using System.Runtime.InteropServices; using UnityEngine.InputSystem.Utilities; namespace UnityEngine.InputSystem.LowLevel { /// // Command to enable or disable Windows.Gaming.Input native backend. // Send it to deviceId 0 as it's a special "global" IOCTL that gets routed internally. /// [StructLayout(LayoutKind.Explicit, Size = kSize)] internal struct UseWindowsGamingInputCommand : IInputDeviceCommandInfo { public static FourCC Type { get { return new FourCC('U', 'W', 'G', 'I'); } } internal const int kSize = InputDeviceCommand.kBaseCommandSize + sizeof(byte); [FieldOffset(0)] public InputDeviceCommand baseCommand; [FieldOffset(InputDeviceCommand.kBaseCommandSize)] public byte enable; public FourCC typeStatic { get { return Type; } } public static UseWindowsGamingInputCommand Create(bool enable) { return new UseWindowsGamingInputCommand { baseCommand = new InputDeviceCommand(Type, kSize), enable = (byte)(enable ? 1 : 0) }; } } }