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- using UnityEngine.InputSystem.LowLevel;
- ////REVIEW: how do we handle the case where the OS may (through whatever means) recognize individual real-world users,
- //// associate a user account with each one, and recognize when a controller is passed from one user to the other?
- //// (NUI on Xbox probably gives us that scenario)
- namespace UnityEngine.InputSystem.Users
- {
- /// <summary>
- /// Indicates what type of change related to an <see cref="InputUser"/> occurred.
- /// </summary>
- /// <seealso cref="InputUser.onChange"/>
- public enum InputUserChange
- {
- /// <summary>
- /// A new user was added to the system.
- /// </summary>
- /// <seealso cref="InputUser.PerformPairingWithDevice"/>
- Added,
- /// <summary>
- /// An existing user was removed from the user.
- /// </summary>
- /// <remarks>
- /// <see cref="InputUser"/>s are only removed when explicitly requested (<see cref="InputUser.UnpairDevicesAndRemoveUser"/>).
- /// </remarks>
- /// <seealso cref="InputUser.UnpairDevicesAndRemoveUser"/>
- Removed,
- /// <summary>
- /// A user has had a device assigned to it.
- /// </summary>
- /// <seealso cref="InputUser.PerformPairingWithDevice"/>
- /// <seealso cref="InputUser.pairedDevices"/>
- DevicePaired,
- /// <summary>
- /// A user has had a device removed from it.
- /// </summary>
- /// <remarks>
- /// This is different from <see cref="DeviceLost"/> in that the removal is intentional. <see cref="DeviceLost"/>
- /// instead indicates that the device was removed due to causes outside of the control of the application (such
- /// as battery loss) whereas DeviceUnpaired indicates the device was removed from the user under the control of
- /// the application itself.
- /// </remarks>
- /// <seealso cref="InputUser.UnpairDevice"/>
- /// <seealso cref="InputUser.UnpairDevicesAndRemoveUser"/>
- /// <seealso cref="InputUser.pairedDevices"/>
- DeviceUnpaired,
- /// <summary>
- /// A device was removed while paired to the user.
- /// </summary>
- /// <remarks>
- /// This scenario happens on battery loss, for example.
- ///
- /// Note that there is still a <see cref="DevicePaired"/> change sent when the device is subsequently removed
- /// from the user.
- /// </remarks>
- /// <seealso cref="InputUser.pairedDevices"/>
- /// <seealso cref="InputUser.lostDevices"/>
- DeviceLost,
- ////REVIEW: should we tie this to the specific device requirement slot in the control scheme?
- /// <summary>
- /// A device that was previously lost (<see cref="DeviceLost"/>) was regained by the user.
- /// </summary>
- /// <remarks>
- /// This can happen, for example, when a gamepad runs out of battery and is then plugged in by wire.
- ///
- /// Note that a device may be permanently lost and instead be replaced by a different device.
- /// </remarks>
- /// <seealso cref="InputUser.lostDevices"/>
- DeviceRegained,
- /// <summary>
- /// A user has either switched accounts at the platform level.
- /// </summary>
- /// <remarks>
- /// This means that the user is now playing with a different user account. This is relevant for persisting
- /// settings as well as for features such as achievements.
- ///
- /// This is detected via <see cref="DeviceConfigurationEvent"/>s. If a device is currently paired to a user
- /// but then notifies that its configuration has changed and the platform user we have on record for the
- /// device is no longer the same, this notification is sent after the platform user data (<see cref="InputUser.platformUserAccountHandle"/>
- /// and related APIs) has been updated.
- ///
- /// In response, the application may want to update the user name displayed in the UI. When displaying user
- /// profile images, an updated image should also be requested from the platform APIs using the user account
- /// information obtained from <see cref="InputUser"/>.
- ///
- /// Note that the notification may also mean that the device is no longer associated with a user account.
- /// In that case <see cref="InputUser.platformUserAccountHandle"/> will be invalid.
- /// </remarks>
- /// <seealso cref="InputUser.platformUserAccountHandle"/>
- /// <seealso cref="InputUser.platformUserAccountName"/>
- /// <seealso cref="InputUser.platformUserAccountId"/>
- AccountChanged,
- AccountNameChanged,
- /// <summary>
- /// The user was asked to select an account during the device pairing process.
- /// </summary>
- /// <remarks>
- /// In most cases, it makes sense to pause the game while account picking is in progress.
- /// </remarks>
- AccountSelectionInProgress,
- /// <summary>
- /// The user canceled the account selection process that was initiated.
- /// </summary>
- AccountSelectionCanceled,
- /// <summary>
- /// The user completed the account selection process.
- /// </summary>
- /// <remarks>
- /// Like <see cref="AccountChanged"/>, this means that the account details may have changed.
- /// </remarks>
- AccountSelectionComplete,
- ////REVIEW: send notifications about the matching status of the control scheme? maybe ControlSchemeActivated, ControlSchemeDeactivated,
- //// and ControlSchemeChanged?
- /// <summary>
- /// A user switched to a different control scheme.
- /// </summary>
- /// <seealso cref="InputUser.ActivateControlScheme(string)"/>
- /// <seealso cref="InputUser.ActivateControlScheme(InputControlScheme)"/>
- ControlSchemeChanged,
- /// <summary>
- /// A user's bound controls have changed, either because the bindings of the user have changed (for example,
- /// due to an override applied with <see cref="InputActionRebindingExtensions.ApplyBindingOverride(InputAction,InputBinding)"/>)
- /// or because the controls themselves may have changed configuration (every time the device of the controls receives
- /// an <see cref="DeviceConfigurationEvent"/>; for example, when the current keyboard layout on a <see cref="Keyboard"/>
- /// changes which in turn modifies the <see cref="InputControl.displayName"/>s of the keys on the keyboard).
- /// </summary>
- ControlsChanged,
- /*
- ////TODO: this is waiting for InputUserSettings
- /// <summary>
- /// A setting in the user's <see cref="InputUserSettings"/> has changed.
- /// </summary>
- /// <remarks>
- /// This is separate from <see cref="BindingsChanged"/> even though bindings are part of user profiles
- /// (<see cref="InputUserSettings.customBindings"/>). The reason is that binding changes often require
- /// </remarks>
- SettingsChanged,
- */
- }
- }
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