48 lines
1.8 KiB
C#
48 lines
1.8 KiB
C#
/**
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* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
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*
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* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
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* copy, modify, and distribute this software in source code or binary form for use
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* in connection with the web services and APIs provided by Facebook.
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*
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* As with any software that integrates with the Facebook platform, your use of
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* this software is subject to the Facebook Developer Principles and Policies
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* [http://developers.facebook.com/policy/]. This copyright notice shall be
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* included in all copies or substantial portions of the software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using Facebook.Unity;
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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public class FBWindowsSoftKeyboardManager : MonoBehaviour
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{
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public FBWindowsLogsManager Logger;
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public void SetSoftKeyboardOpenButton()
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{
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Logger.DebugLog("Setting Soft Keyboard Open");
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FB.Windows.SetSoftKeyboardOpen(true, CallbackSetSoftKeyboardOpen);
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}
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private void CallbackSetSoftKeyboardOpen(ISoftKeyboardOpenResult result)
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{
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if (result.Error != null)
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{
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Logger.DebugErrorLog("Error setting Soft Keyboard Open: " + result.RawResult);
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Logger.DebugErrorLog(result.Error);
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}
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else
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{
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Logger.DebugLog("Soft Keyboard Open set: " + result.Success);
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}
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}
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}
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