9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
45 lines
2.0 KiB
C#
45 lines
2.0 KiB
C#
namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Interface for <see cref="InputDevice"/> classes that can receive text input events.
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/// </summary>
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/// <remarks>
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/// This interface should be implemented by devices that are meant to receive text
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/// input through <see cref="TextEvent"/>.
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/// </remarks>
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/// <seealso cref="TextEvent"/>
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/// <seealso cref="IMECompositionEvent"/>
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public interface ITextInputReceiver
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{
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/// <summary>
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/// A single, fully-formed Unicode character has been typed on the device.
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/// </summary>
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/// <param name="character">Character that was typed. Note that in case the character is part of
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/// a surrogate pair, this method is called first with the high surrogate and then with the
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/// low surrogate character.</param>
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/// <remarks>
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/// This method is called on a device when a <see cref="TextEvent"/> is received
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/// for the device. <paramref name="character"/> is the <see cref="TextEvent.character"/>
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/// from the event.
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///
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/// Note that this method will be called *twice* for a single <see cref="TextEvent"/>
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/// in case the given UTF-32 (encoding in the event) needs to be represented as UTF-16
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/// (encoding of <c>char</c> in C#) surrogate.
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/// </remarks>
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void OnTextInput(char character);
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/// <summary>
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/// Called when an IME composition is in-progress or finished.
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/// </summary>
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/// <param name="compositionString">The current composition.</param>
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/// <seealso cref="IMECompositionEvent"/>
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/// <seealso cref="Keyboard.onIMECompositionChange"/>
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/// <remarks>
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/// The method will be repeatedly called with the current string while composition is in progress.
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/// Once composition finishes, the method will be called one more time with a blank composition
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/// string.
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/// </remarks>
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void OnIMECompositionChanged(IMECompositionString compositionString);
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}
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}
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