test
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using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.LowLevel
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{
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/// <summary>
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/// Event that causes the state of an <see cref="InputDevice"/> to be reset (see <see cref="InputSystem.ResetDevice"/>).
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/// </summary>
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/// <seealso cref="InputSystem.ResetDevice"/>
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[StructLayout(LayoutKind.Explicit, Size = InputEvent.kBaseEventSize)]
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public struct DeviceResetEvent : IInputEventTypeInfo
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{
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public const int Type = 0x44525354; // DRST
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/// <summary>
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/// Common event data.
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/// </summary>
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[FieldOffset(0)]
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public InputEvent baseEvent;
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/// <summary>
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/// Whether to also reset <see cref="Layouts.InputControlAttribute.dontReset"/> controls.
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/// </summary>
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[FieldOffset(InputDeviceCommand.kBaseCommandSize)]
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public bool hardReset;
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public FourCC typeStatic => Type;
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public static DeviceResetEvent Create(int deviceId, bool hardReset = false, double time = -1)
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{
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var inputEvent =
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new DeviceResetEvent {baseEvent = new InputEvent(Type, InputEvent.kBaseEventSize, deviceId, time)};
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inputEvent.hardReset = hardReset;
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return inputEvent;
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}
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}
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}
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