# Using Input in the Editor Unlike Unity's old Input Manager, you can use the new Input System from within `EditorWindow` code as well. For example, you can gain access to pen pressure information like this: ```CSharp class MyEditorWindow : EditorWindow { public void OnGUI() { var pen = Pen.current; if (pen != null) { var position = pen.position.ReadValue(); var pressure = pen.pressure.ReadValue(); //... } } } ``` This encompasses all code called from `OnGUI()` methods, which means that you can also use the Input System in property drawers, Inspectors, and other similar places. >__Note__: Unity doesn't support Actions in Edit mode. ## Coordinate System The coordinate system differs between `EditorWindow` code and `UnityEngine.Screen`. `EditorWindow` code has its origin in the upper-left corner, with Y down. `UnityEngine.Screen` has it in the bottom-left corner, with Y up. The Input System compensates for that by automatically converting coordinates depending on whether you call it from your application or from Editor code. In other words, calling `Mouse.current.position.ReadValue()` from inside `EditorWindow` code returns mouse coordinates in Editor UI coordinates (Y down), and reading the position elsewhere returns it in application screen coordinates (Y up). Internally, an editor-specific Processor called `AutoWindowSpace` handles this translation.