#if UNITY_EDITOR && UNITY_INPUT_SYSTEM_UI_TK_ASSET_EDITOR using System; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine.UIElements; using PopupWindow = UnityEngine.UIElements.PopupWindow; namespace UnityEngine.InputSystem.Editor { internal class ControlSchemesView : ViewBase { //is used to save the new name of the control scheme when renaming private string m_NewName; public event Action> OnClosing; public ControlSchemesView(VisualElement root, StateContainer stateContainer, bool updateExisting = false) : base(stateContainer) { m_Root = root; m_UpdateExisting = updateExisting; var controlSchemeEditor = AssetDatabase.LoadAssetAtPath( InputActionsEditorConstants.PackagePath + InputActionsEditorConstants.ResourcesPath + InputActionsEditorConstants.ControlSchemeEditorViewUxml); var controlSchemeVisualElement = controlSchemeEditor.CloneTree(); controlSchemeVisualElement.Q