IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Devices/Haptics/IHaptics.cs

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2024-10-11 10:12:15 +08:00
////REVIEW: Devices usually will automatically shut down haptics if they haven't received a haptics command in some time.
//// How should we deal with that? Should haptics automatically refresh themselves periodically while they are set?
////REVIEW: Do we need a mute in addition to a pause?
namespace UnityEngine.InputSystem.Haptics
{
/// <summary>
/// Base interface for haptics on input devices.
/// </summary>
/// <remarks>
/// To support haptics, an <see cref="InputDevice"/> has to implement one or more
/// haptics interfaces.
/// </remarks>
/// <example>
/// <code>
/// class MyDevice : InputDevice, IDualMotorRumble
/// {
/// private DualMotorRumble m_Rumble;
///
/// public void SetMotorSpeeds(float lowFrequency, float highFrequency)
/// {
/// m_Rumble.SetMotorSpeeds(lowFrequency, highFrequency);
/// }
///
/// public void PauseHaptics()
/// {
/// m_Rumble.PauseHaptics();
/// }
///
/// public void ResumeHaptics()
/// {
/// m_Rumble.ResumeHaptics();
/// }
///
/// public void ResetHaptics()
/// {
/// m_Rumble.ResetHaptics();
/// }
/// }
/// </code>
/// </example>
/// <seealso cref="InputSystem.PauseHaptics"/>
/// <seealso cref="InputSystem.ResumeHaptics"/>
/// <seealso cref="InputSystem.ResetHaptics"/>
public interface IHaptics
{
/// <summary>
/// Pause haptics playback on the device.
/// </summary>
/// <remarks>
/// This should preserve current playback settings (such as motor speed levels
/// or effect playback positions) but shut down feedback effects on the device.
///
/// If proper resumption of effects is not possible, playback should be stopped
/// and <see cref="ResumeHaptics"/> is allowed to be a no-operation.
///
/// Note that haptics playback states are not required to survive domain reloads
/// in the editor.
/// </remarks>
/// <seealso cref="ResumeHaptics"/>
void PauseHaptics();
/// <summary>
/// Resume haptics playback on the device.
/// </summary>
/// <remarks>
/// Should be called after calling <see cref="PauseHaptics"/>. Otherwise does
/// nothing.
/// </remarks>
void ResumeHaptics();
/// <summary>
/// Reset haptics playback on the device to its default state.
/// </summary>
/// <remarks>
/// This will turn off all haptics effects that may be playing on the device.
/// </remarks>
void ResetHaptics();
}
}