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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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 <span id="projectnumber">v0.1</span>
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<div class="title">Class List</div> </div>
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<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span><span onclick="javascript:toggleLevel(3);">3</span><span onclick="javascript:toggleLevel(4);">4</span><span onclick="javascript:toggleLevel(5);">5</span><span onclick="javascript:toggleLevel(6);">6</span><span onclick="javascript:toggleLevel(7);">7</span>]</div><table class="directory">
<tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;"> </span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine.html" target="_self">UnityEngine</a></td><td class="desc"></td></tr>
<tr id="row_0_0_"><td class="entry"><span style="width:16px;display:inline-block;"> </span><span id="arr_0_0_" class="arrow" onclick="toggleFolder('0_0_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental.html" target="_self">Experimental</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span id="arr_0_0_0_" class="arrow" onclick="toggleFolder('0_0_0_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input.html" target="_self">Input</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_0_"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span id="arr_0_0_0_0_" class="arrow" onclick="toggleFolder('0_0_0_0_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Composites.html" target="_self">Composites</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_0_0_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Composites_1_1ButtonAxis.html" target="_self">ButtonAxis</a></td><td class="desc">A single axis value computed from a "negative" and a "positive" button. </td></tr>
<tr id="row_0_0_0_0_1_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Composites_1_1ButtonVector.html" target="_self">ButtonVector</a></td><td class="desc">A 2D planar motion vector computed from an up+down button pair and a left+right button pair. </td></tr>
<tr id="row_0_0_0_1_" class="even"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span id="arr_0_0_0_1_" class="arrow" onclick="toggleFolder('0_0_0_1_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Controls.html" target="_self">Controls</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_1_0_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1AnyKeyControl.html" target="_self">AnyKeyControl</a></td><td class="desc">A control that simply checks the entire state it's been assigned for whether there's any non-zero bytes. If there are, the control returns 1.0; otherwise it returns 0.0. </td></tr>
<tr id="row_0_0_0_1_1_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1AxisControl.html" target="_self">AxisControl</a></td><td class="desc">A floating-point axis control. </td></tr>
<tr id="row_0_0_0_1_2_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1ButtonControl.html" target="_self">ButtonControl</a></td><td class="desc">An axis that has a trigger point beyond which it is considered to be pressed. </td></tr>
<tr id="row_0_0_0_1_3_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1DiscreteButtonControl.html" target="_self">DiscreteButtonControl</a></td><td class="desc">A button that is considered pressed if the underlying state has a value in the specific range. </td></tr>
<tr id="row_0_0_0_1_4_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1DpadControl.html" target="_self">DpadControl</a></td><td class="desc">A control made up of four discrete, directional buttons. Forms a vector but can also be addressed as individual buttons. </td></tr>
<tr id="row_0_0_0_1_5_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1KeyControl.html" target="_self">KeyControl</a></td><td class="desc">A key on a <a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Keyboard.html" title="A keyboard input device. ">Keyboard</a>. </td></tr>
<tr id="row_0_0_0_1_6_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1StickControl.html" target="_self">StickControl</a></td><td class="desc">A two-axis thumbstick control that can act as both a vector and a four-way dpad. </td></tr>
<tr id="row_0_0_0_1_7_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1TouchControl.html" target="_self">TouchControl</a></td><td class="desc">A control representing a touch contact. </td></tr>
<tr id="row_0_0_0_1_8_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1Vector2Control.html" target="_self">Vector2Control</a></td><td class="desc">A floating-point 2D vector control composed of two <a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1AxisControl.html">AxisControls</a>. </td></tr>
<tr id="row_0_0_0_1_9_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1Vector3Control.html" target="_self">Vector3Control</a></td><td class="desc">A floating-point 3D vector control composed of three <a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Controls_1_1AxisControl.html">AxisControls</a>. </td></tr>
<tr id="row_0_0_0_2_"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span id="arr_0_0_0_2_" class="arrow" onclick="toggleFolder('0_0_0_2_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Editor.html" target="_self">Editor</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_2_0_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Editor_1_1EditorInputControlLayoutCache.html" target="_self">EditorInputControlLayoutCache</a></td><td class="desc">Caches <a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputControlLayout.html" title="A control layout specifies the composition of an input control. ">InputControlLayout</a> instances. </td></tr>
<tr id="row_0_0_0_3_"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span id="arr_0_0_0_3_" class="arrow" onclick="toggleFolder('0_0_0_3_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Haptics.html" target="_self">Haptics</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_3_0_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Haptics_1_1DualMotorRumble.html" target="_self">DualMotorRumble</a></td><td class="desc">Common implementation of dual motor rumbling. </td></tr>
<tr id="row_0_0_0_3_1_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interfaceUnityEngine_1_1Experimental_1_1Input_1_1Haptics_1_1IDualMotorRumble.html" target="_self">IDualMotorRumble</a></td><td class="desc">A simple haptics interface that allows to control two motors individually. </td></tr>
<tr id="row_0_0_0_3_2_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interfaceUnityEngine_1_1Experimental_1_1Input_1_1Haptics_1_1IHaptics.html" target="_self">IHaptics</a></td><td class="desc">Base interface for haptics on input devices. </td></tr>
<tr id="row_0_0_0_4_"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span id="arr_0_0_0_4_" class="arrow" onclick="toggleFolder('0_0_0_4_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1LowLevel.html" target="_self">LowLevel</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_4_0_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1DeltaStateEvent.html" target="_self">DeltaStateEvent</a></td><td class="desc">Partial state update for an input device. </td></tr>
<tr id="row_0_0_0_4_1_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1DeviceConfigurationEvent.html" target="_self">DeviceConfigurationEvent</a></td><td class="desc">Indicates that the configuration of a device has changed. </td></tr>
<tr id="row_0_0_0_4_2_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1DeviceRemoveEvent.html" target="_self">DeviceRemoveEvent</a></td><td class="desc">Notifies about the removal of an input device. </td></tr>
<tr id="row_0_0_0_4_3_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1DisableDeviceCommand.html" target="_self">DisableDeviceCommand</a></td><td class="desc">Command to tell the runtime to no longer send events for the given device. </td></tr>
<tr id="row_0_0_0_4_4_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1EnableDeviceCommand.html" target="_self">EnableDeviceCommand</a></td><td class="desc">Command to re-enable a device that has been disabled with <a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1DisableDeviceCommand.html" title="Command to tell the runtime to no longer send events for the given device. ">DisableDeviceCommand</a>. </td></tr>
<tr id="row_0_0_0_4_5_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1GamepadState.html" target="_self">GamepadState</a></td><td class="desc">Default state layout for gamepads. </td></tr>
<tr id="row_0_0_0_4_6_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interfaceUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1IInputRuntime.html" target="_self">IInputRuntime</a></td><td class="desc">Input functions that have to be performed by the underlying input runtime. </td></tr>
<tr id="row_0_0_0_4_7_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interfaceUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1IInputStateCallbackReceiver.html" target="_self">IInputStateCallbackReceiver</a></td><td class="desc">Allows a device to intercept operations performed on its state. </td></tr>
<tr id="row_0_0_0_4_8_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1InputDeviceCommand.html" target="_self">InputDeviceCommand</a></td><td class="desc">Data header for a command send to an <a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputDevice.html" title="The root of a control hierarchy. ">InputDevice</a>. </td></tr>
<tr id="row_0_0_0_4_9_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1InputEvent.html" target="_self">InputEvent</a></td><td class="desc">A chunk of memory signaling a data transfer in the input system. </td></tr>
<tr id="row_0_0_0_4_10_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1InputEventBuffer.html" target="_self">InputEventBuffer</a></td><td class="desc">A buffer containing InputEvents. </td></tr>
<tr id="row_0_0_0_4_11_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1InputEventPtr.html" target="_self">InputEventPtr</a></td><td class="desc">Pointer to an <a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1InputEvent.html" title="A chunk of memory signaling a data transfer in the input system. ">InputEvent</a>. Makes it easier to work with InputEvents and hides the unsafe operations necessary to work with events. </td></tr>
<tr id="row_0_0_0_4_12_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1InputStateBlock.html" target="_self">InputStateBlock</a></td><td class="desc">Information about a memory region storing state. </td></tr>
<tr id="row_0_0_0_4_13_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1KeyboardState.html" target="_self">KeyboardState</a></td><td class="desc">Default state layout for keyboards. </td></tr>
<tr id="row_0_0_0_4_14_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1MouseState.html" target="_self">MouseState</a></td><td class="desc">Combine a single pointer with buttons and a scroll wheel. </td></tr>
<tr id="row_0_0_0_4_15_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1PenState.html" target="_self">PenState</a></td><td class="desc">Default state layout for pen devices. </td></tr>
<tr id="row_0_0_0_4_16_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1PointerState.html" target="_self">PointerState</a></td><td class="desc">Default state structure for pointer devices. </td></tr>
<tr id="row_0_0_0_4_17_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1QueryDimensionsCommand.html" target="_self">QueryDimensionsCommand</a></td><td class="desc">Query dimensions of a device. </td></tr>
<tr id="row_0_0_0_4_18_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1QueryEnabledStateCommand.html" target="_self">QueryEnabledStateCommand</a></td><td class="desc">Command to find out whether a device is currently enabled or not. </td></tr>
<tr id="row_0_0_0_4_19_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1QueryKeyboardLayoutCommand.html" target="_self">QueryKeyboardLayoutCommand</a></td><td class="desc">Command to query the name of the current keyboard layout from a device. </td></tr>
<tr id="row_0_0_0_4_20_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1QueryKeyNameCommand.html" target="_self">QueryKeyNameCommand</a></td><td class="desc">Command to query the current name of a key according to the current keyboard layout. </td></tr>
<tr id="row_0_0_0_4_21_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1QueryOrientationCommand.html" target="_self">QueryOrientationCommand</a></td><td class="desc">Query orientation of a device. </td></tr>
<tr id="row_0_0_0_4_22_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1SetSamplingFrequencyCommand.html" target="_self">SetSamplingFrequencyCommand</a></td><td class="desc">For a device that is sampled periodically, set the frequency at which the device is sampled. </td></tr>
<tr id="row_0_0_0_4_23_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1StateEvent.html" target="_self">StateEvent</a></td><td class="desc">A complete state snapshot for an entire input device. </td></tr>
<tr id="row_0_0_0_4_24_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1TextEvent.html" target="_self">TextEvent</a></td><td class="desc">A single character text input event. </td></tr>
<tr id="row_0_0_0_4_25_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1LowLevel_1_1TouchscreenState.html" target="_self">TouchscreenState</a></td><td class="desc">Default state layout for touch devices. </td></tr>
<tr id="row_0_0_0_5_" class="even"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span id="arr_0_0_0_5_" class="arrow" onclick="toggleFolder('0_0_0_5_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins.html" target="_self">Plugins</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_0_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span id="arr_0_0_0_5_0_" class="arrow" onclick="toggleFolder('0_0_0_5_0_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1Android.html" target="_self">Android</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_1_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span id="arr_0_0_0_5_1_" class="arrow" onclick="toggleFolder('0_0_0_5_1_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1DualShock.html" target="_self">DualShock</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_1_0_" style="display:none;"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span id="arr_0_0_0_5_1_0_" class="arrow" onclick="toggleFolder('0_0_0_5_1_0_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1DualShock_1_1LowLevel.html" target="_self">LowLevel</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_1_0_0_" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1DualShock_1_1LowLevel_1_1DualShockHIDInputReport.html" target="_self">DualShockHIDInputReport</a></td><td class="desc">Structure of HID input reports for PS4 DualShock controllers. </td></tr>
<tr id="row_0_0_0_5_1_0_1_" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1DualShock_1_1LowLevel_1_1DualShockHIDOutputReport.html" target="_self">DualShockHIDOutputReport</a></td><td class="desc">PS4 output report sent as command to HID backend. </td></tr>
<tr id="row_0_0_0_5_1_0_2_" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1DualShock_1_1LowLevel_1_1DualShockPS4OuputCommand.html" target="_self">DualShockPS4OuputCommand</a></td><td class="desc">PS4 output report sent as command to backend. </td></tr>
<tr id="row_0_0_0_5_1_0_3_" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1DualShock_1_1LowLevel_1_1QuerySlotIdCommand.html" target="_self">QuerySlotIdCommand</a></td><td class="desc">Retrieve the slotId, colorId and userId of the controller </td></tr>
<tr id="row_0_0_0_5_1_1_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1DualShock_1_1DualShockGamepad.html" target="_self">DualShockGamepad</a></td><td class="desc">A PS4 DualShock controller. </td></tr>
<tr id="row_0_0_0_5_1_2_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1DualShock_1_1DualShockGamepadHID.html" target="_self">DualShockGamepadHID</a></td><td class="desc">PS4 DualShock controller that is interfaced to a HID backend. </td></tr>
<tr id="row_0_0_0_5_1_3_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1DualShock_1_1DualShockSupport.html" target="_self">DualShockSupport</a></td><td class="desc">Adds support for PS4 DualShock controllers. </td></tr>
<tr id="row_0_0_0_5_1_4_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interfaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1DualShock_1_1IDualShockHaptics.html" target="_self">IDualShockHaptics</a></td><td class="desc">Extended haptics interface for DualShock controllers. </td></tr>
<tr id="row_0_0_0_5_2_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span id="arr_0_0_0_5_2_" class="arrow" onclick="toggleFolder('0_0_0_5_2_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1HID.html" target="_self">HID</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_2_0_" class="even" style="display:none;"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span id="arr_0_0_0_5_2_0_" class="arrow" onclick="toggleFolder('0_0_0_5_2_0_')">▶</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1HID_1_1HID.html" target="_self">HID</a></td><td class="desc">A generic HID input device. </td></tr>
<tr id="row_0_0_0_5_2_0_0_" class="even" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1HID_1_1HID_1_1HIDCollectionDescriptor.html" target="_self">HIDCollectionDescriptor</a></td><td class="desc">Descriptor for a collection of HID elements. </td></tr>
<tr id="row_0_0_0_5_2_0_1_" class="even" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1HID_1_1HID_1_1HIDDeviceDescriptor.html" target="_self">HIDDeviceDescriptor</a></td><td class="desc">HID descriptor for a HID class device. </td></tr>
<tr id="row_0_0_0_5_2_0_2_" class="even" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1HID_1_1HID_1_1HIDDeviceDescriptorBuilder.html" target="_self">HIDDeviceDescriptorBuilder</a></td><td class="desc">Helper to quickly build descriptors for arbitrary HIDs. </td></tr>
<tr id="row_0_0_0_5_2_0_3_" class="even" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1HID_1_1HID_1_1HIDElementDescriptor.html" target="_self">HIDElementDescriptor</a></td><td class="desc">Descriptor for a single report element. </td></tr>
<tr id="row_0_0_0_5_2_1_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1HID_1_1HIDParser.html" target="_self">HIDParser</a></td><td class="desc">Turns binary HID descriptors into <a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1HID_1_1HID_1_1HIDDeviceDescriptor.html" title="HID descriptor for a HID class device. ">HID.HIDDeviceDescriptor</a> instances. </td></tr>
<tr id="row_0_0_0_5_2_2_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1HID_1_1HIDSupport.html" target="_self">HIDSupport</a></td><td class="desc">Adds support for generic HID devices to the input system. </td></tr>
<tr id="row_0_0_0_5_3_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span id="arr_0_0_0_5_3_" class="arrow" onclick="toggleFolder('0_0_0_5_3_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1iOS.html" target="_self">iOS</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_4_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span id="arr_0_0_0_5_4_" class="arrow" onclick="toggleFolder('0_0_0_5_4_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1OnScreen.html" target="_self">OnScreen</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_4_0_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1OnScreen_1_1OnSceenStick.html" target="_self">OnSceenStick</a></td><td class="desc">A stick control displayed on screen and moved around by touch or other pointer input. </td></tr>
<tr id="row_0_0_0_5_4_1_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1OnScreen_1_1OnScreenButton.html" target="_self">OnScreenButton</a></td><td class="desc">A button that is visually represented on-screen and triggered by touch or other pointer input. </td></tr>
<tr id="row_0_0_0_5_4_2_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1OnScreen_1_1OnScreenControl.html" target="_self">OnScreenControl</a></td><td class="desc">Base class for on-screen controls. </td></tr>
<tr id="row_0_0_0_5_4_3_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1OnScreen_1_1OnScreenSupport.html" target="_self">OnScreenSupport</a></td><td class="desc">Support for various forms of on-screen controls. </td></tr>
<tr id="row_0_0_0_5_5_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span id="arr_0_0_0_5_5_" class="arrow" onclick="toggleFolder('0_0_0_5_5_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1Steam.html" target="_self">Steam</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_5_0_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1Steam_1_1SteamController.html" target="_self">SteamController</a></td><td class="desc">Base class for controllers made available through the Steam controller API. </td></tr>
<tr id="row_0_0_0_5_6_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span id="arr_0_0_0_5_6_" class="arrow" onclick="toggleFolder('0_0_0_5_6_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1Switch.html" target="_self">Switch</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_6_0_" class="even" style="display:none;"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span id="arr_0_0_0_5_6_0_" class="arrow" onclick="toggleFolder('0_0_0_5_6_0_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1Switch_1_1LowLevel.html" target="_self">LowLevel</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_6_0_0_" class="even" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1Switch_1_1LowLevel_1_1NPadInputState.html" target="_self">NPadInputState</a></td><td class="desc">Structure of HID input reports for Switch NPad controllers. </td></tr>
<tr id="row_0_0_0_5_6_0_1_" class="even" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1Switch_1_1LowLevel_1_1NPadOutputReport.html" target="_self">NPadOutputReport</a></td><td class="desc">Switch output report sent as command to the backend. </td></tr>
<tr id="row_0_0_0_5_6_1_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1Switch_1_1NPad.html" target="_self">NPad</a></td><td class="desc">An NPad controller for Switch, which can be a Joy-Con. </td></tr>
<tr id="row_0_0_0_5_6_2_" class="even" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1Switch_1_1SwitchSupport.html" target="_self">SwitchSupport</a></td><td class="desc">Adds support for Switch NPad controllers. </td></tr>
<tr id="row_0_0_0_5_7_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span id="arr_0_0_0_5_7_" class="arrow" onclick="toggleFolder('0_0_0_5_7_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1XInput.html" target="_self">XInput</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_7_0_" style="display:none;"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span id="arr_0_0_0_5_7_0_" class="arrow" onclick="toggleFolder('0_0_0_5_7_0_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1XInput_1_1LowLevel.html" target="_self">LowLevel</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_5_7_0_0_" style="display:none;"><td class="entry"><span style="width:112px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1XInput_1_1LowLevel_1_1XboxOneGamepadRumbleCommand.html" target="_self">XboxOneGamepadRumbleCommand</a></td><td class="desc">XBOX output report sent as command to backend. </td></tr>
<tr id="row_0_0_0_5_7_1_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interfaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1XInput_1_1IXboxOneRumble.html" target="_self">IXboxOneRumble</a></td><td class="desc">Extended dual motor gamepad rumble that adds left and right trigger motors. </td></tr>
<tr id="row_0_0_0_5_7_2_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1XInput_1_1XInputController.html" target="_self">XInputController</a></td><td class="desc">An XInput compatible game controller. </td></tr>
<tr id="row_0_0_0_5_7_3_" style="display:none;"><td class="entry"><span style="width:96px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1XInput_1_1XInputSupport.html" target="_self">XInputSupport</a></td><td class="desc">Adds support for XInput controllers. </td></tr>
<tr id="row_0_0_0_5_8_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span id="arr_0_0_0_5_8_" class="arrow" onclick="toggleFolder('0_0_0_5_8_')">▶</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Plugins_1_1XR.html" target="_self">XR</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_6_" class="even"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span id="arr_0_0_0_6_" class="arrow" onclick="toggleFolder('0_0_0_6_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Processors.html" target="_self">Processors</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_6_0_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Processors_1_1DeadzoneProcessor.html" target="_self">DeadzoneProcessor</a></td><td class="desc">Processes a Vector2 to apply deadzoning according to the magnitude of the vector (rather than just clamping individual axes). Normalizes to the min/max range. </td></tr>
<tr id="row_0_0_0_6_1_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Processors_1_1EditorWindowSpaceProcessor.html" target="_self">EditorWindowSpaceProcessor</a></td><td class="desc">If Unity is currently in an EditorWindow callback, transforms a 2D coordinate from player window space into window space of the current EditorWindow. </td></tr>
<tr id="row_0_0_0_7_"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span id="arr_0_0_0_7_" class="arrow" onclick="toggleFolder('0_0_0_7_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespaceUnityEngine_1_1Experimental_1_1Input_1_1Utilities.html" target="_self">Utilities</a></td><td class="desc"></td></tr>
<tr id="row_0_0_0_7_0_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Utilities_1_1InternedString.html" target="_self">InternedString</a></td><td class="desc">Wraps around a string to allow for faster case-insensitive string comparisons while preserving original casing. </td></tr>
<tr id="row_0_0_0_7_1_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1Utilities_1_1ReadOnlyArray.html" target="_self">ReadOnlyArray</a></td><td class="desc">Read-only access to an array or to a slice of an array. </td></tr>
<tr id="row_0_0_0_8_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Gamepad.html" target="_self">Gamepad</a></td><td class="desc">An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons. </td></tr>
<tr id="row_0_0_0_9_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interfaceUnityEngine_1_1Experimental_1_1Input_1_1IInputBindingComposite.html" target="_self">IInputBindingComposite</a></td><td class="desc">A binding composite arranges several bindings such that they form a "virtual control". </td></tr>
<tr id="row_0_0_0_10_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interfaceUnityEngine_1_1Experimental_1_1Input_1_1IInputBindingModifier.html" target="_self">IInputBindingModifier</a></td><td class="desc">Interface for modifying the behavior of actions. </td></tr>
<tr id="row_0_0_0_11_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interfaceUnityEngine_1_1Experimental_1_1Input_1_1IInputProcessor.html" target="_self">IInputProcessor</a></td><td class="desc">A processor that conditions input values. </td></tr>
<tr id="row_0_0_0_12_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputAction.html" target="_self">InputAction</a></td><td class="desc">A named input signal that can flexibly decide which input data to tap. </td></tr>
<tr id="row_0_0_0_13_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputActionSet.html" target="_self">InputActionSet</a></td><td class="desc">A set of input actions that can be enabled/disabled in bulk. </td></tr>
<tr id="row_0_0_0_14_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1InputBinding.html" target="_self">InputBinding</a></td><td class="desc">A combination of a control path and modifiers. </td></tr>
<tr id="row_0_0_0_15_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1InputBindingOverride.html" target="_self">InputBindingOverride</a></td><td class="desc">Used to override a default binding on an action. </td></tr>
<tr id="row_0_0_0_16_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputConfiguration.html" target="_self">InputConfiguration</a></td><td class="desc">Static configuration values that are picked up by the various pieces of logic. </td></tr>
<tr id="row_0_0_0_17_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputControl.html" target="_self">InputControl</a></td><td class="desc">A typed and named value in a hierarchy of controls. </td></tr>
<tr id="row_0_0_0_18_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputControlAttribute.html" target="_self">InputControlAttribute</a></td><td class="desc">Mark a data member in a state struct as being an input control. </td></tr>
<tr id="row_0_0_0_19_"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span id="arr_0_0_0_19_" class="arrow" onclick="toggleFolder('0_0_0_19_')">▼</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputControlLayout.html" target="_self">InputControlLayout</a></td><td class="desc">A control layout specifies the composition of an input control. </td></tr>
<tr id="row_0_0_0_19_0_" class="even"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1InputControlLayout_1_1Builder.html" target="_self">Builder</a></td><td class="desc">Build a layout programmatically. Primarily for use by layout builders registered with the system. </td></tr>
<tr id="row_0_0_0_19_1_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1InputControlLayout_1_1ControlItem.html" target="_self">ControlItem</a></td><td class="desc">Specification for the composition of a direct or indirect child control. </td></tr>
<tr id="row_0_0_0_20_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputControlLayoutAttribute.html" target="_self">InputControlLayoutAttribute</a></td><td class="desc">Attribute to control layout settings of a type used to generate an <a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputControlLayout.html" title="A control layout specifies the composition of an input control. ">InputControlLayout</a>. </td></tr>
<tr id="row_0_0_0_21_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputControlPath.html" target="_self">InputControlPath</a></td><td class="desc">Functions to working with control path specs (like "/gamepad/*stick"). </td></tr>
<tr id="row_0_0_0_22_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputDevice.html" target="_self">InputDevice</a></td><td class="desc">The root of a control hierarchy. </td></tr>
<tr id="row_0_0_0_23_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputDeviceBuilder.html" target="_self">InputDeviceBuilder</a></td><td class="desc">Turns a device layout into an actual <a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputDevice.html" title="The root of a control hierarchy. ">InputDevice</a> instance. </td></tr>
<tr id="row_0_0_0_24_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1InputDeviceDescription.html" target="_self">InputDeviceDescription</a></td><td class="desc">Metadata for an input device. </td></tr>
<tr id="row_0_0_0_25_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1InputDeviceMatcher.html" target="_self">InputDeviceMatcher</a></td><td class="desc">Specification that can be matched against an <a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1InputDeviceDescription.html" title="Metadata for an input device. ">InputDeviceDescription</a>. </td></tr>
<tr id="row_0_0_0_26_" class="even"><td class="entry"><span style="width:48px;display:inline-block;"> </span><span id="arr_0_0_0_26_" class="arrow" onclick="toggleFolder('0_0_0_26_')">▼</span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputRemoting.html" target="_self">InputRemoting</a></td><td class="desc">Makes the activity and data of an InputManager observable in message form. </td></tr>
<tr id="row_0_0_0_26_0_"><td class="entry"><span style="width:80px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="structUnityEngine_1_1Experimental_1_1Input_1_1InputRemoting_1_1Message.html" target="_self">Message</a></td><td class="desc">A message exchanged between two InputRemoting instances. </td></tr>
<tr id="row_0_0_0_27_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputSystem.html" target="_self">InputSystem</a></td><td class="desc">This is the central hub for the input system. </td></tr>
<tr id="row_0_0_0_28_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputTestFixture.html" target="_self">InputTestFixture</a></td><td class="desc">A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture. </td></tr>
<tr id="row_0_0_0_29_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1InputTestRuntime.html" target="_self">InputTestRuntime</a></td><td class="desc">An implementation of IInputRuntime for use during tests. </td></tr>
<tr id="row_0_0_0_30_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Keyboard.html" target="_self">Keyboard</a></td><td class="desc">A keyboard input device. </td></tr>
<tr id="row_0_0_0_31_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Mouse.html" target="_self">Mouse</a></td><td class="desc">A mouse input device. </td></tr>
<tr id="row_0_0_0_32_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1MouseSimulation.html" target="_self">MouseSimulation</a></td><td class="desc">Simulate mouse input from touch or gamepad input. </td></tr>
<tr id="row_0_0_0_33_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Pen.html" target="_self">Pen</a></td><td class="desc">A pen/stylus input device. </td></tr>
<tr id="row_0_0_0_34_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Pointer.html" target="_self">Pointer</a></td><td class="desc">Base class for pointer-style devices moving on a 2D screen. </td></tr>
<tr id="row_0_0_0_35_" class="even"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1TouchManager.html" target="_self">TouchManager</a></td><td class="desc">Helper to make tracking of touches easier. </td></tr>
<tr id="row_0_0_0_36_"><td class="entry"><span style="width:64px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="classUnityEngine_1_1Experimental_1_1Input_1_1Touchscreen.html" target="_self">Touchscreen</a></td><td class="desc">A multi-touch surface. </td></tr>
</table>
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