// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using System;
namespace Microsoft.MixedReality.Toolkit.Utilities
{
///
/// The Handedness defines which hand a controller is currently operating in.
/// It is up to the developer to determine whether this affects the use of a controller or not.
/// "Other" defines potential controllers that will offer a "third" hand, e.g. a full body tracking suit.
///
[Flags]
public enum Handedness : byte
{
///
/// No hand specified by the SDK for the controller
///
None = 0 << 0,
///
/// The controller is identified as being provided in a Left hand
///
Left = 1 << 0,
///
/// The controller is identified as being provided in a Right hand
///
Right = 1 << 1,
///
/// The controller is identified as being either left and/or right handed.
///
Both = Left | Right,
///
/// Reserved, for systems that provide alternate hand state.
///
Other = 1 << 2,
///
/// Global catchall, used to map actions to any controller (provided the controller supports it)
///
/// Note, by default the specific hand actions will override settings mapped as both
Any = Other | Left | Right,
}
///
/// Extension methods specific to the enum.
///
public static class HandednessExtensions
{
///
/// Checks to determine if all bits in a provided mask are set.
///
/// value.
/// mask.
///
/// True if all of the bits in the specified mask are set in the current value.
///
public static bool IsMaskSet(this Handedness a, Handedness b)
{
return (a & b) == b;
}
}
}