComponent; } }
[SerializeField]
private Image imageComponent;
public Image Image { get { return imageComponent; } }
[SerializeField]
private CanvasGroup canvasGroupComponent;
public CanvasGroup CanvasGroup { get { return canvasGroupComponent; } }
[SerializeField]
private TextMeshProUGUI logText;
[SerializeField]
private Image logTypeImage;
// Objects related to the collapsed count of the debug entry
[SerializeField]
private GameObject logCountParent;
[SerializeField]
private TextMeshProUGUI logCountText;
[SerializeField]
private Button copyLogButton;
#pragma warning restore 0649
// Debug entry to show with this log item
private DebugLogEntry logEntry;
public DebugLogEntry Entry { get { return logEntry; } }
private DebugLogEntryTimestamp? logEntryTimestamp;
public DebugLogEntryTimestamp? Timestamp { get { return logEntryTimestamp; } }
// Index of the entry in the list of entries
[System.NonSerialized] public int Index;
private bool isExpanded;
public bool Expanded { get { return isExpanded; } }
private Vector2 logTextOriginalPosition;
private Vector2 logTextOriginalSize;
private float copyLogButtonHeight;
private DebugLogRecycledListView listView;
public void Initialize( DebugLogRecycledListView listView )
{
this.listView = listView;
logTextOriginalPosition = logText.rectTransform.anchoredPosition;
logTextOriginalSize = logText.rectTransform.sizeDelta;
copyLogButtonHeight = ( copyLogButton.transform as RectTransform ).anchoredPosition.y + ( copyLogButton.transform as RectTransform ).sizeDelta.y + 2f; // 2f: space between text and button
if (listView.manager.logItemFontOverride != null)
logText.font = listView.manager.logItemFontOverride;
copyLogButton.onClick.AddListener( CopyLog );
#if !UNITY_EDITOR && UNITY_WEBGL
copyLogButton.gameObject.AddComponent<DebugLogItemCopyWebGL>().Initialize( this );
#endif
}
public void SetContent( DebugLogEntry logEntry, DebugLogEntryTimestamp? logEntryTimestamp, int entryIndex, bool isExpanded )
{
this.logEntry = logEntry;
this.logEntryTimestamp = logEntryTimestamp;
this.Index = entryIndex;
this.isExpanded = isExpanded;
Vector2 size = transformComponent.sizeDelta;
if( isExpanded )
{
size.y = listView.SelectedItemHeight;
if( !copyLogButton.gameObject.activeSelf )
{
copyLogButton.gameObject.SetActive( true );
logText.rectTransform.anchoredPosition = new Vector2( logTextOriginalPosition.x, logTextOriginalPosition.y + copyLogButtonHeight * 0.5f );
logText.rectTransform.sizeDelta = logTextOriginalSize - new Vector2( 0f, copyLogButtonHeight );
}
}
else
{
size.y = listView.ItemHeight;
if( copyLogButton.gameObject.activeSelf )
{
copyLogButton.gameObject.SetActive( false );
logText.rectTransform.anchoredPosition = logTextOriginalPosition;
logText.rectTransform.sizeDelta = logTextOriginalSize;
}
}
transformComponent.sizeDelta = size;
SetText( logEntry, logEntryTimestamp, isExpanded );
logTypeImage.sprite = DebugLogManager.logSpriteRepresentations[(int) logEntry.logType];
}
// Show the collapsed count of the debug entry
public void ShowCount()
{
logCountText.SetText( "{0}", logEntry.count );
if( !logCountParent.activeSelf )
logCountParent.SetActive( true );
}
// Hide the collapsed count of the debug entry
public void HideCount()
{
if( logCountParent.activeSelf )
logCountParent.SetActive( false );
}
// Update the debug entry's displayed timestamp
public void UpdateTimestamp( DebugLogEntryTimestamp timestamp )
{
logEntryTimestamp = timestamp;
if( isExpanded || listView.manager.alwaysDisplayTimestamps )
SetText( logEntry, timestamp, isExpanded );
}
private void SetText(DebugLogEntry logEntry, DebugLogEntryTimestamp? logEntryTimestamp, bool isExpanded)
{
string text = isExpanded ? logEntry.ToString() : logEntry.logString;
int maxLogLength = isExpanded ? listView.manager.maxExpandedLogLength : listView.manager.maxCollapsedLogLength;
if (!logEntryTimestamp.HasValue || (!isExpanded && !listView.manager.alwaysDisplayTimestamps))
{
if (text.Length <= maxLogLength)
logText.text = text;
else
{
if (listView.manager.textBuffer.Length < maxLogLength)
listView.manager.textBuffer = new char[maxLogLength];
text.CopyTo(0, listView.manager.textBuffer, 0, maxLogLength);
logText.SetText(listView.manager.textBuffer, 0, maxLogLength);
}
}
else
{
StringBuilder sb = listView.manager.sharedStringBuilder;
sb.Length = 0;
if (isExpanded)
{
logEntryTimestamp.Value.AppendFullTimestamp(sb);
sb.Append(": ").Append(text, 0, Mathf.Min(text.Length, maxLogLength - sb.Length));
}
else
{
logEntryTimestamp.Value.AppendTime(sb);
sb.Append(" ").Append(text, 0, Mathf.Min(text.Length, maxLogLength - sb.Length));
}
if (listView.manager.textBuffer.Length < sb.Length)
listView.manager.textBuffer = new char[sb.Length];
sb.CopyTo(0, listView.manager.textBuffer, 0, sb.Length);
logText.SetText(listView.manager.textBuffer, 0, sb.Length);
}
}
// This log item is clicked, show the debug entry's stack trace
public void OnPointerClick( PointerEventData eventData )
{
#if UNITY_EDITOR
if( eventData.button == PointerEventData.InputButton.Right )
{
Match regex = Regex.Match( logEntry.stackTrace, @"\(at .*\.cs:[0-9]+\)$", RegexOptions.Multiline );
if( regex.Success )
{
string line = logEntry.stackTrace.Substring( regex.Index + 4, regex.Length - 5 );
int lineSeparator = line.IndexOf( ':' );
MonoScript script = AssetDatabase.LoadAssetAtPath<MonoScript>( line.Substring( 0, lineSeparator ) );
if( script != null )
AssetDatabase.OpenAsset( script, int.Parse( line.Substring( lineSeparator + 1 ) ) );
}
}
else
listView.OnLogItemClicked( this );
#else
listView.OnLogItemClicked( this );
#endif
}
private void CopyLog()
{
#if UNITY_EDITOR || !UNITY_WEBGL
string log = GetCopyContent();
if( !string.IsNullOrEmpty( log ) )
GUIUtility.systemCopyBuffer = log;
#endif
}
internal string GetCopyContent()
{
if( !logEntryTimestamp.HasValue )
return logEntry.ToString();
else
{
StringBuilder sb = listView.manager.sharedStringBuilder;
sb.Length = 0;
logEntryTimestamp.Value.AppendFullTimestamp( sb );
sb.Append( ": " ).Append( logEntry.ToString() );
return sb.ToString();
}
}
/// Here, we're using <see cref="TMP_Text.GetRenderedValues(bool)"/> instead of <see cref="TMP_Text.preferredHeight"/> because the latter doesn't take
/// <see cref="TMP_Text.maxVisibleCharacters"/> into account. However, for <see cref="TMP_Text.GetRenderedValues(bool)"/> to work, we need to give it
/// enough space (increase log item's height) and let it regenerate its mesh <see cref="TMP_Text.ForceMeshUpdate"/>.
public float CalculateExpandedHeight( DebugLogEntry logEntry, DebugLogEntryTimestamp? logEntryTimestamp )
{
string text = logText.text;
Vector2 size = ( transform as RectTransform ).sizeDelta;
( transform as RectTransform ).sizeDelta = new Vector2( size.x, 10000f );
SetText( logEntry, logEntryTimestamp, true );
logText.ForceMeshUpdate();
float result = logText.GetRenderedValues( true ).y + copyLogButtonHeight;
( transform as RectTransform ).sizeDelta = size;
logText.text = text;
return Mathf.Max( listView.ItemHeight, result );
}
// Return a string containing complete information about the debug entry
public override string ToString()
{
return logEntry.ToString();
}
}
}

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fileFormatVersion: 2
guid: d2ea291be9de70a4abfec595203c96c1
timeCreated: 1465919949
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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#if !UNITY_EDITOR && UNITY_WEBGL
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.EventSystems;
namespace IngameDebugConsole
{
public class DebugLogItemCopyWebGL : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
[DllImport( "__Internal" )]
private static extern void IngameDebugConsoleStartCopy( string textToCopy );
[DllImport( "__Internal" )]
private static extern void IngameDebugConsoleCancelCopy();
private DebugLogItem logItem;
public void Initialize( DebugLogItem logItem )
{
this.logItem = logItem;
}
public void OnPointerDown( PointerEventData eventData )
{
string log = logItem.GetCopyContent();
if( !string.IsNullOrEmpty( log ) )
IngameDebugConsoleStartCopy( log );
}
public void OnPointerUp( PointerEventData eventData )
{
if( eventData.dragging )
IngameDebugConsoleCancelCopy();
}
}
}
#endif

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fileFormatVersion: 2
guid: 6a4f16ed905adcd4ab0d7c8c11f0d72c
timeCreated: 1522092746
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: -9869
icon: {instanceID: 0}
userData:
assetBundleName:
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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
using TMPro;
#if UNITY_EDITOR && UNITY_2021_1_OR_NEWER
using Screen = UnityEngine.Device.Screen; // To support Device Simulator on Unity 2021.1+
#endif
// Manager class for the debug popup
namespace IngameDebugConsole
{
public class DebugLogPopup : MonoBehaviour, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
{
private RectTransform popupTransform;
// Dimensions of the popup divided by 2
private Vector2 halfSize;
// Background image that will change color to indicate an alert
private Image backgroundImage;
// Canvas group to modify visibility of the popup
private CanvasGroup canvasGroup;
#pragma warning disable 0649
[SerializeField]
private DebugLogManager debugManager;
[SerializeField]
private TextMeshProUGUI newInfoCountText;
[SerializeField]
private TextMeshProUGUI newWarningCountText;
[SerializeField]
private TextMeshProUGUI newErrorCountText;
[SerializeField]
private Color alertColorInfo;
[SerializeField]
private Color alertColorWarning;
[SerializeField]
private Color alertColorError;
#pragma warning restore 0649
// Number of new debug entries since the log window has been closed
private int newInfoCount = 0, newWarningCount = 0, newErrorCount = 0;
private Color normalColor;
private bool isPopupBeingDragged = false;
private Vector2 normalizedPosition;
// Coroutines for simple code-based animations
private IEnumerator moveToPosCoroutine = null;
public bool IsVisible { get; private set; }
private void Awake()
{
popupTransform = (RectTransform) transform;
backgroundImage = GetComponent<Image>();
canvasGroup = GetComponent<CanvasGroup>();
normalColor = backgroundImage.color;
halfSize = popupTransform.sizeDelta * 0.5f;
Vector2 pos = popupTransform.anchoredPosition;
if( pos.x != 0f || pos.y != 0f )
normalizedPosition = pos.normalized; // Respect the initial popup position set in the prefab
else
normalizedPosition = new Vector2( 0.5f, 0f ); // Right edge by default
}
public void NewLogsArrived( int newInfo, int newWarning, int newError )
{
if( newInfo > 0 )
{
newInfoCount += newInfo;
newInfoCountText.text = newInfoCount.ToString();
}
if( newWarning > 0 )
{
newWarningCount += newWarning;
newWarningCountText.text = newWarningCount.ToString();
}
if( newError > 0 )
{
newErrorCount += newError;
newErrorCountText.text = newErrorCount.ToString();
}
if( newErrorCount > 0 )
backgroundImage.color = alertColorError;
else if( newWarningCount > 0 )
backgroundImage.color = alertColorWarning;
else
backgroundImage.color = alertColorInfo;
}
private void ResetValues()
{
newInfoCount = 0;
newWarningCount = 0;
newErrorCount = 0;
newInfoCountText.text = "0";
newWarningCountText.text = "0";
newErrorCountText.text = "0";
backgroundImage.color = normalColor;
}
// A simple smooth movement animation
private IEnumerator MoveToPosAnimation( Vector2 targetPos )
{
float modifier = 0f;
Vector2 initialPos = popupTransform.anchoredPosition;
while( modifier < 1f )
{
modifier += 4f * Time.unscaledDeltaTime;
popupTransform.anchoredPosition = Vector2.Lerp( initialPos, targetPos, modifier );
yield return null;
}
}
// Popup is clicked
public void OnPointerClick( PointerEventData data )
{
// Hide the popup and show the log window
if( !isPopupBeingDragged )
debugManager.ShowLogWindow();
}
// Hides the log window and shows the popup
public void Show()
{
canvasGroup.blocksRaycasts = true;
canvasGroup.alpha = debugManager.popupOpacity;
IsVisible = true;
// Reset the counters
ResetValues();
// Update position in case resolution was changed while the popup was hidden
UpdatePosition( true );
}
// Hide the popup
public void Hide()
{
canvasGroup.blocksRaycasts = false;
canvasGroup.alpha = 0f;
IsVisible = false;
isPopupBeingDragged = false;
}
public void OnBeginDrag( PointerEventData data )
{
isPopupBeingDragged = true;
// If a smooth movement animation is in progress, cancel it
if( moveToPosCoroutine != null )
{
StopCoroutine( moveToPosCoroutine );
moveToPosCoroutine = null;
}
}
// Reposition the popup
public void OnDrag( PointerEventData data )
{
Vector2 localPoint;
if( RectTransformUtility.ScreenPointToLocalPointInRectangle( debugManager.canvasTR, data.position, data.pressEventCamera, out localPoint ) )
popupTransform.anchoredPosition = localPoint;
}
// Smoothly translate the popup to the nearest edge
public void OnEndDrag( PointerEventData data )
{
isPopupBeingDragged = false;
UpdatePosition( false );
}
// There are 2 different spaces used in these calculations:
// RectTransform space: raw anchoredPosition of the popup that's in range [-canvasSize/2, canvasSize/2]
// Safe area space: Screen.safeArea space that's in range [safeAreaBottomLeft, safeAreaTopRight] where these corner positions
// are all positive (calculated from bottom left corner of the screen instead of the center of the screen)
public void UpdatePosition( bool immediately )
{
Vector2 canvasRawSize = debugManager.canvasTR.rect.size;
// Calculate safe area bounds
float canvasWidth = canvasRawSize.x;
float canvasHeight = canvasRawSize.y;
float canvasBottomLeftX = 0f;
float canvasBottomLeftY = 0f;
if( debugManager.popupAvoidsScreenCutout )
{
#if UNITY_EDITOR || UNITY_ANDROID || UNITY_IOS
Rect safeArea = Screen.safeArea;
int screenWidth = Screen.width;
int screenHeight = Screen.height;
canvasWidth *= safeArea.width / screenWidth;
canvasHeight *= safeArea.height / screenHeight;
canvasBottomLeftX = canvasRawSize.x * ( safeArea.x / screenWidth );
canvasBottomLeftY = canvasRawSize.y * ( safeArea.y / screenHeight );
#endif
}
// Calculate safe area position of the popup
// normalizedPosition allows us to glue the popup to a specific edge of the screen. It becomes useful when
// the popup is at the right edge and we switch from portrait screen orientation to landscape screen orientation.
// Without normalizedPosition, popup could jump to bottom or top edges instead of staying at the right edge
Vector2 pos = canvasRawSize * 0.5f + ( immediately ? new Vector2( normalizedPosition.x * canvasWidth, normalizedPosition.y * canvasHeight ) : ( popupTransform.anchoredPosition - new Vector2( canvasBottomLeftX, canvasBottomLeftY ) ) );
// Find distances to all four edges of the safe area
float distToLeft = pos.x;
float distToRight = canvasWidth - distToLeft;
float distToBottom = pos.y;
float distToTop = canvasHeight - distToBottom;
float horDistance = Mathf.Min( distToLeft, distToRight );
float vertDistance = Mathf.Min( distToBottom, distToTop );
// Find the nearest edge's safe area coordinates
if( horDistance < vertDistance )
{
if( distToLeft < distToRight )
pos = new Vector2( halfSize.x, pos.y );
else
pos = new Vector2( canvasWidth - halfSize.x, pos.y );
pos.y = Mathf.Clamp( pos.y, halfSize.y, canvasHeight - halfSize.y );
}
else
{
if( distToBottom < distToTop )
pos = new Vector2( pos.x, halfSize.y );
else
pos = new Vector2( pos.x, canvasHeight - halfSize.y );
pos.x = Mathf.Clamp( pos.x, halfSize.x, canvasWidth - halfSize.x );
}
pos -= canvasRawSize * 0.5f;
normalizedPosition.Set( pos.x / canvasWidth, pos.y / canvasHeight );
// Safe area's bottom left coordinates are added to pos only after normalizedPosition's value
// is set because normalizedPosition is in range [-canvasWidth / 2, canvasWidth / 2]
pos += new Vector2( canvasBottomLeftX, canvasBottomLeftY );
// If another smooth movement animation is in progress, cancel it
if( moveToPosCoroutine != null )
{
StopCoroutine( moveToPosCoroutine );
moveToPosCoroutine = null;
}
if( immediately )
popupTransform.anchoredPosition = pos;
else
{
// Smoothly translate the popup to the specified position
moveToPosCoroutine = MoveToPosAnimation( pos );
StartCoroutine( moveToPosCoroutine );
}
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
// Handles the log items in an optimized way such that existing log items are
// recycled within the list instead of creating a new log item at each chance
namespace IngameDebugConsole
{
public class DebugLogRecycledListView : MonoBehaviour
{
#pragma warning disable 0649
// Cached components
[SerializeField]
private RectTransform transformComponent;
[SerializeField]
private RectTransform viewportTransform;
[SerializeField]
private Color logItemNormalColor1;
[SerializeField]
private Color logItemNormalColor2;
[SerializeField]
private Color logItemSelectedColor;
#pragma warning restore 0649
internal DebugLogManager manager;
private ScrollRect scrollView;
private float logItemHeight;
private DynamicCircularBuffer<DebugLogEntry> entriesToShow = null;
private DynamicCircularBuffer<DebugLogEntryTimestamp> timestampsOfEntriesToShow = null;
private DebugLogEntry selectedLogEntry;
private int indexOfSelectedLogEntry = int.MaxValue;
private float heightOfSelectedLogEntry;
private float DeltaHeightOfSelectedLogEntry { get { return heightOfSelectedLogEntry - logItemHeight; } }
/// These properties are used by <see cref="OnBeforeFilterLogs"/> and <see cref="OnAfterFilterLogs"/>.
private int collapsedOrderOfSelectedLogEntry;
private float scrollDistanceToSelectedLogEntry;
// Log items used to visualize the visible debug entries
private readonly DynamicCircularBuffer<DebugLogItem> visibleLogItems = new DynamicCircularBuffer<DebugLogItem>( 32 );
private bool isCollapseOn = false;
// Current indices of debug entries shown on screen
private int currentTopIndex = -1, currentBottomIndex = -1;
private System.Predicate<DebugLogItem> shouldRemoveLogItemPredicate;
private System.Action<DebugLogItem> poolLogItemAction;
public float ItemHeight { get { return logItemHeight; } }
public float SelectedItemHeight { get { return heightOfSelectedLogEntry; } }
private void Awake()
{
scrollView = viewportTransform.GetComponentInParent<ScrollRect>();
scrollView.onValueChanged.AddListener( ( pos ) =>
{
if( manager.IsLogWindowVisible )
UpdateItemsInTheList( false );
} );
}
public void Initialize( DebugLogManager manager, DynamicCircularBuffer<DebugLogEntry> entriesToShow, DynamicCircularBuffer<DebugLogEntryTimestamp> timestampsOfEntriesToShow, float logItemHeight )
{
this.manager = manager;
this.entriesToShow = entriesToShow;
this.timestampsOfEntriesToShow = timestampsOfEntriesToShow;
this.logItemHeight = logItemHeight;
shouldRemoveLogItemPredicate = ShouldRemoveLogItem;
poolLogItemAction = manager.PoolLogItem;
}
public void SetCollapseMode( bool collapse )
{
isCollapseOn = collapse;
}
// A log item is clicked, highlight it
public void OnLogItemClicked( DebugLogItem item )
{
OnLogItemClickedInternal( item.Index, item );
}
// Force expand the log item at specified index
public void SelectAndFocusOnLogItemAtIndex( int itemIndex )
{
if( indexOfSelectedLogEntry != itemIndex ) // Make sure that we aren't deselecting the target log item
OnLogItemClickedInternal( itemIndex );
float viewportHeight = viewportTransform.rect.height;
float transformComponentCenterYAtTop = viewportHeight * 0.5f;
float transformComponentCenterYAtBottom = transformComponent.sizeDelta.y - viewportHeight * 0.5f;
float transformComponentTargetCenterY = itemIndex * logItemHeight + viewportHeight * 0.5f;
if( transformComponentCenterYAtTop == transformComponentCenterYAtBottom )
scrollView.verticalNormalizedPosition = 0.5f;
else
scrollView.verticalNormalizedPosition = Mathf.Clamp01( Mathf.InverseLerp( transformComponentCenterYAtBottom, transformComponentCenterYAtTop, transformComponentTargetCenterY ) );
manager.SnapToBottom = false;
}
private void OnLogItemClickedInternal( int itemIndex, DebugLogItem referenceItem = null )
{
int indexOfPreviouslySelectedLogEntry = indexOfSelectedLogEntry;
DeselectSelectedLogItem();
if( indexOfPreviouslySelectedLogEntry != itemIndex )
{
selectedLogEntry = entriesToShow[itemIndex];
indexOfSelectedLogEntry = itemIndex;
CalculateSelectedLogEntryHeight( referenceItem );
manager.SnapToBottom = false;
}
CalculateContentHeight();
UpdateItemsInTheList( true );
manager.ValidateScrollPosition();
}
// Deselect the currently selected log item
public void DeselectSelectedLogItem()
{
selectedLogEntry = null;
indexOfSelectedLogEntry = int.MaxValue;
heightOfSelectedLogEntry = 0f;
}
/// <summary>
/// Cache the currently selected log item's properties so that its position can be restored after <see cref="OnAfterFilterLogs"/> is called.
/// </summary>
public void OnBeforeFilterLogs()
{
collapsedOrderOfSelectedLogEntry = 0;
scrollDistanceToSelectedLogEntry = 0f;
if( selectedLogEntry != null )
{
if( !isCollapseOn )
{
for( int i = 0; i < indexOfSelectedLogEntry; i++ )
{
if( entriesToShow[i] == selectedLogEntry )
collapsedOrderOfSelectedLogEntry++;
}
}
scrollDistanceToSelectedLogEntry = indexOfSelectedLogEntry * ItemHeight - transformComponent.anchoredPosition.y;
}
}
/// <summary>
/// See <see cref="OnBeforeFilterLogs"/>.
/// </summary>
public void OnAfterFilterLogs()
{
// Refresh selected log entry's index
int newIndexOfSelectedLogEntry = -1;
if( selectedLogEntry != null )
{
for( int i = 0; i < entriesToShow.Count; i++ )
{
if( entriesToShow[i] == selectedLogEntry && collapsedOrderOfSelectedLogEntry-- == 0 )
{
newIndexOfSelectedLogEntry = i;
break;
}
}
}
if( newIndexOfSelectedLogEntry < 0 )
DeselectSelectedLogItem();
else
{
indexOfSelectedLogEntry = newIndexOfSelectedLogEntry;
transformComponent.anchoredPosition = new Vector2( 0f, newIndexOfSelectedLogEntry * ItemHeight - scrollDistanceToSelectedLogEntry );
}
}
// Number of debug entries may have changed, update the list
public void OnLogEntriesUpdated( bool updateAllVisibleItemContents )
{
CalculateContentHeight();
UpdateItemsInTheList( updateAllVisibleItemContents );
}
// A single collapsed log entry at specified index is updated, refresh its item if visible
public void OnCollapsedLogEntryAtIndexUpdated( int index )
{
if( index >= currentTopIndex && index <= currentBottomIndex )
{
DebugLogItem logItem = GetLogItemAtIndex( index );
logItem.ShowCount();
if( timestampsOfEntriesToShow != null )
logItem.UpdateTimestamp( timestampsOfEntriesToShow[index] );
}
}
public void RefreshCollapsedLogEntryCounts()
{
for( int i = 0; i < visibleLogItems.Count; i++ )
visibleLogItems[i].ShowCount();
}
public void OnLogEntriesRemoved( int removedLogCount )
{
if( selectedLogEntry != null )
{
bool isSelectedLogEntryRemoved = isCollapseOn ? ( selectedLogEntry.count == 0 ) : ( indexOfSelectedLogEntry < removedLogCount );
if( isSelectedLogEntryRemoved )
DeselectSelectedLogItem();
else
indexOfSelectedLogEntry = isCollapseOn ? FindIndexOfLogEntryInReverseDirection( selectedLogEntry, indexOfSelectedLogEntry ) : ( indexOfSelectedLogEntry - removedLogCount );
}
if( !manager.IsLogWindowVisible && manager.SnapToBottom )
{
// When log window becomes visible, it refreshes all logs. So unless snap to bottom is disabled, we don't need to
// keep track of either the scroll position or the visible log items' positions.
visibleLogItems.TrimStart( visibleLogItems.Count, poolLogItemAction );
}
else if( !isCollapseOn )
visibleLogItems.TrimStart( Mathf.Clamp( removedLogCount - currentTopIndex, 0, visibleLogItems.Count ), poolLogItemAction );
else
{
visibleLogItems.RemoveAll( shouldRemoveLogItemPredicate );
if( visibleLogItems.Count > 0 )
removedLogCount = currentTopIndex - FindIndexOfLogEntryInReverseDirection( visibleLogItems[0].Entry, visibleLogItems[0].Index );
}
if( visibleLogItems.Count == 0 )
{
currentTopIndex = -1;
if( !manager.SnapToBottom )
transformComponent.anchoredPosition = Vector2.zero;
}
else
{
currentTopIndex = Mathf.Max( 0, currentTopIndex - removedLogCount );
currentBottomIndex = currentTopIndex + visibleLogItems.Count - 1;
float firstVisibleLogItemInitialYPos = visibleLogItems[0].Transform.anchoredPosition.y;
for( int i = 0; i < visibleLogItems.Count; i++ )
{
DebugLogItem logItem = visibleLogItems[i];
logItem.Index = currentTopIndex + i;
// If log window is visible, we need to manually refresh the visible items' visual properties. Otherwise, all log items will be refreshed when log window is opened
if( manager.IsLogWindowVisible )
{
RepositionLogItem( logItem );
ColorLogItem( logItem );
// Update collapsed count of the log items in collapsed mode
if( isCollapseOn )
logItem.ShowCount();
}
}
// Shift the ScrollRect
if( !manager.SnapToBottom )
transformComponent.anchoredPosition = new Vector2( 0f, Mathf.Max( 0f, transformComponent.anchoredPosition.y - ( visibleLogItems[0].Transform.anchoredPosition.y - firstVisibleLogItemInitialYPos ) ) );
}
}
private bool ShouldRemoveLogItem( DebugLogItem logItem )
{
if( logItem.Entry.count == 0 )
{
poolLogItemAction( logItem );
return true;
}
return false;
}
private int FindIndexOfLogEntryInReverseDirection( DebugLogEntry logEntry, int startIndex )
{
for( int i = Mathf.Min( startIndex, entriesToShow.Count - 1 ); i >= 0; i-- )
{
if( entriesToShow[i] == logEntry )
return i;
}
return -1;
}
// Log window's width has changed, update the expanded (currently selected) log's height
public void OnViewportWidthChanged()
{
if( indexOfSelectedLogEntry >= entriesToShow.Count )
return;
CalculateSelectedLogEntryHeight();
CalculateContentHeight();
UpdateItemsInTheList( true );
manager.ValidateScrollPosition();
}
// Log window's height has changed, update the list
public void OnViewportHeightChanged()
{
UpdateItemsInTheList( false );
}
private void CalculateContentHeight()
{
float newHeight = Mathf.Max( 1f, entriesToShow.Count * logItemHeight );
if( selectedLogEntry != null )
newHeight += DeltaHeightOfSelectedLogEntry;
transformComponent.sizeDelta = new Vector2( 0f, newHeight );
}
private void CalculateSelectedLogEntryHeight( DebugLogItem referenceItem = null )
{
if( !referenceItem )
{
if( visibleLogItems.Count == 0 )
{
UpdateItemsInTheList( false ); // Try to generate some DebugLogItems, we need one DebugLogItem to calculate the text height
if( visibleLogItems.Count == 0 ) // No DebugLogItems are generated, weird
return;
}
referenceItem = visibleLogItems[0];
}
heightOfSelectedLogEntry = referenceItem.CalculateExpandedHeight( selectedLogEntry, ( timestampsOfEntriesToShow != null ) ? timestampsOfEntriesToShow[indexOfSelectedLogEntry] : (DebugLogEntryTimestamp?) null );
}
// Calculate the indices of log entries to show
// and handle log items accordingly
private void UpdateItemsInTheList( bool updateAllVisibleItemContents )
{
if( entriesToShow.Count > 0 )
{
float contentPosTop = transformComponent.anchoredPosition.y - 1f;
float contentPosBottom = contentPosTop + viewportTransform.rect.height + 2f;
float positionOfSelectedLogEntry = indexOfSelectedLogEntry * logItemHeight;
if( positionOfSelectedLogEntry <= contentPosBottom )
{
if( positionOfSelectedLogEntry <= contentPosTop )
{
contentPosTop = Mathf.Max( contentPosTop - DeltaHeightOfSelectedLogEntry, positionOfSelectedLogEntry - 1f );
contentPosBottom = Mathf.Max( contentPosBottom - DeltaHeightOfSelectedLogEntry, contentPosTop + 2f );
}
else
contentPosBottom = Mathf.Max( contentPosBottom - DeltaHeightOfSelectedLogEntry, positionOfSelectedLogEntry + 1f );
}
int newBottomIndex = Mathf.Min( (int) ( contentPosBottom / logItemHeight ), entriesToShow.Count - 1 );
int newTopIndex = Mathf.Clamp( (int) ( contentPosTop / logItemHeight ), 0, newBottomIndex );
if( currentTopIndex == -1 )
{
// There are no log items visible on screen,
// just create the new log items
updateAllVisibleItemContents = true;
for( int i = 0, count = newBottomIndex - newTopIndex + 1; i < count; i++ )
visibleLogItems.Add( manager.PopLogItem() );
}
else
{
// There are some log items visible on screen
if( newBottomIndex < currentTopIndex || newTopIndex > currentBottomIndex )
{
// If user scrolled a lot such that, none of the log items are now within
// the bounds of the scroll view, pool all the previous log items and create
// new log items for the new list of visible debug entries
updateAllVisibleItemContents = true;
visibleLogItems.TrimStart( visibleLogItems.Count, poolLogItemAction );
for( int i = 0, count = newBottomIndex - newTopIndex + 1; i < count; i++ )
visibleLogItems.Add( manager.PopLogItem() );
}
else
{
// User did not scroll a lot such that, there are still some log items within
// the bounds of the scroll view. Don't destroy them but update their content,
// if necessary
if( newTopIndex > currentTopIndex )
visibleLogItems.TrimStart( newTopIndex - currentTopIndex, poolLogItemAction );
if( newBottomIndex < currentBottomIndex )
visibleLogItems.TrimEnd( currentBottomIndex - newBottomIndex, poolLogItemAction );
if( newTopIndex < currentTopIndex )
{
for( int i = 0, count = currentTopIndex - newTopIndex; i < count; i++ )
visibleLogItems.AddFirst( manager.PopLogItem() );
// If it is not necessary to update all the log items,
// then just update the newly created log items. Otherwise,
// wait for the major update
if( !updateAllVisibleItemContents )
UpdateLogItemContentsBetweenIndices( newTopIndex, currentTopIndex - 1, newTopIndex );
}
if( newBottomIndex > currentBottomIndex )
{
for( int i = 0, count = newBottomIndex - currentBottomIndex; i < count; i++ )
visibleLogItems.Add( manager.PopLogItem() );
// If it is not necessary to update all the log items,
// then just update the newly created log items. Otherwise,
// wait for the major update
if( !updateAllVisibleItemContents )
UpdateLogItemContentsBetweenIndices( currentBottomIndex + 1, newBottomIndex, newTopIndex );
}
}
}
currentTopIndex = newTopIndex;
currentBottomIndex = newBottomIndex;
if( updateAllVisibleItemContents )
{
// Update all the log items
UpdateLogItemContentsBetweenIndices( currentTopIndex, currentBottomIndex, newTopIndex );
}
}
else if( currentTopIndex != -1 )
{
// There is nothing to show but some log items are still visible; pool them
visibleLogItems.TrimStart( visibleLogItems.Count, poolLogItemAction );
currentTopIndex = -1;
}
}
private DebugLogItem GetLogItemAtIndex( int index )
{
return visibleLogItems[index - currentTopIndex];
}
private void UpdateLogItemContentsBetweenIndices( int topIndex, int bottomIndex, int logItemOffset )
{
for( int i = topIndex; i <= bottomIndex; i++ )
{
DebugLogItem logItem = visibleLogItems[i - logItemOffset];
logItem.SetContent( entriesToShow[i], ( timestampsOfEntriesToShow != null ) ? timestampsOfEntriesToShow[i] : (DebugLogEntryTimestamp?) null, i, i == indexOfSelectedLogEntry );
RepositionLogItem( logItem );
ColorLogItem( logItem );
if( isCollapseOn )
logItem.ShowCount();
else
logItem.HideCount();
}
}
private void RepositionLogItem( DebugLogItem logItem )
{
int index = logItem.Index;
Vector2 anchoredPosition = new Vector2( 1f, -index * logItemHeight );
if( index > indexOfSelectedLogEntry )
anchoredPosition.y -= DeltaHeightOfSelectedLogEntry;
logItem.Transform.anchoredPosition = anchoredPosition;
}
private void ColorLogItem( DebugLogItem logItem )
{
int index = logItem.Index;
if( index == indexOfSelectedLogEntry )
logItem.Image.color = logItemSelectedColor;
else if( index % 2 == 0 )
logItem.Image.color = logItemNormalColor1;
else
logItem.Image.color = logItemNormalColor2;
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
// Listens to drag event on the DebugLogManager's resize button
namespace IngameDebugConsole
{
public class DebugLogResizeListener : MonoBehaviour, IBeginDragHandler, IDragHandler
{
#pragma warning disable 0649
[SerializeField]
private DebugLogManager debugManager;
#pragma warning restore 0649
// This interface must be implemented in order to receive drag events
void IBeginDragHandler.OnBeginDrag( PointerEventData eventData )
{
}
void IDragHandler.OnDrag( PointerEventData eventData )
{
debugManager.Resize( eventData );
}
}
}

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
// Listens to scroll events on the scroll rect that debug items are stored
// and decides whether snap to bottom should be true or not
//
// Procedure: if, after a user input (drag or scroll), scrollbar is at the bottom, then
// snap to bottom shall be true, otherwise it shall be false
namespace IngameDebugConsole
{
public class DebugsOnScrollListener : MonoBehaviour, IScrollHandler, IBeginDragHandler, IEndDragHandler
{
public ScrollRect debugsScrollRect;
public DebugLogManager debugLogManager;
public void OnScroll( PointerEventData data )
{
debugLogManager.SnapToBottom = IsScrollbarAtBottom();
}
public void OnBeginDrag( PointerEventData data )
{
debugLogManager.SnapToBottom = false;
}
public void OnEndDrag( PointerEventData data )
{
debugLogManager.SnapToBottom = IsScrollbarAtBottom();
}
public void OnScrollbarDragStart( BaseEventData data )
{
debugLogManager.SnapToBottom = false;
}
public void OnScrollbarDragEnd( BaseEventData data )
{
debugLogManager.SnapToBottom = IsScrollbarAtBottom();
}
private bool IsScrollbarAtBottom()
{
return debugsScrollRect.verticalNormalizedPosition <= 1E-6f;
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
using UnityEngine.InputSystem.UI;
#endif
namespace IngameDebugConsole
{
// Avoid multiple EventSystems in the scene by activating the embedded EventSystem only if one doesn't already exist in the scene
[DefaultExecutionOrder( 1000 )]
public class EventSystemHandler : MonoBehaviour
{
#pragma warning disable 0649
[SerializeField]
private GameObject embeddedEventSystem;
#pragma warning restore 0649
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
private void Awake()
{
StandaloneInputModule legacyInputModule = embeddedEventSystem.GetComponent<StandaloneInputModule>();
if( legacyInputModule )
{
DestroyImmediate( legacyInputModule );
embeddedEventSystem.AddComponent<InputSystemUIInputModule>();
}
}
#endif
private void OnEnable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
ActivateEventSystemIfNeeded();
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
DeactivateEventSystem();
}
private void OnSceneLoaded( Scene scene, LoadSceneMode mode )
{
DeactivateEventSystem();
ActivateEventSystemIfNeeded();
}
private void OnSceneUnloaded( Scene current )
{
// Deactivate the embedded EventSystem before changing scenes because the new scene might have its own EventSystem
DeactivateEventSystem();
}
private void ActivateEventSystemIfNeeded()
{
if( embeddedEventSystem && !EventSystem.current )
embeddedEventSystem.SetActive( true );
}
private void DeactivateEventSystem()
{
if( embeddedEventSystem )
embeddedEventSystem.SetActive( false );
}
}
}

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