using System;
namespace UnityEngine.InputSystem.Users
{
///
/// Handle for a user account in an external API.
///
public struct InputUserAccountHandle : IEquatable
{
///
/// Symbolic name of the API that owns the handle.
///
///
/// This essentially provides a namespace for .
///
/// On PS4, for example, this will read "PS4" for user handles corresponding
/// to sceUserId.
///
/// This will not be null or empty except if the handle is invalid.
///
public string apiName
{
get { return m_ApiName; }
}
public ulong handle
{
get { return m_Handle; }
}
public InputUserAccountHandle(string apiName, ulong handle)
{
if (string.IsNullOrEmpty(apiName))
throw new ArgumentNullException("apiName");
m_ApiName = apiName;
m_Handle = handle;
}
public override string ToString()
{
if (m_ApiName == null)
return base.ToString();
return string.Format("{0}({1})", m_ApiName, m_Handle);
}
public bool Equals(InputUserAccountHandle other)
{
return string.Equals(apiName, other.apiName) && Equals(handle, other.handle);
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj))
return false;
return obj is InputUserAccountHandle && Equals((InputUserAccountHandle)obj);
}
public static bool operator==(InputUserAccountHandle left, InputUserAccountHandle right)
{
return left.Equals(right);
}
public static bool operator!=(InputUserAccountHandle left, InputUserAccountHandle right)
{
return !left.Equals(right);
}
public override int GetHashCode()
{
unchecked
{
return ((apiName != null ? apiName.GetHashCode() : 0) * 397) ^ handle.GetHashCode();
}
}
private string m_ApiName;
private ulong m_Handle;
}
}