DOCS: Modified `onIMECompositionChange` documentation to bring clarity to intended usage (#1755)
* Modified the documentation for onIMECompositionChange to clear up reliance on blank string events for submission and reset
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@ -30,6 +30,7 @@ however, it has to be formatted properly to pass verification tests.
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- Fixed case [ISXB-251](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-251) (Action only calls started & performed callbacks when control type is set to Vector3Composite). `EvaluateMagnitude` wasn't overridden for Vector3Composite, also made some minor changes to Vector3Composite and Vector2Composite for consistency.
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- Fixed case [ISXB-580](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-580) (UI Submit / Cancel not working with Switch Pro controller) by adding "Submit" & "Cancel" usages to the Switch Pro controller input controls.
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- Fixed an issue where undoing deletion of Action Maps did not restore Actions correctly.
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- Fixed case [ISXB-628](https://issuetracker.unity3d.com/product/unity/issues/guid/ISXB-628) (OnIMECompositionChange does not return an empty string on accept when using Microsoft IME) by clarifying expectations and intended usage for the IME composition change event.
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## [1.8.0-pre.1] - 2023-09-04
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@ -959,13 +959,17 @@ namespace UnityEngine.InputSystem
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}
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/// <summary>
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/// An event that is fired to get IME composition strings. Fired once for every change,
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/// sends the entire string to date, and sends a blank string whenever a composition is submitted or reset.
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/// An event that is fired to get IME composition strings. Fired once for every change containing the entire string to date.
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/// When using an IME, this event can be used to display the composition string while it is being edited. When a composition
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/// string is submitted, one or many <see cref="Keyboard.OnTextInput"/> events will fire with the submitted characters.
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/// </summary>
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/// <remarks>
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/// Some languages use complex input methods which involve opening windows to insert characters.
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/// Typically, this is not desirable while playing a game, as games may just interpret key strokes as game input, not as text.
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///
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/// Many IMEs cause this event to fire with a blank string when the composition is submitted or reset, however it is best
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/// not to rely on this behaviour since it is IME dependent.
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///
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/// See <see cref="Keyboard.SetIMEEnabled"/> for turning IME on/off
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/// </remarks>
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public event Action<IMECompositionString> onIMECompositionChange
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