// %BANNER_BEGIN%
// ---------------------------------------------------------------------
// %COPYRIGHT_BEGIN%
// Copyright (c) (2018-2022) Magic Leap, Inc. All Rights Reserved.
// Use of this file is governed by the Software License Agreement, located here: https://www.magicleap.com/software-license-agreement-ml2
// Terms and conditions applicable to third-party materials accompanying this distribution may also be found in the top-level NOTICE file appearing herein.
// %COPYRIGHT_END%
// ---------------------------------------------------------------------
// %BANNER_END%
namespace UnityEngine.XR.MagicLeap
{
using System;
using System.Runtime.InteropServices;
///
/// MLHeadsetFit description goes here.
///
public partial class MLHeadsetFit
{
///
/// See ml_headset_fit.h for additional comments.
///
private class NativeBindings : Native.MagicLeapNativeBindings
{
[StructLayout(LayoutKind.Sequential)]
public struct MLHeadsetFitState
{
public uint Version;
public Status FitStatus;
public long EpochTimestampUs;
public static MLHeadsetFitState Create() => new() { Version = 1 };
};
///
/// Destroys headset fit client.
///
[DllImport(MLPerceptionClientDll, CallingConvention = CallingConvention.Cdecl)]
public static extern MLResult.Code MLHeadsetFitDestroyClient(ulong handle);
///
/// Creates a headset fit client.
///
[DllImport(MLPerceptionClientDll, CallingConvention = CallingConvention.Cdecl)]
public static extern MLResult.Code MLHeadsetFitCreateClient(out ulong handle);
///
/// Gets information about the user's current headset fit.
///
[DllImport(MLPerceptionClientDll, CallingConvention = CallingConvention.Cdecl)]
public static extern MLResult.Code MLHeadsetFitGetState(ulong handle, out MLHeadsetFitState state);
}
}
}