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tianrunCRM/Assets/CoolapeFrame/Scripts/platform/Android/AndroidStatusBar.cs

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8.8 KiB
C#
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2020-07-04 14:41:25 +08:00
/*
*[Tooltip("状态栏是否显示状态及通知")]
public bool statusBar;
[Tooltip("状态栏样式")]
public AndroidStatusBar.States states = AndroidStatusBar.States.Visible;
// Use this for initialization
void Awake()
{
if (Application.platform == RuntimePlatform.Android)
{
AndroidStatusBar.dimmed = !statusBar;
//当AndroidStatusBar.dimmed=false时状态栏显示所有状态及通知图标
//当AndroidStatusBar.dimmed=true时状态栏仅电量和时间不显示其他状态及通知
////显示状态栏,占用屏幕最上方的一部分像素
//AndroidStatusBar.statusBarState = AndroidStatusBar.States.Visible;
////悬浮显示状态栏,不占用屏幕像素
//AndroidStatusBar.statusBarState = AndroidStatusBar.States.VisibleOverContent;
////透明悬浮显示状态栏,不占用屏幕像素
//AndroidStatusBar.statusBarState = AndroidStatusBar.States.TranslucentOverContent;
////隐藏状态栏
//AndroidStatusBar.statusBarState = AndroidStatusBar.States.Hidden;
AndroidStatusBar.statusBarState = states;
}
}
*/
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Coolape
{
public class AndroidStatusBar
{
// Enums
public enum States
{
Unknown,
Visible,
VisibleOverContent,
TranslucentOverContent,
Hidden,
}
// Constants
public const uint DEFAULT_BACKGROUND_COLOR = 0xff000000;
public const uint DEFAULT_WHITE_COLOR = 0xffffffff;
#if UNITY_ANDROID
// Original Android flags
private const int VIEW_SYSTEM_UI_FLAG_VISIBLE = 0;
// Added in API 14 (Android 4.0.x): Status bar visible (the default)
private const int VIEW_SYSTEM_UI_FLAG_LOW_PROFILE = 1;
// 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)
private const int VIEW_SYSTEM_UI_FLAG_HIDE_NAVIGATION = 2;
// Added in API 14 (Android 4.0.x): Hides all navigation. Cleared when theres any user interaction.
private const int VIEW_SYSTEM_UI_FLAG_FULLSCREEN = 4;
// Added in API 16 (Android 4.1.x): Hides status bar. Does nothing in Unity (already hidden if "status bar hidden" is checked)
private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_STABLE = 256;
// Added in API 16 (Android 4.1.x): ?
private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION = 512;
// 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)
private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN = 1024;
// 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)
private const int VIEW_SYSTEM_UI_FLAG_IMMERSIVE = 2048;
// 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)
private const int VIEW_SYSTEM_UI_FLAG_IMMERSIVE_STICKY = 4096;
// Added in API 19 (Android 4.4): tells that HIDE_NAVIGATION and FULSCREEN are interactive (also just a modifier)
public static int WINDOW_FLAG_FULLSCREEN = 0x00000400;
public static int WINDOW_FLAG_FORCE_NOT_FULLSCREEN = 0x00000800;
public static int WINDOW_FLAG_LAYOUT_NO_LIMITS = 0x00000200;
public static int WINDOW_FLAG_LAYOUT_IN_SCREEN = 0x00000100;
public static int WINDOW_FLAG_TRANSLUCENT_STATUS = 0x04000000;
public static int WINDOW_FLAG_TRANSLUCENT_NAVIGATION = 0x08000000;
public static int WINDOW_FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS = -2147483648;
// 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()
// Current values
private static int systemUiVisibilityValue;
private static int flagsValue;
#endif
//Properties
private static States _statusBarState;
private static uint _statusBarColor = DEFAULT_BACKGROUND_COLOR;
private static bool _isStatusBarTranslucent;
private static bool _dimmed;
static AndroidStatusBar ()
{
applyUIStates ();
applyUIColors ();
}
private static void applyUIStates ()
{
#if UNITY_ANDROID
if (Application.platform == RuntimePlatform.Android) {
int newFlagsValue = 0;
int newSystemUiVisibilityValue = 0;
// Apply dim values
if (_dimmed)
newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LOW_PROFILE;
// Apply color values
if (_statusBarColor != DEFAULT_BACKGROUND_COLOR)
newFlagsValue |= WINDOW_FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS;
// Apply status bar values
switch (_statusBarState) {
case States.Visible:
_isStatusBarTranslucent = false;
newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN;
break;
case States.VisibleOverContent:
_isStatusBarTranslucent = false;
newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN;
newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN;
break;
case States.TranslucentOverContent:
_isStatusBarTranslucent = true;
newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN | WINDOW_FLAG_TRANSLUCENT_STATUS;
newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN;
break;
case States.Hidden:
newFlagsValue |= WINDOW_FLAG_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN;
if (_isStatusBarTranslucent)
newFlagsValue |= WINDOW_FLAG_TRANSLUCENT_STATUS;
break;
}
if (Screen.fullScreen)
Screen.fullScreen = false;
// Applies everything natively
setFlags (newFlagsValue);
setSystemUiVisibility (newSystemUiVisibilityValue);
}
#endif
}
private static void applyUIColors ()
{
#if UNITY_ANDROID
if (Application.platform == RuntimePlatform.Android) {
runOnAndroidUiThread (applyUIColorsAndroidInThread);
}
#endif
}
#if UNITY_ANDROID
private static void runOnAndroidUiThread (Action target)
{
using (var unityPlayer = new AndroidJavaClass ("com.unity3d.player.UnityPlayer")) {
using (var activity = unityPlayer.GetStatic<AndroidJavaObject> ("currentActivity")) {
activity.Call ("runOnUiThread", new AndroidJavaRunnable (target));
}
}
}
private static void setSystemUiVisibility (int value)
{
if (systemUiVisibilityValue != value) {
systemUiVisibilityValue = value;
runOnAndroidUiThread (setSystemUiVisibilityInThread);
}
}
private static void setSystemUiVisibilityInThread ()
{
using (var unityPlayer = new AndroidJavaClass ("com.unity3d.player.UnityPlayer")) {
using (var activity = unityPlayer.GetStatic<AndroidJavaObject> ("currentActivity")) {
using (var window = activity.Call<AndroidJavaObject> ("getWindow")) {
using (var view = window.Call<AndroidJavaObject> ("getDecorView")) {
view.Call ("setSystemUiVisibility", systemUiVisibilityValue);
}
}
}
}
}
public static void setFlags (int value)
{
if (flagsValue != value) {
flagsValue = value;
runOnAndroidUiThread (setFlagsInThread);
}
}
private static void setFlagsInThread ()
{
using (var unityPlayer = new AndroidJavaClass ("com.unity3d.player.UnityPlayer")) {
using (var activity = unityPlayer.GetStatic<AndroidJavaObject> ("currentActivity")) {
using (var window = activity.Call<AndroidJavaObject> ("getWindow")) {
window.Call ("setFlags", flagsValue, flagsValue); // (int)0x7FFFFFFF
}
}
}
}
private static void applyUIColorsAndroidInThread ()
{
using (var unityPlayer = new AndroidJavaClass ("com.unity3d.player.UnityPlayer")) {
using (var activity = unityPlayer.GetStatic<AndroidJavaObject> ("currentActivity")) {
using (var window = activity.Call<AndroidJavaObject> ("getWindow")) {
window.Call ("setStatusBarColor", unchecked((int)_statusBarColor));
}
}
}
}
#endif
public static States statusBarState {
get { return _statusBarState; }
set {
if (_statusBarState != value) {
_statusBarState = value;
applyUIStates ();
}
}
}
public static bool dimmed {
get { return _dimmed; }
set {
if (_dimmed != value) {
_dimmed = value;
applyUIStates ();
}
}
}
public static void setColor(uint color)
{
_statusBarColor = color;
applyUIColors();
}
public static uint statusBarColor {
get { return _statusBarColor; }
set {
if (_statusBarColor != value) {
_statusBarColor = value;
applyUIColors ();
applyUIStates ();
}
}
}
}
}