IInputLayer Interface

Represents a layer that can intercept and consume input events. Layers are processed in priority order (UI typically has highest priority). Every layer is always called each frame; the consumed parameter indicates whether a higher-priority layer already claimed that input category. Layers receiving consumed: true should skip gameplay logic but may perform bookkeeping (e.g., canceling a drag or resetting hover state).

public interface IInputLayer

Derived
UICanvas

Properties
Priority Priority for input processing (higher = processed first). UI typically uses 1000, game uses 0.
Methods
ProcessGamepadInput(IInputContext, bool) Process gamepad input. Return true to consume and prevent lower layers from acting on it. Defaults to false; override when a layer needs to block gamepad input (e.g., a modal dialog that should intercept confirm/cancel buttons).
ProcessKeyboardInput(IInputContext, bool) Process keyboard input. Return true to consume and prevent lower layers from acting on it.
ProcessMouseInput(IInputContext, bool) Process mouse input. Return true to consume and prevent lower layers from acting on it.