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@@ -258,7 +258,7 @@ public void API_MonoBehavioursHaveHelpUrls()
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// The .api files are platform-specific so we can only compare on the platform
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// they were built on.
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-
#if UNITY_EDITOR_WIN
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#if UNITY_EDITOR_WIN
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// We disable "API Verification" tests running as part of the validation suite as they give us
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// false positives (specifically, for setters having changes accessibility from private to protected).
@@ -541,6 +541,56 @@ public class DualShock4GamepadHID : DualShockGamepad
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public InputTestFixture.ActionConstraint Performed(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>));
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public InputTestFixture.ActionConstraint Started(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>));
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")]
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// API scraper output for these built-in XR controller types differs depending on installed XR replacement packages.
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[Property("Exclusions",@"1.0.0
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public class DaydreamController : UnityEngine.InputSystem.XR.XRController
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public class GearVRTrackedController : UnityEngine.InputSystem.XR.XRController
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public class OculusTouchController : UnityEngine.InputSystem.XR.XRControllerWithRumble
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public class HandedViveTracker : ViveTracker
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public class OpenVRControllerWMR : UnityEngine.InputSystem.XR.XRController
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public class OpenVROculusTouchController : UnityEngine.InputSystem.XR.XRControllerWithRumble
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public class ViveWand : UnityEngine.InputSystem.XR.XRControllerWithRumble
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")]
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// API scraper in 1.0.0 emitted incomplete default argument expressions for these overloads.
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[Property("Exclusions",@"1.0.0
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public static string GetBindingDisplayString(this InputAction action, int bindingIndex, InputBinding.DisplayStringOptions options = );
public static string GetBindingDisplayString(this InputAction action, InputBinding.DisplayStringOptions options = , string group = default(string));
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public static string GetBindingDisplayString(this InputAction action, int bindingIndex, out string deviceLayoutName, out string controlPath, InputBinding.DisplayStringOptions options = );
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public string ToDisplayString(InputBinding.DisplayStringOptions options = , InputControl control = default(InputControl));
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public string ToDisplayString(out string deviceLayoutName, out string controlPath, InputBinding.DisplayStringOptions options = , InputControl control = default(InputControl));
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DontIncludeInteractions = 4,
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DontOmitDevice = 2,
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DontUseShortDisplayNames = 1,
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IgnoreBindingOverrides = 8,
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OmitDevice = 2,
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UseShortNames = 4,
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BufferedBytes = 256,
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Constant = 1,
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NonLinear = 16,
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NoPreferred = 32,
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NullState = 64,
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Relative = 4,
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Variable = 2,
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Volatile = 128,
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Wrap = 8,
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public FourCC(char a, char b = , char c = , char d = ) {}
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public static string ToHumanReadableString(string path, InputControlPath.HumanReadableStringOptions options = InputControlPath.HumanReadableStringOptions.None, InputControl control = default(InputControl));
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public static string ToHumanReadableString(string path, out string deviceLayoutName, out string controlPath, InputControlPath.HumanReadableStringOptions options = InputControlPath.HumanReadableStringOptions.None, InputControl control = default(InputControl));
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public class InputStateHistory<TValue> : InputStateHistory, System.Collections.Generic.IEnumerable<UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue>>, System.Collections.Generic.IReadOnlyCollection<UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue>>, System.Collections.Generic.IReadOnlyList<UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue>>, System.Collections.IEnumerable where TValue : struct, new()
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public UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue> this[int index] { get; set; }
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public UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue> AddRecord(UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue> record);
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public System.Collections.Generic.IEnumerator<UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue>> GetEnumerator();
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public UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue> RecordStateChange(UnityEngine.InputSystem.InputControl<TValue> control, TValue value, double time = -1d);
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public struct Record : System.IEquatable<UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue>>
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public UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue> next { get; }
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public UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue> owner { get; }
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public UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue> previous { get; }
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public void CopyFrom(UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue> record);
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public bool Equals(UnityEngine.InputSystem.LowLevel.InputStateHistory<TValue> other);
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public SteamHandle(ulong handle) {}
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public static ulong op_Explicit(UnityEngine.InputSystem.Steam.SteamHandle<TObject> handle);
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")]
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// Api scraper seems to be unstable with fields with default values, sometimes "= 0;" appears (locally) and sometimes (on CI) doesn't.
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[Property("Exclusions",@"1.0.0
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public int negative = 0;
@@ -555,6 +605,57 @@ public class DualShock4GamepadHID : DualShockGamepad
// Steam support is conditional (#if UNITY_ENABLE_STEAM_CONTROLLER_SUPPORT) and absent when
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// the steam plugin is not installed, so all Steam types are excluded from the comparison.
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[Property("Exclusions",@"1.0.0
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namespace UnityEngine.InputSystem.Steam
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public interface ISteamControllerAPI
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public void ActivateActionSet(UnityEngine.InputSystem.Steam.SteamHandle<SteamController> controllerHandle, UnityEngine.InputSystem.Steam.SteamHandle<InputActionMap> actionSetHandle);
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public void ActivateActionSetLayer(UnityEngine.InputSystem.Steam.SteamHandle<SteamController> controllerHandle, UnityEngine.InputSystem.Steam.SteamHandle<InputActionMap> actionSetLayerHandle);
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public void DeactivateActionSetLayer(UnityEngine.InputSystem.Steam.SteamHandle<SteamController> controllerHandle, UnityEngine.InputSystem.Steam.SteamHandle<InputActionMap> actionSetLayerHandle);
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public void DeactivateAllActionSetLayers(UnityEngine.InputSystem.Steam.SteamHandle<SteamController> controllerHandle);
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public UnityEngine.InputSystem.Steam.SteamHandle<InputActionMap> GetActionSetHandle(string actionSetName);
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public int GetActiveActionSetLayers(UnityEngine.InputSystem.Steam.SteamHandle<SteamController> controllerHandle, out UnityEngine.InputSystem.Steam.SteamHandle<InputActionMap> handlesOut);
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public SteamAnalogActionData GetAnalogActionData(UnityEngine.InputSystem.Steam.SteamHandle<SteamController> controllerHandle, UnityEngine.InputSystem.Steam.SteamHandle<InputAction> analogActionHandle);
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public UnityEngine.InputSystem.Steam.SteamHandle<InputAction> GetAnalogActionHandle(string actionName);
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public int GetConnectedControllers(UnityEngine.InputSystem.Steam.SteamHandle<SteamController>[] outHandles);
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public UnityEngine.InputSystem.Steam.SteamHandle<InputActionMap> GetCurrentActionSet(UnityEngine.InputSystem.Steam.SteamHandle<SteamController> controllerHandle);
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public SteamDigitalActionData GetDigitalActionData(UnityEngine.InputSystem.Steam.SteamHandle<SteamController> controllerHandle, UnityEngine.InputSystem.Steam.SteamHandle<InputAction> digitalActionHandle);
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public UnityEngine.InputSystem.Steam.SteamHandle<InputAction> GetDigitalActionHandle(string actionName);
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public void RunFrame();
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public struct SteamAnalogActionData
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public bool active { get; set; }
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public Vector2 position { get; set; }
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public abstract class SteamController : InputDevice
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public bool autoActivateSets { get; set; }
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public UnityEngine.InputSystem.Steam.SteamHandle<InputActionMap> currentSteamActionSet { get; }
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public abstract UnityEngine.InputSystem.Utilities.ReadOnlyArray<SteamController.SteamActionSetInfo> steamActionSets { get; }
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public UnityEngine.InputSystem.Steam.SteamHandle<SteamController> steamControllerHandle { get; }
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protected SteamController() {}
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public void ActivateSteamActionSet(UnityEngine.InputSystem.Steam.SteamHandle<InputActionMap> actionSet);
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