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  1. using System.Runtime.InteropServices;
  2. using UnityEngine.InputSystem.Utilities;
  3. namespace UnityEngine.InputSystem.LowLevel
  4. {
  5. /// <summary>
  6. /// Queries to see if this device is able to continue to send updates and state changes when the application is not if focus.
  7. /// </summary>
  8. /// <seealso cref="InputDevice.canRunInBackground"/>
  9. [StructLayout(LayoutKind.Explicit, Size = InputDeviceCommand.kBaseCommandSize + sizeof(bool))]
  10. public struct QueryCanRunInBackground : IInputDeviceCommandInfo
  11. {
  12. public static FourCC Type => new FourCC('Q', 'R', 'I', 'B');
  13. internal const int kSize = InputDeviceCommand.kBaseCommandSize + sizeof(bool);
  14. [FieldOffset(0)]
  15. public InputDeviceCommand baseCommand;
  16. [FieldOffset(InputDeviceCommand.kBaseCommandSize)]
  17. public bool canRunInBackground;
  18. public FourCC typeStatic => Type;
  19. public static QueryCanRunInBackground Create()
  20. {
  21. return new QueryCanRunInBackground
  22. {
  23. baseCommand = new InputDeviceCommand(Type, kSize),
  24. canRunInBackground = false
  25. };
  26. }
  27. }
  28. }