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iot/labs/IoTClient/Assets/UniWebView/Script/UniWebView.cs

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//
// UniWebView.cs
// Created by Wang Wei(@onevcat) on 2017-04-11.
//
// This file is a part of UniWebView Project (https://uniwebview.com)
// By purchasing the asset, you are allowed to use this code in as many as projects
// you want, only if you publish the final products under the name of the same account
// used for the purchase.
//
// This asset and all corresponding files (such as source code) are provided on an
// “as is” basis, without warranty of any kind, express of implied, including but not
// limited to the warranties of merchantability, fitness for a particular purpose, and
// noninfringement. In no event shall the authors or copyright holders be liable for any
// claim, damages or other liability, whether in action of contract, tort or otherwise,
// arising from, out of or in connection with the software or the use of other dealing in the software.
//
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
/// <summary>
/// Main class of UniWebView. Any `GameObject` instance with this script represent a webview object in system.
/// Use this class to create, load, show and interact with a web view.
/// </summary>
public class UniWebView: MonoBehaviour {
/// <summary>
/// Delegate for page started event.
/// </summary>
/// <param name="webView">The web view component which raises this event.</param>
/// <param name="url">The url which the web view begins to load.</param>
public delegate void PageStartedDelegate(UniWebView webView, string url);
/// <summary>
/// Raised when the web view starts loading a url.
///
/// This event will be invoked for both url loading with `Load` method or by a link navigating from page.
/// </summary>
public event PageStartedDelegate OnPageStarted;
/// <summary>
/// Delegate for page finished event.
/// </summary>
/// <param name="webView">The web view component which raises this event.</param>
/// <param name="statusCode">HTTP status code received from response.</param>
/// <param name="url">The url which the web view loaded.</param>
public delegate void PageFinishedDelegate(UniWebView webView, int statusCode, string url);
/// <summary>
/// Raised when the web view finished to load a url successfully.
///
/// This method will be invoked when a valid response received from the url, regardless the response status.
/// If a url loading fails before reaching to the server and getting a response, `OnPageErrorReceived` will be
/// raised instead.
/// </summary>
public event PageFinishedDelegate OnPageFinished;
/// <summary>
/// Delegate for page error received event.
/// </summary>
/// <param name="webView">The web view component which raises this event.</param>
/// <param name="errorCode">
/// The error code which indicates the error type.
/// It is different from systems and platforms.
/// </param>
/// <param name="errorMessage">The error message which indicates the error.</param>
public delegate void PageErrorReceivedDelegate(UniWebView webView, int errorCode, string errorMessage);
/// <summary>
/// Raised when an error encountered during the loading process.
/// Such as host not found or no Internet connection will raise this event.
/// </summary>
public event PageErrorReceivedDelegate OnPageErrorReceived;
/// <summary>
/// Delegate for message received event.
/// </summary>
/// <param name="webView">The web view component which raises this event.</param>
/// <param name="message">Message received from web view.</param>
public delegate void MessageReceivedDelegate(UniWebView webView, UniWebViewMessage message);
/// <summary>
/// Raised when a message from web view is received.
///
/// Generally, the message comes from a navigation to
/// a scheme which is observed by current web view. You could use `AddUrlScheme` and
/// `RemoveUrlScheme` to manipulate the scheme list.
///
/// "uniwebview://" scheme is default in the list, so a clicking on link starts with "uniwebview://"
/// will raise this event, if it is not removed.
/// </summary>
public event MessageReceivedDelegate OnMessageReceived;
/// <summary>
/// Delegate for should close event.
/// </summary>
/// <param name="webView">The web view component which raises this event.</param>
/// <returns>Whether the web view should be closed and destroyed.</returns>
public delegate bool ShouldCloseDelegate(UniWebView webView);
/// <summary>
/// Raised when the web view is about to close itself.
///
/// This event is raised when the users close the web view by Back button on Android, Done button on iOS,
/// or Close button on Unity Editor. It gives a chance to make final decision whether the web view should
/// be closed and destroyed. You should also clean all related resources you created (such as a reference to
/// the web view.)
/// </summary>
public event ShouldCloseDelegate OnShouldClose;
/// <summary>
/// Delegate for code keycode received event.
/// </summary>
/// <param name="webView">The web view component which raises this event.</param>
/// <param name="keyCode">The key code of pressed key. See [Android API for keycode](https://developer.android.com/reference/android/view/KeyEvent.html#KEYCODE_0) to know the possible values.</param>
public delegate void KeyCodeReceivedDelegate(UniWebView webView, int keyCode);
/// <summary>
/// Raised when a key (like back button or volume up) on the device is pressed.
///
/// This event only raised on Android. It is useful when you disabled the back button but still need to
/// get the back button event. On iOS, user's key action is not avaliable and this event will never be
/// raised.
/// </summary>
public event KeyCodeReceivedDelegate OnKeyCodeReceived;
/// <summary>
/// Delegate for orientation changed event.
/// </summary>
/// <param name="webView">The web view component which raises this event.</param>
/// <param name="orientation">The screen orientation for current state.</param>
public delegate void OrientationChangedDelegate(UniWebView webView, ScreenOrientation orientation);
/// <summary>
/// Raised when the screen orientation is changed. It is a good time to set the web view frame if you
/// need to support multiple orientations in your game.
/// </summary>
public event OrientationChangedDelegate OnOrientationChanged;
/// <summary>
/// Delegate for content loading terminated event.
/// </summary>
/// <param name="webView">The web view component which raises this event.</param>
public delegate void OnWebContentProcessTerminatedDelegate(UniWebView webView);
/// <summary>
/// Raised when on iOS, when system calls `webViewWebContentProcessDidTerminate` method.
/// It is usually due to a low memory when loading the web content and leave you a blank white screen.
/// You need to free as much as memory you could and then do a page reload.
/// </summary>
public event OnWebContentProcessTerminatedDelegate OnWebContentProcessTerminated;
private string id = Guid.NewGuid().ToString();
private UniWebViewNativeListener listener;
private bool isPortrait;
[SerializeField]
#pragma warning disable 0649
private string urlOnStart;
[SerializeField]
private bool showOnStart = false;
[SerializeField]
private bool fullScreen;
[SerializeField]
private bool useToolbar;
[SerializeField]
private UniWebViewToolbarPosition toolbarPosition;
#pragma warning restore 0649
// Action callback holders
private Dictionary<String, Action> actions = new Dictionary<String, Action>();
private Dictionary<String, Action<UniWebViewNativeResultPayload>> payloadActions = new Dictionary<String, Action<UniWebViewNativeResultPayload>>();
[SerializeField]
private Rect frame;
/// <summary>
/// Get or Set the frame of current web view. The value is based on current `Screen.width` and `Screen.height`.
/// The first two values of `Rect` is `x` and `y` position and the followed two `width` and `height`.
/// </summary>
public Rect Frame {
get { return frame; }
set {
frame = value;
UpdateFrame();
}
}
[SerializeField]
private RectTransform referenceRectTransform;
/// <summary>
/// A reference rect transform which the web view should change its position and size to.
/// Set it to a Unity UI element (which contains a `RectTransform`) under a canvas to determine
/// the web view frame by a certain UI element.
///
/// By using this, you could get benefit from [Multiple Resolutions UI](https://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html).
///
/// </summary>
public RectTransform ReferenceRectTransform {
get {
return referenceRectTransform;
}
set {
referenceRectTransform = value;
UpdateFrame();
}
}
private bool started;
/// <summary>
/// The url of current loaded web page.
/// </summary>
public string Url {
get { return UniWebViewInterface.GetUrl(listener.Name); }
}
/// <summary>
/// Update and set current frame of web view to match the setting.
///
/// This is useful if the `referenceRectTransform` is changed and you need to sync the frame change
/// to the web view. This method follows the frame determining rules.
/// </summary>
public void UpdateFrame() {
Rect rect = NextFrameRect();
UniWebViewInterface.SetFrame(listener.Name, (int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
}
Rect NextFrameRect() {
if (referenceRectTransform == null) {
UniWebViewLogger.Instance.Info("Using Frame setting to determine web view frame.");
return frame;
} else {
UniWebViewLogger.Instance.Info("Using reference RectTransform to determine web view frame.");
var worldCorners = new Vector3[4];
referenceRectTransform.GetWorldCorners(worldCorners);
var bottomLeft = worldCorners[0];
var topLeft = worldCorners[1];
var topRight = worldCorners[2];
var bottomRight = worldCorners[3];
var canvas = referenceRectTransform.GetComponentInParent<Canvas>();
if (canvas == null) {
return frame;
}
switch (canvas.renderMode) {
case RenderMode.ScreenSpaceOverlay:
break;
case RenderMode.ScreenSpaceCamera:
case RenderMode.WorldSpace:
var camera = canvas.worldCamera;
if (camera == null) {
UniWebViewLogger.Instance.Critical(@"You need a render camera
or event camera to use RectTransform to determine correct
frame for UniWebView.");
UniWebViewLogger.Instance.Info("No camera found. Fall back to ScreenSpaceOverlay mode.");
} else {
bottomLeft = camera.WorldToScreenPoint(bottomLeft);
topLeft = camera.WorldToScreenPoint(topLeft);
topRight = camera.WorldToScreenPoint(topRight);
bottomRight = camera.WorldToScreenPoint(bottomRight);
}
break;
}
float x = topLeft.x;
float y = Screen.height - topLeft.y;
float width = bottomRight.x - topLeft.x;
float height = topLeft.y - bottomRight.y;
return new Rect(x, y, width, height);
}
}
void Awake() {
var listenerObject = new GameObject(id);
listener = listenerObject.AddComponent<UniWebViewNativeListener>();
listenerObject.transform.parent = transform;
listener.webView = this;
UniWebViewNativeListener.AddListener(listener);
Rect rect;
if (fullScreen) {
rect = new Rect(0, 0, Screen.width, Screen.height);
} else {
rect = NextFrameRect();
}
UniWebViewInterface.Init(listener.Name, (int)rect.x, (int)rect. y, (int)rect.width, (int)rect.height);
isPortrait = Screen.height >= Screen.width;
}
void Start() {
if (showOnStart) {
Show();
}
if (!string.IsNullOrEmpty(urlOnStart)) {
Load(urlOnStart);
}
started = true;
if (referenceRectTransform != null) {
UpdateFrame();
}
}
void Update() {
var newIsPortrait = Screen.height >= Screen.width;
if (isPortrait != newIsPortrait) {
isPortrait = newIsPortrait;
if (OnOrientationChanged != null) {
OnOrientationChanged(this, isPortrait ? ScreenOrientation.Portrait : ScreenOrientation.Landscape);
}
if (referenceRectTransform != null) {
UpdateFrame();
}
}
}
void OnEnable() {
if (started) {
#if UNITY_ANDROID && !UNITY_EDITOR
UniWebViewInterface.ShowWebViewDialog(listener.Name, true);
#endif
Show();
}
}
void OnDisable() {
if (started) {
Hide();
#if UNITY_ANDROID && !UNITY_EDITOR
UniWebViewInterface.ShowWebViewDialog(listener.Name, false);
#endif
}
}
/// <summary>
/// Load a url in current web view.
/// </summary>
/// <param name="url">The url to be loaded. This url should start with `http://` or `https://` scheme. You could even load a non-ascii url text if it is valid.</param>
/// <param name="skipEncoding">
/// Whether UniWebView should skip encoding the url or not. If set to `false`, UniWebView will try to encode the url parameter before
/// loading it. Otherwise, your original url string will be used as the url if it is valid. Default is `false`.
/// </param>
/// <param name="readAccessURL">
/// The URL to allow read access to. This parameter is only used when loading from the filesystem in iOS, and passed
/// to `loadFileURL:allowingReadAccessToURL:` method of WebKit. By default, the parent folder of the `url` parameter will be read accessible.
/// </param>
public void Load(string url, bool skipEncoding = false, string readAccessURL = null) {
UniWebViewInterface.Load(listener.Name, url, skipEncoding, readAccessURL);
}
/// <summary>
/// Load an HTML string in current web view.
/// </summary>
/// <param name="htmlString">The HTML string to use as the contents of the webpage.</param>
/// <param name="baseUrl">The url to use as the page's base url.</param>
/// <param name="skipEncoding">
/// Whether UniWebView should skip encoding the baseUrl or not. If set to `false`, UniWebView will try to encode the baseUrl parameter before
/// using it. Otherwise, your original url string will be used as the baseUrl if it is valid. Default is `false`.
/// </param>
public void LoadHTMLString(string htmlString, string baseUrl, bool skipEncoding = false) {
UniWebViewInterface.LoadHTMLString(listener.Name, htmlString, baseUrl, skipEncoding);
}
/// <summary>
/// Reloads the current page.
/// </summary>
public void Reload() {
UniWebViewInterface.Reload(listener.Name);
}
/// <summary>
/// Stops loading all resources on the current page.
/// </summary>
public void Stop() {
UniWebViewInterface.Stop(listener.Name);
}
/// <summary>
/// Gets whether there is a back page in the back-forward list that can be navigated to.
/// </summary>
public bool CanGoBack {
get {
return UniWebViewInterface.CanGoBack(listener.Name);
}
}
/// <summary>
/// Gets whether there is a forward page in the back-forward list that can be navigated to.
/// </summary>
public bool CanGoForward {
get {
return UniWebViewInterface.CanGoForward(listener.Name);
}
}
/// <summary>
/// Navigates to the back item in the back-forward list.
/// </summary>
public void GoBack() {
UniWebViewInterface.GoBack(listener.Name);
}
/// <summary>
/// Navigates to the forward item in the back-forward list.
/// </summary>
public void GoForward() {
UniWebViewInterface.GoForward(listener.Name);
}
/// <summary>
/// Sets whether the link clicking in the web view should open the page in an external browser.
/// </summary>
/// <param name="flag">The flag indicates whether a link should be opened externally.</param>
public void SetOpenLinksInExternalBrowser(bool flag) {
UniWebViewInterface.SetOpenLinksInExternalBrowser(listener.Name, flag);
}
/// <summary>
/// Sets the web view visible on screen.
/// </summary>
/// <param name="fade">Whether show with a fade in animation. Default is `false`.</param>
/// <param name="edge">The edge from which the web view showing. It simulates a modal effect when showing a web view. Default is `UniWebViewTransitionEdge.None`.</param>
/// <param name="duration">Duration of showing animation. Default is `0.4f`.</param>
/// <param name="completionHandler">Completion handler which will be called when showing finishes. Default is `null`.</param>
/// <returns>A bool value indicates whether the showing operation started.</returns>
public bool Show(bool fade = false, UniWebViewTransitionEdge edge = UniWebViewTransitionEdge.None,
float duration = 0.4f, Action completionHandler = null)
{
var identifier = Guid.NewGuid().ToString();
var showStarted = UniWebViewInterface.Show(listener.Name, fade, (int)edge, duration, identifier);
if (showStarted && completionHandler != null) {
var hasAnimation = (fade || edge != UniWebViewTransitionEdge.None);
if (hasAnimation) {
actions.Add(identifier, completionHandler);
} else {
completionHandler();
}
}
if (showStarted && useToolbar) {
var top = (toolbarPosition == UniWebViewToolbarPosition.Top);
SetShowToolbar(true, false, top, fullScreen);
}
return showStarted;
}
/// <summary>
/// Sets the web view invisible from screen.
/// </summary>
/// <param name="fade">Whether hide with a fade in animation. Default is `false`.</param>
/// <param name="edge">The edge from which the web view hiding. It simulates a modal effect when hiding a web view. Default is `UniWebViewTransitionEdge.None`.</param>
/// <param name="duration">Duration of hiding animation. Default is `0.4f`.</param>
/// <param name="completionHandler">Completion handler which will be called when hiding finishes. Default is `null`.</param>
/// <returns>A bool value indicates whether the hiding operation started.</returns>
public bool Hide(bool fade = false, UniWebViewTransitionEdge edge = UniWebViewTransitionEdge.None,
float duration = 0.4f, Action completionHandler = null)
{
var identifier = Guid.NewGuid().ToString();
var hideStarted = UniWebViewInterface.Hide(listener.Name, fade, (int)edge, duration, identifier);
if (hideStarted && completionHandler != null) {
var hasAnimation = (fade || edge != UniWebViewTransitionEdge.None);
if (hasAnimation) {
actions.Add(identifier, completionHandler);
} else {
completionHandler();
}
}
if (hideStarted && useToolbar) {
var top = (toolbarPosition == UniWebViewToolbarPosition.Top);
SetShowToolbar(false, false, top, fullScreen);
}
return hideStarted;
}
/// <summary>
/// Animates the web view from current position and size to another position and size.
/// </summary>
/// <param name="frame">The new `Frame` which the web view should be.</param>
/// <param name="duration">Duration of the animation.</param>
/// <param name="delay">Delay before the animation begins. Default is `0.0f`, which means the animation will start immediately.</param>
/// <param name="completionHandler">Completion handler which will be called when animation finishes. Default is `null`.</param>
/// <returns></returns>
public bool AnimateTo(Rect frame, float duration, float delay = 0.0f, Action completionHandler = null) {
var identifier = Guid.NewGuid().ToString();
var animationStarted = UniWebViewInterface.AnimateTo(listener.Name,
(int)frame.x, (int)frame.y, (int)frame.width, (int)frame.height, duration, delay, identifier);
if (animationStarted) {
this.frame = frame;
if (completionHandler != null) {
actions.Add(identifier, completionHandler);
}
}
return animationStarted;
}
/// <summary>
/// Adds a JavaScript to current page.
/// </summary>
/// <param name="jsString">The JavaScript code to add. It should be a valid JavaScript statement string.</param>
/// <param name="completionHandler">Called when adding JavaScript operation finishes. Default is `null`.</param>
public void AddJavaScript(string jsString, Action<UniWebViewNativeResultPayload> completionHandler = null) {
var identifier = Guid.NewGuid().ToString();
UniWebViewInterface.AddJavaScript(listener.Name, jsString, identifier);
if (completionHandler != null) {
payloadActions.Add(identifier, completionHandler);
}
}
/// <summary>
/// Evaluates a JavaScript string on current page.
/// </summary>
/// <param name="jsString">The JavaScript string to evaluate.</param>
/// <param name="completionHandler">Called when evaluating JavaScript operation finishes. Default is `null`.</param>
public void EvaluateJavaScript(string jsString, Action<UniWebViewNativeResultPayload> completionHandler = null) {
var identifier = Guid.NewGuid().ToString();
UniWebViewInterface.EvaluateJavaScript(listener.Name, jsString, identifier);
if (completionHandler != null) {
payloadActions.Add(identifier, completionHandler);
}
}
/// <summary>
/// Adds a url scheme to UniWebView message system interpreter.
/// All following url navigation to this scheme will be sent as a message to UniWebView instead.
/// </summary>
/// <param name="scheme">The url scheme to add. It should not contain "://" part. You could even add "http" and/or
/// "https" to prevent all resource loading on the page. "uniwebview" is added by default. Nothing will happen if
/// you try to add a duplicated scheme.</param>
public void AddUrlScheme(string scheme) {
if (scheme == null) {
UniWebViewLogger.Instance.Critical("The scheme should not be null.");
return;
}
if (scheme.Contains("://")) {
UniWebViewLogger.Instance.Critical("The scheme should not include invalid characters '://'");
return;
}
UniWebViewInterface.AddUrlScheme(listener.Name, scheme);
}
/// <summary>
/// Removes a url scheme from UniWebView message system interpreter.
/// </summary>
/// <param name="scheme">The url scheme to remove. Nothing will happen if the scheme is not in the message system.</param>
public void RemoveUrlScheme(string scheme) {
if (scheme == null) {
UniWebViewLogger.Instance.Critical("The scheme should not be null.");
return;
}
if (scheme.Contains("://")) {
UniWebViewLogger.Instance.Critical("The scheme should not include invalid characters '://'");
return;
}
UniWebViewInterface.RemoveUrlScheme(listener.Name, scheme);
}
/// <summary>
/// Adds a domain to the SSL checking white list.
/// If you are trying to access a web site with untrusted or expired certification,
/// the web view will prevent its loading. If you could confirm that this site is trusted,
/// you can add the domain as an SSL exception, so you could visit it.
/// </summary>
/// <param name="domain">The domain to add. It should not contain any scheme or path part in url.</param>
public void AddSslExceptionDomain(string domain) {
if (domain == null) {
UniWebViewLogger.Instance.Critical("The domain should not be null.");
return;
}
if (domain.Contains("://")) {
UniWebViewLogger.Instance.Critical("The domain should not include invalid characters '://'");
return;
}
UniWebViewInterface.AddSslExceptionDomain(listener.Name, domain);
}
/// <summary>
/// Removes a domain from the SSL checking white list.
/// </summary>
/// <param name="domain">The domain to remove. It should not contain any scheme or path part in url.</param>
public void RemoveSslExceptionDomain(string domain) {
if (domain == null) {
UniWebViewLogger.Instance.Critical("The domain should not be null.");
return;
}
if (domain.Contains("://")) {
UniWebViewLogger.Instance.Critical("The domain should not include invalid characters '://'");
return;
}
UniWebViewInterface.RemoveSslExceptionDomain(listener.Name, domain);
}
/// <summary>
/// Sets a customized header field for web view requests.
///
/// The header field will be used for all subsequence request.
/// Pass `null` as value to unset a header field.
///
/// Some reserved headers like user agent are not be able to override by setting here,
/// use the `SetUserAgent` method for them instead.
/// </summary>
/// <param name="key">The key of customized header field.</param>
/// <param name="value">The value of customized header field. `null` if you want to unset the field.</param>
public void SetHeaderField(string key, string value) {
if (key == null) {
UniWebViewLogger.Instance.Critical("Header key should not be null.");
return;
}
UniWebViewInterface.SetHeaderField(listener.Name, key, value);
}
/// <summary>
/// Sets the user agent used in the web view.
/// If the string is null or empty, the system default value will be used.
/// </summary>
/// <param name="agent">The new user agent string to use.</param>
public void SetUserAgent(string agent) {
UniWebViewInterface.SetUserAgent(listener.Name, agent);
}
/// <summary>
/// Gets the user agent string currently used in web view.
/// If a customized user agent is not set, the default user agent in current platform will be returned.
/// </summary>
/// <returns>The user agent string in use.</returns>
public string GetUserAgent() {
return UniWebViewInterface.GetUserAgent(listener.Name);
}
/// <summary>
/// Sets the adjustment behavior which indicates how safe area insets
/// are added to the adjusted content inset. It is a wrapper of `contentInsetAdjustmentBehavior` on iOS.
///
/// It only works on iOS 11 and above. You need to call this method as soon as you create a web view,
/// before you call any other methods related to web view layout (like `Show` or `SetShowToolbar`).
/// </summary>
/// <param name="behavior">The behavior for determining the adjusted content offsets.</param>
public void SetContentInsetAdjustmentBehavior(
UniWebViewContentInsetAdjustmentBehavior behavior
)
{
#if (UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_IOS) && !UNITY_EDITOR_WIN
UniWebViewInterface.SetContentInsetAdjustmentBehavior(listener.Name, behavior);
#endif
}
/// <summary>
/// Set allow auto play for current web view. By default,
/// users need to touch the play button to start playing a media resource.
/// By setting this to `true`, you could start the playing automatically through
/// corresponding media tag attributes.
/// </summary>
/// <param name="flag">A flag indicates whether autoplaying of media is allowed or not.</param>
public static void SetAllowAutoPlay(bool flag) {
UniWebViewInterface.SetAllowAutoPlay(flag);
}
/// <summary>
/// Set allow inline play for current web view. By default, on iOS, the video
/// can only be played in a new full screen view.
/// By setting this to `true`, you could play a video inline the page, instead of opening
/// a new full screen window.
///
/// This only works for iOS and macOS Editor.
/// On Android, you could play videos inline by default and calling this method does nothing.
/// </summary>
/// <param name="flag">A flag indicates whether inline playing of media is allowed or not.</param>
public static void SetAllowInlinePlay(bool flag) {
#if (UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_IOS) && !UNITY_EDITOR_WIN
UniWebViewInterface.SetAllowInlinePlay(flag);
#endif
}
/// <summary>
/// Sets whether JavaScript should be enabled in current web view. Default is enabled.
/// </summary>
/// <param name="enabled">Whether JavaScript should be enabled.</param>
public static void SetJavaScriptEnabled(bool enabled) {
UniWebViewInterface.SetJavaScriptEnabled(enabled);
}
/// <summary>
/// Sets whether JavaScript can open windows without user interaction.
///
/// By setting this to `true`, an automatically JavaScript navigation will be allowed in the web view.
/// </summary>
/// <param name="flag">Whether JavaScript could open window automatically.</param>
public static void SetAllowJavaScriptOpenWindow(bool flag) {
UniWebViewInterface.SetAllowJavaScriptOpenWindow(flag);
}
/// <summary>
/// Clean web view cache. This removes cached local data of web view.
///
/// If you need to clear all cookies, use `ClearCookies` instead.
/// </summary>
public void CleanCache() {
UniWebViewInterface.CleanCache(listener.Name);
}
/// <summary>
/// Clears all cookies from web view.
///
/// This will clear cookies from all domains in the web view and previous.
/// If you only need to remove cookies from a certain domain, use `SetCookie` instead.
/// </summary>
public static void ClearCookies() {
UniWebViewInterface.ClearCookies();
}
/// <summary>
/// Sets a cookie for a certain url.
/// </summary>
/// <param name="url">The url to which cookie will be set.</param>
/// <param name="cookie">The cookie string to set.</param>
/// <param name="skipEncoding">
/// Whether UniWebView should skip encoding the url or not. If set to `false`, UniWebView will try to encode the url parameter before
/// using it. Otherwise, your original url string will be used to set the cookie if it is valid. Default is `false`.
/// </param>
public static void SetCookie(string url, string cookie, bool skipEncoding = false) {
UniWebViewInterface.SetCookie(url, cookie, skipEncoding);
}
/// <summary>
/// Gets the cookie value under a url and key.
/// </summary>
/// <param name="url">The url (domain) where the target cookie is.</param>
/// <param name="key">The key for target cookie value.</param>
/// <param name="skipEncoding">
/// Whether UniWebView should skip encoding the url or not. If set to `false`, UniWebView will try to encode the url parameter before
/// using it. Otherwise, your original url string will be used to get the cookie if it is valid. Default is `false`.
/// </param>
/// <returns>Value of the target cookie under url.</returns>
public static string GetCookie(string url, string key, bool skipEncoding = false) {
return UniWebViewInterface.GetCookie(url, key, skipEncoding);
}
/// <summary>
/// Clears any saved credentials for HTTP authentication for both Basic and Digest.
///
/// On both iOS and Android, the user input credentials will be stored permanently across session.
/// It could prevent your users to input username and password again until they changed. If you need the
/// credentials only living in a shorter lifetime, call this method at proper timing.
///
/// On iOS, it will clear the credentials immediately and completely from both disk and network cache.
/// On Android, it only clears from disk database, the authentication might be still cached in the network stack
/// and will not be removed until next session (app restarting).
///
/// The client logout mechanism should be implemented by the Web site designer (such as server sending a HTTP
/// 401 for invalidating credentials).
///
/// </summary>
/// <param name="host">The host to which the credentials apply. It should not contain any thing like scheme or path part.</param>
/// <param name="realm">The realm to which the credentials apply.</param>
public static void ClearHttpAuthUsernamePassword(string host, string realm) {
UniWebViewInterface.ClearHttpAuthUsernamePassword(host, realm);
}
private Color backgroundColor = Color.white;
/// <summary>
/// Gets or sets the background color of web view. The default value is `Color.white`.
/// </summary>
public Color BackgroundColor {
get {
return backgroundColor;
}
set {
backgroundColor = value;
UniWebViewInterface.SetBackgroundColor(listener.Name, value.r, value.g, value.b, value.a);
}
}
/// <summary>
/// Gets or sets the alpha value of the whole web view.
///
/// You could make the game scene behind web view visible to make the web view transparent.
///
/// Default is `1.0f`, which means totally opaque. Set it to `0.0f` will make the web view totally transparent.
/// </summary>
public float Alpha {
get {
return UniWebViewInterface.GetWebViewAlpha(listener.Name);
}
set {
UniWebViewInterface.SetWebViewAlpha(listener.Name, value);
}
}
/// <summary>
/// Sets whether to show a loading indicator while the loading is in progress.
/// </summary>
/// <param name="flag">Whether an indicator should show.</param>
public void SetShowSpinnerWhileLoading(bool flag) {
UniWebViewInterface.SetShowSpinnerWhileLoading(listener.Name, flag);
}
/// <summary>
/// Sets the text displayed in the loading indicator, if `SetShowSpinnerWhileLoading` is set to `true`.
/// </summary>
/// <param name="text">The text to display while loading indicator visible. Default is "Loading..."</param>
public void SetSpinnerText(string text) {
UniWebViewInterface.SetSpinnerText(listener.Name, text);
}
/// <summary>
/// Sets whether the horizontal scroll bar should show when the web content beyonds web view bounds.
///
/// This only works on mobile platforms. It will do nothing on macOS Editor.
/// </summary>
/// <param name="enabled">Whether enable the scroll bar or not.</param>
public void SetHorizontalScrollBarEnabled(bool enabled) {
UniWebViewInterface.SetHorizontalScrollBarEnabled(listener.Name, enabled);
}
/// <summary>
/// Sets whether the vertical scroll bar should show when the web content beyonds web view bounds.
///
/// This only works on mobile platforms. It will do nothing on macOS Editor.
/// </summary>
/// <param name="enabled">Whether enable the scroll bar or not.</param>
public void SetVerticalScrollBarEnabled(bool enabled) {
UniWebViewInterface.SetVerticalScrollBarEnabled(listener.Name, enabled);
}
/// <summary>
/// Sets whether the web view should show with a bounces effect when scrolling to page edge.
///
/// This only works on mobile platforms. It will do nothing on macOS Editor.
/// </summary>
/// <param name="enabled">Whether the bounces effect should be applied or not.</param>
public void SetBouncesEnabled(bool enabled) {
UniWebViewInterface.SetBouncesEnabled(listener.Name, enabled);
}
/// <summary>
/// Sets whether the web view supports zoom gesture to change content size.
/// Default is `false`, which means the zoom gesture is not supported.
/// </summary>
/// <param name="enabled">Whether the zoom gesture is allowed or not.</param>
public void SetZoomEnabled(bool enabled) {
UniWebViewInterface.SetZoomEnabled(listener.Name, enabled);
}
/// <summary>
/// Adds a trusted domain to white list and allow permission requests from the domain.
///
/// You only need this on Android devices with system before 6.0 when a site needs the location or camera
/// permission. It will allow the permission gets approved so you could access the corresponding devices.
/// From Android 6.0, the permission requests method is changed and this is not needed anymore.
/// </summary>
/// <param name="domain">The domain to add to the white list.</param>
public void AddPermissionTrustDomain(string domain) {
#if UNITY_ANDROID && !UNITY_EDITOR
UniWebViewInterface.AddPermissionTrustDomain(listener.Name, domain);
#endif
}
/// <summary>
/// Removes a trusted domain from white list.
/// </summary>
/// <param name="domain">The domain to remove from white list.</param>
public void RemovePermissionTrustDomain(string domain) {
#if UNITY_ANDROID && !UNITY_EDITOR
UniWebViewInterface.RemovePermissionTrustDomain(listener.Name, domain);
#endif
}
/// <summary>
/// Sets whether the device back button should be enabled to execute "go back" or "closing" operation.
///
/// On Android, the device back button in navigation bar will navigate users to a back page. If there is
/// no any back page avaliable, the back button clicking will try to raise a `OnShouldClose` event and try
/// to close the web view if `true` is return from the event. If the `OnShouldClose` is not listened,
/// the web view will be closed and the UniWebView component will be destroyed to release using resource.
///
/// Listen to `OnKeyCodeReceived` if you need to disable the back button, but still want to get the back
/// button key pressing event.
///
/// Default is enabled.
/// </summary>
/// <param name="enabled">Whether the back button should perform go back or closing operation to web view.</param>
public void SetBackButtonEnabled(bool enabled) {
#if UNITY_ANDROID && !UNITY_EDITOR
UniWebViewInterface.SetBackButtonEnabled(listener.Name, enabled);
#endif
}
/// <summary>
/// Sets whether the web view should enable support for the "viewport" HTML meta tag or should use a wide viewport.
/// </summary>
/// <param name="flag">Whether to enable support for the viewport meta tag.</param>
public void SetUseWideViewPort(bool flag) {
#if UNITY_ANDROID && !UNITY_EDITOR
UniWebViewInterface.SetUseWideViewPort(listener.Name, flag);
#endif
}
/// <summary>
/// Sets whether the web view loads pages in overview mode, that is, zooms out the content to fit on screen by width.
///
/// This method is only for Android. Default is disabled.
/// </summary>
/// <param name="flag"></param>
public void SetLoadWithOverviewMode(bool flag) {
#if UNITY_ANDROID && !UNITY_EDITOR
UniWebViewInterface.SetLoadWithOverviewMode(listener.Name, flag);
#endif
}
/// <summary>
/// Sets whether the web view should behave in immersive mode, that is,
/// hides the status bar and navigation bar with a sticky style.
///
/// This method is only for Android. Default is enabled.
/// </summary>
/// <param name="enabled"></param>
public void SetImmersiveModeEnabled(bool enabled) {
#if UNITY_ANDROID && !UNITY_EDITOR
UniWebViewInterface.SetImmersiveModeEnabled(listener.Name, enabled);
#endif
}
/// <summary>
/// Sets whether to show a toolbar which contains navigation buttons and Done button.
///
/// You could choose to show or hide the tool bar. By configuring the `animated` and `onTop`
/// parameters, you can control the animating and position of the toolbar. If the toolbar is
/// overlapping with some part of your web view, pass `adjustInset` with `true` to have the
/// web view relocating itself to avoid the overlap.
///
/// This method is only for iOS. The toolbar is hidden by default.
/// </summary>
/// <param name="show">Whether the toolbar should show or hide.</param>
/// <param name="animated">Whether the toolbar state changing should be with animation. Default is `false`.</param>
/// <param name="onTop">Whether the toolbar should snap to top of screen or to bottom of screen.
/// Default is `true`</param>
/// <param name="adjustInset">Whether the toolbar transition should also adjust web view position and size
/// if overlapped. Default is `false`</param>
public void SetShowToolbar(bool show, bool animated = false, bool onTop = true, bool adjustInset = false) {
#if (UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_IOS) && !UNITY_EDITOR_WIN
UniWebViewInterface.SetShowToolbar(listener.Name, show, animated, onTop, adjustInset);
#endif
}
/// <summary>
/// Sets the done button text in toolbar.
///
/// By default, UniWebView will show a "Done" button at bottom-right corner in the
/// toolbar. You could change its title by passing a text.
///
/// This method is only for iOS, since there is no toolbar on Android.
/// </summary>
/// <param name="text">The text needed to be set as done button title.</param>
public void SetToolbarDoneButtonText(string text) {
#if (UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_IOS) && !UNITY_EDITOR_WIN
UniWebViewInterface.SetToolbarDoneButtonText(listener.Name, text);
#endif
}
/// <summary>
/// Enables debugging of web contents. You could inspect of the content of a
/// web view by using a browser development tool of Chrome for Android or Safari for macOS.
///
/// This method is only for Android and macOS Editor. On iOS, you do not need additional step.
/// You could open Safari's developer tools to debug a web view on iOS.
/// </summary>
/// <param name="enabled">Whether the content debugging should be enabled.</param>
public static void SetWebContentsDebuggingEnabled(bool enabled) {
UniWebViewInterface.SetWebContentsDebuggingEnabled(enabled);
}
/// <summary>
/// Enables user resizing for web view window. By default, you can only set the window size
/// by setting its frame on mac Editor. By enabling user resizing, you would be able to resize
/// the window by dragging its border as a normal macOS window.
///
/// This method only works for macOS for debugging purpose. It does nothing on iOS and Android.
/// </summary>
/// <param name="enabled">Whether the window could be able to be resized by cursor.</param>
public void SetWindowUserResizeEnabled(bool enabled) {
#if (UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_IOS) && !UNITY_EDITOR_WIN
UniWebViewInterface.SetWindowUserResizeEnabled(listener.Name, enabled);
#endif
}
/// <summary>
/// Gets the HTML content from current page by accessing its outerHTML with JavaScript.
/// </summary>
/// <param name="handler">Called after the JavaScript executed. The parameter string is the content read
/// from page.</param>
public void GetHTMLContent(Action<string> handler) {
EvaluateJavaScript("document.documentElement.outerHTML", payload => {
if (handler != null) {
handler(payload.data);
}
});
}
/// <summary>
/// Sets whether file access from file URLs is allowed.
///
/// By setting with `true`, access to file URLs inside the web view will be enabled and you could access
/// sub-resources or make cross origin requests from local HTML files. This method only works on iOS. The file
/// accessing from file URLs on Android is available by default.
/// </summary>
/// <param name="flag">Whether the file access from file URLs is allowed or not.</param>
public void SetAllowFileAccessFromFileURLs(bool flag) {
#if (UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_IOS) && !UNITY_EDITOR_WIN
UniWebViewInterface.SetAllowFileAccessFromFileURLs(listener.Name, flag);
#endif
}
/// <summary>
/// Sets whether a prompt alert should be displayed for collection username and password when the web view receives an
/// HTTP authentication challenge (HTTP Basic or HTTP Digest) from server.
///
/// By setting with `false`, no prompt will be shown and the user cannot login with input credentials. In this case,
/// you can only access this page by providing username and password through the URL like: "http://username:password@example.com".
/// If the username and password does not match, normally an error with 401 as status code would be returned (this behavior depends
/// on the server implementation). If set with `true`, a prompt will be shown when there is no credentials provided or it is not
/// correct in the URL.
///
/// Default is `true`.
/// </summary>
/// <param name="flag">Whether a prompt alert should be shown for HTTP authentication challenge or not.</param>
public void SetAllowHTTPAuthPopUpWindow(bool flag) {
UniWebViewInterface.SetAllowHTTPAuthPopUpWindow(listener.Name, flag);
}
/// <summary>
/// Sets whether a callout (context) menu should be displayed when user long tapping on certain web view content.
///
/// When enabled, when user long presses an image or link in the web page, a context menu would be show up to ask
/// user's action. On iOS, it is a action sheet to ask whether opening the target link or saving the image. On
/// Android it is a pop up dialog to ask whether saving the image to local disk. On iOS, the preview page triggered
/// by force touch on iOS is also considered as a callout menu.
///
/// Default is `true`, means that the callout menu will be displayed. Call this method with `false` to disable
/// it on the web view.
/// </summary>
/// <param name="enabled">
/// Whether a callout menu should be displayed when user long pressing or force touching a certain web page element.
/// </param>
public void SetCalloutEnabled(bool enabled) {
UniWebViewInterface.SetCalloutEnabled(listener.Name, enabled);
}
/// <summary>
/// Sets whether the web view should support a pop up web view triggered by user in a new tab.
///
/// In a general web browser (such as Google Chrome or Safari), a URL with `target="_blank"` attribute is intended
/// to be opened in a new tab. However, in the context of web view, there is no way to handle new tabs without
/// proper configurations. Due to that, by default UniWebView will ignore the `target="_blank"` and try to open
/// the page in the same web view if that kind of link is pressed.
///
/// It works for most cases, but if this is a problem to your app logic, you can change this behavior by calling
/// this method with `true`. It enables the "opening in new tab" behavior in a limited way, by adding the new tab
/// web view above to the current web view, with the same size and position. When the opened new tab is closed,
/// it will be removed from the view hierarchy automatically.
///
/// </summary>
/// <param name="enabled">
/// Whether to support multiple windows. If `true`, the `target="_blank"` link will be opened in a new web view.
/// Default is `false`.
/// </param>
public void SetSupportMultipleWindows(bool enabled) {
UniWebViewInterface.SetSupportMultipleWindows(listener.Name, enabled);
}
/// <summary>
/// Sets whether the drag interaction should be enabled on iOS.
///
/// From iOS 11, the iPad web view supports the drag interaction when user long presses an image, link or text.
/// Setting this to `false` would disable the drag feather on the web view.
///
/// This method only works on iOS. It does nothing on Android or macOS editor. Default is `true`, which means
/// drag interaction on iPad is enabled.
/// </summary>
/// <param name="enabled">
/// Whether the drag interaction should be enabled.
/// </param>
public void SetDragInteractionEnabled(bool enabled) {
#if (UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_IOS) && !UNITY_EDITOR_WIN
UniWebViewInterface.SetDragInteractionEnabled(listener.Name, enabled);
#endif
}
/// <summary>
/// Prints current page.
///
/// By calling this method, a native print preview panel will be brought up on iOS and Android.
/// This method does nothing on macOS editor.
/// On iOS and Android, the web view does not support JavaScript (window.print()),
/// you can only initialize a print job from Unity by this method.
/// </summary>
public void Print() {
UniWebViewInterface.Print(listener.Name);
}
/// <summary>
/// Scrolls the web view to a certain point.
///
/// Use 0 for both `x` and `y` value to scroll the web view to its origin.
/// In a normal vertical web page, it is equivalent as scrolling to top.
///
/// You can use the `animated` parameter to control whether scrolling the page with or without animation.
/// This parameter only works on iOS and Android. On macOS editor, the scrolling always happens without animation.
/// </summary>
/// <param name="x">X value of the target scrolling point.</param>
/// <param name="y">Y value of the target scrolling point.</param>
/// <param name="animated">If `true`, the scrolling happens with animation. Otherwise, it happens without
/// animation and the content is set directly.
/// </param>
public void ScrollTo(int x, int y, bool animated) {
UniWebViewInterface.ScrollTo(listener.Name, x, y, animated);
}
void OnDestroy() {
UniWebViewNativeListener.RemoveListener(listener.Name);
UniWebViewInterface.Destroy(listener.Name);
Destroy(listener.gameObject);
}
void OnApplicationPause(bool pause) {
#if UNITY_ANDROID && !UNITY_EDITOR
UniWebViewInterface.ShowWebViewDialog(listener.Name, !pause);
#endif
}
/* //////////////////////////////////////////////////////
// Internal Listener Interface
////////////////////////////////////////////////////// */
internal void InternalOnShowTransitionFinished(string identifier) {
Action action;
if (actions.TryGetValue(identifier, out action)) {
action();
actions.Remove(identifier);
}
}
internal void InternalOnHideTransitionFinished(string identifier) {
Action action;
if (actions.TryGetValue(identifier, out action)) {
action();
actions.Remove(identifier);
}
}
internal void InternalOnAnimateToFinished(string identifier) {
Action action;
if (actions.TryGetValue(identifier, out action)) {
action();
actions.Remove(identifier);
}
}
internal void InternalOnAddJavaScriptFinished(UniWebViewNativeResultPayload payload) {
Action<UniWebViewNativeResultPayload> action;
var identifier = payload.identifier;
if (payloadActions.TryGetValue(identifier, out action)) {
action(payload);
payloadActions.Remove(identifier);
}
}
internal void InternalOnEvalJavaScriptFinished(UniWebViewNativeResultPayload payload) {
Action<UniWebViewNativeResultPayload> action;
var identifier = payload.identifier;
if (payloadActions.TryGetValue(identifier, out action)) {
action(payload);
payloadActions.Remove(identifier);
}
}
internal void InternalOnPageFinished(UniWebViewNativeResultPayload payload) {
if (OnPageFinished != null) {
int code = -1;
if (int.TryParse(payload.resultCode, out code)) {
OnPageFinished(this, code, payload.data);
} else {
UniWebViewLogger.Instance.Critical("Invalid status code received: " + payload.resultCode);
}
}
}
internal void InternalOnPageStarted(string url) {
if (OnPageStarted != null) {
OnPageStarted(this, url);
}
}
internal void InternalOnPageErrorReceived(UniWebViewNativeResultPayload payload) {
if (OnPageErrorReceived != null) {
int code = -1;
if (int.TryParse(payload.resultCode, out code)) {
OnPageErrorReceived(this, code, payload.data);
} else {
UniWebViewLogger.Instance.Critical("Invalid error code received: " + payload.resultCode);
}
}
}
internal void InternalOnMessageReceived(string result) {
var message = new UniWebViewMessage(result);
if (OnMessageReceived != null) {
OnMessageReceived(this, message);
}
}
internal void InternalOnWebViewKeyDown(int keyCode) {
if (OnKeyCodeReceived != null) {
OnKeyCodeReceived(this, keyCode);
}
}
internal void InternalOnShouldClose() {
if (OnShouldClose != null) {
var shouldClose = OnShouldClose(this);
if (shouldClose) {
Destroy(this);
}
} else {
Destroy(this);
}
}
internal void InternalWebContentProcessDidTerminate() {
if (OnWebContentProcessTerminated != null) {
OnWebContentProcessTerminated(this);
}
}
[Obsolete("OreintationChangedDelegate is a typo and deprecated. Use `OrientationChangedDelegate` instead.", true)]
public delegate void OreintationChangedDelegate(UniWebView webView, ScreenOrientation orientation);
[Obsolete("OnOreintationChanged is a typo and deprecated. Use `OnOrientationChanged` instead.", true)]
#pragma warning disable CS0067
public event OrientationChangedDelegate OnOreintationChanged;
}