// %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); } } }