IKeyboardProvider.cs
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//-----------------------------------------------------------------------
// <copyright file="IKeyboardProvider.cs" company="Google Inc.">
// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
//-----------------------------------------------------------------------
using UnityEngine;
namespace Gvr.Internal
{
/// Internal interface that abstracts an implementation of a keyboard.
///
/// Each platform has a different concrete implementation of a Keyboard Provider.
/// For example, if running on the Unity Editor, we use an implementation that
/// emulates the keyboard behaviour. If running on a real Android device,
/// we use an implementation that uses the underlying Daydream keyboard API.
interface IKeyboardProvider
{
/// Notifies the controller provider that the application has paused.
void OnPause();
/// Notifies the controller provider that the application has resumed.
void OnResume();
/// Reads the controller's current state and stores it in outState.
void ReadState(KeyboardState outState);
bool Create(GvrKeyboard.KeyboardCallback keyboardEvent);
void UpdateData();
void Render(int eye, Matrix4x4 modelview, Matrix4x4 projection, Rect viewport);
void Hide();
void Show(Matrix4x4 controllerMatrix, bool useRecommended, float distance, Matrix4x4 model);
void SetInputMode(GvrKeyboardInputMode mode);
string EditorText { get; set; }
}
}