// In retrospect, allowing Touchscreen to do what it does the way it does it was a mistake. It came out of thinking that
// we need Touchscreen to have a large pool of TouchStates from which to dynamically allocate -- as this was what the old
// input system does. This made it unfeasible/unwise to put the burden of touch allocation on platform backends and thus
// led to the current setup where backends are sending TouchState events which Touchscreen dynamically incorporates.
//
// This shouldn't have happened.
//
// Ultimately, this led to IInputStateCallbackReceiver in its current form. While quite flexible in what it allows you to
// do, it introduces a lot of additional complication and deviation from an otherwise very simple model based on trivially
// understood chunks of input state.
namespace UnityEngine.InputSystem.LowLevel
{
///
/// Interface for devices that implement their own state update handling.
///
///
/// The input system has built-in logic to automatically handle the state buffers that store input values for devices. This
/// means that if an input event containing input state is processed, its data will be copied automatically into the state
/// memory for the device.
///
/// However, some devices need to apply custom logic whenever new input is received. An example of this is
/// which needs to accumulate deltas as they are received within a frame and then reset the delta at the beginning of a new frame.
///
/// Also, devices like extensively customize event handling in order to implement features such as
/// tap detection and primary touch handling. This is what allows the device to receive state events in
/// format even though that is not the format of the device itself (which is mainly a composite of several TouchStates).
///
/// This interface allows to bypass the built-in logic and instead intercept and manually handle state updates.
///
///
///
///
public interface IInputStateCallbackReceiver
{
///
/// A new input update begins. This means that the current state of the device is being carried over into the next
/// frame.
///
///
/// This is called without the front and back buffer for the device having been flipped. You can use
/// to write values into the device's state (e.g. to reset a given control to its default state) which will implicitly perform
/// the buffer flip.
///
void OnNextUpdate();
///
/// A new state event has been received and is being processed.
///
/// The state event. This will be either a or a .
///
/// Use to write state updates into the device state buffers. While nothing will prevent a device
/// from writing directly into the memory buffers retrieved with , doing so will bypass
/// the buffer flipping logic as well as change detection from change monitors (; this will
/// cause to not work with the device) and thus lead to incorrect behavior.
///
///
///
void OnStateEvent(InputEventPtr eventPtr);
///
/// Compute an offset that correlates with the state in .
///
/// Control the state of which we want to access within .
/// An input event. Must be a or
///
/// False if the correlation failed or true if has been set and should be used
/// as the offset for the state of .
///
/// This method will only be called if the given state event has a state format different than that of the device. In that case,
/// the memory of the input state captured in the given state event cannot be trivially correlated with the control.
///
/// The input system calls the method to know which offset (if any) in the device's state block to consider the state
/// in relative to when accessing the state for as found in
/// the event.
///
/// An example of when this is called is for touch events. These are normally sent in format
/// which, however, is not the state format of (which uses a composite of several TouchStates).
/// When trying to access the state in to, for example, read out the touch position,
///
///
bool GetStateOffsetForEvent(InputControl control, InputEventPtr eventPtr, ref uint offset);
}
}