UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/Plugins/Users/InputUserAccountHandle.cs

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2024-10-27 10:53:47 +03:00
using System;
namespace UnityEngine.InputSystem.Users
{
/// <summary>
/// Handle for a user account in an external API.
/// </summary>
public struct InputUserAccountHandle : IEquatable<InputUserAccountHandle>
{
/// <summary>
/// Symbolic name of the API that owns the handle.
/// </summary>
/// <remarks>
/// This essentially provides a namespace for <see cref="handle"/>.
///
/// On PS4, for example, this will read "PS4" for user handles corresponding
/// to <c>sceUserId</c>.
///
/// This will not be null or empty except if the handle is invalid.
/// </remarks>
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;
}
}