// 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; } } }