b486678290
Library -Artifacts
128 lines
4.9 KiB
C#
128 lines
4.9 KiB
C#
using System;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// Indicates what type of change related to an <see cref="InputDevice">input device</see> occurred.
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/// </summary>
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/// <remarks>
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/// Use <see cref="InputSystem.onDeviceChange"/> to receive notifications about changes
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/// to the input device setup in the system.
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///
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/// <example>
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/// <code>
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/// InputSystem.onDeviceChange +=
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/// (device, change) =>
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/// {
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/// switch (change)
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/// {
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/// case InputDeviceChange.Added:
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/// Debug.Log($"Device {device} was added");
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/// break;
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/// case InputDeviceChange.Removed:
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/// Debug.Log($"Device {device} was removed");
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/// break;
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/// }
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/// };
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/// </code>
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/// </example>
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/// </remarks>
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public enum InputDeviceChange
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{
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/// <summary>
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/// A new device was added to the system. This is triggered <em>after</em> the device
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/// has already been added, i.e. it already appears on <see cref="InputSystem.devices"/>.
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///
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/// See also <see cref="InputSystem.AddDevice{TDevice}(string)"/> and <see cref="InputDevice.added"/>.
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/// </summary>
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Added,
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/// <summary>
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/// An existing device was removed from the system. This is triggered <em>after</em> the
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/// device has already been removed, i.e. it already has been cleared from <see cref="InputSystem.devices"/>.
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///
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/// Other than when a device is removed programmatically, this happens when a device
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/// is unplugged from the system. Subsequent to the notification, the system will remove
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/// the <see cref="InputDevice"/> instance from its list and remove the device's
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/// recorded input state.
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///
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/// See also <see cref="InputSystem.RemoveDevice"/>.
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/// </summary>
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Removed,
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/// <summary>
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/// A device reported by the <see cref="IInputRuntime"/> was <see cref="Removed"/> but was
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/// retained by the system as <see cref="InputSystem.disconnectedDevices">disconnected</see>.
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///
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/// See also <see cref="InputSystem.disconnectedDevices"/>.
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/// </summary>
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Disconnected,
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/// <summary>
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/// A device that was previously retained as <see cref="Disconnected"/> has been re-discovered
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/// and has been <see cref="Added"/> to the system again.
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///
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/// See also <see cref="InputSystem.disconnectedDevices"/>.
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/// </summary>
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Reconnected,
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/// <summary>
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/// An existing device was re-enabled after having been <see cref="Disabled"/>.
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///
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/// See also <see cref="InputSystem.EnableDevice"/> and <see cref="InputDevice.enabled"/>.
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/// </summary>
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Enabled,
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/// <summary>
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/// An existing device was disabled.
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///
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/// See also <see cref="InputSystem.DisableDevice"/> and <see cref="InputDevice.enabled"/>.
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/// </summary>
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Disabled,
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/// <summary>
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/// The usages on a device have changed.
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///
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/// This may signal, for example, that what was the right hand XR controller before
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/// is now the left hand controller.
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///
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/// See also <see cref="InputSystem.SetDeviceUsage(InputDevice,string)"/> and
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/// <see cref="InputControl.usages"/>.
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/// </summary>
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UsageChanged,
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/// <summary>
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/// The configuration of a device has changed.
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///
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/// This may signal, for example, that the layout used by the keyboard has changed or
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/// that, on a console, a gamepad has changed which player ID(s) it is assigned to.
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///
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/// See also <see cref="DeviceConfigurationEvent"/> and <see cref="InputSystem.QueueConfigChangeEvent"/>.
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/// </summary>
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ConfigurationChanged,
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/// <summary>
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/// Device is being "soft" reset but in a way that excludes <see cref="Layouts.InputControlLayout.ControlItem.dontReset"/>
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/// controls such as mouse positions. This can happen during application focus changes
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/// (see <see cref="InputSettings.backgroundBehavior"/>) or when <see cref="InputSystem.ResetDevice"/>
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/// is called explicitly.
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///
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/// This notification is sent before the actual reset happens.
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/// </summary>
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SoftReset,
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/// <summary>
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/// Device is being "hard" reset, i.e. every control is reset to its default value. This happens only
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/// when explicitly forced through <see cref="InputSystem.ResetDevice"/>.
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///
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/// This notification is sent before the actual reset happens.
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/// </summary>
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HardReset,
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[Obsolete("Destroyed enum has been deprecated.")]
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Destroyed,
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}
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}
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