remove Cursor-related codes because they were handled directly in the native code.
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@@ -15,6 +15,11 @@ public class GazePointAnalyzer : MonoBehaviour
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{
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get { return GetWorldPositionFromCoord((int)averageCoord_.x, (int)averageCoord_.y); }
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}
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public Vector3 cursorPos
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{
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get { return GetWorldPositionFromCoord(uddTexture_.monitor.cursorX, uddTexture_.monitor.cursorY); }
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}
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private Vector2 preCursorCoord_ = Vector2.zero;
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[Header("Filters")]
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@@ -26,6 +31,7 @@ public class GazePointAnalyzer : MonoBehaviour
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[Header("Debug")]
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public bool drawAveragePos;
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public bool drawCursorPos;
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public bool drawMoveRects;
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public bool drawDirtyRects;
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@@ -142,6 +148,7 @@ public class GazePointAnalyzer : MonoBehaviour
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void DebugDraw()
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{
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if (drawAveragePos) DrawAveragePos();
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if (drawCursorPos) DrawCursorPos();
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if (drawDirtyRects) DrawDirtyRects();
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if (drawMoveRects) DrawMoveRects();
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}
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@@ -164,6 +171,11 @@ public class GazePointAnalyzer : MonoBehaviour
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Debug.DrawLine(transform.position, averagePos, Color.yellow);
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}
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void DrawCursorPos()
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{
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Debug.DrawLine(transform.position, cursorPos, Color.grey);
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}
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void DrawMoveRects()
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{
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foreach (var rect in uddTexture_.monitor.moveRects) {
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@@ -1,18 +1,15 @@
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using UnityEngine;
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[RequireComponent(typeof(uDesktopDuplication.Texture)),
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RequireComponent(typeof(uDesktopDuplication.Cursor))]
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[RequireComponent(typeof(uDesktopDuplication.Texture))]
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public class Loupe : MonoBehaviour
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{
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private uDesktopDuplication.Texture uddTexture_;
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private uDesktopDuplication.Cursor uddCursor_;
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public float zoom = 3f;
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public float aspect = 1f;
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void Start()
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{
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uddTexture_ = GetComponent<uDesktopDuplication.Texture>();
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uddCursor_ = GetComponent<uDesktopDuplication.Cursor>();
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uddTexture_.useClip = true;
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}
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@@ -31,10 +28,10 @@ public class Loupe : MonoBehaviour
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var monitor = uddTexture_.monitor;
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var x = monitor.isCursorVisible ?
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uddCursor_.coord.x :
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(float)monitor.cursorX / monitor.width :
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(float)monitor.systemCursorX / monitor.width;
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var y = monitor.isCursorVisible ?
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uddCursor_.coord.y :
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(float)monitor.cursorY / monitor.height :
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(float)monitor.systemCursorY / monitor.height;
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var w = 1f / zoom;
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var h = w / aspect * monitor.aspect;
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@@ -1,47 +0,0 @@
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using UnityEngine;
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namespace uDesktopDuplication
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{
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[AddComponentMenu("uDesktopDuplication/Cursor"), RequireComponent(typeof(Texture))]
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public class Cursor : MonoBehaviour
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{
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[SerializeField] Vector2 modelScale = Vector2.one;
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public Vector3 worldPosition { get; set; }
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public Vector2 coord { get; set; }
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private Texture uddTexture_;
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private Monitor monitor { get { return uddTexture_.monitor; } }
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void Start()
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{
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uddTexture_ = GetComponent<Texture>();
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}
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void Update()
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{
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if (monitor.isCursorVisible) {
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UpdatePosition();
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}
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UpdateCoords();
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}
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void UpdatePosition()
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{
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var x = (1f * monitor.cursorX / monitor.width - 0.5f) * modelScale.x;
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var y = (1f * monitor.cursorY / monitor.height - 0.5f) * modelScale.y;
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var iy = uddTexture_.invertY ? -1 : +1;
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var localPos = transform.right * x + iy * transform.up * y;
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worldPosition = transform.TransformPoint(localPos);
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}
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void UpdateCoords()
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{
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var x = monitor.isCursorVisible ? (float)monitor.cursorX / monitor.width : -9999f;
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var y = monitor.isCursorVisible ? (float)monitor.cursorY / monitor.height : -9999f;
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coord = new Vector2(x, y);
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}
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}
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}
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@@ -1,12 +0,0 @@
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fileFormatVersion: 2
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guid: d2d9e4ca459ecb44da8815bafe9655c5
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timeCreated: 1477635630
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {fileID: 2800000, guid: 89616e59e1cccb346bd4e959257990ca, type: 3}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -3,7 +3,7 @@
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namespace uDesktopDuplication
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{
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[AddComponentMenu("uDesktopDuplication/Texture"), RequireComponent(typeof(Cursor))]
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[AddComponentMenu("uDesktopDuplication/Texture")]
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public class Texture : MonoBehaviour
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{
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private Monitor monitor_;
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@@ -109,11 +109,6 @@ public class Texture : MonoBehaviour
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private set;
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}
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void Awake()
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{
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AddCursorIfNotAttached();
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}
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void OnEnable()
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{
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if (monitor == null) {
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@@ -143,14 +138,6 @@ public class Texture : MonoBehaviour
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}
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}
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void AddCursorIfNotAttached()
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{
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if (!GetComponent<Cursor>())
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{
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gameObject.AddComponent<Cursor>();
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}
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}
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void Reinitialize()
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{
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// Monitor instance is released here when initialized.
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@@ -5,7 +5,6 @@ Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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_MainTex ("Texture", 2D) = "white" {}
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_CursorTex ("Cursor Texture", 2D) = "white" {}
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[KeywordEnum(Y, Z)] _Forward("Mesh Forward Direction", Int) = 0
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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[PowerSlider(10.0)] _Radius("Bend Radius", Range(1, 100)) = 30
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@@ -6,7 +6,6 @@ Properties
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_Color ("Color", Color) = (1, 1, 1, 1)
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_MainTex ("Texture", 2D) = "white" {}
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_Mask ("Mask", Range(0, 1)) = 0.1
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_CursorTex ("Cursor Texture", 2D) = "white" {}
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[KeywordEnum(Y, Z)] _Forward("Mesh Forward Direction", Int) = 0
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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[PowerSlider(10.0)] _Radius("Bend Radius", Range(1, 100)) = 30
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@@ -5,7 +5,6 @@ Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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_MainTex ("Texture", 2D) = "white" {}
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_CursorTex ("Cursor Texture", 2D) = "white" {}
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[KeywordEnum(Y, Z)] _Forward("Mesh Forward Direction", Int) = 0
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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[PowerSlider(10.0)] _Radius("Bend Radius", Range(1, 100)) = 30
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@@ -5,7 +5,6 @@ Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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_MainTex ("Texture", 2D) = "white" {}
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_CursorTex ("Cursor Texture", 2D) = "white" {}
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[KeywordEnum(Y, Z)] _Forward("Mesh Forward Direction", Int) = 0
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[Toggle(BEND_ON)] _Bend("Use Bend", Int) = 0
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[PowerSlider(10.0)] _Radius("Bend Radius", Range(1, 100)) = 30
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