using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem
{
///
/// A collection of common usage string values as reported by .
///
public static class CommonUsages
{
///
/// Primary 2D motion control.
///
///
/// Example: left stick on gamepad.
///
public static readonly InternedString Primary2DMotion = new InternedString("Primary2DMotion");
///
/// Secondary 2D motion control.
///
///
/// Example: right stick on gamepad.
///
public static readonly InternedString Secondary2DMotion = new InternedString("Secondary2DMotion");
public static readonly InternedString PrimaryAction = new InternedString("PrimaryAction");
public static readonly InternedString SecondaryAction = new InternedString("SecondaryAction");
public static readonly InternedString PrimaryTrigger = new InternedString("PrimaryTrigger");
public static readonly InternedString SecondaryTrigger = new InternedString("SecondaryTrigger");
public static readonly InternedString Modifier = new InternedString("Modifier"); // Stuff like CTRL
public static readonly InternedString Position = new InternedString("Position");
public static readonly InternedString Orientation = new InternedString("Orientation");
public static readonly InternedString Hatswitch = new InternedString("Hatswitch");
///
/// Button to navigate to previous location.
///
///
/// Example: Escape on keyboard, B button on gamepad.
///
/// In general, the "Back" control is used for moving backwards in the navigation history
/// of a UI. This is used, for example, in hierarchical menu structures to move back to parent menus
/// (e.g. from the "Settings" menu back to the "Main" menu). Consoles generally have stringent requirements
/// as to which button has to fulfill this role.
///
public static readonly InternedString Back = new InternedString("Back");
///
/// Button to navigate to next location.
///
public static readonly InternedString Forward = new InternedString("Forward");
///
/// Button to bring up menu.
///
public static readonly InternedString Menu = new InternedString("Menu");
///
/// Button to confirm the current choice.
///
public static readonly InternedString Submit = new InternedString("Submit");
////REVIEW: isn't this the same as "Back"?
///
/// Button to not accept the current choice.
///
public static readonly InternedString Cancel = new InternedString("Cancel");
///
/// Horizontal motion axis.
///
///
/// Example: X axis on mouse.
///
public static readonly InternedString Horizontal = new InternedString("Horizontal");
///
/// Vertical motion axis.
///
///
/// Example: Y axis on mouse.
///
public static readonly InternedString Vertical = new InternedString("Vertical");
///
/// Rotation around single, fixed axis.
///
///
/// Example: twist on joystick or twist of pen (few pens support that).
///
public static readonly InternedString Twist = new InternedString("Twist");
///
/// Pressure level axis.
///
///
/// Example: pen pressure.
///
public static readonly InternedString Pressure = new InternedString("Pressure");
///
/// Axis to scroll horizontally.
///
public static readonly InternedString ScrollHorizontal = new InternedString("ScrollHorizontal");
///
/// Axis to scroll vertically.
///
public static readonly InternedString ScrollVertical = new InternedString("ScrollVertical");
public static readonly InternedString Point = new InternedString("Point");
public static readonly InternedString LowFreqMotor = new InternedString("LowFreqMotor");
public static readonly InternedString HighFreqMotor = new InternedString("HighFreqMotor");
///
/// Device in left hand.
///
///
/// Example: left hand XR controller.
///
public static readonly InternedString LeftHand = new InternedString("LeftHand");
///
/// Device in right hand.
///
///
/// Example: right hand XR controller.
///
public static readonly InternedString RightHand = new InternedString("RightHand");
///
/// Axis representing charge of battery (1=full, 0=empty).
///
public static readonly InternedString BatteryStrength = new InternedString("BatteryStrength");
}
}