forked from BilalY/Rasagar
47 lines
1.4 KiB
C#
47 lines
1.4 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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/// Command to query the current name of a key according to the current keyboard layout.
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/// </summary>
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[StructLayout(LayoutKind.Explicit, Size = kSize)]
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public unsafe struct QueryKeyNameCommand : IInputDeviceCommandInfo
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{
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public static FourCC Type => new FourCC('K', 'Y', 'C', 'F');
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internal const int kMaxNameLength = 256;
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internal const int kSize = InputDeviceCommand.kBaseCommandSize + kMaxNameLength + 4;
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[FieldOffset(0)]
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public InputDeviceCommand baseCommand;
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[FieldOffset(InputDeviceCommand.kBaseCommandSize)]
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public int scanOrKeyCode;
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[FieldOffset(InputDeviceCommand.kBaseCommandSize + 4)]
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public fixed byte nameBuffer[kMaxNameLength];
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public string ReadKeyName()
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{
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fixed(QueryKeyNameCommand * thisPtr = &this)
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{
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return StringHelpers.ReadStringFromBuffer(new IntPtr(thisPtr->nameBuffer), kMaxNameLength);
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}
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}
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public FourCC typeStatic => Type;
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public static QueryKeyNameCommand Create(Key key)
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{
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return new QueryKeyNameCommand
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{
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baseCommand = new InputDeviceCommand(Type, kSize),
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scanOrKeyCode = (int)key
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};
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}
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}
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}
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