GazePointerVisibilityStateMachine Class
Definition
Important
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Helper class for managing the visibility of the gaze pointer to match windows mixed reality and HoloLens 2 When application starts, gaze pointer is visible. Then when articulate hands / motion controllers appear, hide the gaze cursor. Whenever user says "select", make the gaze cursor appear.
public ref class GazePointerVisibilityStateMachine : Microsoft::MixedReality::Toolkit::Input::IMixedRealitySpeechHandler, UnityEngine::EventSystems::IEventSystemHandler
public class GazePointerVisibilityStateMachine : Microsoft.MixedReality.Toolkit.Input.IMixedRealitySpeechHandler, UnityEngine.EventSystems.IEventSystemHandler
type GazePointerVisibilityStateMachine = class
interface IMixedRealitySpeechHandler
interface IMixedRealityBaseInputHandler
interface IEventSystemHandler
Public Class GazePointerVisibilityStateMachine
Implements IEventSystemHandler, IMixedRealitySpeechHandler
- Inheritance
-
GazePointerVisibilityStateMachine
- Implements
-
IMixedRealityBaseInputHandler IMixedRealitySpeechHandler UnityEngine.EventSystems.IEventSystemHandler
Remarks
Has different behavior depending on whether or not eye gaze or head gaze in use - see comments on GazePointerState for more details.
Constructors
GazePointerVisibilityStateMachine() |
Properties
IsGazePointerActive |
Whether the state machine is currently in a state where the gaze pointer should be active. |
Methods
OnSpeechKeywordRecognized(SpeechEventData) |
Flags user intention to re activate eye or head based gaze cursor |
UpdateState(Int32, Int32, Int32, Boolean) |
Updates the state machine based on the number of near pointers, the number of far pointers, and whether or not eye gaze is valid. |