A game about forced loneliness, made by TACStudios
1namespace UnityEngine.InputSystem.LowLevel 2{ 3 /// <summary> 4 /// Interface for <see cref="InputDevice"/> classes that can receive text input events. 5 /// </summary> 6 /// <remarks> 7 /// This interface should be implemented by devices that are meant to receive text 8 /// input through <see cref="TextEvent"/>. 9 /// </remarks> 10 /// <seealso cref="TextEvent"/> 11 /// <seealso cref="IMECompositionEvent"/> 12 public interface ITextInputReceiver 13 { 14 /// <summary> 15 /// A single, fully-formed Unicode character has been typed on the device. 16 /// </summary> 17 /// <param name="character">Character that was typed. Note that in case the character is part of 18 /// a surrogate pair, this method is called first with the high surrogate and then with the 19 /// low surrogate character.</param> 20 /// <remarks> 21 /// This method is called on a device when a <see cref="TextEvent"/> is received 22 /// for the device. <paramref name="character"/> is the <see cref="TextEvent.character"/> 23 /// from the event. 24 /// 25 /// Note that this method will be called *twice* for a single <see cref="TextEvent"/> 26 /// in case the given UTF-32 (encoding in the event) needs to be represented as UTF-16 27 /// (encoding of <c>char</c> in C#) surrogate. 28 /// </remarks> 29 void OnTextInput(char character); 30 31 /// <summary> 32 /// Called when an IME composition is in-progress or finished. 33 /// </summary> 34 /// <param name="compositionString">The current composition.</param> 35 /// <seealso cref="IMECompositionEvent"/> 36 /// <seealso cref="Keyboard.onIMECompositionChange"/> 37 /// <remarks> 38 /// The method will be repeatedly called with the current string while composition is in progress. 39 /// Once composition finishes, the method will be called one more time with a blank composition 40 /// string. 41 /// </remarks> 42 void OnIMECompositionChanged(IMECompositionString compositionString); 43 } 44}