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Created May 5, 2024 06:16
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This UnityPlayerActivity implements Picture in Picture in Unity.
package com.unity3d.player;
import android.app.Activity;
import android.app.PictureInPictureParams;
import android.content.Intent;
import android.content.res.Configuration;
import android.graphics.PixelFormat;
import android.os.Bundle;
import android.util.Rational;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.Window;
import android.view.WindowManager;
import android.os.Process;
public class UnityPlayerActivity extends Activity implements IUnityPlayerLifecycleEvents
{
protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code
// Override this in your custom UnityPlayerActivity to tweak the command line arguments passed to the Unity Android Player
// The command line arguments are passed as a string, separated by spaces
// UnityPlayerActivity calls this from 'onCreate'
// Supported: -force-gles20, -force-gles30, -force-gles31, -force-gles31aep, -force-gles32, -force-gles, -force-vulkan
// See https://docs.unity3d.com/Manual/CommandLineArguments.html
// @param cmdLine the current command line arguments, may be null
// @return the modified command line string or null
protected String updateUnityCommandLineArguments(String cmdLine)
{
return cmdLine;
}
// Setup activity layout
@Override protected void onCreate(Bundle savedInstanceState)
{
requestWindowFeature(Window.FEATURE_NO_TITLE);
super.onCreate(savedInstanceState);
String cmdLine = updateUnityCommandLineArguments(getIntent().getStringExtra("unity"));
getIntent().putExtra("unity", cmdLine);
mUnityPlayer = new UnityPlayer(this, this);
setContentView(mUnityPlayer);
mUnityPlayer.requestFocus();
}
// When Unity player unloaded move task to background
@Override public void onUnityPlayerUnloaded() {
moveTaskToBack(true);
}
// Callback before Unity player process is killed
@Override public void onUnityPlayerQuitted() {
}
@Override protected void onNewIntent(Intent intent)
{
// To support deep linking, we need to make sure that the client can get access to
// the last sent intent. The clients access this through a JNI api that allows them
// to get the intent set on launch. To update that after launch we have to manually
// replace the intent with the one caught here.
setIntent(intent);
mUnityPlayer.newIntent(intent);
}
// Quit Unity
@Override protected void onDestroy ()
{
mUnityPlayer.destroy();
super.onDestroy();
}
// If the activity is in multi window mode or resizing the activity is allowed we will use
// onStart/onStop (the visibility callbacks) to determine when to pause/resume.
// Otherwise it will be done in onPause/onResume as Unity has done historically to preserve
// existing behavior.
@Override protected void onStop()
{
super.onStop();
if (!MultiWindowSupport.isInMultiWindowMode(this))
return;
mUnityPlayer.pause();
}
@Override protected void onStart()
{
super.onStart();
if (!MultiWindowSupport.isInMultiWindowMode(this))
return;
mUnityPlayer.resume();
}
// Pause Unity
@Override protected void onPause()
{
super.onPause();
MultiWindowSupport.saveMultiWindowMode(this);
if (MultiWindowSupport.isInMultiWindowMode(this))
return;
startPictureInPicture();
mUnityPlayer.resume();
}
private void startPictureInPicture() {
Rational rational = new Rational(mUnityPlayer.getWidth(), mUnityPlayer.getHeight());
PictureInPictureParams params = new PictureInPictureParams.Builder()
.setAspectRatio(rational)
.build();
enterPictureInPictureMode(params);
}
// Resume Unity
@Override protected void onResume()
{
super.onResume();
if (MultiWindowSupport.isInMultiWindowMode(this) && !MultiWindowSupport.isMultiWindowModeChangedToTrue(this))
return;
mUnityPlayer.resume();
}
// Low Memory Unity
@Override public void onLowMemory()
{
super.onLowMemory();
mUnityPlayer.lowMemory();
}
// Trim Memory Unity
@Override public void onTrimMemory(int level)
{
super.onTrimMemory(level);
if (level == TRIM_MEMORY_RUNNING_CRITICAL)
{
mUnityPlayer.lowMemory();
}
}
// This ensures the layout will be correct.
@Override public void onConfigurationChanged(Configuration newConfig)
{
super.onConfigurationChanged(newConfig);
mUnityPlayer.configurationChanged(newConfig);
}
// Notify Unity of the focus change.
@Override public void onWindowFocusChanged(boolean hasFocus)
{
super.onWindowFocusChanged(hasFocus);
mUnityPlayer.windowFocusChanged(hasFocus);
}
// For some reason the multiple keyevent type is not supported by the ndk.
// Force event injection by overriding dispatchKeyEvent().
@Override public boolean dispatchKeyEvent(KeyEvent event)
{
if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
return mUnityPlayer.injectEvent(event);
return super.dispatchKeyEvent(event);
}
// Pass any events not handled by (unfocused) views straight to UnityPlayer
@Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.onKeyUp(keyCode, event); }
@Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.onKeyDown(keyCode, event); }
@Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.onTouchEvent(event); }
@Override public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.onGenericMotionEvent(event); }
}
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