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