IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Events/TextEvent.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

66 lines
2.2 KiB
C#

using System;
using System.Runtime.InteropServices;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.LowLevel
{
/// <summary>
/// A single character text input event.
/// </summary>
/// <remarks>
/// Text input does not fit the control-based input model well and thus is
/// represented as its own form of input. A device that is capable of receiving
/// text input (such as <see cref="Keyboard"/>) receives text input events
/// and should implement <see cref="ITextInputReceiver"/> in order for the
/// input system to be able to relay these events to the device.
/// </remarks>
[StructLayout(LayoutKind.Explicit, Size = InputEvent.kBaseEventSize + 4)]
public struct TextEvent : IInputEventTypeInfo
{
public const int Type = 0x54455854;
[FieldOffset(0)]
public InputEvent baseEvent;
/// <summary>
/// Character in UTF-32 encoding.
/// </summary>
[FieldOffset(InputEvent.kBaseEventSize)]
public int character;
public FourCC typeStatic => Type;
public static unsafe TextEvent* From(InputEventPtr eventPtr)
{
if (!eventPtr.valid)
throw new ArgumentNullException(nameof(eventPtr));
if (!eventPtr.IsA<TextEvent>())
throw new InvalidCastException(string.Format("Cannot cast event with type '{0}' into TextEvent",
eventPtr.type));
return (TextEvent*)eventPtr.data;
}
public static TextEvent Create(int deviceId, char character, double time = -1)
{
////TODO: detect and throw when if character is surrogate
var inputEvent = new TextEvent
{
baseEvent = new InputEvent(Type, InputEvent.kBaseEventSize + 4, deviceId, time),
character = character
};
return inputEvent;
}
public static TextEvent Create(int deviceId, int character, double time = -1)
{
var inputEvent = new TextEvent
{
baseEvent = new InputEvent(Type, InputEvent.kBaseEventSize + 4, deviceId, time),
character = character
};
return inputEvent;
}
}
}