UnityExplorer/src/Input/InputManager.cs

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using System;
using System.Reflection;
using UnityEngine;
using Explorer.Input;
#if CPP
using UnhollowerBaseLib;
#endif
namespace Explorer
{
public static class InputManager
{
private static IAbstractInput m_inputModule;
public static void Init()
{
if (InputSystem.TKeyboard != null || (ReflectionHelpers.LoadModule("Unity.InputSystem") && InputSystem.TKeyboard != null))
{
m_inputModule = new InputSystem();
}
else if (LegacyInput.TInput != null || (ReflectionHelpers.LoadModule("UnityEngine.InputLegacyModule") && LegacyInput.TInput != null))
{
m_inputModule = new LegacyInput();
}
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if (m_inputModule == null)
{
ExplorerCore.LogWarning("Could not find any Input module!");
m_inputModule = new NoInput();
}
m_inputModule.Init();
}
public static Vector3 MousePosition => m_inputModule.MousePosition;
public static bool GetKeyDown(KeyCode key) => m_inputModule.GetKeyDown(key);
public static bool GetKey(KeyCode key) => m_inputModule.GetKey(key);
public static bool GetMouseButtonDown(int btn) => m_inputModule.GetMouseButtonDown(btn);
public static bool GetMouseButton(int btn) => m_inputModule.GetMouseButton(btn);
#if CPP
internal delegate void d_ResetInputAxes();
internal static d_ResetInputAxes ResetInputAxes_iCall =
IL2CPP.ResolveICall<d_ResetInputAxes>("UnityEngine.Input::ResetInputAxes");
public static void ResetInputAxes() => ResetInputAxes_iCall();
#else
public static void ResetInputAxes() => UnityEngine.Input.ResetInputAxes();
#endif
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#if CPP
#pragma warning disable IDE1006
// public extern static string compositionString { get; }
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internal delegate IntPtr d_get_compositionString();
internal static d_get_compositionString get_compositionString_iCall =
IL2CPP.ResolveICall<d_get_compositionString>("UnityEngine.Input::get_compositionString");
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public static string compositionString => IL2CPP.Il2CppStringToManaged(get_compositionString_iCall());
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// public extern static Vector2 compositionCursorPos { get; set; }
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internal delegate void d_get_compositionCursorPos(out Vector2 ret);
internal static d_get_compositionCursorPos get_compositionCursorPos_iCall =
IL2CPP.ResolveICall<d_get_compositionCursorPos>("UnityEngine.Input::get_compositionCursorPos_Injected");
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internal delegate void set_compositionCursorPos_delegate(ref Vector2 value);
internal static set_compositionCursorPos_delegate set_compositionCursorPos_iCall =
IL2CPP.ResolveICall<set_compositionCursorPos_delegate>("UnityEngine.Input::set_compositionCursorPos_Injected");
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public static Vector2 compositionCursorPos
{
get
{
get_compositionCursorPos_iCall(out Vector2 ret);
return ret;
}
set => set_compositionCursorPos_iCall(ref value);
}
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#pragma warning restore IDE1006
#endif
}
}