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...
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 0x11//LED#defineEV_SND 0x1...
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...
public struct InputEventPtr : IEquatable<InputEventPtr> RemarksNote that event pointers generally refer to event buffers that are continually reused. This means that event pointers should not be held on to. Instead, to hold onto event data, manually copy an event to a buffer....
DFBResult(*ThreadInit)(void);bool(*InputFilter)(CoreInputDevice*device,DFBInputEvent*event);volatilevoid*(*MapMMIO)(unsignedintoffset,intlength);void(*UnmapMMIO)(volatilevoid*addr,intlength);int(*GetAccelerator)(void);unsignedlong(*VideoMemoryPhysical)(unsignedintoffset);void*(*VideoMemoryVirtual)(...
bool (*InputFilter)( CoreInputDevice *device, DFBInputEvent *event ); volatile void* (*MapMMIO)( unsigned int offset, int length ); void (*UnmapMMIO)( volatile void *addr, int length ); int (*GetAccelerator)( void ); unsigned long (*VideoMemoryPhysical)( unsigned int offset ); ...
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 RenderingPa...
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 ResourceManager...
IDebugEventCallbacks 接口 IDebugEventCallbacksWide 接口 IDebugEventContextCallbacks 接口 IDebugInputCallbacks 接口 IDebugOutputCallbacks 接口 IDebugOutputCallbacks2 接口 IDebugOutputCallbacksWide 接口 IDebugOutputStream 接口 IDebugPlmClient 接口 IDebugPlmClient2 接口 IDebugPlmClient3 接口 IDebugReg...