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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.LowLevel;
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namespace Unity.RenderStreaming.Samples
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{
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using InputSystem = UnityEngine.InputSystem.InputSystem;
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class CustomEventSystem : EventSystem
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{
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#if !INPUTSYSTEM_1_1_OR_NEWER
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protected override void Awake()
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{
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base.Awake();
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unsafe
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{
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InputSystem.onDeviceCommand += InputSystemOnDeviceCommand;
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}
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}
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private static unsafe long? InputSystemOnDeviceCommand(InputDevice device, InputDeviceCommand* command)
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{
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if (command->type != QueryCanRunInBackground.Type)
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{
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// return null is skip this evaluation
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return null;
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}
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((QueryCanRunInBackground*)command)->canRunInBackground = true;
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return InputDeviceCommand.GenericSuccess;
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}
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protected override void OnApplicationFocus(bool hasFocus)
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{
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//Do not change focus flag on eventsystem
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}
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#endif
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}
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}
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