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($"zeroPosition {zeroPosition}"); #endif //Calculate like zero position is at bottom left first, then diff with the real zero position. rectTransform.anchoredPosition3D = new Vector3( finalPaddingsLDUR[0] + pivotInRect.x - zeroPosition.x, finalPaddingsLDUR[1] + pivotInRect.y - zeroPosition.y, rectTransform.anchoredPosition3D.z); }
#pragma warning restore 0649 protected override void UpdateRect() { PerEdgeEvaluationModes selectedOrientation = orientationType == SupportedOrientations.Dual ? NotchSolutionUtility.GetCurrentOrientation() == ScreenOrientation.Landscape ? landscapePaddings : portraitOrDefaultPaddings : portraitOrDefaultPaddings; m_Tracker.Clear(); m_Tracker.Add(this, rectTransform, (LockSide(selectedOrientation.left) ? DrivenTransformProperties.AnchorMinX : 0) | (LockSide(selectedOrientation.right) ? DrivenTransformProperties.AnchorMaxX : 0) | (LockSide(selectedOrientation.bottom) ? DrivenTransformProperties.AnchorMinY : 0) | (LockSide(selectedOrientation.top) ? DrivenTransformProperties.AnchorMaxY : 0) | (LockSide(selectedOrientation.left) && LockSide(selectedOrientation.right) ? (DrivenTransformProperties.SizeDeltaX | DrivenTransformProperties.AnchoredPositionX) : 0) | (LockSide(selectedOrientation.top) && LockSide(selectedOrientation.bottom) ? (DrivenTransformProperties.SizeDeltaY | DrivenTransformProperties.AnchoredPositionY) : 0) ); bool LockSide(EdgeEvaluationMode saem) { switch (saem) { case EdgeEvaluationMode.On: case EdgeEvaluationMode.Balanced: case EdgeEvaluationMode.Off: return(true); //When "Unlocked" is supported, it will be false. default: return(false); } } //Lock the anchor mode to full stretch first. rectTransform.anchorMin = Vector2.zero; rectTransform.anchorMax = Vector2.one; var topRect = GetCanvasRect(); var safeAreaRelative = SafeAreaRelative; #if DEBUG_NOTCH_SOLUTION Debug.Log($"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); }