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/// <value>True if the current press of the button started this frame.</value>
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/// <remarks>
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/// The first time this function - or wasReleasedThisFrame - are called, it's possible that extremely fast
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/// inputs (or very slow frame update times) will result in presses/releases being missed.
@@ -304,12 +300,12 @@ public bool wasPressedThisFrame
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/// <summary>
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/// Whether the press ended this frame.
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/// </summary>
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/// <value>True if the current press of the button ended this frame.</value>
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/// <remarks>
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/// _Note_: The Input System identifies keys by physical layout, not according to the current language mapping of the keyboard. To query the name of the key according to the language mapping, use <see cref="InputControl.displayName"/>.
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/// </remarks>
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/// <example>
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/// <para>An example showing the use of this property on a gamepad button and a keyboard key:</para>
////REVIEW: how should we handle this being called from EditorWindow's? (where the editor window space processor will turn coordinates automatically into editor window space)
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/// <summary>
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/// Move the operating system's mouse cursor.
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/// Move the operating system's mouse cursor by performing a device command in a similar way to <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/aa363216%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396" >
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/// DeviceIoControl</a> on Windows and <a href="https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man2/ioctl.2.html#//apple_ref/doc/man/2/ioctl" >ioctl</a>
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/// on UNIX-like systems.
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/// </summary>
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/// <param name="position">New position in player window space.</param>
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