//------------------------------------------------------------ // Game Framework v3.x // Copyright © 2013-2017 Jiang Yin. All rights reserved. // Homepage: http://gameframework.cn/ // Feedback: mailto:jiangyin@gameframework.cn //------------------------------------------------------------ using UnityEngine; namespace UnityGameFramework.Runtime { public partial class DebuggerComponent { private sealed class InputSummaryInformationWindow : ScrollableDebuggerWindowBase { protected override void OnDrawScrollableWindow() { GUILayout.Label("Input Summary Information"); GUILayout.BeginVertical("box"); { DrawItem("Back Button Leaves App:", Input.backButtonLeavesApp.ToString()); DrawItem("Device Orientation:", Input.deviceOrientation.ToString()); DrawItem("Mouse Present:", Input.mousePresent.ToString()); DrawItem("Mouse Position:", Input.mousePosition.ToString()); DrawItem("Mouse Scroll Delta:", Input.mouseScrollDelta.ToString()); DrawItem("Any Key:", Input.anyKey.ToString()); DrawItem("Any Key Down:", Input.anyKeyDown.ToString()); DrawItem("Input String:", Input.inputString); DrawItem("IME Is Selected:", Input.imeIsSelected.ToString()); DrawItem("IME Composition Mode:", Input.imeCompositionMode.ToString()); DrawItem("Compensate Sensors:", Input.compensateSensors.ToString()); DrawItem("Composition Cursor Position:", Input.compositionCursorPos.ToString()); DrawItem("Composition String:", Input.compositionString); } GUILayout.EndVertical(); } } } }