InputEventTrace lets you record input events for later processing. It also has features for writing traces to disk, for loading them from disk, and for playing back previously recorded traces.
Controls replaying of events recorded in an InputEventTrace.
Low-level APIs for working with input state memory.
Record a history of state changes applied to one or more controls.
Records value changes of a given control over time.
Partial state update for an input device.
Indicates that the configuration of a device has changed.
Notifies about the removal of an input device.
Command to tell the runtime to no longer send events for the given device.
Command to re-enable a device that has been disabled with DisableDeviceCommand.
Device Command that enables IME Composition within the application. Primarily handled by Keyboard devices.
Default state layout for gamepads.
A specialized event that contains the current IME Composition string, if IME is enabled and active. This event contains the entire current string to date, and once a new composition is submitted will send a blank string event.
A struct representing an string of characters generated by an IME for text input.
Device command to instruct the underlying platform to pair a user account to the targeted device.
Data header for a command send to an InputDevice.
A chunk of memory signaling a data transfer in the input system.
A buffer of raw memory holding a sequence of InputEvent.
Pointer to an InputEvent. Makes it easier to work with InputEvents and hides the unsafe operations necessary to work with them.
Information about a device whose input has been captured in an InputEventTrace
Provides information on the level of throughput going through the system.
Information about a memory region storing input state.
Default state layout for keyboards.
Combine a single pointer with buttons and a scroll wheel.
Default state layout for pen devices.
Queries to see if this device is able to continue to send updates and state changes when the application is not if focus.
Query dimensions of a device.
Command to find out whether a device is currently enabled or not.
Command to query the name of the current keyboard layout from a device.
Command to query the current name of a key according to the current keyboard layout.
Query the ID and the name of the user paired to the device the command is sent to.
A command to tell the runtime to reset the device to it's default state.
A command to tell the runtime to sync the device to it's last known state.
Sets the position for IME dialogs. This is in pixels, from the upper left corner going down and to the right.
For a device that is sampled periodically, set the frequency at which the device is sampled.
A complete state snapshot for an entire input device.
A single character text input event.
State layout for a single touch.
Interface implemented by all input device command structs which reports the data format identifier of the command.
Interface implemented by all input event structs which reports the data format identifier of the command.
Interface for devices that implement their own state update handling.
Interface used to monitor input system state changes.
Interface implemented by all input device state structs which reports the data format identifier of the state.
Interface to allow custom input devices to receive callbacks when the input system is updated.
Interface for InputDevice classes that can receive text input events.
Enum of common gamepad buttons.
Enum of different player loop positions where the input system can invoke it's update mechanism.
Button indices for buttons.
Delegate used by onDeviceCommand.