IKeyboardProvider.cs 2.03 KB
//-----------------------------------------------------------------------
// <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; }
    }
}