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Rename remaining instances of EditorVR
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mtschoen-unity committed Dec 9, 2019
1 parent d08b179 commit 3238920
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Showing 97 changed files with 107 additions and 107 deletions.
2 changes: 1 addition & 1 deletion Runtime/Actions/Icons/CopyIcon.png.meta

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2 changes: 1 addition & 1 deletion Runtime/Actions/Icons/PlayIcon.png.meta

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Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
Shader "EditorVR/UI/Angled Vertical Gradient UI Clip"
Shader "EditorXR/UI/Angled Vertical Gradient UI Clip"
{
Properties
{
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@@ -1,4 +1,4 @@
Shader "EditorVR/TransparentBlurVerticalFade"
Shader "EditorXR/TransparentBlurVerticalFade"
{
Properties{
_Color("Main Color", Color) = (1,1,1,1)
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@@ -1,4 +1,4 @@
Shader "EditorVR/MainMenu/VerticalBorderGradient"
Shader "EditorXR/MainMenu/VerticalBorderGradient"
{
Properties
{
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@@ -1,4 +1,4 @@
Shader "EditorVR/RadialMenu/RadialFacesRevealMask"
Shader "EditorXR/RadialMenu/RadialFacesRevealMask"
{
SubShader
{
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2 changes: 1 addition & 1 deletion Runtime/Menus/RadialMenu/Shaders/RadialFrame.shader
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@@ -1,4 +1,4 @@
Shader "EditorVR/RadialMenu/RadialFrame"
Shader "EditorXR/RadialMenu/RadialFrame"
{
Properties
{
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@@ -1,4 +1,4 @@
Shader "EditorVR/RadialMenu/RadialMenuBorderGradient"
Shader "EditorXR/RadialMenu/RadialMenuBorderGradient"
{
Properties
{
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2 changes: 1 addition & 1 deletion Runtime/Menus/RadialMenu/Shaders/RadialMenuIcons.shader
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@@ -1,4 +1,4 @@
Shader "EditorVR/RadialMenu/RadialMenuIcons"
Shader "EditorXR/RadialMenu/RadialMenuIcons"
{
Properties
{
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2 changes: 1 addition & 1 deletion Runtime/Menus/RadialMenu/Shaders/RadialMenuSlots.shader
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@@ -1,4 +1,4 @@
Shader "EditorVR/RadialMenu/RadialMenuSlots"
Shader "EditorXR/RadialMenu/RadialMenuSlots"
{
Properties
{
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@@ -1,4 +1,4 @@
Shader "EditorVR/RadialMenu/RadialMenuSlotMask"
Shader "EditorXR/RadialMenu/RadialMenuSlotMask"
{
Properties
{
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2 changes: 1 addition & 1 deletion Runtime/Menus/SpatialUI/Shaders/SpatialUIBackground.shader
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
Shader "EditorVR/SpatialUI/SpatialUIBackground"
Shader "EditorXR/SpatialUI/SpatialUIBackground"
{
Properties
{
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@@ -1,4 +1,4 @@
Shader "EditorVR/SpatialUI/BackgroundOverlayBlur"
Shader "EditorXR/SpatialUI/BackgroundOverlayBlur"
{
Properties
{
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2 changes: 1 addition & 1 deletion Runtime/Menus/SpatialUI/SpatialMenu/SpatialMenu.cs
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Expand Up @@ -16,7 +16,7 @@ namespace Unity.Labs.EditorXR
{
/// <summary>
/// The SpatialMenu controller
/// A SpatialMenu controller is spawned in EditorVR.Tools SpawnDefaultTools() function, for each proxy/input-device
/// A SpatialMenu controller is spawned in EditorXR.Tools SpawnDefaultTools() function, for each proxy/input-device
/// There is a single static SpatialUI(view) that all SpatialMenu controllers direct
/// </summary>
[ProcessInput(2)] // Process input after the ProxyAnimator, but before other IProcessInput implementors
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2 changes: 1 addition & 1 deletion Runtime/Menus/ToolsMenu/Textures/HintArrow.png.meta

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2 changes: 1 addition & 1 deletion Runtime/Menus/ToolsMenu/Textures/MenuIcon.png.meta

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2 changes: 1 addition & 1 deletion Runtime/Menus/ToolsMenu/ToolsMenu.cs
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Expand Up @@ -124,7 +124,7 @@ void CreateToolsMenuUI()
void CreateToolsMenuButton(Type toolType, Sprite buttonIcon)
{
// Verify first that the ToolsMenuUI exists
// This is called in EditorVR.Tools before the UI can be created herein in Awake
// This is called in EditorXR.Tools before the UI can be created herein in Awake
// The SelectionTool & MainMenu buttons are created immediately after instantiating the ToolsMenu
if (m_ToolsMenuUI == null)
CreateToolsMenuUI();
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2 changes: 1 addition & 1 deletion Runtime/Prefabs/Proxies/ProxyBody.shader
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
Shader "EditorVR/Proxies/ProxyBodyShader"
Shader "EditorXR/Proxies/ProxyBodyShader"
{
Properties
{
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14 changes: 7 additions & 7 deletions Runtime/Scripts/Core/Contexts/EditingContextManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -129,7 +129,7 @@ static void OnVRViewDisabled()

#if UNITY_EDITOR
[MenuItem("Window/EditorXR %e", false)]
internal static void ShowEditorVR()
internal static void ShowEditorXR()
{
if (EditorApplication.isPlayingOrWillChangePlaymode || Application.isPlaying)
return;
Expand All @@ -139,7 +139,7 @@ internal static void ShowEditorVR()
}

[MenuItem("Window/EditorXR %e", true)]
static bool ShouldShowEditorVR()
static bool ShouldShowEditorXR()
{
if (EditorApplication.isPlayingOrWillChangePlaymode || Application.isPlaying)
return false;
Expand Down Expand Up @@ -255,7 +255,7 @@ static void OpenIfUserPresent()
if (EditorApplication.isCompiling || Application.isPlaying || EditorApplication.isPlayingOrWillChangePlaymode)
return;

if (!ShouldShowEditorVR())
if (!ShouldShowEditorXR())
return;

if (!XRSettings.enabled)
Expand All @@ -280,7 +280,7 @@ static void OpenIfUserPresent()
if (!s_UserWasPresent && userPresent && !view && !s_AutoOpened)
{
s_AutoOpened = true;
EditorApplication.delayCall += ShowEditorVR;
EditorApplication.delayCall += ShowEditorXR;
}
else if (s_UserWasPresent && view && !userPresent && s_AutoOpened)
{
Expand All @@ -292,7 +292,7 @@ static void OpenIfUserPresent()
}

// Life cycle management across playmode switches is an odd beast indeed, and there is a need to reliably relaunch
// EditorVR after we switch back out of playmode (assuming the view was visible before a playmode switch). So,
// EditorXR after we switch back out of playmode (assuming the view was visible before a playmode switch). So,
// we watch until playmode is done and then relaunch.
static void ReopenOnExitPlaymode()
{
Expand All @@ -302,7 +302,7 @@ static void ReopenOnExitPlaymode()
EditorPrefs.DeleteKey(k_LaunchOnExitPlaymode);
EditorApplication.update -= ReopenOnExitPlaymode;
if (launch)
EditorApplication.delayCall += ShowEditorVR;
EditorApplication.delayCall += ShowEditorXR;
}
}
#endif
Expand Down Expand Up @@ -611,7 +611,7 @@ static void InitializeInputManager()
go.SetRunInEditModeRecursively(true);
go.transform.SetParent(ModuleLoaderCore.instance.GetModuleParent().transform);

// These components were allocating memory every frame and aren't currently used in EditorVR
// These components were allocating memory every frame and aren't currently used in EditorXR
UnityObjectUtils.Destroy(s_InputManager.GetComponent<JoystickInputToEvents>());
UnityObjectUtils.Destroy(s_InputManager.GetComponent<MouseInputToEvents>());
UnityObjectUtils.Destroy(s_InputManager.GetComponent<KeyboardInputToEvents>());
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Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0bcb87ab5055bd3498c8b75ba8ccde1c, type: 3}
m_Name: EditorVR
m_Name: EditorXR
m_EditorClassIdentifier:
m_RenderScale: 1
m_CopyMainCameraSettings: 1
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2 changes: 1 addition & 1 deletion Runtime/Scripts/Core/Contexts/EditorXRContext.cs
Original file line number Diff line number Diff line change
Expand Up @@ -92,7 +92,7 @@ public void Setup()
m_Instance = ModuleLoaderCore.instance.GetModule<EditorXR>();
if (m_Instance == null)
{
Debug.LogWarning("EditorVR Module not loaded");
Debug.LogWarning("EditorXR Module not loaded");
return;
}

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6 changes: 3 additions & 3 deletions Runtime/Scripts/Core/EditorXR.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ namespace Unity.Labs.EditorXR.Core
#if UNITY_EDITOR
[RequiresTag(VRPlayerTag)]
#endif
[ModuleOrder(ModuleOrders.EditorVRLoadOrder)]
[ModuleOrder(ModuleOrders.EditorXRLoadOrder)]
sealed class EditorXR : IEditor, IModule, IUsesConnectInterfaces
{
#if UNITY_EDITOR
Expand Down Expand Up @@ -48,8 +48,8 @@ public string[] OnFilterAssemblies(BuildOptions buildOptions, string[] assemblie

const HideFlags k_DefaultHideFlags = HideFlags.HideInHierarchy | HideFlags.DontSave;
internal const string VRPlayerTag = "VRPlayer";
const string k_PreserveLayout = "EditorVR.PreserveLayout";
const string k_IncludeInBuilds = "EditorVR.IncludeInBuilds";
const string k_PreserveLayout = "EditorXR.PreserveLayout";
const string k_IncludeInBuilds = "EditorXR.IncludeInBuilds";

static bool s_IsInitialized;

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2 changes: 1 addition & 1 deletion Runtime/Scripts/Core/EditorXRRayModule.cs
Original file line number Diff line number Diff line change
Expand Up @@ -531,7 +531,7 @@ public void AddRayVisibilitySettings(Transform rayOrigin, object caller, bool ra

public void RemoveRayVisibilitySettings(Transform rayOrigin, object obj)
{
if (!rayOrigin) // Prevent MissingReferenceException on closing m_EditorVR
if (!rayOrigin) // Prevent MissingReferenceException on closing m_EditorXR
return;

var dpr = rayOrigin.GetComponentInChildren<DefaultProxyRay>();
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4 changes: 2 additions & 2 deletions Runtime/Scripts/Core/ModuleOrders.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,8 +5,8 @@ static class ModuleOrders
const int k_DefaultEarlyOrder = int.MinValue / 2;
const int k_DefaultLateOrder = int.MaxValue / 2;

public const int InterfaceModule = EditorVRLoadOrder - 1;
public const int EditorVRLoadOrder = k_DefaultEarlyOrder;
public const int InterfaceModule = EditorXRLoadOrder - 1;
public const int EditorXRLoadOrder = k_DefaultEarlyOrder;
public const int DeviceInputModuleOrder = k_DefaultEarlyOrder;
public const int MenuModuleLoadOrder = k_DefaultLateOrder;
public const int SpatialHintModuleLoadOrder = k_DefaultLateOrder;
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2 changes: 1 addition & 1 deletion Runtime/Scripts/Core/VRView.cs
Original file line number Diff line number Diff line change
Expand Up @@ -243,7 +243,7 @@ public void OnEnable()
m_ShowDeviceView = EditorPrefs.GetBool(k_ShowDeviceView, false);
m_UseCustomPreviewCamera = EditorPrefs.GetBool(k_UseCustomPreviewCamera, false);

// Disable other views to increase rendering performance for EditorVR
// Disable other views to increase rendering performance for EditorXR
SetOtherViewsEnabled(false);

// VRSettings.enabled latches the reference pose for the current camera
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4 changes: 2 additions & 2 deletions Runtime/Scripts/Interfaces/Entity/IEditingContext.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ namespace Unity.Labs.EditorXR
{
/// <summary>
/// Implement this interface to create an editing context. You can also specify your own custom
/// settings within the context to be applied to the specified VR editor (e.g. EditorVR).
/// settings within the context to be applied to the specified VR editor (e.g. EditorXR).
/// </summary>
public interface IEditingContext
{
Expand All @@ -27,7 +27,7 @@ public interface IEditingContext
bool copyMainCameraImageEffectsToPresentationCamera { get; }

/// <summary>
/// Bool denotes that the EditorVR instance exists, having already been created in Setup()
/// Bool denotes that the EditorXR instance exists, having already been created in Setup()
/// </summary>
bool instanceExists { get; }

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2 changes: 1 addition & 1 deletion Runtime/Scripts/Interfaces/Entity/IEditor.cs
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
namespace Unity.Labs.EditorXR
{
/// <summary>
/// Implement this interface to create an editor (e.g. EditorVR) to be used in conjunction with an editing context.
/// Implement this interface to create an editor (e.g. EditorXR) to be used in conjunction with an editing context.
/// </summary>
public interface IEditor
{
Expand Down
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