Net.Like.Xue.Tokyo/Assets/Vuplex/WebView/Core/Scripts/WebViewPrefab.cs

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2025-06-09 15:55:24 +08:00
// Copyright (c) 2025 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.EventSystems;
using UnityEngine.Serialization;
using Vuplex.WebView.Internal;
namespace Vuplex.WebView {
/// <summary>
/// WebViewPrefab is a prefab that makes it easy to view and interact with an IWebView in 3D world space.
/// It takes care of creating an IWebView, displaying its texture, and handling pointer interactions
/// from the user, like clicking, dragging, and scrolling. So, all you need to do is specify a URL or HTML to load,
/// and then the user can view and interact with it. For use in a Canvas, see CanvasWebViewPrefab instead.
/// </summary>
/// <remarks>
/// There are two ways to create a WebViewPrefab:
/// <list type="number">
/// <item>
/// By dragging the WebViewPrefab.prefab file into your scene via the editor and setting its "Initial URL" property.
/// </item>
/// <item>
/// Or by creating an instance programmatically with WebViewPrefab.Instantiate(), waiting for
/// it to initialize, and then calling methods on its WebView property, like LoadUrl().
/// </item>
/// </list>
/// <para>
/// If your use case requires a high degree of customization, you can instead create an IWebView
/// outside of the prefab with Web.CreateWebView().
/// </para>
/// See also:
/// <list type="bullet">
/// <item>CanvasWebViewPrefab: https://developer.vuplex.com/webview/CanvasWebViewPrefab</item>
/// <item>How clicking and scrolling works: https://support.vuplex.com/articles/clicking</item>
/// <item>IWebView: https://developer.vuplex.com/webview/IWebView</item>
/// <item>Web (static methods): https://developer.vuplex.com/webview/Web</item>
/// </list>
/// </remarks>
[HelpURL("https://developer.vuplex.com/webview/WebViewPrefab")]
public partial class WebViewPrefab : BaseWebViewPrefab {
/// <summary>
/// Gets the prefab's collider.
/// </summary>
public Collider Collider { get => _view.GetComponent<Collider>(); }
/// <summary>
/// Determines whether the operating system's native on-screen keyboard is
/// automatically shown when a text input in the webview is focused. The default for
/// WebViewPrefab is `false`.
/// </summary>
/// <seealso cref="IWithNativeOnScreenKeyboard"/>
/// <remarks>
/// The native on-screen keyboard is only supported for the following packages:
/// <list type="bullet">
/// <item>3D WebView for Android (non-Gecko)</item>
/// <item>3D WebView for iOS</item>
/// <item>3D WebView for visionOS</item>
/// </list>
/// </remarks>
/// <remarks>
/// 3D WebView for Android with Gecko Engine doesn't support automatically showing the native on-screen keyboard,
/// but you can use Unity's [TouchScreenKeyboard](https://docs.unity3d.com/ScriptReference/TouchScreenKeyboard.html)
/// API to show the keyboard and then send typed characters to the webview like described in [this article](https://support.vuplex.com/articles/how-to-use-a-third-party-keyboard).
/// </remarks>
/// <seealso cref="IWithNativeOnScreenKeyboard"/>
/// <seealso cref="KeyboardEnabled"/>
[Label("Native On-Screen Keyboard (Android, iOS, & visionOS only)")]
[Header("Platform-specific")]
[Tooltip("Determines whether the operating system's native on-screen keyboard is automatically shown when a text input in the webview is focused. The native on-screen keyboard is only supported for the following packages:\n• 3D WebView for Android (non-Gecko)\n• 3D WebView for iOS\n• 3D WebView for visionOS")]
public bool NativeOnScreenKeyboardEnabled;
/// <summary>
/// Gets or sets the prefab's resolution in pixels per Unity unit.
/// You can change the resolution to make web content appear larger or smaller.
/// The default resolution for WebViewPrefab is `1300`.
/// </summary>
/// <remarks>
/// Setting a lower resolution decreases the pixel density, but has the effect
/// of making web content appear larger. Setting a higher resolution increases
/// the pixel density, but has the effect of making content appear smaller.
/// For more information on scaling web content, see
/// [this support article](https://support.vuplex.com/articles/how-to-scale-web-content).
/// </remarks>
/// <example>
/// <code>
/// // Set the resolution to 1800px per Unity unit.
/// webViewPrefab.Resolution = 1800;
/// </code>
/// </example>
[Label("Resolution (px / Unity unit)")]
[Tooltip("You can change this to make web content appear larger or smaller.")]
[HideInInspector]
[FormerlySerializedAs("InitialResolution")]
public float Resolution = 1300;
/// <summary>
/// Determines the scroll sensitivity. The default sensitivity for WebViewPrefab is `0.005`.
/// </summary>
[HideInInspector]
public float ScrollingSensitivity = 0.005f;
public override Vector2 BrowserToScreenPoint(int xInPixels, int yInPixels) {
if (WebView == null || Camera.main == null) {
return Vector2.zero;
}
var normalizedPoint = WebView.PointToNormalized(xInPixels, yInPixels);
// Clamp x and y to the range [0, WebView.Size].
var clampedNormalizedX = Math.Min(Math.Max(normalizedPoint.x, 0), 1);
var clampedNormalizedY = Math.Min(Math.Max(normalizedPoint.y, 0), 1);
var worldPoint = _viewResizer.TransformPoint(new Vector3(1 - clampedNormalizedX, -1 * clampedNormalizedY, 0));
var screenPoint = Camera.main.WorldToScreenPoint(worldPoint);
return new Vector2(screenPoint.x, Screen.height - screenPoint.y);
}
/// <summary>
/// Creates a new instance with the given dimensions in Unity units.
/// </summary>
/// <remarks>
/// The WebView property is available after initialization completes,
/// which is indicated by WaitUntilInitialized() method.
/// A WebViewPrefab's default resolution is 1300px per Unity unit but can be
/// changed by setting Resolution property.
/// </remarks>
/// <example>
/// <code>
/// // Create a 0.5 x 0.5 instance
/// var webViewPrefab = WebViewPrefab.Instantiate(0.5f, 0.5f);
/// // Position the prefab how we want it
/// webViewPrefab.transform.parent = transform;
/// webViewPrefab.transform.localPosition = new Vector3(0, 0f, 0.5f);
/// webViewPrefab.transform.LookAt(transform);
/// // Load a URL once the prefab finishes initializing
/// await webViewPrefab.WaitUntilInitialized();
/// webViewPrefab.WebView.LoadUrl("https://vuplex.com");
/// </code>
/// </example>
public static WebViewPrefab Instantiate(float width, float height) {
return Instantiate(width, height, new WebViewOptions());
}
/// <summary>
/// Like Instantiate(float, float), except it also accepts an object
/// of options flags that can be used to alter the generated webview's behavior.
/// </summary>
public static WebViewPrefab Instantiate(float width, float height, WebViewOptions options) {
var prefabPrototype = (GameObject)Resources.Load("WebViewPrefab");
var gameObject = (GameObject)Instantiate(prefabPrototype);
var webViewPrefab = gameObject.GetComponent<WebViewPrefab>();
webViewPrefab._sizeForInitialization = new Vector2(width, height);
webViewPrefab._options = options;
return webViewPrefab;
}
/// <summary>
/// Like Instantiate(float, float), except it initializes the instance with an existing, initialized
/// IWebView instance. This causes the WebViewPrefab to use the existing
/// IWebView instance instead of creating a new one. This can be used, for example, to create multiple
/// WebViewPrefabs that are connected to the same IWebView, or to create a prefab for an IWebView
/// created by IWithPopups.PopupRequested.
/// </summary>
/// <example>
/// <code>
/// await firstWebViewPrefab.WaitUntilInitialized();
/// var secondWebViewPrefab = WebViewPrefab.Instantiate(firstWebViewPrefab.WebView);
/// // TODO: Position secondWebViewPrefab to the location where you want to display it.
/// </code>
/// </example>
public static WebViewPrefab Instantiate(IWebView webView) {
var prefabPrototype = (GameObject)Resources.Load("WebViewPrefab");
var gameObject = (GameObject)Instantiate(prefabPrototype);
var webViewPrefab = gameObject.GetComponent<WebViewPrefab>();
webViewPrefab.SetWebViewForInitialization(webView);
return webViewPrefab;
}
/// <summary>
/// Resizes the prefab mesh and webview to the given dimensions in Unity units.
/// </summary>
/// <example>
/// <c>webViewPrefab.Resize(1.2f, 0.5f);</c>
/// </example>
/// <seealso cref="Resolution"/>
public void Resize(float width, float height) {
if (width <= 0f || height <= 0f) {
throw new ArgumentException($"Invalid dimensions: ({width.ToString("n4")}, {height.ToString("n4")})");
}
_sizeInUnityUnits = new Vector2(width, height);
_resizeWebViewIfNeeded();
_setViewSize(width, height);
}
/// <summary>
/// Converts the given world point to a normalized point in the webview.
/// </summary>
public Vector2 WorldToNormalized(Vector3 worldPoint) {
var localPoint = _viewResizer.transform.InverseTransformPoint(worldPoint);
return new Vector2(1 - localPoint.x, -1 * localPoint.y);
}
#region Non-public members
Vector2 _sizeForInitialization = Vector2.zero;
[SerializeField]
[HideInInspector]
protected Transform _viewResizer;
// Partial method implemented by various 3D WebView packages
// to provide platform-specific warnings.
partial void OnInit();
protected override float _getResolution() {
if (Resolution > 0f) {
return Resolution;
}
WebViewLogger.LogError("Invalid value set for WebViewPrefab.Resolution: " + Resolution);
return 1300;
}
protected override float _getScrollingSensitivity() => ScrollingSensitivity;
protected override bool _getNativeOnScreenKeyboardEnabled() => NativeOnScreenKeyboardEnabled;
protected override ViewportMaterialView _getView() {
return transform.Find("WebViewPrefabResizer/WebViewPrefabView").GetComponent<ViewportMaterialView>();
}
async void _initWebViewPrefab() {
try {
OnInit();
#if VUPLEX_XR_INTERACTION_TOOLKIT
WebViewLogger.LogWarning("It looks like you're using a WebViewPrefab with XR Interaction Toolkit. Please use a CanvasWebViewPrefab inside a world space Canvas instead. For more information, please see <em>https://support.vuplex.com/articles/xr-interaction-toolkit</em>.");
#endif
if (_sizeForInitialization == Vector2.zero) {
if (_webViewForInitialization != null) {
_sizeForInitialization = (Vector2)_webViewForInitialization.Size / Resolution;
} else {
// The size was set via the editor instead of through arguments to Instantiate().
_sizeForInitialization = transform.localScale;
_resetLocalScale();
}
}
_viewResizer = transform.GetChild(0);
var legacyVideoLayer = _viewResizer.Find("VideoRectPositioner");
if (legacyVideoLayer != null) {
// This prefab instance has the old fallback video layer that is no longer part of the prefab.
// We must remove it to prevent it from covering the web content.
Destroy(legacyVideoLayer.gameObject);
}
_setViewSize(_sizeForInitialization.x, _sizeForInitialization.y);
await _initBase(new Rect(Vector2.zero, _sizeForInitialization));
} catch (Exception exception) {
// Catch any exceptions that occur during initialization because
// some applications terminate the application on uncaught exceptions.
Debug.LogException(exception);
}
}
/// <summary>
/// The top-level WebViewPrefab object's scale must be (1, 1),
/// so the scale that was set via the editor is transferred from WebViewPrefab
/// to WebViewPrefabResizer, and WebViewPrefab is moved to compensate
/// for how WebViewPrefabResizer is moved in _setViewSize.
/// </summary>
void _resetLocalScale() {
var localScale = transform.localScale;
var localPosition = transform.localPosition;
transform.localScale = new Vector3(1, 1, localScale.z);
var offsetMagnitude = 0.5f * localScale.x;
transform.localPosition = transform.localPosition + Quaternion.Euler(transform.localEulerAngles) * new Vector3(offsetMagnitude, 0, 0);
}
void _setViewSize(float width, float height) {
var depth = _viewResizer.localScale.z;
_viewResizer.localScale = new Vector3(width, height, depth);
var localPosition = _viewResizer.localPosition;
// Set the view resizer so that its middle aligns with the middle of this parent class's gameobject.
localPosition.x = width * -0.5f;
_viewResizer.localPosition = localPosition;
}
void Start() => _initWebViewPrefab();
#endregion
#region Obsolete APIs
// Renamed in v4.2.
[Obsolete("WebViewPrefab.ConvertToScreenPoint() has been renamed to WebViewPrefab.WorldToNormalized(). Please switch to WorldToNormalized().")]
public Vector2 ConvertToScreenPoint(Vector3 worldPoint) => WorldToNormalized(worldPoint);
// Added in v1.0, removed in v3.12.
[Obsolete("WebViewPrefab.Init() has been removed. The WebViewPrefab script now initializes itself automatically, so Init() no longer needs to be called.", true)]
public void Init() {}
// Added in v1.0, removed in v3.12.
[Obsolete("WebViewPrefab.Init() has been removed. The WebViewPrefab script now initializes itself automatically, so Init() no longer needs to be called.", true)]
public void Init(float width, float height) {}
// Added in v1.0, removed in v3.12.
[Obsolete("WebViewPrefab.Init() has been removed. The WebViewPrefab script now initializes itself automatically, so Init() no longer needs to be called.", true)]
public void Init(float width, float height, WebViewOptions options) {}
// Added in v3.8, removed in v3.12.
[Obsolete("WebViewPrefab.Init() has been removed. The WebViewPrefab script now initializes itself automatically, so Init() no longer needs to be called. Please use WebViewPrefab.SetWebViewForInitialization(IWebView) instead.", true)]
public void Init(IWebView webView) {}
// Deprecated in v4.0.
[Obsolete("WebViewPrefab.InitialResolution is now deprecated. Please use WebViewPrefab.Resolution instead.")]
public float InitialResolution {
get => Resolution;
set => Resolution = value;
}
// Added in v2.3.3, removed in v3.5.
[Obsolete("The static WebViewPrefab.ScrollSensitivity property has been removed. Please use the ScrollingSensitivity instance property instead: https://developer.vuplex.com/webview/WebViewPrefab#ScrollingSensitivity", true)]
public static float ScrollSensitivity;
#endregion
}
}