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add missing documentation
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  • Packages/com.unity.inputsystem/InputSystem/Devices

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Packages/com.unity.inputsystem/InputSystem/Devices/Keyboard.cs

Lines changed: 22 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -181,10 +181,22 @@ public unsafe struct KeyboardState : IInputStateTypeInfo
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// will be the default in new editor [InputControl(name = "IMESelected", layout = "Button", bit = 0, sizeInBits = 1, synthetic = true)]
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//public byte modifiers;
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/// <summary>
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/// Create a new KeyboardState with the given keys pressed.
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/// </summary>
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/// <remarks>IMESelected state will not be set.</remarks>
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/// <param name="pressedKeys">pressed keys</param>
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/// <exception cref="ArgumentNullException"></exception>
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public KeyboardState(params Key[] pressedKeys) : this(false, pressedKeys)
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{
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}
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/// <summary>
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/// Create a new KeyboardState with the given keys pressed.
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/// </summary>
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/// <param name="IMESelected">true if IMESelected state is enable</param>
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/// <param name="pressedKeys">pressed keys</param>
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/// <exception cref="ArgumentNullException"></exception>
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public KeyboardState(bool IMESelected, params Key[] pressedKeys)
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{
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if (pressedKeys == null)
@@ -1033,7 +1045,7 @@ public class Keyboard : InputDevice, ITextInputReceiver, IEventPreProcessor
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/// in <see cref="allKeys"/>.
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/// </summary>
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/// <value>Total number of key controls.</value>
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public const int KeyCount = (int)Key.OEM5; // Not updated to Key.F24 for not breaking the API //(int)Key.F24; // without IMESelected
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public const int KeyCount = (int)Key.OEM5; // Not updated to Key.F24 for not breaking the API
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internal const int ExtendedKeyCount = (int)Key.F24;
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/// <summary>
@@ -2651,7 +2663,15 @@ public void OnIMECompositionChanged(IMECompositionString compositionString)
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}
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}
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public unsafe bool PreProcessEvent(InputEventPtr currentEventPtr)
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/// <summary>
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/// Preprocess the event for handling IME Selected state compatibility
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/// </summary>
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/// <remarks>
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/// This will be removed when supported editor don't send anymore the compatibility IME Selected state
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/// </remarks>
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/// <param name="currentEventPtr">The event to preprocess.</param>
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/// <returns>True if event should be processed further, false if event should be skipped and ignored.</returns>
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unsafe bool IEventPreProcessor.PreProcessEvent(InputEventPtr currentEventPtr)
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{
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if (currentEventPtr.type == StateEvent.Type)
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{

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