Esempio n. 1
0
        private void UpdateRect()
        {
            if (!IsActive())
            {
                return;
            }

            SafeAreaPaddingSides selectedOrientation =
                orientationType == SafeAreaPaddingOrientationType.DualOrientation ?
                NotchSolutionUtility.GetCurrentOrientation() == ScreenOrientation.Landscape ?
                landscapePaddings : portraitOrDefaultPaddings
            : portraitOrDefaultPaddings;

            m_Tracker.Clear();
            m_Tracker.Add(this, rectTransform,
                          (LockSide(selectedOrientation.left) ? DrivenTransformProperties.AnchorMinX : 0) |
                          (LockSide(selectedOrientation.right) ? DrivenTransformProperties.AnchorMaxX : 0) |
                          (LockSide(selectedOrientation.bottom) ? DrivenTransformProperties.AnchorMinY : 0) |
                          (LockSide(selectedOrientation.top) ? DrivenTransformProperties.AnchorMaxY : 0) |
                          (LockSide(selectedOrientation.left) && LockSide(selectedOrientation.right) ? (DrivenTransformProperties.SizeDeltaX | DrivenTransformProperties.AnchoredPositionX) : 0) |
                          (LockSide(selectedOrientation.top) && LockSide(selectedOrientation.bottom) ? (DrivenTransformProperties.SizeDeltaY | DrivenTransformProperties.AnchoredPositionY) : 0)
                          );

            bool LockSide(SafeAreaPaddingMode sapm)
            {
                switch (sapm)
                {
                case SafeAreaPaddingMode.Safe:
                case SafeAreaPaddingMode.SafeBalanced:
                case SafeAreaPaddingMode.Zero:
                    return(true);

                //When "Unlocked" is supported, it will be false.
                default:
                    return(false);
                }
            }

            //Lock the anchor mode to full stretch first.

            rectTransform.anchorMin = Vector2.zero;
            rectTransform.anchorMax = Vector2.one;

            var topRect          = GetTopLevelRect();
            var safeAreaRelative = GetScreenSafeAreaRelative();

#if DEBUG_NOTCH_SOLUTION
            Debug.Log($"Top {topRect} safe {safeAreaRelative} min {safeAreaRelative.xMin} {safeAreaRelative.yMin}");
#endif

            var safeAreaPaddingsRelativeLDUR = new float[4]
            {
                safeAreaRelative.xMin,
                safeAreaRelative.yMin,
                1 - (safeAreaRelative.yMin + safeAreaRelative.height),
                1 - (safeAreaRelative.xMin + safeAreaRelative.width),
            };

#if DEBUG_NOTCH_SOLUTION
            Debug.Log($"SafeLDUR {string.Join(" ", safeAreaPaddingsRelativeLDUR.Select(x => x.ToString()))}");
#endif

            var currentRect = rectTransform.rect;

            //TODO : Calculate the current padding relative, to enable "Unlocked" mode. (Not forcing zero padding)
            var finalPaddingsLDUR = new float[4]
            {
                0, 0, 0, 0
            };

            switch (selectedOrientation.left)
            {
            case SafeAreaPaddingMode.Safe:
                finalPaddingsLDUR[0] = topRect.width * safeAreaPaddingsRelativeLDUR[0];
                break;

            case SafeAreaPaddingMode.SafeBalanced:
                finalPaddingsLDUR[0] = safeAreaPaddingsRelativeLDUR[3] > safeAreaPaddingsRelativeLDUR[0] ?
                                       topRect.width * safeAreaPaddingsRelativeLDUR[3] :
                                       topRect.width * safeAreaPaddingsRelativeLDUR[0];
                break;
            }

            switch (selectedOrientation.right)
            {
            case SafeAreaPaddingMode.Safe:
                finalPaddingsLDUR[3] = topRect.width * safeAreaPaddingsRelativeLDUR[3];
                break;

            case SafeAreaPaddingMode.SafeBalanced:
                finalPaddingsLDUR[3] = safeAreaPaddingsRelativeLDUR[0] > safeAreaPaddingsRelativeLDUR[3] ?
                                       topRect.width * safeAreaPaddingsRelativeLDUR[0] :
                                       topRect.width * safeAreaPaddingsRelativeLDUR[3];
                break;
            }

            switch (selectedOrientation.bottom)
            {
            case SafeAreaPaddingMode.Safe:
                finalPaddingsLDUR[1] = topRect.height * safeAreaPaddingsRelativeLDUR[1];
                break;

            case SafeAreaPaddingMode.SafeBalanced:
                finalPaddingsLDUR[1] = safeAreaPaddingsRelativeLDUR[2] > safeAreaPaddingsRelativeLDUR[1] ?
                                       topRect.height * safeAreaPaddingsRelativeLDUR[2] :
                                       topRect.height * safeAreaPaddingsRelativeLDUR[1];
                break;
            }

            switch (selectedOrientation.top)
            {
            case SafeAreaPaddingMode.Safe:
                finalPaddingsLDUR[2] = topRect.height * safeAreaPaddingsRelativeLDUR[2];
                break;

            case SafeAreaPaddingMode.SafeBalanced:
                finalPaddingsLDUR[2] = safeAreaPaddingsRelativeLDUR[1] > safeAreaPaddingsRelativeLDUR[2] ?
                                       topRect.height * safeAreaPaddingsRelativeLDUR[1] :
                                       topRect.height * safeAreaPaddingsRelativeLDUR[2];
                break;
            }

#if DEBUG_NOTCH_SOLUTION
            Debug.Log($"FinalLDUR {string.Join(" ", finalPaddingsLDUR.Select(x => x.ToString()))}");
#endif

            //Combined padding becomes size delta.
            var sizeDelta = rectTransform.sizeDelta;
            sizeDelta.x             = -(finalPaddingsLDUR[0] + finalPaddingsLDUR[3]);
            sizeDelta.y             = -(finalPaddingsLDUR[1] + finalPaddingsLDUR[2]);
            rectTransform.sizeDelta = sizeDelta;

            //The rect remaining after subtracted the size delta.
            Vector2 rectWidthHeight = new Vector2(topRect.width + sizeDelta.x, topRect.height + sizeDelta.y);

#if DEBUG_NOTCH_SOLUTION
            Debug.Log($"RectWidthHeight {rectWidthHeight}");
#endif

            //Anchor position's answer is depending on pivot too. Where the pivot point is defines where 0 anchor point is.
            Vector2 zeroPosition = new Vector2(rectTransform.pivot.x * topRect.width, rectTransform.pivot.y * topRect.height);
            Vector2 pivotInRect  = new Vector2(rectTransform.pivot.x * rectWidthHeight.x, rectTransform.pivot.y * rectWidthHeight.y);

#if DEBUG_NOTCH_SOLUTION
            Debug.Log($"zeroPosition {zeroPosition}");
#endif

            //Calculate like zero position is at bottom left first, then diff with the real zero position.
            rectTransform.anchoredPosition3D = new Vector3(
                finalPaddingsLDUR[0] + pivotInRect.x - zeroPosition.x,
                finalPaddingsLDUR[1] + pivotInRect.y - zeroPosition.y,
                rectTransform.anchoredPosition3D.z);
        }
Esempio n. 2
0
#pragma warning restore 0649

        protected override void UpdateRect()
        {
            PerEdgeEvaluationModes selectedOrientation =
                orientationType == SupportedOrientations.Dual ?
                NotchSolutionUtility.GetCurrentOrientation() == ScreenOrientation.Landscape ?
                landscapePaddings : portraitOrDefaultPaddings
            : portraitOrDefaultPaddings;

            m_Tracker.Clear();
            m_Tracker.Add(this, rectTransform,
                          (LockSide(selectedOrientation.left) ? DrivenTransformProperties.AnchorMinX : 0) |
                          (LockSide(selectedOrientation.right) ? DrivenTransformProperties.AnchorMaxX : 0) |
                          (LockSide(selectedOrientation.bottom) ? DrivenTransformProperties.AnchorMinY : 0) |
                          (LockSide(selectedOrientation.top) ? DrivenTransformProperties.AnchorMaxY : 0) |
                          (LockSide(selectedOrientation.left) && LockSide(selectedOrientation.right) ? (DrivenTransformProperties.SizeDeltaX | DrivenTransformProperties.AnchoredPositionX) : 0) |
                          (LockSide(selectedOrientation.top) && LockSide(selectedOrientation.bottom) ? (DrivenTransformProperties.SizeDeltaY | DrivenTransformProperties.AnchoredPositionY) : 0)
                          );

            bool LockSide(EdgeEvaluationMode saem)
            {
                switch (saem)
                {
                case EdgeEvaluationMode.On:
                case EdgeEvaluationMode.Balanced:
                case EdgeEvaluationMode.Off:
                    return(true);

                //When "Unlocked" is supported, it will be false.
                default:
                    return(false);
                }
            }

            //Lock the anchor mode to full stretch first.

            rectTransform.anchorMin = Vector2.zero;
            rectTransform.anchorMax = Vector2.one;

            var topRect          = GetCanvasRect();
            var safeAreaRelative = SafeAreaRelative;

#if DEBUG_NOTCH_SOLUTION
            Debug.Log($"Top {topRect} safe {safeAreaRelative} min {safeAreaRelative.xMin} {safeAreaRelative.yMin}");
#endif

            var relativeLDUR = new float[4]
            {
                safeAreaRelative.xMin,
                safeAreaRelative.yMin,
                1 - (safeAreaRelative.yMin + safeAreaRelative.height),
                1 - (safeAreaRelative.xMin + safeAreaRelative.width),
            };

#if DEBUG_NOTCH_SOLUTION
            Debug.Log($"SafeLDUR {string.Join(" ", relativeLDUR.Select(x => x.ToString()))}");
#endif

            // fixed: sometimes relativeLDUR will be NAN when start at some android devices.
            // if relativeLDUR is NAN then sizeDelta will be NAN, the safe area will be wrong.
            if (float.IsNaN(relativeLDUR[0]))
            {
                relativeLDUR[0] = 0;
            }

            if (float.IsNaN(relativeLDUR[1]))
            {
                relativeLDUR[1] = 0;
            }

            if (float.IsNaN(relativeLDUR[2]))
            {
                relativeLDUR[2] = 0;
            }

            if (float.IsNaN(relativeLDUR[3]))
            {
                relativeLDUR[3] = 0;
            }

            var currentRect = rectTransform.rect;

            //TODO : Calculate the current padding relative, to enable "Unlocked" mode. (Not forcing zero padding)
            var finalPaddingsLDUR = new float[4]
            {
                0, 0, 0, 0
            };

            switch (selectedOrientation.left)
            {
            case EdgeEvaluationMode.On:
                finalPaddingsLDUR[0] = topRect.width * relativeLDUR[0];
                break;

            case EdgeEvaluationMode.Balanced:
                finalPaddingsLDUR[0] = relativeLDUR[3] > relativeLDUR[0] ?
                                       topRect.width * relativeLDUR[3] :
                                       topRect.width * relativeLDUR[0];
                break;
            }

            switch (selectedOrientation.right)
            {
            case EdgeEvaluationMode.On:
                finalPaddingsLDUR[3] = topRect.width * relativeLDUR[3];
                break;

            case EdgeEvaluationMode.Balanced:
                finalPaddingsLDUR[3] = relativeLDUR[0] > relativeLDUR[3] ?
                                       topRect.width * relativeLDUR[0] :
                                       topRect.width * relativeLDUR[3];
                break;
            }

            switch (selectedOrientation.bottom)
            {
            case EdgeEvaluationMode.On:
                finalPaddingsLDUR[1] = topRect.height * relativeLDUR[1];
                break;

            case EdgeEvaluationMode.Balanced:
                finalPaddingsLDUR[1] = relativeLDUR[2] > relativeLDUR[1] ?
                                       topRect.height * relativeLDUR[2] :
                                       topRect.height * relativeLDUR[1];
                break;
            }

            switch (selectedOrientation.top)
            {
            case EdgeEvaluationMode.On:
                finalPaddingsLDUR[2] = topRect.height * relativeLDUR[2];
                break;

            case EdgeEvaluationMode.Balanced:
                finalPaddingsLDUR[2] = relativeLDUR[1] > relativeLDUR[2] ?
                                       topRect.height * relativeLDUR[1] :
                                       topRect.height * relativeLDUR[2];
                break;
            }

            //Apply influence to the calculated padding
            finalPaddingsLDUR[0] *= influence;
            finalPaddingsLDUR[1] *= influence;
            finalPaddingsLDUR[2] *= influence;
            finalPaddingsLDUR[3] *= influence;

            if (flipPadding)
            {
                float remember = 0;
                finalPaddingsLDUR[0] = remember;
                finalPaddingsLDUR[0] = finalPaddingsLDUR[3];
                finalPaddingsLDUR[3] = remember;

                finalPaddingsLDUR[1] = remember;
                finalPaddingsLDUR[1] = finalPaddingsLDUR[2];
                finalPaddingsLDUR[2] = remember;
            }

#if DEBUG_NOTCH_SOLUTION
            Debug.Log($"FinalLDUR {string.Join(" ", finalPaddingsLDUR.Select(x => x.ToString()))}");
#endif

            //Combined padding becomes size delta.
            var sizeDelta = rectTransform.sizeDelta;
            sizeDelta.x             = -(finalPaddingsLDUR[0] + finalPaddingsLDUR[3]);
            sizeDelta.y             = -(finalPaddingsLDUR[1] + finalPaddingsLDUR[2]);
            rectTransform.sizeDelta = sizeDelta;

            //The rect remaining after subtracted the size delta.
            Vector2 rectWidthHeight = new Vector2(topRect.width + sizeDelta.x, topRect.height + sizeDelta.y);

#if DEBUG_NOTCH_SOLUTION
            Debug.Log($"RectWidthHeight {rectWidthHeight}");
#endif

            //Anchor position's answer is depending on pivot too. Where the pivot point is defines where 0 anchor point is.
            Vector2 zeroPosition = new Vector2(rectTransform.pivot.x * topRect.width, rectTransform.pivot.y * topRect.height);
            Vector2 pivotInRect  = new Vector2(rectTransform.pivot.x * rectWidthHeight.x, rectTransform.pivot.y * rectWidthHeight.y);

#if DEBUG_NOTCH_SOLUTION
            Debug.Log($"zeroPosition {zeroPosition}");
#endif

            //Calculate like zero position is at bottom left first, then diff with the real zero position.
            rectTransform.anchoredPosition3D = new Vector3(
                finalPaddingsLDUR[0] + pivotInRect.x - zeroPosition.x,
                finalPaddingsLDUR[1] + pivotInRect.y - zeroPosition.y,
                rectTransform.anchoredPosition3D.z);
        }