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Version: 20 Mar 2024

MLEyeCalibrationNativeBindings.cs

Source code

// %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;

public partial class MLEyeCalibration
{
private class NativeBindings : Native.MagicLeapNativeBindings
{
[StructLayout(LayoutKind.Sequential)]
public struct MLEyeCalibrationState
{
public uint Version;

public Status EyeCalibration;

public long EpochTimestampUs;

public static MLEyeCalibrationState Create() => new() { Version = 1 };
};

[DllImport(MLPerceptionClientDll, CallingConvention = CallingConvention.Cdecl)]
public static extern MLResult.Code MLEyeCalibrationCreateClient(out ulong OutHandle);

[DllImport(MLPerceptionClientDll, CallingConvention = CallingConvention.Cdecl)]
public static extern MLResult.Code MLEyeCalibrationDestroyClient(ulong Handle);

[DllImport(MLPerceptionClientDll, CallingConvention = CallingConvention.Cdecl)]
public static extern MLResult.Code MLEyeCalibrationGetState(ulong Handle, out MLEyeCalibrationState OutState);
}
}
}