// Copyright (c) 2024 Vuplex Inc. All rights reserved.
//
// Licensed under the Vuplex Commercial Software Library License, you may
// not use this file except in compliance with the License. You may obtain
// a copy of the License at
//
// https://vuplex.com/commercial-library-license
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System;
using UnityEngine;
using UnityEngine.Serialization;
using Vuplex.WebView.Internal;
namespace Vuplex.WebView {
///
/// A 3D, on-screen keyboard prefab that you can hook up to a webview for typing.
/// You can add a Keyboard to your scene either by dragging the Keyboard.prefab file into it
/// via the editor or by programmatically calling Keyboard.Instantiate().
/// For use in a Canvas, please see CanvasKeyboard instead.
///
///
/// The keyboard UI is a React.js app that runs inside a WebViewPrefab and
/// emits messages to C# to when keys are pressed.
/// [The keyboard UI is open source and available on GitHub](https://github.com/vuplex/unity-keyboard).
///
///
/// The keyboard supports layouts for the following languages and automatically sets the layout
/// based on the operating system's default language: English, Spanish, French, German, Italian, Russian,
/// Danish, Norwegian, and Swedish.
///
///
/// Please note that 3D WebView's on-screen keyboard prefabs do not support Chinese, Japanese, or Korean.
/// For those languages, please see [this article about IME support](https://support.vuplex.com/articles/chinese-japanese-and-korean)
/// and [this section](https://support.vuplex.com/articles/chinese-japanese-and-korean#ime-unsupported)
/// that describes how to enter characters for those languages programmatically.
/// ///
public class Keyboard : BaseKeyboard {
///
/// Sets the keyboard's initial resolution in pixels per Unity unit.
/// You can change the resolution to make the keyboard's content appear larger or smaller.
/// For more information on scaling web content, see
/// [this support article](https://support.vuplex.com/articles/how-to-scale-web-content).
///
[Label("Resolution (px / Unity unit)")]
[Tooltip("You can change this to make web content appear larger or smaller.")]
[FormerlySerializedAs("InitialResolution")]
public float Resolution = 1300;
///
/// Gets the WebViewPrefab used for the keyboard UI, or `null` if
/// the keyboard hasn't finished initializing yet.
/// You can use WaitUntilInitialized() to detect when the WebViewPrefab property is ready to use.
///
///
///
/// await keyboard.WaitUntilInitialized();
/// keyboard.WebViewPrefab.Clicked += (sender, eventArgs) => {
/// Debug.Log("Keyboard was clicked");
/// };
///
///
public WebViewPrefab WebViewPrefab { get => (WebViewPrefab)_webViewPrefab; }
///
/// Creates an instance using the default width and height.
///
///
///
/// // Add a keyboard under a WebViewPrefab.
/// var keyboard = Keyboard.Instantiate();
/// keyboard.transform.SetParent(webViewPrefab.transform, false);
/// keyboard.transform.localPosition = new Vector3(0, -0.31f, 0);
/// keyboard.transform.localEulerAngles = Vector3.zero;
///
///
public static Keyboard Instantiate() => Instantiate(DEFAULT_KEYBOARD_WIDTH, DEFAULT_KEYBOARD_HEIGHT);
///
/// Like Instantiate(), but creates an instance using the specified width and height.
///
public static Keyboard Instantiate(float width, float height) {
var prefabPrototype = (GameObject)Resources.Load("Keyboard");
var gameObject = (GameObject)Instantiate(prefabPrototype);
var keyboard = gameObject.GetComponent();
keyboard.transform.localScale = new Vector3(width, height, 1);
return keyboard;
}
void _initKeyboard() {
var size = transform.localScale;
transform.localScale = Vector3.one;
var webViewPrefab = WebViewPrefab.Instantiate(
size.x,
size.y,
_webViewOptions
);
_webViewPrefab = webViewPrefab;
webViewPrefab.Resolution = Resolution;
// Set NativeOnScreenKeyboardEnabled = true because on iOS, disabling the keyboard
// for one webview disables it for all webviews.
webViewPrefab.NativeOnScreenKeyboardEnabled = true;
_webViewPrefab.transform.SetParent(transform, false);
_setLayerRecursively(_webViewPrefab.gameObject, gameObject.layer);
// Shift the WebViewPrefab up by half its height so that it's in the same place
// as the palceholder.
_webViewPrefab.transform.localPosition = Vector3.zero;
_webViewPrefab.transform.localEulerAngles = Vector3.zero;
_init();
// Disable the placeholder that is used in the editor.
var placeholder = transform.Find("Placeholder");
if (placeholder != null) {
placeholder.gameObject.SetActive(false);
}
}
void Start() => _initKeyboard();
const float DEFAULT_KEYBOARD_WIDTH = 0.5f;
const float DEFAULT_KEYBOARD_HEIGHT = 0.125f;
// Added in v1.0, removed in v3.12.
[Obsolete("Keyboard.Init() has been removed. The Keyboard script now initializes itself automatically, so Init() no longer needs to be called.", true)]
public void Init(float width, float height) {}
// Added in v3.12, deprecated in v4.0.
[Obsolete("Keyboard.InitialResolution is now deprecated. Please use Keyboard.Resolution instead.")]
public float InitialResolution {
get => Resolution;
set => Resolution = value;
}
}
}