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- // 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 {
- /// <summary>
- /// 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.
- /// </summary>
- /// <remarks>
- /// 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).
- /// </remarks>
- /// <remarks>
- /// 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.
- /// </remarks>
- /// <remarks>
- /// 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.
- /// </remarks>///
- public class Keyboard : BaseKeyboard {
- /// <summary>
- /// 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).
- /// </summary>
- [Label("Resolution (px / Unity unit)")]
- [Tooltip("You can change this to make web content appear larger or smaller.")]
- [FormerlySerializedAs("InitialResolution")]
- public float Resolution = 1300;
- /// <summary>
- /// 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.
- /// </summary>
- /// <example>
- /// <code>
- /// await keyboard.WaitUntilInitialized();
- /// keyboard.WebViewPrefab.Clicked += (sender, eventArgs) => {
- /// Debug.Log("Keyboard was clicked");
- /// };
- /// </code>
- /// </example>
- public WebViewPrefab WebViewPrefab { get => (WebViewPrefab)_webViewPrefab; }
- /// <summary>
- /// Creates an instance using the default width and height.
- /// </summary>
- /// <example>
- /// <code>
- /// // 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;
- /// </code>
- /// </example>
- public static Keyboard Instantiate() => Instantiate(DEFAULT_KEYBOARD_WIDTH, DEFAULT_KEYBOARD_HEIGHT);
- /// <summary>
- /// Like Instantiate(), but creates an instance using the specified width and height.
- /// </summary>
- public static Keyboard Instantiate(float width, float height) {
- var prefabPrototype = (GameObject)Resources.Load("Keyboard");
- var gameObject = (GameObject)Instantiate(prefabPrototype);
- var keyboard = gameObject.GetComponent<Keyboard>();
- 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;
- }
- }
- }
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