/** * Copyright (c) 2014-present, Facebook, Inc. All rights reserved. * * You are hereby granted a non-exclusive, worldwide, royalty-free license to use, * copy, modify, and distribute this software in source code or binary form for use * in connection with the web services and APIs provided by Facebook. * * As with any software that integrates with the Facebook platform, your use of * this software is subject to the Facebook Developer Principles and Policies * [http://developers.facebook.com/policy/]. This copyright notice shall be * included in all copies or substantial portions of the software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ using Facebook.Unity; using System; using UnityEngine; using UnityEngine.UI; public class FBWindowsVirtualGamepadManager : MonoBehaviour { public FBWindowsLogsManager Logger; public InputField NewVirtualGamepadLayout; public void SetVirtualGamepadLayout() { Logger.DebugLog("Setting Virtual Gamepad Layout to " + NewVirtualGamepadLayout.text); FB.Windows.SetVirtualGamepadLayout(NewVirtualGamepadLayout.text, CallbackSetVirtualGamepadLayout); } private void CallbackSetVirtualGamepadLayout(IVirtualGamepadLayoutResult result) { if (result.Error != null) { Logger.DebugErrorLog("Error setting Virtual Gamepad Layout: " + result.RawResult); Logger.DebugErrorLog(result.Error); } else { Logger.DebugLog("Virtual Gamepad Layout set: " + result.Success); } } }