docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class IntegerControl

    A generic input control reading integer values.

    Inheritance
    object
    InputControl
    InputControl<int>
    IntegerControl
    Inherited Members
    InputControl<int>.valueType
    InputControl<int>.valueSizeInBytes
    InputControl<int>.value
    InputControl<int>.ReadValue()
    InputControl<int>.ReadValueFromPreviousFrame()
    InputControl<int>.ReadDefaultValue()
    InputControl<int>.ReadValueFromState(void*)
    InputControl<int>.ReadValueFromStateWithCaching(void*)
    InputControl<int>.ReadUnprocessedValueFromStateWithCaching(void*)
    InputControl<int>.ReadUnprocessedValue()
    InputControl<int>.ReadValueFromStateAsObject(void*)
    InputControl<int>.ReadValueFromStateIntoBuffer(void*, void*, int)
    InputControl<int>.WriteValueFromBufferIntoState(void*, int, void*)
    InputControl<int>.WriteValueFromObjectIntoState(object, void*)
    InputControl<int>.ReadValueFromBufferAsObject(void*, int)
    InputControl<int>.CompareValue(void*, void*)
    InputControl<int>.ProcessValue(int)
    InputControl<int>.ProcessValue(ref int)
    InputControl<int>.FinishSetup()
    InputControl.name
    InputControl.displayName
    InputControl.shortDisplayName
    InputControl.path
    InputControl.layout
    InputControl.variants
    InputControl.device
    InputControl.parent
    InputControl.children
    InputControl.usages
    InputControl.aliases
    InputControl.stateBlock
    InputControl.noisy
    InputControl.synthetic
    InputControl.this[string]
    InputControl.magnitude
    InputControl.ToString()
    InputControl.EvaluateMagnitude()
    InputControl.EvaluateMagnitude(void*)
    InputControl.TryGetChildControl(string)
    InputControl.TryGetChildControl<TControl>(string)
    InputControl.GetChildControl(string)
    InputControl.GetChildControl<TControl>(string)
    InputControl.RefreshConfigurationIfNeeded()
    InputControl.RefreshConfiguration()
    InputControl.m_StateBlock
    InputControl.currentStatePtr
    InputControl.previousFrameStatePtr
    InputControl.defaultStatePtr
    InputControl.noiseMaskPtr
    InputControl.stateOffsetRelativeToDeviceRoot
    InputControl.optimizedControlDataType
    InputControl.ApplyParameterChanges()
    Namespace: UnityEngine.InputSystem.Controls
    Assembly: Unity.InputSystem.dll
    Syntax
    public class IntegerControl : InputControl<int>

    Constructors

    IntegerControl()

    Default-initialize an integer control.

    Declaration
    public IntegerControl()

    Methods

    CalculateOptimizedControlDataType()

    Calculates and returns a optimized data type that can represent a control's value in memory directly. The value then is cached in optimizedControlDataType. This method is for internal use only, you should not call this from your own code.

    Declaration
    protected override FourCC CalculateOptimizedControlDataType()
    Returns
    Type Description
    FourCC
    Overrides
    InputControl.CalculateOptimizedControlDataType()

    ReadUnprocessedValueFromState(void*)

    Declaration
    public override int ReadUnprocessedValueFromState(void* statePtr)
    Parameters
    Type Name Description
    void* statePtr
    Returns
    Type Description
    int
    Overrides
    InputControl<int>.ReadUnprocessedValueFromState(void*)

    WriteValueIntoState(int, void*)

    Declaration
    public override void WriteValueIntoState(int value, void* statePtr)
    Parameters
    Type Name Description
    int value
    void* statePtr
    Overrides
    InputControl<int>.WriteValueIntoState(int, void*)

    Extension Methods

    InputControlExtensions.CheckStateIsAtDefault(InputControl)
    InputControlExtensions.CheckStateIsAtDefault(InputControl, void*, void*)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl)
    InputControlExtensions.CheckStateIsAtDefaultIgnoringNoise(InputControl, void*)
    InputControlExtensions.CompareState(InputControl, void*, void*)
    InputControlExtensions.CompareState(InputControl, void*, void*, void*)
    InputControlExtensions.CompareStateIgnoringNoise(InputControl, void*)
    InputControlExtensions.FindControlsRecursive<TControl>(InputControl, IList<TControl>, Func<TControl, bool>)
    InputControlExtensions.FindInParentChain<TControl>(InputControl)
    InputControlExtensions.GetStatePtrFromStateEvent(InputControl, InputEventPtr)
    InputControlExtensions.HasValueChangeInEvent(InputControl, InputEventPtr)
    InputControlExtensions.HasValueChangeInState(InputControl, void*)
    InputControlExtensions.IsActuated(InputControl, float)
    InputControlExtensions.IsPressed(InputControl, float)
    InputControlExtensions.ReadDefaultValueAsObject(InputControl)
    InputControlExtensions.ReadValueAsObject(InputControl)
    InputControlExtensions.ReadValueFromEventAsObject(InputControl, InputEventPtr)
    InputControlExtensions.ReadValueIntoBuffer(InputControl, void*, int)
    InputControlExtensions.ResetToDefaultStateInEvent(InputControl, InputEventPtr)
    InputControlExtensions.WriteValueFromObjectIntoEvent(InputControl, InputEventPtr, object)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoState(InputControl, void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl, TValue, void*)
    InputControlExtensions.QueueValueChange<TValue>(InputControl<TValue>, TValue, double)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadUnprocessedValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr)
    InputControlExtensions.ReadValueFromEvent<TValue>(InputControl<TValue>, InputEventPtr, out TValue)
    InputControlExtensions.WriteValueIntoEvent<TValue>(InputControl<TValue>, TValue, InputEventPtr)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, TValue, void*)
    InputControlExtensions.WriteValueIntoState<TValue>(InputControl<TValue>, void*)
    InputControlExtensions.WriteValueIntoState<TValue, TState>(InputControl<TValue>, TValue, ref TState)
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)