//------------------------------------------------------------ // 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 InputTouchInformationWindow : ScrollableDebuggerWindowBase { protected override void OnDrawScrollableWindow() { GUILayout.Label("Input Touch Information"); GUILayout.BeginVertical("box"); { DrawItem("Touch Supported:", Input.touchSupported.ToString()); DrawItem("Touch Pressure Supported:", Input.touchPressureSupported.ToString()); DrawItem("Stylus Touch Supported:", Input.stylusTouchSupported.ToString()); DrawItem("Simulate Mouse With Touches:", Input.simulateMouseWithTouches.ToString()); DrawItem("Multi Touch Enabled:", Input.multiTouchEnabled.ToString()); DrawItem("Touch Count:", Input.touchCount.ToString()); DrawItem("Touches:", GetTouchesString(Input.touches)); } GUILayout.EndVertical(); } private string GetTouchString(Touch touch) { return string.Format("{0}, {1}, {2}, {3}, {4}", touch.position.ToString(), touch.deltaPosition.ToString(), touch.rawPosition.ToString(), touch.pressure.ToString(), touch.phase.ToString()); } private string GetTouchesString(Touch[] touches) { string[] touchStrings = new string[touches.Length]; for (int i = 0; i < touches.Length; i++) { touchStrings[i] = GetTouchString(touches[i]); } return string.Join("; ", touchStrings); } } } }