// GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN
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package com.secondworld.sdk;
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import android.app.Activity;
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import android.content.Intent;
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import android.content.res.Configuration;
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import android.graphics.PixelFormat;
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import android.os.Bundle;
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import android.view.KeyEvent;
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import android.view.MotionEvent;
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import android.view.View;
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import android.view.Window;
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import android.view.WindowManager;
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import android.os.Process;
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import com.unity3d.player.IUnityPlayerLifecycleEvents;
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import com.unity3d.player.UnityPlayer;
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public class UnityPlayerActivity extends Activity implements IUnityPlayerLifecycleEvents
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{
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protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code
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// Override this in your custom UnityPlayerActivity to tweak the command line arguments passed to the Unity Android Player
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// The command line arguments are passed as a string, separated by spaces
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// UnityPlayerActivity calls this from 'onCreate'
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// Supported: -force-gles20, -force-gles30, -force-gles31, -force-gles31aep, -force-gles32, -force-gles, -force-vulkan
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// See https://docs.unity3d.com/Manual/CommandLineArguments.html
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// @param cmdLine the current command line arguments, may be null
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// @return the modified command line string or null
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protected String updateUnityCommandLineArguments(String cmdLine)
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{
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return cmdLine;
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}
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// Setup activity layout
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@Override protected void onCreate(Bundle savedInstanceState)
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{
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requestWindowFeature(Window.FEATURE_NO_TITLE);
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super.onCreate(savedInstanceState);
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String cmdLine = updateUnityCommandLineArguments(getIntent().getStringExtra("unity"));
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getIntent().putExtra("unity", cmdLine);
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mUnityPlayer = new UnityPlayer(this, this);
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setContentView(mUnityPlayer);
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mUnityPlayer.requestFocus();
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}
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// When Unity player unloaded move task to background
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@Override public void onUnityPlayerUnloaded() {
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moveTaskToBack(true);
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}
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// When Unity player quited kill process
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@Override public void onUnityPlayerQuitted() {
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Process.killProcess(Process.myPid());
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}
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@Override protected void onNewIntent(Intent intent)
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{
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// To support deep linking, we need to make sure that the client can get access to
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// the last sent intent. The clients access this through a JNI api that allows them
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// to get the intent set on launch. To update that after launch we have to manually
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// replace the intent with the one caught here.
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setIntent(intent);
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mUnityPlayer.newIntent(intent);
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}
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// Quit Unity
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@Override protected void onDestroy ()
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{
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mUnityPlayer.destroy();
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super.onDestroy();
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}
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// If the activity is in multi window mode or resizing the activity is allowed we will use
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// onStart/onStop (the visibility callbacks) to determine when to pause/resume.
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// Otherwise it will be done in onPause/onResume as Unity has done historically to preserve
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// existing behavior.
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@Override protected void onStop()
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{
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super.onStop();
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mUnityPlayer.pause();
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}
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@Override protected void onStart()
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{
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super.onStart();
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mUnityPlayer.resume();
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}
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// Pause Unity
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@Override protected void onPause()
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{
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super.onPause();
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mUnityPlayer.pause();
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}
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// Resume Unity
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@Override protected void onResume()
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{
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super.onResume();
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mUnityPlayer.resume();
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}
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// Low Memory Unity
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@Override public void onLowMemory()
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{
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super.onLowMemory();
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mUnityPlayer.lowMemory();
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}
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// Trim Memory Unity
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@Override public void onTrimMemory(int level)
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{
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super.onTrimMemory(level);
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if (level == TRIM_MEMORY_RUNNING_CRITICAL)
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{
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mUnityPlayer.lowMemory();
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}
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}
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// This ensures the layout will be correct.
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@Override public void onConfigurationChanged(Configuration newConfig)
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{
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super.onConfigurationChanged(newConfig);
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mUnityPlayer.configurationChanged(newConfig);
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}
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// Notify Unity of the focus change.
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@Override public void onWindowFocusChanged(boolean hasFocus)
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{
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super.onWindowFocusChanged(hasFocus);
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mUnityPlayer.windowFocusChanged(hasFocus);
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}
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// For some reason the multiple keyevent type is not supported by the ndk.
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// Force event injection by overriding dispatchKeyEvent().
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@Override public boolean dispatchKeyEvent(KeyEvent event)
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{
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if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
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return mUnityPlayer.injectEvent(event);
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return super.dispatchKeyEvent(event);
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}
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// Pass any events not handled by (unfocused) views straight to UnityPlayer
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@Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); }
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@Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); }
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@Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); }
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/*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); }
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}
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