public static class PlatformInputTurns a PlatformEvent into a call on an InputDeviceSet.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The whole of the seam between the two halves of the input stack, and it is deliberately this small. Vixen.Input is a Core/ assembly and Vixen.Platform sits above it, so the action system cannot reference the event type — a rule CheckArchitecture enforces and which exists for Vixen.Ui, which consumes the action system and must stay usable with no platform backend at all.
So the translation lives here, in the host that already pumps the queue. There is nothing clever in it because there is nothing to be clever about: the key codes are the same USB HID values on both sides and the cast is the identity, which InputKeyTests holds member by member. A different host — an editor, a dedicated server replaying a log — either calls this or writes its own twenty lines.
Methods (2)
public static bool Submit(this InputDeviceSet devices, in PlatformEvent platformEvent, IInputSource? source = null)Offers one platform event to the device set.
public static void SyncGamepads(this InputDeviceSet devices, IInputSource source)Adds every gamepad the platform already knows about.
Used by (3)
- AppBuilderVixen.App.Hosting
- VixenApplicationVixen.App.Hosting
- PlatformInputTestsVixen.App.Tests