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Victor Giers 1 year ago
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      Processing/buttoncool2testmultipleworld2laser1/.DS_Store
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LICENSE View File

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MIT License

Copyright (c) 2017 hbksaar

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.

BIN
Processing/buttoncool2testmultipleworld2laser1/.DS_Store View File


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Processing/buttoncool2testmultipleworld2laser1/buttoncool2testmultipleworld2laser1.pde View File

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import processing.video.*;
import ddf.minim.*;
import processing.opengl.*;
import processing.net.*;

int port = 50000;
Server myServer;
PApplet app; //technically needed to create movie instances inside of a class
PImage blob;
boolean debug = false; //new: activate it to see the movies in the background
WordedImageLayer[] layers = new WordedImageLayer[4];

Minim minim;
AudioPlayer song;

Button []button= new Button[8];
PFont f;
PFont f1;
PFont f2;
Text[] t1, t2, t3;
Stock[]stocks= new Stock[26];

float totalW =0 ;
float totalH=0;
int wordCount = 26;
boolean start=false;
boolean level1=false;
boolean level2=false;
boolean level3=false;
boolean level4=false;
boolean screen;
boolean win;

PImage Buttona, Button11, Button1, Button2, Button12, ButtonMovie;

int laserX, laserY;

void movieEvent(Movie m) {
m.read();
}

Movie door;

void setup() {
size(2000, 300, P3D);
myServer = new Server(this, port);
door = new Movie (this, "part1.mov");
//doorclicked = new Movie (this, "part2.mov");
door.play();
blob = loadImage("blob.png");
app = this;
layers[0] = new WordedImageLayer("0.mov", "door", 0, 100, 10);
layers[1] = new WordedImageLayer("3.mov", "door", 0, 10, 40);
layers[2] = new WordedImageLayer("wave15.mov", "DOOR", 0, 20, 30); //new: make threshold a negative number to inverse it.
layers[3] = new WordedImageLayer("4.mov", "DOOR", 0, 100, 34);
//layers[4] = new WordedImageLayer("4.mov", "DOOR", 0, 100, 20);
//layers[5] = new WordedImageLayer("5.mov", "smoke", 0, 200, 7);


layers[0].togglePlaying();
layers[1].startPlaying();
layers[1].stopPlaying();
layers[2].togglePlaying();
layers[3].togglePlaying();
minim= new Minim(this);

// you have to change the name of the sound and drog and drop in the sketch
song =minim.loadFile ("door24.mp3");

float x = 0;
float y=0;
f= createFont("Monospaced-48", 10);
f1 = loadFont("Avenir-Roman-48.vlw");
f2= loadFont("SansSerif-48.vlw");

Button1 = loadImage("Button1.png");
Button2 = loadImage("Button2.png");
Buttona = loadImage("Buttona.png");
Button11 = loadImage("Button11.png");
Button12 = loadImage("Button12.png");
ButtonMovie = createImage(door.width, door.height, ARGB);



button[0]= new Button (250, 200, 100, Buttona.width/10, Buttona.height/10, 1, Buttona, "intro");
button[1]=new Button (100, 100, 100, Button11.width/10, Button11.height/10, 1, Button11, "virus");
button[2]=new Button (200, 150, 100, Button1.width/10, Button1.height/10, 1, Button1, "sound");
button[3]=new Button (10, 250, 100, Button2.width/10, Button2.height/10, 1, Button2, "color");
button[4]=new Button (350, 150, 100, Button12.width/10, Button12.height/10, 1, Button12, "levelone");
button[5]=new Button (250, 10, 100, Buttona.width/10, Buttona.height/10, 2, Buttona, "leveltwo");
button[7]=new Button (350, 210, 100, Buttona.width/10, Buttona.height/10, 2, Buttona, "leveltree");
//bouton door !!666
button[6]=new Button (100, 100, 100, ButtonMovie.width/5, ButtonMovie.height/5, 1, ButtonMovie, "doorbutton");

t1=new Text [wordCount];
t2=new Text [wordCount];
t3=new Text [wordCount];

for (int i=0; i< wordCount; i++) {
t1[i]=new Text ("DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR ", 0, 30*i, -30, 1);
t2[i]=new Text ("DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR ", 0, 30*i, -10, 1);
t3[i]=new Text ("DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR DOOR ", 0, 30*i, 10, 2);
}
for (int j = 0; j < stocks.length; j++) {

stocks[j]= new Stock("DOOR DOOR DOOR DOOR DOOR", 100, 30, -100, 1);
}

for (int i = 0; i < stocks.length; i++) {
stocks[i].setX(x);

x = x + (stocks[i].textW());
y = y + (stocks[i].textH());
}
totalH = y;
totalW = x;
start = true;
level1 = true;
}

void draw() {
background(0);
getLaser();

try {

if ((!start)) {
if (!screen) {
for (int i = 0; i < stocks.length; i++) {
stocks[i].move();
stocks[i].display();
}
if (!screen) {
button[0].display();
button[0].move();
// println("je suis la");
}
}
textAlign(LEFT);
//textSize(40);
textFont(f2);
textLeading(10);
String s= "FIND THE DOOR !";
String h="click on the button to start...";
String d="But...Can you find the good one?";
text(s, 200, 50);
textSize(30);
text(h, 200, 110);

text(d, 200, 160);
} else if ((!level1)) {

for (int i = 0; i < stocks.length; i++) {
stocks[i].move();
stocks[i].display();
}
for (int i =0; i<wordCount; i++) {
t1[i].display();
t2[i].display();
t3[i].display();
t1[i].move();
t2[i].move();
t3[i].move();
t1[i].interact();
t2[i].interact();
t3[i].interact();
}

button[1].display();
button[1].move();
button[2].display();
button[2].move();
button[3].display();
button[3].move();
if (!screen) {
button[4].display();
button[4].move();
}
} else if ((!level2)) {
for (int i = 0; i < stocks.length; i++) {
stocks[i].move();
stocks[i].display();
}
layers[1].update();
layers[0].update();
button[4].display();
button[4].move();

button[5].display();
button[5].move();
println("level1");
}
else if ((!level3)) {

button[6].display();

for (int i = 0; i < stocks.length; i++) {
stocks[i].move();
stocks[i].display();
}

layers[2].update();

if (!screen) {
println("level2");
button[5].display();
button[5].move();
button[7].display();
button[7].move();
}
} else if ((!level4)) {

for (int i = 0; i < stocks.length; i++) {
stocks[i].move();
stocks[i].display();
}

button[5].display();
button[5].move();
println("reviens");

button[7].display();
button[7].move();

println("level3");
layers[3].update();}}



catch (Exception a) {
}

if (door.time() >= door.duration()) {
replay();
}
}
void mousePressed() {

for (int i=0; i< button.length; i++) {
if (button[i].hover()) {
button[i].clicked();
}
}


for (int i = 0; i < layers.length; i++) {
if (layers[i].hover()) {
println("Clicked layer " + i + "!");

//you could call the following function with a button. (are there really going to be buttons in final version?)
layers[i].togglePlaying();
}
}
}

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Processing/buttoncool2testmultipleworld2laser1/class_button.pde View File

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class Button {
int x, y, z, w, h;
int xspeed;
PImage img;
String WhatToDo;
boolean hover() {

if (laserX>x && laserX< x +w&& laserY>y && laserY<y+h) {

return true;
} else {
return false;
}
}


Button (int X, int Y, int Z, int W, int H, int Xspeed, PImage Img, String WTD) {
x= X;
y = Y;
z=Z;
xspeed=Xspeed;
w = W;
h = H;
img = Img.get();
WhatToDo = WTD;
}

void clicked() {
if (WhatToDo.equals("color")) {
for (int i=0; i< t1.length; i++) {
t1[i].apparition();
t2[i].apparition();
t3[i].apparition();
stocks[i].apparition();
}
}
if (WhatToDo.equals("virus")) {
for (int i=0; i< t1.length; i++) {
t1[i].crazy();
t2[i].crazy();
t3[i].crazy();
}
}
if (WhatToDo.equals("sound")) {
song =minim.loadFile ("door24.mp3");
song.play();
}
if (WhatToDo.equals("intro")) {
start = true;
}
if (WhatToDo.equals("levelone")) {

level1 =! level1;
}

if (WhatToDo.equals("leveltwo")) {
level2 =! level2;
}
if (WhatToDo.equals("leveltree")) {
level3 =! level3;
}

if (WhatToDo.equals("doorbutton")) {
//THIS IS THE GAMES ENDING!! YOU CLICKED THE DOOR!! WHAT HAPPENS NOW?
win = true;
//play second door video.
door.stop();
door = new Movie (app, "part2.mov");
door.play();
}
}

void display() {
if (WhatToDo.equals("doorbutton")) {
img = door.get();
println(img.width);
}
image(img, x, y, w, h);
}

void randomPosition() {
x = int(random(0, width - w));
y = int(random(0, height - h));
}


void move() {
x=x+xspeed;

if (x < 0 || x > width-w) {
xspeed=-xspeed;
}
}
}

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class WordedImageLayer {
Movie sourceMovie;
PGraphics canvas;
PImage getmov;
PImage mov;
String word;
String movFileName;
boolean inverse;
boolean hover;
boolean isPlaying;
int threshold;
int detailfactor;
int movX;
int movY = 0;
int movW;
int movH;
WordedImageLayer(String MovName, String Word, int X, int thresh, int Factor) {
movFileName = MovName;
word = Word;
movX = X;
threshold = thresh;
detailfactor = Factor;
sourceMovie = new Movie(app, movFileName);
}

void startPlaying() { //new-
sourceMovie.loop();
isPlaying = true;
}
void stopPlaying() { //-functions-
sourceMovie.stop();
isPlaying = false;
}
void togglePlaying() { //-yay!
if (isPlaying)
stopPlaying();
else
startPlaying();
}

boolean hover() {
if (laserX > movX && laserX < movX + movW && laserY > movY && laserY < movY + movH)
return true;
else
return false;
}

void update() {
if (isPlaying) { //new! check if isplaying. so you can just keep the for loops that update every video. it will break here if the video shall not be running.
try {
mov = sourceMovie.get();
mov.resize(0, height);
movW = mov.width;
movH = mov.height;
canvas = createGraphics(movW, movH);
canvas.beginDraw();
canvas.imageMode(CORNER);
canvas.image(mov, 0, 0, canvas.width, canvas.height);
canvas.imageMode(CENTER);
canvas.image(blob, laserX-movX, laserY, height/3, height/3);
mov = canvas.get();
canvas.endDraw();
mov.resize(0, height/detailfactor);
if (debug) {
tint(255, 60);
image(canvas, movX, 0);
tint(255, 255);
}
mov.loadPixels();
for (int i=0; i<mov.pixels.length; i++ ) {
int col = mov.pixels[i];
if (brightness(col) > threshold) {
//int x = i%mov.width*detailfactor;
int x = int(map(i%mov.width*detailfactor, 0, mov.width, 0, movW/detailfactor)); //new! fixes a bug where the cursor was out of place
int y = i/mov.width*detailfactor+10;
text(word, x+movX, y);
}
}
}
catch (Exception e) {
}
}
}
}

+ 63
- 0
Processing/buttoncool2testmultipleworld2laser1/class_stocks.pde View File

@@ -0,0 +1,63 @@

class Stock {
String w; // Name
int val; // Value
float x; // x position
float y;
float z;
int xspeed;
color colorw =255 ;
String display;
boolean colorActif;
Stock(String tempw, float xpos, float tempz, float ypos, int Xspeed) {
w= tempw;
z=tempz;
x=xpos;
y=ypos;
xspeed=Xspeed;
// Concatenate the name, value and some spaces
display = w + " " ;
}

// A function to set x position
void setX(float x_) {
x = x_;
}

void display() {

for (int i = 0; i < stocks.length; i++) {
fill(colorw);
textFont(f);
text(display, x, height-25*i);
}
if (colorActif) {
for (int i = 0; i < stocks.length; i++) {
fill( int(random(2))*255, int(random(2))*255, int(random(2))*255);
textFont(f);
text(display, x, height-25*i);
}
}
}
float textW() {
textFont(f);
return textWidth(display);
}
float textH() {
textFont(f);
return textAscent() + textDescent();
}

void move() {
x = x - 1;
y= y-1;
if (x < width-totalW && y < height-totalH) {
x = width;
y= height;
}
}
void apparition() {
colorActif =! colorActif;
}
}

+ 81
- 0
Processing/buttoncool2testmultipleworld2laser1/class_t1texte.pde View File

@@ -0,0 +1,81 @@
class Text {
String w;
int x;
int y;
int z;
color colorw =color( random(0, 255)) ;
int xspeed;
float textw;
float texth;
boolean colorActif;
boolean mouseHover;
boolean zoomVirus;


Text(String tempw, int tempx, int tempy, int tempz,int tempxspeed) {

xspeed= tempxspeed;
w=tempw;
x=tempx;
y=tempy;
z=tempz;
}



void display() {
if (!mouseHover) {
textw= textWidth(w);
texth = textAscent() + textDescent();
fill(255);
textFont(f1, 20);
text(w, x, y,z);
}

if (colorActif) {

fill( int(random(2))*255, int(random(2))*255, int(random(2))*255);
textFont(f1, 20);
text(w, x, y,z);
}

if (zoomVirus) {
textSize(30);
//textLeading(150);
fill(0);
text(w, x, y,0);
}
}

void move() {
y=y+xspeed;

if (( y < height) && (y < 0) || (y > height) && ( y> height)) {
xspeed=-xspeed;
}
}

//interaction word dissapear
void interact() {
if (laserX > x && laserX < x+textw && laserY > y && laserY < y+texth) {

mouseHover =! mouseHover;
}
}


//interaction button color/stop and play.
void apparition() {
if (mousePressed) {
colorActif =! colorActif;
}
}


void crazy() {
if (mousePressed) {

zoomVirus =! zoomVirus;
}
}
}

+ 11
- 0
Processing/buttoncool2testmultipleworld2laser1/class_videodoor.pde View File

@@ -0,0 +1,11 @@
void replay() {
/*
instead of using loop. this way we can do stuff when the movie restarts without
nasty frame calculation or duration / time comparison (there is a movie.duration() and movie.time() function)
*/
door.stop();
if (!win) {
button[6].randomPosition();
door.play();
}
}

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+ 32
- 0
Processing/buttoncool2testmultipleworld2laser1/laserserver.pde View File

@@ -0,0 +1,32 @@
void getLaser() {
Client thisClient = myServer.available();
if (thisClient !=null) {
String whatClientSaid = thisClient.readString();
if (whatClientSaid != null) {
String[] x = splitTokens(whatClientSaid, "(), ");
//float(x[0]) = PVector1, float(x[1]) = PVector2, float(x[2]) = PVector3
try {
float p1 = float(x[0]);
float p2 = float(x[1]);
float p3 = float(x[2]);

if (p1 == 3.5) {
laserX = int(map(p3, -2.3, 2.3, width/5*2, width/5*3));
} else {
if (p3 < 0) {
laserX = int(map(p1, -3.5, 3.5, 0, width/5*2));
} else {
laserX = int(map(p1, 3.5, -3.5, width/5*3, width));
}
}
laserY = int(map(p2, 1, 4, height, 0));
laserX = int(map(constrain(laserX, 0, width),0,width,width,0));
laserY = constrain(laserY, 0, height);
println(p1, p2, p3);
}
catch(Exception e) {
}
println(laserX, laserY);
}
}
}

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+ 12
- 0
Processing/flexibleButton/README.md View File

@@ -0,0 +1,12 @@
A button class for creating buttons with individual position, image and action.
The action to run is determined by its name.
```
Button(
int X, //x-position
int Y, //y-position
int W, //width
int H, //height
String Img, //image name (image must be in data-folder)
String WTD // what to do - every button carries all functions you want to be able to call. which function gets called is selected by the buttons name. THIS IS DIRTY, implement arraylist if you like, or some fancy case-table.. oh well
)
```

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+ 66
- 0
Processing/flexibleButton/flexibleButton.pde View File

@@ -0,0 +1,66 @@
//what does a cool button need?
//either trigger or bang
//bang: call a function on click
//trigger: toggle a boolean on click
//image
Button[] button = new Button[3];

void setup() {
size(300, 300);

button[0] = new Button(10, 10, 100, 100, "Button8.png", "print");
button[1] = new Button(200, 100, 100, 100, "Button1.png", "switchdoormovie");
button[2] = new Button(200, 100, 100, 100, "Button1.png", "toggle random movement");


fill(255);
}
void draw() {
background(0);
for (int i = 0; i < button.length; i++) {
button[i].display();
}
}

void mousePressed() {
for (int i = 0; i < button.length; i++) {
if (button[i].hover())
button[i].clicked();
}
}
class Button {
int x, y, w, h;
String WhatToDo;
PImage img;
boolean hover() {
if (mouseX > x && mouseX < x + w &&
mouseY > y && mouseY < y + h) {
return true;
} else {
return false;
}
}
Button(int X, int Y, int W, int H, String Img, String WTD) {
x = X;
y = Y;
w = W;
h = H;
img = loadImage(Img);
WhatToDo = WTD;
}
void clicked() {
if (WhatToDo.equals("color")) {
//call color functions shizzle
} else if (WhatToDo.equals("print")) {
println("Clicked!");
} else if (WhatToDo.equals("something")){
} else if (WhatToDo.equals("movieToggle5")){
// layers[5].togglePlay():
}
}
void display() {
image(img, x, y, w, h);
}
}

+ 1
- 0
Processing/server/README.md View File

@@ -0,0 +1 @@
Basic netsocket setup for processing. Made to receive the position of the laserpoint.

+ 44
- 0
Processing/server/server.pde View File

@@ -0,0 +1,44 @@
import processing.net.*;

int port = 50000;
Server myServer;

void setup()
{
size(300,300);
background(0);
myServer = new Server(this, port);
}


void draw()
{
getLaser();
}
int laserX,laserY;

void getLaser() {
Client thisClient = myServer.available();
if (thisClient !=null) {
String whatClientSaid = thisClient.readString();
if (whatClientSaid != null) {
String[] x = splitTokens(whatClientSaid, "(), ");
//potentially add try and catch here if the client is not in synch
float p1 = float(x[0]);
float p2 = float(x[1]);
float p3 = float(x[2]);
if (p1 == 3.5) {
laserX = int(map(p3, -2.3, 2.3, width/5*2, width/5*3));
} else {
if (p3 < 0) {
laserX = int(map(p1, -3.5, 3.5, 0, width/5*2));
} else {
laserX = int(map(p1, 3.5, -3.5, width/5*3, width));
}
}
laserY = int(map(p2, 4, 1, 0, height));
laserX = constrain(laserX, 0, width);
laserY = constrain(laserY, 0, height);
}
}
}

+ 11
- 0
Processing/wordedImage/README.md View File

@@ -0,0 +1,11 @@
Processing 3 Class that renders a Movie or Image in a PGraphic, looping through each pixel, determining its brightness value.
If the brightness of a pixel is above / below a threshold, it writes a text on the pixel.
```
WordedImageLayer(
String MovName, //movie to load
String Word, //word to write on pixel
int X, //x-position of the movie on media-theatre screen
int thresh, //brightness-threshold
int Factor //level of detail - the higher, the more pixelated (less words)
)
```

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+ 153
- 0
Processing/wordedImage/wordedImage.pde View File

@@ -0,0 +1,153 @@
import processing.video.*;
PApplet app; //technically needed to create movie instances inside of a class
PImage blob;

boolean debug = false; //new: activate it to see the movies in the background

WordedImageLayer[] layers = new WordedImageLayer[7];

void movieEvent(Movie m) {
m.read();
}

void setup() {
size(1536, 230);
textAlign(CENTER);
fill(255);
blob = loadImage("blob.png");
app = this;

/* new:
you don't need to load the movie seperately from the layer-class anymore. it loads the video itself now yay :) just give the filename as first argument.
(changed first argument from Movie-type to String-type, added movie constructor to class)
*/
layers[0] = new WordedImageLayer(
"0.mov", //String, the name of the movie file we want to load in.
"word", //String, the word it should use to write over the movie.
0, //Integer, horizontal X-position. vertical position doesn't matter, the videos are always stretched over the whole height
10, //Integer, brightness-threshold. look up what a threshold is if you don't know it. min: 0, max: 255. if it's 30 it will write the word for every pixel in the video that is less bright than 30
15 //Integer, level of detail. the higher the number, the less detail
);
layers[1] = new WordedImageLayer("1.mov", "door", 1000, 40, 3);
layers[2] = new WordedImageLayer("2.mov", "a", 0, 10, 10); //new: make threshold a negative number to inverse it.
layers[3] = new WordedImageLayer("3.mov", "water", 0, 10, 4);
layers[4] = new WordedImageLayer("4.mov", "wave", 0, 100, 20);
layers[5] = new WordedImageLayer("5.mov", "smoke", 0, 200, 7);
layers[6] = new WordedImageLayer("6.mov", "smoke", 0, 200, 7);

/* new functions:
startPlaying, stopPlaying, togglePlaying
*/

layers[0].startPlaying();
// layers[1].startPlaying();
// layers[2].startPlaying();
// layers[3].startPlaying();
// layers[4].startPlaying();
// layers[5].startPlaying();
}


void draw() {
background(0);
for (int i = 0; i < layers.length; i++) {
layers[i].update();
}
}


void mousePressed() {
for (int i = 0; i < layers.length; i++) {
if (layers[i].hover()) {
println("Clicked layer " + i + "!");

//you could call the following function with a button. (are there really going to be buttons in final version?)
layers[i].togglePlaying();
}
}
}

class WordedImageLayer {
Movie sourceMovie;
PGraphics canvas;
PImage getmov;
PImage mov;
String word;
String movFileName;
boolean inverse;
boolean hover;
boolean isPlaying;
int threshold;
int detailfactor;
int movX;
int movY = 0;
int movW;
int movH;
WordedImageLayer(String MovName, String Word, int X, int thresh, int Factor) {
movFileName = MovName;
word = Word;
movX = X;
threshold = thresh;
detailfactor = Factor;
sourceMovie = new Movie(app, movFileName);
}

void startPlaying() { //new-
sourceMovie.loop();
isPlaying = true;
}
void stopPlaying() { //-functions-
sourceMovie.stop();
isPlaying = false;
}
void togglePlaying() { //-yay!
if (isPlaying)
stopPlaying();
else
startPlaying();
}

boolean hover() {
if (mouseX > movX && mouseX < movX + movW && mouseY > movY && mouseY < movY + movH)
return true;
else
return false;
}

void update() {
if (isPlaying) { //new! check if isplaying. so you can just keep the for loops that update every video. it will break here if the video shall not be running.
try {
mov = sourceMovie.get();
mov.resize(0, height);
movW = mov.width;
movH = mov.height;
canvas = createGraphics(movW, movH);
canvas.beginDraw();
canvas.imageMode(CORNER);
canvas.image(mov, 0, 0, canvas.width, canvas.height);
canvas.imageMode(CENTER);
canvas.image(blob, mouseX-movX, mouseY, height/3, height/3);
mov = canvas.get();
canvas.endDraw();
mov.resize(0, height/detailfactor);
if (debug) {
tint(255, 60);
image(canvas, movX, 0);
tint(255, 255);
}
mov.loadPixels();
for (int i=0; i<mov.pixels.length; i++ ) {
int col = mov.pixels[i];
if (brightness(col) > threshold) {
//int x = i%mov.width*detailfactor;
int x = int(map(i%mov.width*detailfactor, 0, mov.width, 0, movW/detailfactor)); //new! fixes a bug where the cursor was out of place
int y = i/mov.width*detailfactor+10;
text(word, x+movX, y);
}
}
}
catch (Exception e) {
}
}
}
}

+ 2
- 0
README.md View File

@@ -0,0 +1,2 @@
# Find-the-Door
Game for Fun Palace

BIN
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+ 133
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Unity/Assembly-CSharp-Editor.csproj View File

@@ -0,0 +1,133 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
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<ProjectGuid>{1A2D5028-442C-2587-B143-7CECC2B8AC9B}</ProjectGuid>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<BaseDirectory>Assets</BaseDirectory>
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<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
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<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
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<Compile Include="Assets\SteamVR\Editor\SteamVR_SkyboxEditor.cs" />
<Compile Include="Assets\SteamVR\Editor\SteamVR_Update.cs" />
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<None Include="Assets\SteamVR\InteractionSystem\Teleport\Shaders\Highlight.shader" />
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<None Include="Assets\SteamVR\Resources\SteamVR_AlphaOut.shader" />
<None Include="Assets\SteamVR\readme.txt" />
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<Compile Include="Assets\SteamVR\InteractionSystem\Core\Scripts\ItemPackage.cs" />
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<Compile Include="Assets\SteamVR\InteractionSystem\Core\Scripts\PlaySound.cs" />
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<Compile Include="Assets\SteamVR\InteractionSystem\Core\Scripts\SoundPlayOneshot.cs" />
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<Compile Include="Assets\SteamVR\InteractionSystem\Core\Scripts\SpawnAndAttachToHand.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Core\Scripts\SpawnRenderModel.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Core\Scripts\Throwable.cs" />
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<Compile Include="Assets\SteamVR\InteractionSystem\Core\Scripts\Unparent.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Core\Scripts\Util.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Core\Scripts\VelocityEstimator.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Hints\Scripts\ControllerButtonHints.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Longbow\Scripts\ArcheryTarget.cs" />
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<Compile Include="Assets\SteamVR\InteractionSystem\Longbow\Scripts\Balloon.cs" />
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<Compile Include="Assets\SteamVR\InteractionSystem\Longbow\Scripts\BalloonSpawner.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Longbow\Scripts\ExplosionWobble.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Longbow\Scripts\FireSource.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Longbow\Scripts\Longbow.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Longbow\Scripts\SoundBowClick.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Samples\Scripts\ControllerHintsExample.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Samples\Scripts\InteractableExample.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Teleport\Scripts\AllowTeleportWhileAttachedToHand.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Teleport\Scripts\ChaperoneInfo.cs" />
<Compile Include="Assets\SteamVR\InteractionSystem\Teleport\Scripts\IgnoreTeleportTrace.cs" />
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<Compile Include="Assets\SteamVR\Plugins\openvr_api.cs" />
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+ 7
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Unity/Assets/Scenes.meta View File

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Unity/Assets/Scenes/Laserpointer.unity View File


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Unity/Assets/Scenes/Laserpointer.unity.meta View File

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+ 9
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Unity/Assets/SteamVR.meta View File

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Unity/Assets/SteamVR/Editor.meta View File

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+ 127
- 0
Unity/Assets/SteamVR/Editor/SteamVR_Editor.cs View File

@@ -0,0 +1,127 @@
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Custom inspector display for SteamVR_Camera
//
//=============================================================================

using UnityEngine;
using UnityEditor;
using System.IO;

[CustomEditor(typeof(SteamVR_Camera)), CanEditMultipleObjects]
public class SteamVR_Editor : Editor
{
int bannerHeight = 150;
Texture logo;

SerializedProperty script, wireframe;

string GetResourcePath()
{
var ms = MonoScript.FromScriptableObject(this);
var path = AssetDatabase.GetAssetPath(ms);
path = Path.GetDirectoryName(path);
return path.Substring(0, path.Length - "Editor".Length) + "Textures/";
}

void OnEnable()
{
var resourcePath = GetResourcePath();

logo = AssetDatabase.LoadAssetAtPath<Texture2D>(resourcePath + "logo.png");

script = serializedObject.FindProperty("m_Script");

wireframe = serializedObject.FindProperty("wireframe");

foreach (SteamVR_Camera target in targets)
target.ForceLast();
}

public override void OnInspectorGUI()
{
serializedObject.Update();

var rect = GUILayoutUtility.GetRect(Screen.width - 38, bannerHeight, GUI.skin.box);
if (logo)
GUI.DrawTexture(rect, logo, ScaleMode.ScaleToFit);

if (!Application.isPlaying)
{
var expand = false;
var collapse = false;
foreach (SteamVR_Camera target in targets)
{
if (AssetDatabase.Contains(target))
continue;
if (target.isExpanded)
collapse = true;
else
expand = true;
}

if (expand)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("Expand"))
{
foreach (SteamVR_Camera target in targets)
{
if (AssetDatabase.Contains(target))
continue;
if (!target.isExpanded)
{
target.Expand();
EditorUtility.SetDirty(target);
}
}
}
GUILayout.Space(18);
GUILayout.EndHorizontal();
}

if (collapse)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("Collapse"))
{
foreach (SteamVR_Camera target in targets)
{
if (AssetDatabase.Contains(target))
continue;
if (target.isExpanded)
{
target.Collapse();
EditorUtility.SetDirty(target);
}
}
}
GUILayout.Space(18);
GUILayout.EndHorizontal();
}
}

EditorGUILayout.PropertyField(script);
EditorGUILayout.PropertyField(wireframe);

serializedObject.ApplyModifiedProperties();
}

public static void ExportPackage()
{
AssetDatabase.ExportPackage(new string[] {
"Assets/SteamVR",
"Assets/Plugins/openvr_api.cs",
"Assets/Plugins/openvr_api.bundle",
"Assets/Plugins/x86/openvr_api.dll",
"Assets/Plugins/x86/steam_api.dll",
"Assets/Plugins/x86/libsteam_api.so",
"Assets/Plugins/x86_64/openvr_api.dll",
"Assets/Plugins/x86_64/steam_api.dll",
"Assets/Plugins/x86_64/libsteam_api.so",
"Assets/Plugins/x86_64/libopenvr_api.so",
}, "steamvr.unitypackage", ExportPackageOptions.Recurse);
EditorApplication.Exit(0);
}
}


+ 9
- 0
Unity/Assets/SteamVR/Editor/SteamVR_Editor.cs.meta View File

@@ -0,0 +1,9 @@
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executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

+ 105
- 0
Unity/Assets/SteamVR/Editor/SteamVR_RenderModelEditor.cs View File

@@ -0,0 +1,105 @@
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Custom inspector display for SteamVR_RenderModel
//
//=============================================================================

using UnityEngine;
using UnityEditor;
using System.Text;
using System.Collections.Generic;
using Valve.VR;

[CustomEditor(typeof(SteamVR_RenderModel)), CanEditMultipleObjects]
public class SteamVR_RenderModelEditor : Editor
{
SerializedProperty script, index, modelOverride, shader, verbose, createComponents, updateDynamically;

static string[] renderModelNames;
int renderModelIndex;

void OnEnable()
{
script = serializedObject.FindProperty("m_Script");
index = serializedObject.FindProperty("index");
modelOverride = serializedObject.FindProperty("modelOverride");
shader = serializedObject.FindProperty("shader");
verbose = serializedObject.FindProperty("verbose");
createComponents = serializedObject.FindProperty("createComponents");
updateDynamically = serializedObject.FindProperty("updateDynamically");

// Load render model names if necessary.
if (renderModelNames == null)
{
renderModelNames = LoadRenderModelNames();
}

// Update renderModelIndex based on current modelOverride value.
if (modelOverride.stringValue != "")
{
for (int i = 0; i < renderModelNames.Length; i++)
{
if (modelOverride.stringValue == renderModelNames[i])
{
renderModelIndex = i;
break;
}
}
}
}

static string[] LoadRenderModelNames()
{
var results = new List<string>();
results.Add("None");

using (var holder = new SteamVR_RenderModel.RenderModelInterfaceHolder())
{
var renderModels = holder.instance;
if (renderModels != null)
{
uint count = renderModels.GetRenderModelCount();
for (uint i = 0; i < count; i++)
{
var buffer = new StringBuilder();
var requiredSize = renderModels.GetRenderModelName(i, buffer, 0);
if (requiredSize == 0)
continue;

buffer.EnsureCapacity((int)requiredSize);
renderModels.GetRenderModelName(i, buffer, requiredSize);
results.Add(buffer.ToString());
}
}
}

return results.ToArray();
}

public override void OnInspectorGUI()
{
serializedObject.Update();

EditorGUILayout.PropertyField(script);
EditorGUILayout.PropertyField(index);
//EditorGUILayout.PropertyField(modelOverride);

GUILayout.BeginHorizontal();
GUILayout.Label("Model Override");
var selected = EditorGUILayout.Popup(renderModelIndex, renderModelNames);
if (selected != renderModelIndex)
{
renderModelIndex = selected;
modelOverride.stringValue = (selected > 0) ? renderModelNames[selected] : "";
}
GUILayout.EndHorizontal();

EditorGUILayout.PropertyField(shader);
EditorGUILayout.PropertyField(verbose);
EditorGUILayout.PropertyField(createComponents);
EditorGUILayout.PropertyField(updateDynamically);

serializedObject.ApplyModifiedProperties();
}
}


+ 12
- 0
Unity/Assets/SteamVR/Editor/SteamVR_RenderModelEditor.cs.meta View File

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Unity/Assets/SteamVR/Editor/SteamVR_Settings.cs View File

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Prompt developers to use settings most compatible with SteamVR.
//
//=============================================================================

using UnityEngine;
using UnityEditor;
using System.IO;

[InitializeOnLoad]
public class SteamVR_Settings : EditorWindow
{
const bool forceShow = false; // Set to true to get the dialog to show back up in the case you clicked Ignore All.

const string ignore = "ignore.";
const string useRecommended = "Use recommended ({0})";
const string currentValue = " (current = {0})";

const string buildTarget = "Build Target";
const string showUnitySplashScreen = "Show Unity Splashscreen";
const string defaultIsFullScreen = "Default is Fullscreen";
const string defaultScreenSize = "Default Screen Size";
const string runInBackground = "Run In Background";
const string displayResolutionDialog = "Display Resolution Dialog";
const string resizableWindow = "Resizable Window";
const string fullscreenMode = "D3D11 Fullscreen Mode";
const string visibleInBackground = "Visible In Background";
#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
const string renderingPath = "Rendering Path";
#endif
const string colorSpace = "Color Space";
const string gpuSkinning = "GPU Skinning";
#if false // skyboxes are currently broken
const string singlePassStereoRendering = "Single-Pass Stereo Rendering";
#endif

const BuildTarget recommended_BuildTarget = BuildTarget.StandaloneWindows64;
const bool recommended_ShowUnitySplashScreen = false;
const bool recommended_DefaultIsFullScreen = false;
const int recommended_DefaultScreenWidth = 1024;
const int recommended_DefaultScreenHeight = 768;
const bool recommended_RunInBackground = true;
const ResolutionDialogSetting recommended_DisplayResolutionDialog = ResolutionDialogSetting.HiddenByDefault;
const bool recommended_ResizableWindow = true;
const D3D11FullscreenMode recommended_FullscreenMode = D3D11FullscreenMode.FullscreenWindow;
const bool recommended_VisibleInBackground = true;
#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
const RenderingPath recommended_RenderPath = RenderingPath.Forward;
#endif
const ColorSpace recommended_ColorSpace = ColorSpace.Linear;
const bool recommended_GpuSkinning = true;
#if false
const bool recommended_SinglePassStereoRendering = true;
#endif

static SteamVR_Settings window;

static SteamVR_Settings()
{
EditorApplication.update += Update;
}

static void Update()
{
bool show =
(!EditorPrefs.HasKey(ignore + buildTarget) &&
EditorUserBuildSettings.activeBuildTarget != recommended_BuildTarget) ||
(!EditorPrefs.HasKey(ignore + showUnitySplashScreen) &&
#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
PlayerSettings.showUnitySplashScreen != recommended_ShowUnitySplashScreen) ||
#else
PlayerSettings.SplashScreen.show != recommended_ShowUnitySplashScreen) ||
#endif
(!EditorPrefs.HasKey(ignore + defaultIsFullScreen) &&
PlayerSettings.defaultIsFullScreen != recommended_DefaultIsFullScreen) ||
(!EditorPrefs.HasKey(ignore + defaultScreenSize) &&
(PlayerSettings.defaultScreenWidth != recommended_DefaultScreenWidth ||
PlayerSettings.defaultScreenHeight != recommended_DefaultScreenHeight)) ||
(!EditorPrefs.HasKey(ignore + runInBackground) &&
PlayerSettings.runInBackground != recommended_RunInBackground) ||
(!EditorPrefs.HasKey(ignore + displayResolutionDialog) &&
PlayerSettings.displayResolutionDialog != recommended_DisplayResolutionDialog) ||
(!EditorPrefs.HasKey(ignore + resizableWindow) &&
PlayerSettings.resizableWindow != recommended_ResizableWindow) ||
(!EditorPrefs.HasKey(ignore + fullscreenMode) &&
PlayerSettings.d3d11FullscreenMode != recommended_FullscreenMode) ||
(!EditorPrefs.HasKey(ignore + visibleInBackground) &&
PlayerSettings.visibleInBackground != recommended_VisibleInBackground) ||
#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
(!EditorPrefs.HasKey(ignore + renderingPath) &&
PlayerSettings.renderingPath != recommended_RenderPath) ||
#endif
(!EditorPrefs.HasKey(ignore + colorSpace) &&
PlayerSettings.colorSpace != recommended_ColorSpace) ||
(!EditorPrefs.HasKey(ignore + gpuSkinning) &&
PlayerSettings.gpuSkinning != recommended_GpuSkinning) ||
#if false
(!EditorPrefs.HasKey(ignore + singlePassStereoRendering) &&
PlayerSettings.singlePassStereoRendering != recommended_SinglePassStereoRendering) ||
#endif
forceShow;

if (show)
{
window = GetWindow<SteamVR_Settings>(true);
window.minSize = new Vector2(320, 440);
//window.title = "SteamVR";
}

// Switch to native OpenVR support.
var updated = false;

if (!PlayerSettings.virtualRealitySupported)
{
PlayerSettings.virtualRealitySupported = true;
updated = true;
}

#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
var devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevices(BuildTargetGroup.Standalone);
#else
var devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Standalone);
#endif
var hasOpenVR = false;
foreach (var device in devices)
if (device.ToLower() == "openvr")
hasOpenVR = true;

if (!hasOpenVR)
{
string[] newDevices;
if (updated)
{
newDevices = new string[] { "OpenVR" };
}
else
{
newDevices = new string[devices.Length + 1];
for (int i = 0; i < devices.Length; i++)
newDevices[i] = devices[i];
newDevices[devices.Length] = "OpenVR";
updated = true;
}
#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
UnityEditorInternal.VR.VREditor.SetVREnabledDevices(BuildTargetGroup.Standalone, newDevices);
#else
UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Standalone, newDevices);
#endif
}

if (updated)
Debug.Log("Switching to native OpenVR support.");

var dlls = new string[]
{
"Plugins/x86/openvr_api.dll",
"Plugins/x86_64/openvr_api.dll"
};

foreach (var path in dlls)
{
if (!File.Exists(Application.dataPath + "/" + path))
continue;

if (AssetDatabase.DeleteAsset("Assets/" + path))
Debug.Log("Deleting " + path);
else
{
Debug.Log(path + " in use; cannot delete. Please restart Unity to complete upgrade.");
}
}

EditorApplication.update -= Update;
}

Vector2 scrollPosition;
bool toggleState;

string GetResourcePath()
{
var ms = MonoScript.FromScriptableObject(this);
var path = AssetDatabase.GetAssetPath(ms);
path = Path.GetDirectoryName(path);
return path.Substring(0, path.Length - "Editor".Length) + "Textures/";
}

public void OnGUI()
{
var resourcePath = GetResourcePath();
var logo = AssetDatabase.LoadAssetAtPath<Texture2D>(resourcePath + "logo.png");
var rect = GUILayoutUtility.GetRect(position.width, 150, GUI.skin.box);
if (logo)
GUI.DrawTexture(rect, logo, ScaleMode.ScaleToFit);

EditorGUILayout.HelpBox("Recommended project settings for SteamVR:", MessageType.Warning);

scrollPosition = GUILayout.BeginScrollView(scrollPosition);

int numItems = 0;

if (!EditorPrefs.HasKey(ignore + buildTarget) &&
EditorUserBuildSettings.activeBuildTarget != recommended_BuildTarget)
{
++numItems;

GUILayout.Label(buildTarget + string.Format(currentValue, EditorUserBuildSettings.activeBuildTarget));

GUILayout.BeginHorizontal();

if (GUILayout.Button(string.Format(useRecommended, recommended_BuildTarget)))
{
#if (UNITY_5_5 || UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
EditorUserBuildSettings.SwitchActiveBuildTarget(recommended_BuildTarget);
#else
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, recommended_BuildTarget);
#endif
}

GUILayout.FlexibleSpace();

if (GUILayout.Button("Ignore"))
{
EditorPrefs.SetBool(ignore + buildTarget, true);
}

GUILayout.EndHorizontal();
}

#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
if (!EditorPrefs.HasKey(ignore + showUnitySplashScreen) &&
PlayerSettings.showUnitySplashScreen != recommended_ShowUnitySplashScreen)
{
++numItems;

GUILayout.Label(showUnitySplashScreen + string.Format(currentValue, PlayerSettings.showUnitySplashScreen));

GUILayout.BeginHorizontal();

if (GUILayout.Button(string.Format(useRecommended, recommended_ShowUnitySplashScreen)))
{
PlayerSettings.showUnitySplashScreen = recommended_ShowUnitySplashScreen;
}

GUILayout.FlexibleSpace();

if (GUILayout.Button("Ignore"))
{
EditorPrefs.SetBool(ignore + showUnitySplashScreen, true);
}

GUILayout.EndHorizontal();
}
#else
if (!EditorPrefs.HasKey(ignore + showUnitySplashScreen) &&
PlayerSettings.SplashScreen.show != recommended_ShowUnitySplashScreen)
{
++numItems;

GUILayout.Label(showUnitySplashScreen + string.Format(currentValue, PlayerSettings.SplashScreen.show));

GUILayout.BeginHorizontal();

if (GUILayout.Button(string.Format(useRecommended, recommended_ShowUnitySplashScreen)))
{
PlayerSettings.SplashScreen.show = recommended_ShowUnitySplashScreen;
}

GUILayout.FlexibleSpace();

if (GUILayout.Button("Ignore"))
{
EditorPrefs.SetBool(ignore + showUnitySplashScreen, true);
}

GUILayout.EndHorizontal();
}
#endif
if (!EditorPrefs.HasKey(ignore + defaultIsFullScreen) &&
PlayerSettings.defaultIsFullScreen != recommended_DefaultIsFullScreen)
{
++numItems;

GUILayout.Label(defaultIsFullScreen + string.Format(currentValue, PlayerSettings.defaultIsFullScreen));

GUILayout.BeginHorizontal();

if (GUILayout.Button(string.Format(useRecommended, recommended_DefaultIsFullScreen)))
{
PlayerSettings.defaultIsFullScreen = recommended_DefaultIsFullScreen;
}

GUILayout.FlexibleSpace();

if (GUILayout.Button("Ignore"))
{
EditorPrefs.SetBool(ignore + defaultIsFullScreen, true);
}

GUILayout.EndHorizontal();
}

if (!EditorPrefs.HasKey(ignore + defaultScreenSize) &&
(PlayerSettings.defaultScreenWidth != recommended_DefaultScreenWidth ||
PlayerSettings.defaultScreenHeight != recommended_DefaultScreenHeight))
{
++numItems;

GUILayout.Label(defaultScreenSize + string.Format(" ({0}x{1})", PlayerSettings.defaultScreenWidth, PlayerSettings.defaultScreenHeight));

GUILayout.BeginHorizontal();

if (GUILayout.Button(string.Format("Use recommended ({0}x{1})", recommended_DefaultScreenWidth, recommended_DefaultScreenHeight)))
{
PlayerSettings.defaultScreenWidth = recommended_DefaultScreenWidth;
PlayerSettings.defaultScreenHeight = recommended_DefaultScreenHeight;
}

GUILayout.FlexibleSpace();

if (GUILayout.Button("Ignore"))
{
EditorPrefs.SetBool(ignore + defaultScreenSize, true);
}

GUILayout.EndHorizontal();
}

if (!EditorPrefs.HasKey(ignore + runInBackground) &&
PlayerSettings.runInBackground != recommended_RunInBackground)
{
++numItems;

GUILayout.Label(runInBackground + string.Format(currentValue, PlayerSettings.runInBackground));

GUILayout.BeginHorizontal();

if (GUILayout.Button(string.Format(useRecommended, recommended_RunInBackground)))
{
PlayerSettings.runInBackground = recommended_RunInBackground;
}

GUILayout.FlexibleSpace();

if (GUILayout.Button("Ignore"))
{
EditorPrefs.SetBool(ignore + runInBackground, true);
}

GUILayout.EndHorizontal();
}

if (!EditorPrefs.HasKey(ignore + displayResolutionDialog) &&
PlayerSettings.displayResolutionDialog != recommended_DisplayResolutionDialog)
{
++numItems;

GUILayout.Label(displayResolutionDialog + string.Format(currentValue, PlayerSettings.displayResolutionDialog));

GUILayout.BeginHorizontal();

if (GUILayout.Button(string.Format(useRecommended, recommended_DisplayResolutionDialog)))
{
PlayerSettings.displayResolutionDialog = recommended_DisplayResolutionDialog;
}

GUILayout.FlexibleSpace();

if (GUILayout.Button("Ignore"))
{
EditorPrefs.SetBool(ignore + displayResolutionDialog, true);
}

GUILayout.EndHorizontal();
}

if (!EditorPrefs.HasKey(ignore + resizableWindow) &&
PlayerSettings.resizableWindow != recommended_ResizableWindow)
{
++numItems;

GUILayout.Label(resizableWindow + string.Format(currentValue, PlayerSettings.resizableWindow));

GUILayout.BeginHorizontal();

if (GUILayout.Button(string.Format(useRecommended, recommended_ResizableWindow)))
{
PlayerSettings.resizableWindow = recommended_ResizableWindow;
}