260 lines
8.8 KiB
C#
260 lines
8.8 KiB
C#
/*
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*[Tooltip("状态栏是否显示状态及通知")]
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public bool statusBar;
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[Tooltip("状态栏样式")]
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public AndroidStatusBar.States states = AndroidStatusBar.States.Visible;
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// Use this for initialization
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void Awake()
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{
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if (Application.platform == RuntimePlatform.Android)
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{
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AndroidStatusBar.dimmed = !statusBar;
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//当AndroidStatusBar.dimmed=false时,状态栏显示所有状态及通知图标
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//当AndroidStatusBar.dimmed=true时,状态栏仅电量和时间,不显示其他状态及通知
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////显示状态栏,占用屏幕最上方的一部分像素
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//AndroidStatusBar.statusBarState = AndroidStatusBar.States.Visible;
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////悬浮显示状态栏,不占用屏幕像素
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//AndroidStatusBar.statusBarState = AndroidStatusBar.States.VisibleOverContent;
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////透明悬浮显示状态栏,不占用屏幕像素
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//AndroidStatusBar.statusBarState = AndroidStatusBar.States.TranslucentOverContent;
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////隐藏状态栏
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//AndroidStatusBar.statusBarState = AndroidStatusBar.States.Hidden;
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AndroidStatusBar.statusBarState = states;
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}
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}
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*/
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Coolape
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{
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public class AndroidStatusBar
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{
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// Enums
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public enum States
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{
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Unknown,
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Visible,
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VisibleOverContent,
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TranslucentOverContent,
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Hidden,
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}
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// Constants
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public const uint DEFAULT_BACKGROUND_COLOR = 0xff000000;
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public const uint DEFAULT_WHITE_COLOR = 0xffffffff;
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#if UNITY_ANDROID
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// Original Android flags
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private const int VIEW_SYSTEM_UI_FLAG_VISIBLE = 0;
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// Added in API 14 (Android 4.0.x): Status bar visible (the default)
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private const int VIEW_SYSTEM_UI_FLAG_LOW_PROFILE = 1;
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// Added in API 14 (Android 4.0.x): Low profile for games, book readers, and video players; the status bar and/or navigation icons are dimmed out (if visible)
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private const int VIEW_SYSTEM_UI_FLAG_HIDE_NAVIGATION = 2;
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// Added in API 14 (Android 4.0.x): Hides all navigation. Cleared when theres any user interaction.
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private const int VIEW_SYSTEM_UI_FLAG_FULLSCREEN = 4;
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// Added in API 16 (Android 4.1.x): Hides status bar. Does nothing in Unity (already hidden if "status bar hidden" is checked)
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private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_STABLE = 256;
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// Added in API 16 (Android 4.1.x): ?
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private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION = 512;
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// Added in API 16 (Android 4.1.x): like HIDE_NAVIGATION, but for layouts? it causes the layout to be drawn like that, even if the whole view isn't (to avoid artifacts in animation)
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private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN = 1024;
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// Added in API 16 (Android 4.1.x): like FULLSCREEN, but for layouts? it causes the layout to be drawn like that, even if the whole view isn't (to avoid artifacts in animation)
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private const int VIEW_SYSTEM_UI_FLAG_IMMERSIVE = 2048;
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// Added in API 19 (Android 4.4): like HIDE_NAVIGATION, but interactive (it's a modifier for HIDE_NAVIGATION, needs to be used with it)
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private const int VIEW_SYSTEM_UI_FLAG_IMMERSIVE_STICKY = 4096;
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// Added in API 19 (Android 4.4): tells that HIDE_NAVIGATION and FULSCREEN are interactive (also just a modifier)
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public static int WINDOW_FLAG_FULLSCREEN = 0x00000400;
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public static int WINDOW_FLAG_FORCE_NOT_FULLSCREEN = 0x00000800;
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public static int WINDOW_FLAG_LAYOUT_NO_LIMITS = 0x00000200;
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public static int WINDOW_FLAG_LAYOUT_IN_SCREEN = 0x00000100;
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public static int WINDOW_FLAG_TRANSLUCENT_STATUS = 0x04000000;
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public static int WINDOW_FLAG_TRANSLUCENT_NAVIGATION = 0x08000000;
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public static int WINDOW_FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS = -2147483648;
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// 0x80000000; // Added in API 21 (Android 5.0): tells the Window is responsible for drawing the background for the system bars. If set, the system bars are drawn with a transparent background and the corresponding areas in this window are filled with the colors specified in getStatusBarColor() and getNavigationBarColor()
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// Current values
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private static int systemUiVisibilityValue;
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private static int flagsValue;
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#endif
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//Properties
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private static States _statusBarState;
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private static uint _statusBarColor = DEFAULT_BACKGROUND_COLOR;
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private static bool _isStatusBarTranslucent;
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private static bool _dimmed;
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static AndroidStatusBar ()
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{
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applyUIStates ();
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applyUIColors ();
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}
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private static void applyUIStates ()
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{
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#if UNITY_ANDROID
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if (Application.platform == RuntimePlatform.Android) {
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int newFlagsValue = 0;
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int newSystemUiVisibilityValue = 0;
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// Apply dim values
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if (_dimmed)
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newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LOW_PROFILE;
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// Apply color values
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if (_statusBarColor != DEFAULT_BACKGROUND_COLOR)
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newFlagsValue |= WINDOW_FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS;
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// Apply status bar values
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switch (_statusBarState) {
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case States.Visible:
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_isStatusBarTranslucent = false;
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newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN;
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break;
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case States.VisibleOverContent:
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_isStatusBarTranslucent = false;
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newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN;
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newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN;
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break;
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case States.TranslucentOverContent:
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_isStatusBarTranslucent = true;
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newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN | WINDOW_FLAG_TRANSLUCENT_STATUS;
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newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN;
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break;
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case States.Hidden:
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newFlagsValue |= WINDOW_FLAG_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN;
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if (_isStatusBarTranslucent)
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newFlagsValue |= WINDOW_FLAG_TRANSLUCENT_STATUS;
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break;
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}
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if (Screen.fullScreen)
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Screen.fullScreen = false;
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// Applies everything natively
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setFlags (newFlagsValue);
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setSystemUiVisibility (newSystemUiVisibilityValue);
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}
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#endif
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}
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private static void applyUIColors ()
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{
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#if UNITY_ANDROID
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if (Application.platform == RuntimePlatform.Android) {
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runOnAndroidUiThread (applyUIColorsAndroidInThread);
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}
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#endif
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}
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#if UNITY_ANDROID
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private static void runOnAndroidUiThread (Action target)
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{
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using (var unityPlayer = new AndroidJavaClass ("com.unity3d.player.UnityPlayer")) {
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using (var activity = unityPlayer.GetStatic<AndroidJavaObject> ("currentActivity")) {
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activity.Call ("runOnUiThread", new AndroidJavaRunnable (target));
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}
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}
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}
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private static void setSystemUiVisibility (int value)
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{
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if (systemUiVisibilityValue != value) {
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systemUiVisibilityValue = value;
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runOnAndroidUiThread (setSystemUiVisibilityInThread);
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}
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}
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private static void setSystemUiVisibilityInThread ()
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{
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using (var unityPlayer = new AndroidJavaClass ("com.unity3d.player.UnityPlayer")) {
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using (var activity = unityPlayer.GetStatic<AndroidJavaObject> ("currentActivity")) {
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using (var window = activity.Call<AndroidJavaObject> ("getWindow")) {
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using (var view = window.Call<AndroidJavaObject> ("getDecorView")) {
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view.Call ("setSystemUiVisibility", systemUiVisibilityValue);
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}
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}
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}
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}
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}
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public static void setFlags (int value)
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{
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if (flagsValue != value) {
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flagsValue = value;
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runOnAndroidUiThread (setFlagsInThread);
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}
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}
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private static void setFlagsInThread ()
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{
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using (var unityPlayer = new AndroidJavaClass ("com.unity3d.player.UnityPlayer")) {
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using (var activity = unityPlayer.GetStatic<AndroidJavaObject> ("currentActivity")) {
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using (var window = activity.Call<AndroidJavaObject> ("getWindow")) {
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window.Call ("setFlags", flagsValue, flagsValue); // (int)0x7FFFFFFF
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}
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}
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}
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}
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private static void applyUIColorsAndroidInThread ()
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{
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using (var unityPlayer = new AndroidJavaClass ("com.unity3d.player.UnityPlayer")) {
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using (var activity = unityPlayer.GetStatic<AndroidJavaObject> ("currentActivity")) {
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using (var window = activity.Call<AndroidJavaObject> ("getWindow")) {
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window.Call ("setStatusBarColor", unchecked((int)_statusBarColor));
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}
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}
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}
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}
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#endif
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public static States statusBarState {
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get { return _statusBarState; }
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set {
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if (_statusBarState != value) {
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_statusBarState = value;
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applyUIStates ();
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}
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}
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}
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public static bool dimmed {
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get { return _dimmed; }
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set {
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if (_dimmed != value) {
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_dimmed = value;
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applyUIStates ();
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}
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}
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}
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public static void setColor(uint color)
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{
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_statusBarColor = color;
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applyUIColors();
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}
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public static uint statusBarColor {
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get { return _statusBarColor; }
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set {
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if (_statusBarColor != value) {
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_statusBarColor = value;
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applyUIColors ();
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applyUIStates ();
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}
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}
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}
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}
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}
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