// 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. 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; } } }