////REVIEW: could have a monitor path where if there's multiple state monitors on the same control with
//// the same listener, the monitor is notified only once but made aware of the multiple triggers
namespace UnityEngine.InputSystem.LowLevel
{
///
/// Interface used to monitor input system state changes.
///
///
/// Use to install a state change monitor receiving state change
/// callbacks for a specific control.
///
///
public interface IInputStateChangeMonitor
{
///
/// Called when the state monitored by a state change monitor has been modified.
///
/// Control that is being monitored by the state change monitor and that had its state
/// memory changed.
///
/// If the state change was initiated by a state event, this is the pointer to the event.
/// Otherwise it is null.
///
void NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex);
///
/// Called when a timeout set on a state change monitor has expired.
///
///
///
///
///
///
void NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex);
}
}