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Rename stateManager back to domainStateManager
1 parent 67de004 commit 3fff4b1

2 files changed

Lines changed: 27 additions & 25 deletions

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Packages/com.unity.inputsystem/Editor/InputSystemEditorInitializer.cs

Lines changed: 25 additions & 25 deletions
Original file line numberDiff line numberDiff line change
@@ -16,8 +16,8 @@ namespace UnityEngine.InputSystem.Editor
1616
[InitializeOnLoad]
1717
internal static class InputSystemEditorInitializer
1818
{
19-
private static InputSystemStateManager s_StateManager;
20-
internal static InputSystemStateManager stateManager => s_StateManager;
19+
private static InputSystemStateManager s_DomainStateManager;
20+
internal static InputSystemStateManager domainStateManager => s_DomainStateManager;
2121

2222
static readonly ProfilerMarker k_InputInitializeInEditorMarker = new ProfilerMarker("InputSystem.InitializeInEditor");
2323

@@ -210,31 +210,31 @@ internal static void InitializeInEditor(bool calledFromCtor, IInputRuntime runti
210210
// InputManager state here but we're still waiting from layout registrations
211211
// that happen during domain initialization.
212212

213-
s_StateManager = existingStateManagers[0];
214-
InputSystem.s_Manager.RestoreStateWithoutDevices(s_StateManager.systemState.managerState);
213+
s_DomainStateManager = existingStateManagers[0];
214+
InputSystem.s_Manager.RestoreStateWithoutDevices(s_DomainStateManager.systemState.managerState);
215215
InputDebuggerWindow.ReviveAfterDomainReload();
216216

217217
// Restore remoting state.
218-
InputSystem.remoteConnection = s_StateManager.systemState.remoteConnection;
218+
InputSystem.remoteConnection = s_DomainStateManager.systemState.remoteConnection;
219219
InputSystem.SetUpRemoting();
220-
InputSystem.s_Remote.RestoreState(s_StateManager.systemState.remotingState, InputSystem.s_Manager);
220+
InputSystem.s_Remote.RestoreState(s_DomainStateManager.systemState.remotingState, InputSystem.s_Manager);
221221

222222
// Get s_Manager to restore devices on first input update. By that time we
223223
// should have all (possibly updated) layout information in place.
224-
InputSystem.s_Manager.m_SavedDeviceStates = s_StateManager.systemState.managerState.devices;
225-
InputSystem.s_Manager.m_SavedAvailableDevices = s_StateManager.systemState.managerState.availableDevices;
224+
InputSystem.s_Manager.m_SavedDeviceStates = s_DomainStateManager.systemState.managerState.devices;
225+
InputSystem.s_Manager.m_SavedAvailableDevices = s_DomainStateManager.systemState.managerState.availableDevices;
226226

227227
// Restore editor settings.
228-
InputEditorUserSettings.s_Settings = s_StateManager.systemState.userSettings;
228+
InputEditorUserSettings.s_Settings = s_DomainStateManager.systemState.userSettings;
229229

230230
// Get rid of saved state.
231-
s_StateManager.systemState = new InputSystemState();
231+
s_DomainStateManager.systemState = new InputSystemState();
232232
}
233233
}
234234
else
235235
{
236-
s_StateManager = ScriptableObject.CreateInstance<InputSystemStateManager>();
237-
s_StateManager.hideFlags = HideFlags.HideAndDontSave;
236+
s_DomainStateManager = ScriptableObject.CreateInstance<InputSystemStateManager>();
237+
s_DomainStateManager.hideFlags = HideFlags.HideAndDontSave;
238238

239239
// See if we have a settings asset in our EditorBuildSettings.
240240
if (EditorBuildSettings.TryGetConfigObject(InputSettingsProvider.kEditorBuildSettingsConfigKey,
@@ -425,7 +425,7 @@ internal static bool ShouldEnableActionsOldBackend()
425425

426426
private static void ShowRestartWarning()
427427
{
428-
if (!s_StateManager.newInputBackendsCheckedAsEnabled &&
428+
if (!s_DomainStateManager.newInputBackendsCheckedAsEnabled &&
429429
!EditorPlayerSettingHelpers.newSystemBackendsEnabled &&
430430
!Application.isBatchMode)
431431
{
@@ -455,7 +455,7 @@ private static void ShowRestartWarning()
455455
EditorHelpers.RestartEditorAndRecompileScripts();
456456
}
457457
}
458-
s_StateManager.newInputBackendsCheckedAsEnabled = true;
458+
s_DomainStateManager.newInputBackendsCheckedAsEnabled = true;
459459
EditorApplication.delayCall -= ShowRestartWarning;
460460
}
461461

@@ -480,17 +480,17 @@ internal static void OnPlayModeChange(PlayModeStateChange change)
480480
switch (change)
481481
{
482482
case PlayModeStateChange.ExitingEditMode:
483-
s_StateManager.settings = JsonUtility.ToJson(InputSystem.settings);
484-
s_StateManager.exitEditModeTime = InputRuntime.s_Instance.currentTime;
485-
s_StateManager.enterPlayModeTime = 0;
483+
s_DomainStateManager.settings = JsonUtility.ToJson(InputSystem.settings);
484+
s_DomainStateManager.exitEditModeTime = InputRuntime.s_Instance.currentTime;
485+
s_DomainStateManager.enterPlayModeTime = 0;
486486

487-
InputSystem.s_Manager.m_ExitEditModeTime = s_StateManager.exitEditModeTime;
487+
InputSystem.s_Manager.m_ExitEditModeTime = s_DomainStateManager.exitEditModeTime;
488488
InputSystem.s_Manager.m_EnterPlayModeTime = 0;
489489
break;
490490

491491
case PlayModeStateChange.EnteredPlayMode:
492-
s_StateManager.enterPlayModeTime = InputRuntime.s_Instance.currentTime;
493-
InputSystem.s_Manager.m_EnterPlayModeTime = s_StateManager.enterPlayModeTime;
492+
s_DomainStateManager.enterPlayModeTime = InputRuntime.s_Instance.currentTime;
493+
InputSystem.s_Manager.m_EnterPlayModeTime = s_DomainStateManager.enterPlayModeTime;
494494
InputSystem.s_Manager.SyncAllDevicesAfterEnteringPlayMode();
495495
break;
496496

@@ -514,10 +514,10 @@ internal static void OnPlayModeChange(PlayModeStateChange change)
514514
InputActionReference.InvalidateAll();
515515

516516
// Restore settings.
517-
if (!string.IsNullOrEmpty(s_StateManager.settings))
517+
if (!string.IsNullOrEmpty(s_DomainStateManager.settings))
518518
{
519-
JsonUtility.FromJsonOverwrite(s_StateManager.settings, InputSystem.settings);
520-
s_StateManager.settings = null;
519+
JsonUtility.FromJsonOverwrite(s_DomainStateManager.settings, InputSystem.settings);
520+
s_DomainStateManager.settings = null;
521521
InputSystem.settings.OnChange();
522522
}
523523

@@ -579,8 +579,8 @@ private static void TestHook_SimulateDomainReload(IInputRuntime runtime)
579579
{
580580
InputSystem.s_Manager.TestHook_RemoveDevicesForSimulatedDomainReload();
581581

582-
s_StateManager.OnBeforeSerialize();
583-
s_StateManager = null;
582+
s_DomainStateManager.OnBeforeSerialize();
583+
s_DomainStateManager = null;
584584
InputSystem.s_Manager = null;
585585
InputSystem.s_PluginsInitialized = false;
586586
InitializeInEditor(calledFromCtor: true, runtime);

Packages/com.unity.inputsystem/Tests/TestFixture/InputTestStateManager.cs

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -54,6 +54,7 @@ public void SaveAndReset(bool enableRemoting, IInputRuntime runtime)
5454
#if UNITY_EDITOR
5555
// userSettings = InputEditorUserSettings.s_Settings,
5656
systemObject = JsonUtility.ToJson(InputSystemEditorInitializer.stateManager),
57+
systemObject = JsonUtility.ToJson(InputSystemEditorInitializer.domainStateManager),
5758
#endif
5859
inputActionState = InputActionState.SaveAndResetState(),
5960
touchState = EnhancedTouch.Touch.SaveAndResetState(),
@@ -143,6 +144,7 @@ public void Restore()
143144
#if UNITY_EDITOR
144145
// InputEditorUserSettings.s_Settings = state.userSettings;
145146
JsonUtility.FromJsonOverwrite(state.systemObject, InputSystemEditorInitializer.stateManager);
147+
JsonUtility.FromJsonOverwrite(state.systemObject, InputSystemEditorInitializer.domainStateManager);
146148
#endif
147149

148150
// Get devices that keep global lists (like Gamepad) to re-initialize them

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