csharp
public sealed class HeadlessInputSourceNo devices, and keyboard state that never changes.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Key and button state can be set, because otherwise nothing that reads input can be tested without a keyboard attached — and the input layer's held-key handling across focus loss is exactly the sort of thing that needs a test rather than a person.
Fields and properties (3)
public IReadOnlyList<IGamepad> GamepadsEvery connected gamepad.
public KeyModifiers ModifiersThe modifier keys held now.
public Vector2 PointerPositionWhere the pointer is, in desktop coordinates and logical points.
Methods (6)
public bool TryGetGamepad(int deviceId, out IGamepad? gamepad)Finds a gamepad by the id its events carry.
public bool IsKeyDown(Key key)Whether a key is held, by physical position.
public bool IsMouseButtonDown(MouseButton button)Whether a mouse button is held.
public void SetKey(Key key, bool down)Sets whether a key is held.
public void SetMouseButton(MouseButton button, bool down)Sets whether a mouse button is held.
public void ReleaseAll()Releases everything, as a real platform's focus loss effectively does.
Used by (2)
- HeadlessLifecycleTestsVixen.Platform.Headless.Tests
- HeadlessPlatformVixen.Platform.Headless