UnityGame/Library/PackageCache/com.unity.inputsystem/InputSystem/State/IInputStateChangeMonitor.cs

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2024-10-27 10:53:47 +03:00
////REVIEW: could have a monitor path where if there's multiple state monitors on the same control with
//// the same listener, the monitor is notified only once but made aware of the multiple triggers
namespace UnityEngine.InputSystem.LowLevel
{
/// <summary>
/// Interface used to monitor input state changes.
/// </summary>
/// <remarks>
/// Use <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/> to install a state change monitor receiving state change
/// callbacks for a specific control.
/// </remarks>
/// <seealso cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>
public interface IInputStateChangeMonitor
{
////REVIEW: For v2, consider changing the signature of this to put the "was consumed" signal *outside* the eventPtr
/// <summary>
/// Called when the state monitored by a state change monitor has been modified.
/// </summary>
/// <param name="control">Control that is being monitored by the state change monitor and that had its state
/// memory changed.</param>
/// <param name="time">Time on the <see cref="InputEvent.time"/> timeline at which the control state change was received.</param>
/// <param name="eventPtr">If the state change was initiated by a state event (either a <see cref="StateEvent"/>
/// or <see cref="DeltaStateEvent"/>), this is the pointer to that event. Otherwise it is pointer that is still
/// <see cref="InputEventPtr.valid"/>, but refers a "dummy" event that is not a <see cref="StateEvent"/> or <see cref="DeltaStateEvent"/>.</param>
/// <param name="monitorIndex">Index of the monitor as passed to <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>.
/// </param>
/// <remarks>
/// To signal that the state change has been processed by the monitor and that no other pending notifications on the
/// same monitor instance should be sent, set the <see cref="InputEventPtr.handled"/> flag to <c>true</c> on <paramref name="eventPtr"/>.
/// Note, however, that aside from only silencing change monitors on the same <see cref="IInputStateChangeMonitor"/> instance,
/// it also only silences change monitors with the same <c>groupIndex</c> value as supplied to
/// <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>.
/// </remarks>
void NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex);
/// <summary>
/// Called when a timeout set on a state change monitor has expired.
/// </summary>
/// <param name="control">Control on which the timeout expired.</param>
/// <param name="time">Input time at which the timer expired. This is the time at which an <see cref="InputSystem.Update"/> is being
/// run whose <see cref="InputState.currentTime"/> is past the time of expiration.</param>
/// <param name="monitorIndex">Index of the monitor as given to <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>.</param>
/// <param name="timerIndex">Index of the timer as given to <see cref="InputState.AddChangeMonitorTimeout"/>.</param>
/// <seealso cref="InputState.AddChangeMonitorTimeout"/>
void NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex);
}
}