Show status bar

Welcome! Forums Unity Plugins In-App Web Browser Show status bar

This topic contains 6 replies, has 3 voices, and was last updated by  unicoe 3 weeks, 5 days ago.

Viewing 7 posts - 1 through 7 (of 7 total)
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  • #1266

    zx6150
    Participant

    Hello. I’m using some plugins for showing status bar on Android & iOS. But, when I open the browser it switches to full screen. And when I close it switches back to non full screen mode. As I understood you using custom activity in your plugin.

    Can you help me? How can I change status bar visible? At least for Android.

    If it’s not so easy then give me a clue and I will try to found out.

    Thanks in advance

    #1271

    zx6150
    Participant

    Unfortunately, I haven’t found the solution yet. Maybe someone could help?

    #1276
    Piotr
    Piotr
    Keymaster

    I don’t know what are you trying achieve exactly. What’s the issue? You want to hide status bar in browser?

    #1277

    zx6150
    Participant

    My app works in non-fullscreen mode (you can see time at the upper side). But when I open browser it change to fullscreen. How can I fix that?

    Video from device

    • This reply was modified 3 months, 4 weeks ago by  zx6150.
    #1284
    Piotr
    Piotr
    Keymaster

    Oh I see. Plugins hides status bar apparently. Probably it requires some tweak but that would take time. Is this something you could modify by yourself if I give you access to code?

    Btw… why are you using Unity for such app?

    #1285

    zx6150
    Participant

    I can try to fix it. At least for Android (I haven’t test for iOS yet).

    Why Unity? Because I’m a Unity developer and I haven’t experience in Android/iOS native development. (once I changed a bit Unity Android plugin for my purpose. Probably, I will do it again) ) And I’m doing this app for my client, which need iOS & Android app.

    • This reply was modified 3 months, 3 weeks ago by  zx6150.
    #1397

    unicoe
    Participant

    Hi!
    Try to use this:

    AndroidStatusBar.cs and AppStatusBar.cs:

    using System;
    using System.Collections.Generic;
    using UnityEngine;

    public class AndroidStatusBar
    {
    // Enums
    public enum States
    {
    Unknown,
    Visible,
    VisibleOverContent,
    TranslucentOverContent,
    Hidden,
    }

    // Constants
    private const uint DEFAULT_BACKGROUND_COLOR = 0xff000000;

    #if UNITY_ANDROID
    // Original Android flags
    private const int VIEW_SYSTEM_UI_FLAG_VISIBLE = 0; // Added in API 14 (Android 4.0.x): Status bar visible (the default)
    private const int VIEW_SYSTEM_UI_FLAG_LOW_PROFILE = 1; // Added in API 14 (Android 4.0.x): Low profile for games, book readers, and video players; the status bar and/or navigation icons are dimmed out (if visible)
    private const int VIEW_SYSTEM_UI_FLAG_HIDE_NAVIGATION = 2; // Added in API 14 (Android 4.0.x): Hides all navigation. Cleared when theres any user interaction.
    private const int VIEW_SYSTEM_UI_FLAG_FULLSCREEN = 4; // Added in API 16 (Android 4.1.x): Hides status bar. Does nothing in Unity (already hidden if “status bar hidden” is checked)
    private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_STABLE = 256; // Added in API 16 (Android 4.1.x): ?
    private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION = 512; // Added in API 16 (Android 4.1.x): like HIDE_NAVIGATION, but for layouts? it causes the layout to be drawn like that, even if the whole view isn’t (to avoid artifacts in animation)
    private const int VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN = 1024; // Added in API 16 (Android 4.1.x): like FULLSCREEN, but for layouts? it causes the layout to be drawn like that, even if the whole view isn’t (to avoid artifacts in animation)
    private const int VIEW_SYSTEM_UI_FLAG_IMMERSIVE = 2048; // Added in API 19 (Android 4.4): like HIDE_NAVIGATION, but interactive (it’s a modifier for HIDE_NAVIGATION, needs to be used with it)
    private const int VIEW_SYSTEM_UI_FLAG_IMMERSIVE_STICKY = 4096; // Added in API 19 (Android 4.4): tells that HIDE_NAVIGATION and FULSCREEN are interactive (also just a modifier)

    private static int WINDOW_FLAG_FULLSCREEN = 0x00000400;
    private static int WINDOW_FLAG_FORCE_NOT_FULLSCREEN = 0x00000800;
    private static int WINDOW_FLAG_LAYOUT_IN_SCREEN = 0x00000100;
    private static int WINDOW_FLAG_TRANSLUCENT_STATUS = 0x04000000;
    private static int WINDOW_FLAG_TRANSLUCENT_NAVIGATION = 0x08000000;
    private static int WINDOW_FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS = -2147483648; // 0x80000000; // Added in API 21 (Android 5.0): tells the Window is responsible for drawing the background for the system bars. If set, the system bars are drawn with a transparent background and the corresponding areas in this window are filled with the colors specified in getStatusBarColor() and getNavigationBarColor()

    // Current values
    private static int systemUiVisibilityValue;
    private static int flagsValue;
    #endif

    //Properties
    private static States _statusBarState;
    private static uint _statusBarColor = DEFAULT_BACKGROUND_COLOR;
    private static bool _isStatusBarTranslucent;
    private static bool _dimmed;

    static AndroidStatusBar()
    {
    applyUIStates();
    applyUIColors();
    }

    private static void applyUIStates()
    {
    if (Application.platform == RuntimePlatform.Android)
    {
    int newFlagsValue = 0;
    int newSystemUiVisibilityValue = 0;

    // Apply dim values
    if (_dimmed) newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LOW_PROFILE;

    // Apply color values
    if (_statusBarColor != DEFAULT_BACKGROUND_COLOR) newFlagsValue |= WINDOW_FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS;

    // Apply status bar values
    switch (_statusBarState)
    {
    case States.Visible:
    _isStatusBarTranslucent = false;
    newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN;
    break;
    case States.VisibleOverContent:
    _isStatusBarTranslucent = false;
    newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN;
    newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN;
    break;
    case States.TranslucentOverContent:
    _isStatusBarTranslucent = true;
    newFlagsValue |= WINDOW_FLAG_FORCE_NOT_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN | WINDOW_FLAG_TRANSLUCENT_STATUS;
    newSystemUiVisibilityValue |= VIEW_SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN;
    break;
    case States.Hidden:
    newFlagsValue |= WINDOW_FLAG_FULLSCREEN | WINDOW_FLAG_LAYOUT_IN_SCREEN;
    if (_isStatusBarTranslucent) newFlagsValue |= WINDOW_FLAG_TRANSLUCENT_STATUS;
    break;
    }
    if (Screen.fullScreen) Screen.fullScreen = false;

    // Applies everything natively
    setFlags(newFlagsValue);
    setSystemUiVisibility(newSystemUiVisibilityValue);

    }
    }

    private static void applyUIColors()
    {
    if (Application.platform == RuntimePlatform.Android)
    {
    runOnAndroidUiThread(applyUIColorsAndroidInThread);
    }
    }

    #if UNITY_ANDROID
    private static void runOnAndroidUiThread(Action target)
    {
    using (var unityPlayer = new AndroidJavaClass(“com.unity3d.player.UnityPlayer”))
    {
    using (var activity = unityPlayer.GetStatic<AndroidJavaObject>(“currentActivity”))
    {
    activity.Call(“runOnUiThread”, new AndroidJavaRunnable(target));
    }
    }
    }

    private static void setSystemUiVisibility(int value)
    {
    if (systemUiVisibilityValue != value)
    {
    systemUiVisibilityValue = value;
    runOnAndroidUiThread(setSystemUiVisibilityInThread);
    }
    }

    private static void setSystemUiVisibilityInThread()
    {
    using (var unityPlayer = new AndroidJavaClass(“com.unity3d.player.UnityPlayer”))
    {
    using (var activity = unityPlayer.GetStatic<AndroidJavaObject>(“currentActivity”))
    {
    using (var window = activity.Call<AndroidJavaObject>(“getWindow”))
    {
    using (var view = window.Call<AndroidJavaObject>(“getDecorView”))
    {
    view.Call(“setSystemUiVisibility”, systemUiVisibilityValue);
    }
    }
    }
    }
    }

    private static void setFlags(int value)
    {
    if (flagsValue != value)
    {
    flagsValue = value;
    runOnAndroidUiThread(setFlagsInThread);
    }
    }

    private static void setFlagsInThread()
    {
    using (var unityPlayer = new AndroidJavaClass(“com.unity3d.player.UnityPlayer”))
    {
    using (var activity = unityPlayer.GetStatic<AndroidJavaObject>(“currentActivity”))
    {
    using (var window = activity.Call<AndroidJavaObject>(“getWindow”))
    {
    window.Call(“setFlags”, flagsValue, -1); // (int)0x7FFFFFFF
    }
    }
    }
    }

    private static void applyUIColorsAndroidInThread()
    {
    using (var unityPlayer = new AndroidJavaClass(“com.unity3d.player.UnityPlayer”))
    {
    using (var activity = unityPlayer.GetStatic<AndroidJavaObject>(“currentActivity”))
    {
    using (var window = activity.Call<AndroidJavaObject>(“getWindow”))
    {
    window.Call(“setStatusBarColor”, unchecked((int)_statusBarColor));
    }
    }
    }
    }
    #endif
    public static States statusBarState
    {
    get { return _statusBarState; }
    set
    {
    if (_statusBarState != value)
    {
    _statusBarState = value;
    applyUIStates();
    }
    }
    }

    public static bool dimmed
    {
    get { return _dimmed; }
    set
    {
    if (_dimmed != value)
    {
    _dimmed = value;
    applyUIStates();
    }
    }
    }

    public static uint statusBarColor
    {
    get { return _statusBarColor; }
    set
    {
    if (_statusBarColor != value)
    {
    _statusBarColor = value;
    applyUIColors();
    applyUIStates();
    }
    }
    }
    }

    /////////////////////////////

    using UnityEngine;
    using System.Collections;

    public class AppStatusBar : MonoBehaviour
    {
    public bool statusBar;
    public AndroidStatusBar.States states = AndroidStatusBar.States.Visible;
    // Use this for initialization
    void Awake()
    {
    if (Application.platform == RuntimePlatform.Android)
    {
    AndroidStatusBar.dimmed = !statusBar;
    AndroidStatusBar.statusBarState = states;
    }
    }
    }

    Attach AppStatusBar.cs to a gameObject, and set the Taskbar visibility.
    Try it.

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