一、打开文件对话框(OpenFileDialog)
1、 OpenFileDialog控件的基本属性
- InitialDirectory:对话框的初始目录
- Filter: 获取或设置当前文件名筛选器字符串,例如,"文本文件(*.txt)|*.txt|所有文件(*.*)||*.*"
- FilterIndex 在对话框中选择的文件筛选器的索引,如果选第一项就设为1
- RestoreDirectory 控制对话框在关闭之前是否恢复当前目录
- FileName:第一个在对话框中显示的文件或最后一个选取的文件
- Title 将显示在对话框标题栏中的字符
- AddExtension 是否自动添加默认扩展名
- CheckPathExists 在对话框返回之前,检查指定路径是否存在
- DefaultExt 默认扩展名
- DereferenceLinks 在从对话框返回前是否取消引用快捷方式
- ShowHelp 启用"帮助"按钮
- ValiDateNames 控制对话框检查文件名中是否不含有无效的字符或序列
2、 OpenFileDialog控件有以下常用事件
FileOk 当用户点击"打开"或"保存"按钮时要处理的事件
HelpRequest 当用户点击"帮助"按钮时要处理的事件
代码演示:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class FileDialogHelper : MonoBehaviour
{
private static FileDialogHelper _instance;
private string ScreenShotPath = Application.dataPath.Replace('/', '\\') + "\\GameScreenShot";
public static FileDialogHelper Instance
{
get
{
if (_instance == null)
{
_instance = new FileDialogHelper();
}
return _instance;
}
}
/// <summary>
/// 打开项目
/// </summary>
public void OpenProject(Action luafunc, string defaultPath)
{
if (!System.IO.Directory.Exists(ScreenShotPath))
{
System.IO.Directory.CreateDirectory(ScreenShotPath);
}
defaultPath = ScreenShotPath;
Action<Action, string> _OpenProject = OpenOpenFileDlg;
_OpenProject.BeginInvoke(luafunc, defaultPath, null, null);
}
private void OpenOpenFileDlg(Action luafunc, string defaultPath)
{
OpenFileDlg pth = new OpenFileDlg();
pth.structSize = Marshal.SizeOf(pth);
//pth.filter = "All files (*.*)|*.*";
pth.filter = "图片文件(*.jpg,*.png)\0*.jpg;*.png";
pth.file = new string(new char[256]);
pth.maxFile = pth.file.Length;
pth.fileTitle = new string(new char[64]);
pth.maxFileTitle = pth.fileTitle.Length;
pth.initialDir = defaultPath; //默认路径//@"%userprofile%\Pictures";//@"D:\";//Application.dataPath.Replace("/", "\\") + "\\Resources"; //默认路径
pth.title = "选择文件";
pth.defExt = "png";//显示文件的类型
pth.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000200 | 0x00000008;
pth.dlgOwner = OpenFileDialog.GetForegroundWindow();
if (OpenFileDialog.GetOpenFileName(pth))
{
string filepath = pth.file; //选择的文件路径;
string filename = pth.fileTitle;
if (luafunc != null)
{
luafunc();
}
}
else
{
if (luafunc != null)
{
luafunc();
}
}
}
/// <summary>
/// 保存文件项目
/// </summary>
public void SaveProject()
{
try
{
OpenFileDlg pth = new OpenFileDlg();
pth.structSize = Marshal.SizeOf(pth);
pth.filter = "*.jpg|*.png";
pth.file = new string(new char[256]);
pth.maxFile = pth.file.Length;
pth.fileTitle = new string(new char[64]);
pth.maxFileTitle = pth.fileTitle.Length;
pth.initialDir = Application.dataPath; //默认路径
pth.title = "保存项目";
//pth.defExt = "dat";
pth.flags = 0x00080000 | 0x00001000 | 0x00000800 | 0x00000200 | 0x00000008;
pth.dlgOwner = OpenFileDialog.GetForegroundWindow();
if (OpenFileDialog.GetSaveFileName(pth))
{
string filepath = pth.file; //选择的文件路径;
Debug.Log(filepath);
}
}
catch (Exception)
{
}
}
public void ScreenShot()
{
if (!System.IO.Directory.Exists(ScreenShotPath))
{
System.IO.Directory.CreateDirectory(ScreenShotPath);
}
string filename = "/" + DateTime.Now.ToString("yyyyMdHms") + ".png";
UnityEngine.ScreenCapture.CaptureScreenshot(ScreenShotPath + filename);
}
}
[StructLayout(LayoutKind.Sequential,CharSet = CharSet.Auto)]
public class OpenFileDlg
{
public int structSize = 0;
public IntPtr dlgOwner = IntPtr.Zero;
public IntPtr instance = IntPtr.Zero;
public String filter = null;
public String customFilter = null;
public int maxCustFilter = 0;
public int filterIndex = 0;
public String file = null;
public int maxFile = 0;
public String fileTitle = null;
public int maxFileTitle = 0;
public String initialDir = null;
public String title = null;
public int flags = 0;
public short fileOffset = 0;
public short fileExtension = 0;
public String defExt = null;
public IntPtr custData = IntPtr.Zero;
public IntPtr hook = IntPtr.Zero;
public String templateName = null;
public IntPtr reservedPtr = IntPtr.Zero;
public int reservedInt = 0;
public int flagsEx = 0;
}
public class OpenFileDialog
{
[DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
public static extern bool GetOpenFileName([In, Out] OpenFileDlg ofd);
[DllImport("Comdlg32.dll", SetLastError = true, ThrowOnUnmappableChar = true, CharSet = CharSet.Auto)]
public static extern bool GetSaveFileName([In, Out] OpenFileDlg ofd);
[DllImport("user32.dll", CharSet = CharSet.Auto, ExactSpelling = true)]
public static extern IntPtr GetForegroundWindow();
}
3、 获取对话框的文件名
openfiledialog.FileName //获取或设置一个包含在文件对话框中选定的文件名字符串
openfiledialog.SafeFileName //获取选定对话框中的文件名和扩展名