using System.Runtime.InteropServices; using UnityEngine; namespace Unity.CodeEditor { internal static class Keyboard { internal static bool IsKeyPressed(Event e, KeyCode keyCode) { if (e == null) return false; return e.type == EventType.KeyDown && e.keyCode == keyCode; } internal static bool IsControlOrCommandKeyPressed(Event e) { if (e == null) return false; if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX)) return e.type == EventType.KeyDown && e.command; return e.type == EventType.KeyDown && e.control; } } }