using UnityEngine; namespace FairyGUI { /// /// /// public class TouchScreenKeyboard : IKeyboard { UnityEngine.TouchScreenKeyboard _keyboard; public bool done { #if UNITY_2017_2_OR_NEWER get { return _keyboard == null || _keyboard.status == UnityEngine.TouchScreenKeyboard.Status.Done || _keyboard.status == UnityEngine.TouchScreenKeyboard.Status.Canceled || _keyboard.status == UnityEngine.TouchScreenKeyboard.Status.LostFocus; } #else get { return _keyboard == null || _keyboard.done || _keyboard.wasCanceled; } #endif } public bool supportsCaret { get { return false; } } public string GetInput() { if (_keyboard != null) { string s = _keyboard.text; if (this.done) _keyboard = null; return s; } else return null; } public void Open(string text, bool autocorrection, bool multiline, bool secure, bool alert, string textPlaceholder, int keyboardType, bool hideInput) { if (_keyboard != null) return; UnityEngine.TouchScreenKeyboard.hideInput = hideInput; _keyboard = UnityEngine.TouchScreenKeyboard.Open(text, (TouchScreenKeyboardType)keyboardType, autocorrection, multiline, secure, alert, textPlaceholder); } public void Close() { if (_keyboard != null) { _keyboard.active = false; _keyboard = null; } } } }