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