using System.Runtime.InteropServices; namespace Valve.VR { [StructLayout(LayoutKind.Explicit)] public struct VREvent_Data_t { [FieldOffset(0)] public VREvent_Reserved_t reserved; [FieldOffset(0)] public VREvent_Controller_t controller; [FieldOffset(0)] public VREvent_Mouse_t mouse; [FieldOffset(0)] public VREvent_Scroll_t scroll; [FieldOffset(0)] public VREvent_Process_t process; [FieldOffset(0)] public VREvent_Notification_t notification; [FieldOffset(0)] public VREvent_Overlay_t overlay; [FieldOffset(0)] public VREvent_Status_t status; [FieldOffset(0)] public VREvent_Ipd_t ipd; [FieldOffset(0)] public VREvent_Chaperone_t chaperone; [FieldOffset(0)] public VREvent_PerformanceTest_t performanceTest; [FieldOffset(0)] public VREvent_TouchPadMove_t touchPadMove; [FieldOffset(0)] public VREvent_SeatedZeroPoseReset_t seatedZeroPoseReset; [FieldOffset(0)] public VREvent_Screenshot_t screenshot; [FieldOffset(0)] public VREvent_ScreenshotProgress_t screenshotProgress; [FieldOffset(0)] public VREvent_ApplicationLaunch_t applicationLaunch; [FieldOffset(0)] public VREvent_EditingCameraSurface_t cameraSurface; [FieldOffset(0)] public VREvent_MessageOverlay_t messageOverlay; [FieldOffset(0)] public VREvent_Property_t property; [FieldOffset(0)] public VREvent_DualAnalog_t dualAnalog; [FieldOffset(0)] public VREvent_HapticVibration_t hapticVibration; [FieldOffset(0)] public VREvent_Keyboard_t keyboard; } }