forked from BilalY/Rasagar
66 lines
2.2 KiB
C#
66 lines
2.2 KiB
C#
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using System;
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using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// A single character text input event.
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/// </summary>
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/// <remarks>
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/// Text input does not fit the control-based input model well and thus is
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/// represented as its own form of input. A device that is capable of receiving
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/// text input (such as <see cref="Keyboard"/>) receives text input events
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/// and should implement <see cref="ITextInputReceiver"/> in order for the
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/// input system to be able to relay these events to the device.
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/// </remarks>
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[StructLayout(LayoutKind.Explicit, Size = InputEvent.kBaseEventSize + 4)]
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public struct TextEvent : IInputEventTypeInfo
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{
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public const int Type = 0x54455854;
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[FieldOffset(0)]
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public InputEvent baseEvent;
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/// <summary>
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/// Character in UTF-32 encoding.
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/// </summary>
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[FieldOffset(InputEvent.kBaseEventSize)]
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public int character;
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public FourCC typeStatic => Type;
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public static unsafe TextEvent* From(InputEventPtr eventPtr)
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{
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if (!eventPtr.valid)
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throw new ArgumentNullException(nameof(eventPtr));
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if (!eventPtr.IsA<TextEvent>())
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throw new InvalidCastException(string.Format("Cannot cast event with type '{0}' into TextEvent",
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eventPtr.type));
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return (TextEvent*)eventPtr.data;
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}
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public static TextEvent Create(int deviceId, char character, double time = -1)
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{
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////TODO: detect and throw when if character is surrogate
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var inputEvent = new TextEvent
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{
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baseEvent = new InputEvent(Type, InputEvent.kBaseEventSize + 4, deviceId, time),
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character = character
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};
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return inputEvent;
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}
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public static TextEvent Create(int deviceId, int character, double time = -1)
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{
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var inputEvent = new TextEvent
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{
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baseEvent = new InputEvent(Type, InputEvent.kBaseEventSize + 4, deviceId, time),
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character = character
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};
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return inputEvent;
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}
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}
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}
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