using System.Runtime.InteropServices;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.LowLevel
{
///
/// Queries to see if this device is able to continue to send updates and state changes when the application is not if focus.
///
///
[StructLayout(LayoutKind.Explicit, Size = InputDeviceCommand.kBaseCommandSize + sizeof(bool))]
public struct QueryCanRunInBackground : IInputDeviceCommandInfo
{
public static FourCC Type => new FourCC('Q', 'R', 'I', 'B');
internal const int kSize = InputDeviceCommand.kBaseCommandSize + sizeof(bool);
[FieldOffset(0)]
public InputDeviceCommand baseCommand;
[FieldOffset(InputDeviceCommand.kBaseCommandSize)]
public bool canRunInBackground;
public FourCC typeStatic => Type;
public static QueryCanRunInBackground Create()
{
return new QueryCanRunInBackground
{
baseCommand = new InputDeviceCommand(Type, kSize),
canRunInBackground = false
};
}
}
}