Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Plugins/Users/InputUserChange.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

115 lines
5.0 KiB
C#

using UnityEngine.InputSystem.LowLevel;
////REVIEW: how do we handle the case where the OS may (through whatever means) recognize individual real-world users,
//// associate a user account with each one, and recognize when a controller is passed from one user to the other?
//// (NUI on Xbox probably gives us that scenario)
namespace UnityEngine.InputSystem.Users
{
/// <summary>
/// Indicates what type of change related to an <see cref="InputUser"/> occurred.
/// </summary>
/// <seealso cref="InputUser.onChange"/>
public enum InputUserChange
{
/// <summary>
/// A new user was added to the system.
/// </summary>
/// <seealso cref="InputUser.PerformPairingWithDevice"/>
Added,
/// <summary>
/// An existing user was removed from the user.
/// </summary>
/// <remarks>
/// <see cref="InputUser"/>s are only removed when explicitly requested (<see cref="InputUser.UnpairDevicesAndRemoveUser"/>).
/// </remarks>
/// <seealso cref="InputUser.UnpairDevicesAndRemoveUser"/>
Removed,
/// <summary>
/// A user has had a device assigned to it.
/// </summary>
/// <seealso cref="InputUser.PerformPairingWithDevice"/>
/// <seealso cref="InputUser.pairedDevices"/>
DevicePaired,
/// <summary>
/// A user has had a device removed from it.
/// </summary>
/// <remarks>
/// This is different from <see cref="DeviceLost"/> in that the removal is intentional. <see cref="DeviceLost"/>
/// instead indicates that the device was removed due to causes outside of the control of the application (such
/// as battery loss) whereas DeviceUnpaired indicates the device was removed from the user under the control of
/// the application itself.
/// </remarks>
/// <seealso cref="InputUser.UnpairDevice"/>
/// <seealso cref="InputUser.UnpairDevicesAndRemoveUser"/>
/// <seealso cref="InputUser.pairedDevices"/>
DeviceUnpaired,
/// <summary>
/// A device was removed while paired to the user.
/// </summary>
/// <remarks>
/// This scenario happens on battery loss, for example.
///
/// Note that there is still a <see cref="DevicePaired"/> change sent when the device is subsequently removed
/// from the user.
/// </remarks>
/// <seealso cref="InputUser.pairedDevices"/>
/// <seealso cref="InputUser.lostDevices"/>
DeviceLost,
////REVIEW: should we tie this to the specific device requirement slot in the control scheme?
/// <summary>
/// A device that was previously lost (<see cref="DeviceLost"/>) was regained by the user.
/// </summary>
/// <remarks>
/// This can happen, for example, when a gamepad runs out of battery and is then plugged in by wire.
///
/// Note that a device may be permanently lost and instead be replaced by a different device.
/// </remarks>
/// <seealso cref="InputUser.lostDevices"/>
DeviceRegained,
////TODO: bring documentation for these back when user management is implemented on Xbox and PS
AccountChanged,
AccountNameChanged,
AccountSelectionInProgress,
AccountSelectionCanceled,
AccountSelectionComplete,
////REVIEW: send notifications about the matching status of the control scheme? maybe ControlSchemeActivated, ControlSchemeDeactivated,
//// and ControlSchemeChanged?
/// <summary>
/// A user switched to a different control scheme.
/// </summary>
/// <seealso cref="InputUser.ActivateControlScheme(string)"/>
/// <seealso cref="InputUser.ActivateControlScheme(InputControlScheme)"/>
ControlSchemeChanged,
/// <summary>
/// A user's bound controls have changed, either because the bindings of the user have changed (for example,
/// due to an override applied with <see cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,InputBinding)"/>)
/// or because the controls themselves may have changed configuration (every time the device of the controls receives
/// an <see cref="DeviceConfigurationEvent"/>; for example, when the current keyboard layout on a <see cref="Keyboard"/>
/// changes which in turn modifies the <see cref="InputControl.displayName"/>s of the keys on the keyboard).
/// </summary>
ControlsChanged,
/*
////TODO: this is waiting for InputUserSettings
/// <summary>
/// A setting in the user's <see cref="InputUserSettings"/> has changed.
/// </summary>
/// <remarks>
/// This is separate from <see cref="BindingsChanged"/> even though bindings are part of user profiles
/// (<see cref="InputUserSettings.customBindings"/>). The reason is that binding changes often require
/// </remarks>
SettingsChanged,
*/
}
}