docs.unity3d.com
    Show / Hide Table of Contents

    Interface IInputStateCallbackReceiver

    Interface for devices that implement their own state update handling.

    Namespace: UnityEngine.InputSystem.LowLevel
    Syntax
    public interface IInputStateCallbackReceiver
    Remarks

    The input system has built-in logic to automatically handle the state buffers that store input values for devices. This means that if an input event containing input state is processed, its data will be copied automatically into the state memory for the device.

    However, some devices need to apply custom logic whenever new input is received. An example of this is delta which needs to accumulate deltas as they are received within a frame and then reset the delta at the beginning of a new frame.

    Also, devices like Touchscreen extensively customize event handling in order to implement features such as tap detection and primary touch handling. This is what allows the device to receive state events in TouchState format even though that is not the format of the device itself (which is mainly a composite of several TouchStates).

    This interface allows to bypass the built-in logic and instead intercept and manually handle state updates.

    Methods

    GetStateOffsetForEvent(InputControl, InputEventPtr, ref UInt32)

    Compute an offset that correlates control with the state in eventPtr.

    Declaration
    bool GetStateOffsetForEvent(InputControl control, InputEventPtr eventPtr, ref uint offset)
    Parameters
    Type Name Description
    InputControl control

    Control the state of which we want to access within eventPtr.

    InputEventPtr eventPtr

    An input event. Must be a StateEvent or DeltaStateEvent

    UInt32 offset
    Returns
    Type Description
    Boolean

    False if the correlation failed or true if offset has been set and should be used as the offset for the state of control.

    Remarks

    This method will only be called if the given state event has a state format different than that of the device. In that case, the memory of the input state captured in the given state event cannot be trivially correlated with the control.

    The input system calls the method to know which offset (if any) in the device's state block to consider the state in eventPtr relative to when accessing the state for control as found in the event.

    An example of when this is called is for touch events. These are normally sent in TouchState format which, however, is not the state format of Touchscreen (which uses a composite of several TouchStates). When trying to access the state in eventPtr to, for example, read out the touch position,

    See Also
    GetStatePtrFromStateEvent(InputControl, InputEventPtr)

    OnNextUpdate()

    A new input update begins. This means that the current state of the device is being carried over into the next frame.

    Declaration
    void OnNextUpdate()
    Remarks

    This is called without the front and back buffer for the device having been flipped. You can use Change(InputDevice, InputEventPtr, InputUpdateType) to write values into the device's state (e.g. to reset a given control to its default state) which will implicitly perform the buffer flip.

    OnStateEvent(InputEventPtr)

    A new state event has been received and is being processed.

    Declaration
    void OnStateEvent(InputEventPtr eventPtr)
    Parameters
    Type Name Description
    InputEventPtr eventPtr

    The state event. This will be either a StateEvent or a DeltaStateEvent.

    Remarks

    Use Change(InputDevice, InputEventPtr, InputUpdateType) to write state updates into the device state buffers. While nothing will prevent a device from writing directly into the memory buffers retrieved with currentStatePtr, doing so will bypass the buffer flipping logic as well as change detection from change monitors (IInputStateChangeMonitor; this will cause InputAction to not work with the device) and thus lead to incorrect behavior.

    See Also
    StateEvent
    DeltaStateEvent

    See Also

    InputDevice
    Pointer
    Touchscreen
    Back to top
    Terms of use
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023