Maze / Library /PackageCache /com.unity.inputsystem@1.6.1 /InputSystem /State /IInputStateChangeMonitor.cs
| ////REVIEW: could have a monitor path where if there's multiple state monitors on the same control with | |
| //// the same listener, the monitor is notified only once but made aware of the multiple triggers | |
| namespace UnityEngine.InputSystem.LowLevel | |
| { | |
| /// <summary> | |
| /// Interface used to monitor input state changes. | |
| /// </summary> | |
| /// <remarks> | |
| /// Use <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/> to install a state change monitor receiving state change | |
| /// callbacks for a specific control. | |
| /// </remarks> | |
| /// <seealso cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/> | |
| public interface IInputStateChangeMonitor | |
| { | |
| ////REVIEW: For v2, consider changing the signature of this to put the "was consumed" signal *outside* the eventPtr | |
| /// <summary> | |
| /// Called when the state monitored by a state change monitor has been modified. | |
| /// </summary> | |
| /// <param name="control">Control that is being monitored by the state change monitor and that had its state | |
| /// memory changed.</param> | |
| /// <param name="time">Time on the <see cref="InputEvent.time"/> timeline at which the control state change was received.</param> | |
| /// <param name="eventPtr">If the state change was initiated by a state event (either a <see cref="StateEvent"/> | |
| /// or <see cref="DeltaStateEvent"/>), this is the pointer to that event. Otherwise it is pointer that is still | |
| /// <see cref="InputEventPtr.valid"/>, but refers a "dummy" event that is not a <see cref="StateEvent"/> or <see cref="DeltaStateEvent"/>.</param> | |
| /// <param name="monitorIndex">Index of the monitor as passed to <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>. | |
| /// </param> | |
| /// <remarks> | |
| /// To signal that the state change has been processed by the monitor and that no other pending notifications on the | |
| /// same monitor instance should be sent, set the <see cref="InputEventPtr.handled"/> flag to <c>true</c> on <paramref name="eventPtr"/>. | |
| /// Note, however, that aside from only silencing change monitors on the same <see cref="IInputStateChangeMonitor"/> instance, | |
| /// it also only silences change monitors with the same <c>groupIndex</c> value as supplied to | |
| /// <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>. | |
| /// </remarks> | |
| void NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex); | |
| /// <summary> | |
| /// Called when a timeout set on a state change monitor has expired. | |
| /// </summary> | |
| /// <param name="control">Control on which the timeout expired.</param> | |
| /// <param name="time">Input time at which the timer expired. This is the time at which an <see cref="InputSystem.Update"/> is being | |
| /// run whose <see cref="InputState.currentTime"/> is past the time of expiration.</param> | |
| /// <param name="monitorIndex">Index of the monitor as given to <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>.</param> | |
| /// <param name="timerIndex">Index of the timer as given to <see cref="InputState.AddChangeMonitorTimeout"/>.</param> | |
| /// <seealso cref="InputState.AddChangeMonitorTimeout"/> | |
| void NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex); | |
| } | |
| } | |