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

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2024-10-11 10:12:15 +08:00
using System;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem
{
/// <summary>
/// Indicates what type of change related to an <see cref="InputDevice">input device</see> occurred.
/// </summary>
/// <remarks>
/// Use <see cref="InputSystem.onDeviceChange"/> to receive notifications about changes
/// to the input device setup in the system.
///
/// <example>
/// <code>
/// InputSystem.onDeviceChange +=
/// (device, change) =>
/// {
/// switch (change)
/// {
/// case InputDeviceChange.Added:
/// Debug.Log($"Device {device} was added");
/// break;
/// case InputDeviceChange.Removed:
/// Debug.Log($"Device {device} was removed");
/// break;
/// }
/// };
/// </code>
/// </example>
/// </remarks>
public enum InputDeviceChange
{
/// <summary>
/// A new device was added to the system. This is triggered <em>after</em> the device
/// has already been added, i.e. it already appears on <see cref="InputSystem.devices"/>.
///
/// See also <see cref="InputSystem.AddDevice{TDevice}(string)"/> and <see cref="InputDevice.added"/>.
/// </summary>
Added,
/// <summary>
/// An existing device was removed from the system. This is triggered <em>after</em> the
/// device has already been removed, i.e. it already has been cleared from <see cref="InputSystem.devices"/>.
///
/// Other than when a device is removed programmatically, this happens when a device
/// is unplugged from the system. Subsequent to the notification, the system will remove
/// the <see cref="InputDevice"/> instance from its list and remove the device's
/// recorded input state.
///
/// See also <see cref="InputSystem.RemoveDevice"/>.
/// </summary>
Removed,
/// <summary>
/// A device reported by the <see cref="IInputRuntime"/> was <see cref="Removed"/> but was
/// retained by the system as <see cref="InputSystem.disconnectedDevices">disconnected</see>.
///
/// See also <see cref="InputSystem.disconnectedDevices"/>.
/// </summary>
Disconnected,
/// <summary>
/// A device that was previously retained as <see cref="Disconnected"/> has been re-discovered
/// and has been <see cref="Added"/> to the system again.
///
/// See also <see cref="InputSystem.disconnectedDevices"/>.
/// </summary>
Reconnected,
/// <summary>
/// An existing device was re-enabled after having been <see cref="Disabled"/>.
///
/// See also <see cref="InputSystem.EnableDevice"/> and <see cref="InputDevice.enabled"/>.
/// </summary>
Enabled,
/// <summary>
/// An existing device was disabled.
///
/// See also <see cref="InputSystem.DisableDevice"/> and <see cref="InputDevice.enabled"/>.
/// </summary>
Disabled,
/// <summary>
/// The usages on a device have changed.
///
/// This may signal, for example, that what was the right hand XR controller before
/// is now the left hand controller.
///
/// See also <see cref="InputSystem.SetDeviceUsage(InputDevice,string)"/> and
/// <see cref="InputControl.usages"/>.
/// </summary>
UsageChanged,
/// <summary>
/// The configuration of a device has changed.
///
/// This may signal, for example, that the layout used by the keyboard has changed or
/// that, on a console, a gamepad has changed which player ID(s) it is assigned to.
///
/// See also <see cref="DeviceConfigurationEvent"/> and <see cref="InputSystem.QueueConfigChangeEvent"/>.
/// </summary>
ConfigurationChanged,
/// <summary>
/// Device is being "soft" reset but in a way that excludes <see cref="Layouts.InputControlLayout.ControlItem.dontReset"/>
/// controls such as mouse positions. This can happen during application focus changes
/// (see <see cref="InputSettings.backgroundBehavior"/>) or when <see cref="InputSystem.ResetDevice"/>
/// is called explicitly.
///
/// This notification is sent before the actual reset happens.
/// </summary>
SoftReset,
/// <summary>
/// Device is being "hard" reset, i.e. every control is reset to its default value. This happens only
/// when explicitly forced through <see cref="InputSystem.ResetDevice"/>.
///
/// This notification is sent before the actual reset happens.
/// </summary>
HardReset,
[Obsolete("Destroyed enum has been deprecated.")]
Destroyed,
}
}