Zdexby TheHolyOneZ
36,909 classes
Class

NativeInputRuntime

: Object
UnityEngine.InputSystem.LowLevel.NativeInputRuntime, Unity.InputSystem 0x0058 (88 B) inherited 0x0010 Unity.InputSystem.dll
implements IInputRuntime
0x00x0058

Members 11

OffsetSizeNameTypeFlagsDefault
0x08s_InstanceNativeInputRuntimePrivateStatic—
0x08m_RegisterWantsToQuitAction<System.Func<System.Boolean>>1 flags—
0x08m_UnregisterWantsToQuitAction<System.Func<System.Boolean>>1 flags—
0x02m_FocusStateFocusFlagsPrivate—
0x01m_RunInBackgroundboolPrivate—
0x00230x05padding / unreflected
0x08m_ShutdownMethodActionPrivate—
0x08m_OnUpdateInputUpdateDelegatePrivate—
0x08m_OnBeforeUpdateAction<UnityEngine.InputSystem.LowLevel.InputUpdateType>Private—
0x08m_OnShouldRunUpdateFunc<UnityEngine.InputSystem.LowLevel.InputUpdateTypePrivate—
0x01m_DidCallOnShutdownboolPrivate—
0x00490x07padding / unreflected
0x08m_FocusChangedMethodAction<System.Boolean>Private—

Functions 38

SignatureFlagsNativeParams
void .ctor()Private+1 flags0x00
NativeInputRuntime get_instance()PublicStatic+1 flags0x08
int AllocateDeviceId()PublicFinal+2 flags0x04
void Update(const InputUpdateType& updateType)PublicFinal+2 flags0x04
void QueueEvent(const InputEvent*& ptr)PublicFinal+2 flags0x00
long DeviceCommand(int deviceId, const InputDeviceCommand*& commandPtr)PublicFinal+2 flags0x08
InputUpdateDelegate get_onUpdate()PublicFinal+3 flags0x08
void set_onUpdate(InputUpdateDelegate value)PublicFinal+3 flags0x08
Action<UnityEngine.InputSystem.LowLevel.InputUpdateType> get_onBeforeUpdate()PublicFinal+3 flags0x08
void set_onBeforeUpdate(Action<UnityEngine.InputSystem.LowLevel.InputUpdateType> value)PublicFinal+3 flags0x08
Func<UnityEngine.InputSystem.LowLevel.InputUpdateType get_onShouldRunUpdate()PublicFinal+3 flags0x08
void set_onShouldRunUpdate(Func<UnityEngine.InputSystem.LowLevel.InputUpdateType value)PublicFinal+3 flags0x08
Action<System.Int32 get_onDeviceDiscovered()PublicFinal+3 flags0x08
void set_onDeviceDiscovered(Action<System.Int32 value)PublicFinal+3 flags0x08
Action get_onShutdown()PublicFinal+3 flags0x08
void set_onShutdown(Action value)PublicFinal+3 flags0x08
Action<System.Boolean> get_onPlayerFocusChanged()PublicFinal+3 flags0x08
void set_onPlayerFocusChanged(Action<System.Boolean> value)PublicFinal+3 flags0x08
FocusFlags get_focusState()PublicFinal+3 flags0x02
void set_focusState(const FocusFlags& value)PublicFinal+3 flags0x02
bool get_isPlayerFocused()PublicFinal+3 flags0x01
float get_pollingFrequency()PublicFinal+3 flags0x04
void set_pollingFrequency(float value)PublicFinal+3 flags0x04
double get_currentTime()PublicFinal+3 flags0x08
double get_currentTimeForFixedUpdate()PublicFinal+3 flags0x08
double get_currentTimeOffsetToRealtimeSinceStartup()PublicFinal+3 flags0x08
float get_unscaledGameTime()PublicFinal+3 flags0x04
bool get_runInBackground()PublicFinal+3 flags0x01
void set_runInBackground(bool value)PublicFinal+3 flags0x01
void OnShutdown()Private0x00
bool OnWantsToShutdown()Private0x01
void InitializeFocusState()PublicFinal+2 flags0x00
void OnFocusChanged(bool focus)Private0x01
Vector2 get_screenSize()PublicFinal+3 flags0x08
ScreenOrientation get_screenOrientation()PublicFinal+3 flags0x04
bool get_normalizeScrollWheelDelta()PublicFinal+3 flags0x01
void set_normalizeScrollWheelDelta(bool value)PublicFinal+3 flags0x01
float get_scrollWheelDeltaPerTick()PublicFinal+3 flags0x04