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87e1f7d Feb 6, 2015
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#if UNITY_ANDROID && !UNITY_EDITOR
#define USE_ANDROID
#endif
using System;
using System.Collections.Generic;
using UnityEngine;
/**
* @author zeh fernando
*/
class ApplicationChrome {
/**
* Manipulates the system application chrome to change the way the status bar and navigation bar work
*
* References:
* . http://developer.android.com/reference/android/view/View.html#setSystemUiVisibility(int)
* . http://forum.unity3d.com/threads/calling-setsystemuivisibility.139445/#post-952946
* . http://developer.android.com/reference/android/view/WindowManager.LayoutParams.html#FLAG_LAYOUT_IN_SCREEN
**/
// Enums
public enum States {
Unknown,
Visible,
VisibleOverContent,
TranslucentOverContent,
Hidden
}
// Constants
private const uint DEFAULT_BACKGROUND_COLOR = 0xff000000;
#if USE_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)
private static int WINDOW_FLAG_FULLSCREEN = 0x00000400;
private static int WINDOW_FLAG_FORCE_NOT_FULLSCREEN = 0x00000800;
private static int WINDOW_FLAG_LAYOUT_IN_SCREEN = 0x00000100;
private static int WINDOW_FLAG_TRANSLUCENT_STATUS = 0x04000000;
private static int WINDOW_FLAG_TRANSLUCENT_NAVIGATION = 0x08000000;
private 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 States _navigationBarState;
private static uint _statusBarColor = DEFAULT_BACKGROUND_COLOR;
private static uint _navigationBarColor = DEFAULT_BACKGROUND_COLOR;
private static bool _isStatusBarTranslucent; // Just so we know whether its translucent when hidden or not
private static bool _isNavigationBarTranslucent;
private static bool _dimmed;
// ================================================================================================================
// INTERNAL INTERFACE ---------------------------------------------------------------------------------------------
static ApplicationChrome() {
applyUIStates();
applyUIColors();
}
private static void applyUIStates() {
#if USE_ANDROID
applyUIStatesAndroid();
#endif
}
private static void applyUIColors() {
#if USE_ANDROID
applyUIColorsAndroid();
#endif
}
#if USE_ANDROID
private static void applyUIStatesAndroid() {
int newFlagsValue = 0;
int newSystemUiVisibilityValue = 0;
// Apply dim values
if (_dimmed) newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LOW_PROFILE;
// Apply color values
if (_navigationBarColor != DEFAULT_BACKGROUND_COLOR || _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;
}
// Applies navigation values
switch (_navigationBarState) {
case States.Visible:
_isNavigationBarTranslucent = false;
newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_STABLE;
break;
case States.VisibleOverContent:
// TODO: Side effect: forces status bar over content if set to VISIBLE
_isNavigationBarTranslucent = false;
newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_STABLE | VIEW_SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION;
break;
case States.TranslucentOverContent:
// TODO: Side effect: forces status bar over content if set to VISIBLE
_isNavigationBarTranslucent = true;
newFlagsValue |= WINDOW_FLAG_TRANSLUCENT_NAVIGATION;
newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_STABLE | VIEW_SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION;
break;
case States.Hidden:
newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_FULLSCREEN | VIEW_SYSTEM_UI_FLAG_HIDE_NAVIGATION | VIEW_SYSTEM_UI_FLAG_IMMERSIVE_STICKY;
if (_isNavigationBarTranslucent) newFlagsValue |= WINDOW_FLAG_TRANSLUCENT_NAVIGATION;
break;
}
if (Screen.fullScreen) Screen.fullScreen = false;
// Applies everything natively
setFlags(newFlagsValue);
setSystemUiVisibility(newSystemUiVisibilityValue);
}
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() {
//Debug.Log("SYSTEM FLAGS: " + systemUiVisibilityValue);
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);
}
}
}
}
}
private static void setFlags(int value) {
if (flagsValue != value) {
flagsValue = value;
runOnAndroidUiThread(setFlagsInThread);
}
}
private static void setFlagsInThread() {
//Debug.Log("FLAGS: " + flagsValue);
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, -1); // (int)0x7FFFFFFF
}
}
}
}
private static void applyUIColorsAndroid() {
runOnAndroidUiThread(applyUIColorsAndroidInThread);
}
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")) {
//Debug.Log("Colors SET: " + _statusBarColor);
window.Call("setStatusBarColor", unchecked((int)_statusBarColor));
window.Call("setNavigationBarColor", unchecked((int)_navigationBarColor));
}
}
}
}
#endif
// ================================================================================================================
// ACCESSOR INTERFACE ---------------------------------------------------------------------------------------------
public static States navigationBarState {
get { return _navigationBarState; }
set {
if (_navigationBarState != value) {
_navigationBarState = value;
applyUIStates();
}
}
}
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 uint statusBarColor {
get { return _statusBarColor; }
set {
if (_statusBarColor != value) {
_statusBarColor = value;
applyUIColors();
applyUIStates();
}
}
}
public static uint navigationBarColor {
get { return _navigationBarColor; }
set {
if (_navigationBarColor != value) {
_navigationBarColor = value;
applyUIColors();
applyUIStates();
}
}
}
}