当输入设备有事件产生时,内核就会将事件上报到设备文件,事件的数据以struct input_event为单位存入设备文件,所以读取事件数据时使用struct input_event结构体,这个结构体定义在/usr/include/linux/input.h中,定义如下: struct input_event {struct timeval time;__u16 type;__u16 code;__s32 value;}; 二、结构体...
#inlcude <linux/input.h> structinput_event {structtimeval time; __u16 type; __u16 code; __s32 value; }; type: #defineEV_SYN 0x00#defineEV_KEY 0x01//按键#defineEV_REL 0x02//相对坐标(轨迹球)#defineEV_ABS 0x03//绝对坐标#defineEV_MSC 0x04//其他#defineEV_SW 0x05#defineEV_LED 0x...
在最靠近应用程序的事件触发层上,内核所获知的各类输入事件,比如键盘被按了一下,触摸屏被滑了一下等,都将被统一封装在一个叫做 input_event 的结构体当中,这个结构体定义如下: (/usr/inlucde/linux/input.h) vincent@ubuntu:/usr/inlucde/linux/$ cat input.h -n 1 #ifndef _INPUT_H 2 #define _INPU...
// Store event in private buffer: unsafe byte[] CopyEventData(InputEventPtr eventPtr) { var sizeInBytes = eventPtr.sizeInBytes; var buffer = new byte[sizeInBytes]; fixed (byte* bufferPtr = buffer) { UnsafeUtility.MemCpy(new IntPtr(bufferPtr), eventPtr.data, sizeInBytes); } return buf...
inputstructevent按键rel代码 查看/dev/input/eventX是什么类型的事件,cat/proc/bus/input/devices 设备有着自己特殊的按键键码,我需要将一些标准的按键,比如0-9,X-Z等模拟成标准按 键,比如KEY_0,KEY-Z等,所以需要用到按键模拟,具体方法就是操作/dev/input/event1 文件,向它写入个input_event结构体就可以模拟...
Linux系统struct input_event结构体分类型(鼠标、键盘、触屏)详解与例子 一、概述Linux系统是通过输入子系统来管理输入设备(如鼠标、键盘、触摸屏、游戏摇杆)的。配置了内核支持且安装对应驱动后,当系统接入输入设备,会在/dev/input下生成对应设备文件,下图是鼠标、键盘在不同情况下/dev/input的设备文件。当输入设备有...
public readonly InputAction action { get; } Property ValueTypeDescription InputAction The action object contained in the property.RemarksThis property will return null if the property is using a reference and the referenced action cannot be found. Also, it will be null if the property has been...
Learn more about the Microsoft.MixedReality.Toolkit.OpenVR.Headers.VREvent_InputActionManifestLoad_t in the Microsoft.MixedReality.Toolkit.OpenVR.Headers namespace.
KeyInputEvent Light Log Material MaterialInstance Matrix4 Mesh MeshRenderer Model MouseInputEvent MemoryAllocator NodeFG Plane PostProcessStage Pipeline PipelineLayout PassExecuter PassNode Quaternion Queue RefCount Renderable ResourceManager RenderPass RenderTarget Rendering...
InputEvent IResource IPassExecuter KeyInputEvent Light Log Material MaterialInstance Matrix4 Mesh MeshRenderer Model MouseInputEvent MemoryAllocator NodeFG Plane PostProcessStage Pipeline PipelineLayout PassExecuter PassNode Quaternion Queue RefCount Renderable ResourceMa...