unity android输入法,Unity输入法相关(IME)

在UI上的InputField中, 中文输入法的备选框不会跟随在光标旁边, 造成输入不方便.

看到有一个相似的, 可是是WebGL的 : https://blog.csdn.net/Rowley123456/article/details/103726927/

它通过添加Html的Input控件的方式来修改备选框位置, 直接跟平台相关了, 不具有泛用性.

按照这个思路, 直接找Windows的输入控制模块:

[DllImport("imm32.dll")]public static externIntPtr ImmGetContext(IntPtr hWnd);

[DllImport("imm32.dll")]public static extern intImmReleaseContext(IntPtr hWnd, IntPtr hIMC);

[DllImport("imm32.dll")]public static extern bool ImmSetCompositionWindow(IntPtr hIMC, refCOMPOSITIONFORM lpCompForm);

[System.Runtime.InteropServices.DllImport("user32.dll")]private static extern System.IntPtr GetActiveWindow();

然后获取窗口句柄, 设置位置的返回都是正确的, 可是结果并没有改变备选框位置:

voidSetInputPos()

{

IntPtr hImc=ImmGetContext(GetWindowHandle());

COMPOSITIONFORM cf= newCOMPOSITIONFORM();

cf.dwStyle= 2;

cf.ptCurrentPos.X= 500;

cf.ptCurrentPos.Y= 500;bool setcom = ImmSetCompositionWindow(hImc, ref cf); //setcom == true

ImmReleaseContext(GetWindowHandle(), hImc);

}//结构体略

这就比较尴尬了, 设置没有反应没有报错......

考虑到Unity应该有各个平台的底层接口的, 以实现标准化的输入(IME接口), 所以在BaseInputModule里面去找一找, 发现它下面有个BaseInput组件:

//StandaloneInputModule : PointerInputModule//PointerInputModule : BaseInputModule

public abstract classBaseInputModule : UIBehaviour

{protectedBaseInput m_InputOverride;//

//摘要://The current BaseInput being used by the input module.

public BaseInput input { get; }

......

}

这个跟输入貌似有关系, 看到里面的变量跟Windows的API有点像:

public classBaseInput : UIBehaviour

{publicBaseInput();//

//摘要://Interface to Input.imeCompositionMode. Can be overridden to provide custom input//instead of using the Input class.

public virtual IMECompositionMode imeCompositionMode { get; set; }//

//摘要://Interface to Input.compositionCursorPos. Can be overridden to provide custom//input instead of using the Input class.

public virtual Vector2 compositionCursorPos { get; set; }

......

}

估计只要继承它自己设置compositionCursorPos就能达到效果了, 直接创建一个继承类型, 然后通过反射的方式给StandaloneInputModule设定BaseInput:

[RequireComponent(typeof(InputField))]public classIME_InputFollower : BaseInput

{publicInputField inputField;public overrideVector2 compositionCursorPos

{get{return base.compositionCursorPos;

}set{base.compositionCursorPos = new Vector2(200,200);  //test

}

}private static voidSetCurrentInputFollower(IME_InputFollower target)

{var inputModule =EventSystem.current.currentInputModule;if(inputModule)

{var field = inputModule.GetType().GetField("m_InputOverride", BindingFlags.Instance |BindingFlags.NonPublic);if(field != null)

{

field.SetValue(inputModule, target);if(target)

{

target.inputField.OnPointerDown(newPointerEventData(EventSystem.current));int caretPosition = string.IsNullOrEmpty(target.inputField.text) == false ? target.inputField.text.Length : 0;

target.inputField.caretPosition=caretPosition;

}

}

}

}

}

当InputField被focus的时候, SetCurrentInputFollower使用反射的方式设定BaseInput到当前的InputModule中, 然后手动触发一下OnPointerDown和设定光标位置, 这样就能刷新输入法备选框了, 不会因为切换InputField而窗口不跟随. 还有就是在编辑器下窗口的大小为Game窗口的大小, 而不是渲染部分的大小, 所以在编辑器下窗口大小与渲染不同的时候计算位置是不对的.

PS : 在测试时发现在Windows下compositionCursorPos的计算方法是窗口坐标, 并且起始坐标为窗口坐上角(0, 0), 不知道是不是DX平台的特点.

e004e75c81d4e29bf7f0b696ce8d9ed8.png

填满窗口看看原始的输入法备选框在哪:

13873e4bdea78d870e1dc2441c4d073f.png

已经超出界面范围了, 现在添加IME_InputFollower组件, 来计算一下位置让备选框出现在输入框的左下角:

public overrideVector2 compositionCursorPos

{get{return base.compositionCursorPos;

}set{#if UNITY_STANDALONE

var size = newVector2(Screen.width, Screen.height);

Vector3[] coners= new Vector3[4];

(inputField.transformasRectTransform).GetWorldCorners(coners);

Vector2 leftBottom= coners[0];var compositionCursorPos = new Vector2(leftBottom.x, size.y -leftBottom.y);base.compositionCursorPos =compositionCursorPos;#else

base.compositionCursorPos =value;#endif}

}

4152009acba94cef09b1aaf397f65c32.png

证明确实可行, 这样这个逻辑应该就是可以在全部平台中跑了, 只要添加compositionCursorPos的set逻辑就行了, 而平台的差异只要在计算坐标中注意即可(不过除了Windows也没其他需要的平台了).

全部代码贴一下:

usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingUnityEngine.UI;usingUnityEngine.EventSystems;usingSystem.Reflection;namespaceUIModules.UITools

{

[RequireComponent(typeof(InputField))]public classIME_InputFollower : BaseInput

{private static IME_InputFollower _activeFollower = null;private staticIME_InputFollower activeFollower

{get{return_activeFollower;

}set{if(_activeFollower !=value)

{

_activeFollower=value;

SetCurrentInputFollower(value);

}

}

}publicInputField inputField;public Vector2 imeOffset = new Vector2(-20f, -20f);private Common.Determinator m_determin = new Common.Determinator(Common.Determinator.Logic.All, false);public overrideVector2 compositionCursorPos

{get{return base.compositionCursorPos;

}set{#if UNITY_STANDALONE

var size = newVector2(Screen.width, Screen.height);

Vector3[] coners= new Vector3[4];

(inputField.transformasRectTransform).GetWorldCorners(coners);

Vector2 leftBottom= coners[0];

Vector2 leftBottomOffset= leftBottom +imeOffset;var compositionCursorPos = new Vector2(leftBottomOffset.x, size.y -leftBottomOffset.y);base.compositionCursorPos =compositionCursorPos;#else

base.compositionCursorPos =value;#endif}

}protected override voidAwake()

{base.Awake();if(inputField == false)

{

inputField= GetComponent();

}

m_determin.AddDetermine("Selected", () => { return inputField &&inputField.isFocused; });

m_determin.changed+= (_from, _to) =>{if(_to)

{

activeFollower= this;

}else{

CancelSelection();

}

};

}protected override voidOnDisable()

{base.OnDisable();

CancelSelection();

}voidUpdate()

{

m_determin.Tick();

}private voidCancelSelection()

{if(this ==activeFollower)

{

activeFollower= null;

}

}private static voidSetCurrentInputFollower(IME_InputFollower target)

{var inputModule =EventSystem.current.currentInputModule;if(inputModule)

{var field = inputModule.GetType().GetField("m_InputOverride", BindingFlags.Instance |BindingFlags.NonPublic);if(field != null)

{

field.SetValue(inputModule, target);if(target)

{

target.inputField.OnPointerDown(newPointerEventData(EventSystem.current));int caretPosition = string.IsNullOrEmpty(target.inputField.text) == false ? target.inputField.text.Length : 0;

target.inputField.caretPosition=caretPosition;

}

}

}

}

}

}

Determinator 就是一个简单决策器:

usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;namespaceCommon

{public classDeterminator

{public enumLogic

{

All,

One,

}private bool_defaultValue;private bool_lastResult;public Logic logic { get; private set; }private Dictionary> m_determines = new Dictionary>();public System.Action changed = null;public boolResult

{get{var newResult =GetResult();if(_lastResult !=newResult)

{

ApplyChanged(newResult);

}returnnewResult;

}set{if(value !=_lastResult)

{

ApplyChanged(value);

}

}

}public string FailedReason { get; private set; }public string SuccessedReason { get; private set; }public Determinator(Logic logic, booldefaultVal)

{this.logic =logic;

_defaultValue=defaultVal;

_lastResult=_defaultValue;

}public void AddDetermine(string name, System.Funcfunc)

{

m_determines[name]=func;

}public void DeleteDetermine(stringname) { m_determines.Remove(name); }public boolGetResult()

{if(m_determines.Count > 0)

{switch(logic)

{caseLogic.All:

{foreach(var func inm_determines)

{if(func.Value.Invoke() == false)

{

FailedReason=func.Key;return false;

}

}

FailedReason= null;return true;

}break;caseLogic.One:

{foreach(var func inm_determines)

{if(func.Value.Invoke())

{

SuccessedReason=func.Key;return true;

}

}

SuccessedReason= null;return false;

}break;default:return_defaultValue;

}

}else{return_defaultValue;

}

}private void ApplyChanged(boolnewResult)

{var tempLast =_lastResult;

_lastResult=newResult;if(changed != null)

{

changed.Invoke(tempLast, newResult);

}

}public boolTick()

{returnResult;

}

}

}

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