mixedreality/com.microsoft.mixedreality..../Core/Interfaces/InputSystem/IMixedRealityCursor.cs

74 lines
2.7 KiB
C#

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using UnityEngine;
namespace Microsoft.MixedReality.Toolkit.Input
{
/// <summary>
/// Cursor Interface for handling input events and setting visibility.
/// </summary>
public interface IMixedRealityCursor : IMixedRealityFocusChangedHandler, IMixedRealitySourceStateHandler, IMixedRealityPointerHandler
{
/// <summary>
/// The <see cref="IMixedRealityPointer"/> this <see cref="IMixedRealityCursor"/> is associated with.
/// </summary>
IMixedRealityPointer Pointer { get; set; }
/// <summary>
/// Surface distance to place the cursor off of the surface at
/// </summary>
float SurfaceCursorDistance { get; }
/// <summary>
/// The maximum distance the cursor can be with nothing hit
/// </summary>
float DefaultCursorDistance { get; set; }
/// <summary>
/// Position of the <see cref="IMixedRealityCursor"/>.
/// </summary>
Vector3 Position { get; }
/// <summary>
/// Rotation of the <see cref="IMixedRealityCursor"/>.
/// </summary>
Quaternion Rotation { get; }
/// <summary>
/// Local scale of the <see cref="IMixedRealityCursor"/>.
/// </summary>
Vector3 LocalScale { get; }
/// <summary>
/// Sets the visibility of the <see cref="IMixedRealityCursor"/>.
/// </summary>
/// <param name="visible">True if cursor should be visible, false if not.</param>
void SetVisibility(bool visible);
/// <summary>
/// Utility method to destroy cursor dependencies (e.g. event subscriptions) in the system
/// explicitly in the middle update loop. This is a "replacement" of Unity OnDestroy.
/// Relying on Unity OnDestroy may cause event handler subscription to
/// become invalid at the point of destroying.
/// </summary>
void Destroy();
/// <summary>
/// Is the cursor currently visible?
/// </summary>
bool IsVisible { get; }
/// <summary>
/// Sets the visibility of the <see cref="IMixedRealityCursor"/> when the source is detected.
/// </summary>
bool SetVisibilityOnSourceDetected { get; set; }
/// <summary>
/// Returns the <see cref="IMixedRealityCursor"/>'s <see href="https://docs.unity3d.com/ScriptReference/GameObject.html">GameObject</see> reference.
/// </summary>
/// <returns>The <see href="https://docs.unity3d.com/ScriptReference/GameObject.html">GameObject</see> this <see cref="IMixedRealityCursor"/> component is attached to.</returns>
GameObject GameObjectReference { get; }
}
}