////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 { /// <summary> /// Interface used to monitor input state changes. /// </summary> /// <remarks> /// Use <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/> to install a state change monitor receiving state change /// callbacks for a specific control. /// </remarks> /// <seealso cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/> public interface IInputStateChangeMonitor { ////REVIEW: For v2, consider changing the signature of this to put the "was consumed" signal *outside* the eventPtr /// <summary> /// Called when the state monitored by a state change monitor has been modified. /// </summary> /// <param name="control">Control that is being monitored by the state change monitor and that had its state /// memory changed.</param> /// <param name="time">Time on the <see cref="InputEvent.time"/> timeline at which the control state change was received.</param> /// <param name="eventPtr">If the state change was initiated by a state event (either a <see cref="StateEvent"/> /// or <see cref="DeltaStateEvent"/>), this is the pointer to that event. Otherwise it is pointer that is still /// <see cref="InputEventPtr.valid"/>, but refers a "dummy" event that is not a <see cref="StateEvent"/> or <see cref="DeltaStateEvent"/>.</param> /// <param name="monitorIndex">Index of the monitor as passed to <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>. /// </param> /// <remarks> /// To signal that the state change has been processed by the monitor and that no other pending notifications on the /// same monitor instance should be sent, set the <see cref="InputEventPtr.handled"/> flag to <c>true</c> on <paramref name="eventPtr"/>. /// Note, however, that aside from only silencing change monitors on the same <see cref="IInputStateChangeMonitor"/> instance, /// it also only silences change monitors with the same <c>groupIndex</c> value as supplied to /// <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>. /// </remarks> void NotifyControlStateChanged(InputControl control, double time, InputEventPtr eventPtr, long monitorIndex); /// <summary> /// Called when a timeout set on a state change monitor has expired. /// </summary> /// <param name="control">Control on which the timeout expired.</param> /// <param name="time">Input time at which the timer expired. This is the time at which an <see cref="InputSystem.Update"/> is being /// run whose <see cref="InputState.currentTime"/> is past the time of expiration.</param> /// <param name="monitorIndex">Index of the monitor as given to <see cref="InputState.AddChangeMonitor(InputControl,IInputStateChangeMonitor,long,uint)"/>.</param> /// <param name="timerIndex">Index of the timer as given to <see cref="InputState.AddChangeMonitorTimeout"/>.</param> /// <seealso cref="InputState.AddChangeMonitorTimeout"/> void NotifyTimerExpired(InputControl control, double time, long monitorIndex, int timerIndex); } }