219 lines
9.1 KiB
C#
219 lines
9.1 KiB
C#
using System;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.InputSystem.Layouts;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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////TODO: add API to send events in bulk rather than one by one
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namespace UnityEngine.InputSystem.LowLevel
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{
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internal delegate void InputUpdateDelegate(InputUpdateType updateType, ref InputEventBuffer eventBuffer);
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/// <summary>
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/// Input functions that have to be performed by the underlying input runtime.
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/// </summary>
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/// <remarks>
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/// The runtime owns the input event queue, reports device discoveries, and runs
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/// periodic updates that flushes out events from the queue. Updates can also be manually
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/// triggered by calling <see cref="Update"/>.
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/// </remarks>
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internal unsafe interface IInputRuntime
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{
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/// <summary>
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/// Allocate a new unique device ID.
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/// </summary>
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/// <returns>A numeric device ID that is not <see cref="InputDevice.InvalidDeviceId"/>.</returns>
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/// <remarks>
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/// Device IDs are managed by the runtime. This method allows creating devices that
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/// can use the same ID system but are not known to the underlying runtime.
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/// </remarks>
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int AllocateDeviceId();
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/// <summary>
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/// Manually trigger an update.
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/// </summary>
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/// <param name="type">Type of update to run. If this is a combination of updates, each flag
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/// that is set in the mask will run a separate update.</param>
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/// <remarks>
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/// Updates will flush out events and trigger <see cref="onBeforeUpdate"/> and <see cref="onUpdate"/>.
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/// Also, newly discovered devices will be reported by an update is run.
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/// </remarks>
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void Update(InputUpdateType type);
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/// <summary>
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/// Queue an input event.
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/// </summary>
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/// <remarks>
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/// This method has to be thread-safe.
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/// </remarks>
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/// <param name="ptr">Pointer to the event data. Uses the <see cref="InputEvent"/> format.</param>
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/// <remarks>
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/// Events are copied into an internal buffer. Thus the memory referenced by this method does
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/// not have to persist until the event is processed.
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/// </remarks>
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void QueueEvent(InputEvent* ptr);
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//NOTE: This method takes an IntPtr instead of a generic ref type parameter (like InputDevice.ExecuteCommand)
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// to avoid issues with AOT where generic interface methods can lead to problems. Il2cpp can handle it here
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// just fine but Mono will run into issues.
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/// <summary>
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/// Perform an I/O transaction directly against a specific device.
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/// </summary>
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/// <remarks>
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/// This function is used to set up device-specific communication controls between
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/// a device and the user of a device. The interface does not dictate a set of supported
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/// IOCTL control codes.
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/// </remarks>
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/// <param name="deviceId">Device to send the command to.</param>
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/// <param name="commandPtr">Pointer to the command buffer.</param>
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/// <returns>Negative value on failure, >=0 on success. Meaning of return values depends on the
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/// command sent to the device.</returns>
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long DeviceCommand(int deviceId, InputDeviceCommand* commandPtr);
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/// <summary>
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/// Set delegate to be called on input updates.
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/// </summary>
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InputUpdateDelegate onUpdate { get; set; }
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/// <summary>
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/// Set delegate to be called right before <see cref="onUpdate"/>.
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/// </summary>
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/// <remarks>
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/// This delegate is meant to allow events to be queued that should be processed right
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/// in the upcoming update.
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/// </remarks>
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Action<InputUpdateType> onBeforeUpdate { get; set; }
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Func<InputUpdateType, bool> onShouldRunUpdate { get; set; }
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#if UNITY_EDITOR
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/// <summary>
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/// Set delegate to be called during player loop initialization callbacks.
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/// </summary>
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Action onPlayerLoopInitialization { get; set; }
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#endif
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/// <summary>
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/// Set delegate to be called when a new device is discovered.
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/// </summary>
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/// <remarks>
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/// The runtime should delay reporting of already present devices until the delegate
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/// has been put in place and then call the delegate for every device already in the system.
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///
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/// First parameter is the ID assigned to the device, second parameter is a description
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/// in JSON format of the device (see <see cref="InputDeviceDescription.FromJson"/>).
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/// </remarks>
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Action<int, string> onDeviceDiscovered { get; set; }
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/// <summary>
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/// Set delegate to call when the application changes focus.
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/// </summary>
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/// <seealso cref="Application.onFocusChanged"/>
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Action<bool> onPlayerFocusChanged { get; set; }
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/// <summary>
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// Is true when the player or game view has focus.
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/// </summary>
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/// <seealso cref="Application.isFocused"/>
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bool isPlayerFocused { get; }
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/// <summary>
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/// Set delegate to invoke when system is shutting down.
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/// </summary>
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Action onShutdown { get; set; }
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/// <summary>
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/// Set the background polling frequency for devices that have to be polled.
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/// </summary>
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/// <remarks>
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/// The frequency is in Hz. A value of 60 means that polled devices get sampled
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/// 60 times a second.
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/// </remarks>
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float pollingFrequency { get; set; }
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/// <summary>
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/// The current time on the same timeline that input events are delivered on.
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/// </summary>
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/// <remarks>
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/// This is used to timestamp events that are not explicitly supplied with timestamps.
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///
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/// Time in the input system progresses linearly and in real-time and relates to when Unity was started.
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/// In the editor, this always corresponds to <see cref="EditorApplication.timeSinceStartup"/>.
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///
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/// Input time, however, is offset in relation to <see cref="Time.realtimeSinceStartup"/>. This is because
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/// in the player, <see cref="Time.realtimeSinceStartup"/> is reset to 0 upon loading the first scene and
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/// in the editor, <see cref="Time.realtimeSinceStartup"/> is reset to 0 whenever the editor enters play
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/// mode. As the resetting runs counter to the need of linearly progressing time for input, the input
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/// system will not reset time along with <see cref="Time.realtimeSinceStartup"/>.
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/// </remarks>
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double currentTime { get; }
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/// <summary>
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/// The current time on the same timeline that input events are delivered on, for the current FixedUpdate.
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/// </summary>
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/// <remarks>
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/// This should be used inside FixedUpdate calls instead of currentTime, as FixedUpdates are simulated at times
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/// not matching the real time the simulation corresponds to.
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/// </remarks>
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double currentTimeForFixedUpdate { get; }
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/// <summary>
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/// The value of <c>Time.unscaledTime</c>.
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/// </summary>
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float unscaledGameTime { get; }
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/// <summary>
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/// The time offset that <see cref="currentTime"/> currently has to <see cref="Time.realtimeSinceStartup"/>.
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/// </summary>
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double currentTimeOffsetToRealtimeSinceStartup { get; }
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bool runInBackground { get; set; }
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Vector2 screenSize { get; }
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ScreenOrientation screenOrientation { get; }
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// If analytics are enabled, the runtime receives analytics events from the input manager.
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// See InputAnalytics.
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#if UNITY_ANALYTICS || UNITY_EDITOR
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void RegisterAnalyticsEvent(string name, int maxPerHour, int maxPropertiesPerEvent);
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void SendAnalyticsEvent(string name, object data);
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#endif
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bool isInBatchMode { get; }
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#if UNITY_EDITOR
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Action<PlayModeStateChange> onPlayModeChanged { get; set; }
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Action onProjectChange { get; set; }
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bool isInPlayMode { get; }
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bool isPaused { get; }
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bool isEditorActive { get; }
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// Functionality related to the Unity Remote.
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Func<IntPtr, bool> onUnityRemoteMessage { set; }
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void SetUnityRemoteGyroEnabled(bool value);
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void SetUnityRemoteGyroUpdateInterval(float interval);
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#endif
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}
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internal static class InputRuntime
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{
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public static IInputRuntime s_Instance;
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public static double s_CurrentTimeOffsetToRealtimeSinceStartup;
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}
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internal static class InputRuntimeExtensions
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{
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public static unsafe long DeviceCommand<TCommand>(this IInputRuntime runtime, int deviceId, ref TCommand command)
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where TCommand : struct, IInputDeviceCommandInfo
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{
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if (runtime == null)
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throw new ArgumentNullException(nameof(runtime));
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return runtime.DeviceCommand(deviceId, (InputDeviceCommand*)UnsafeUtility.AddressOf(ref command));
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}
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}
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}
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