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我写了一个脚本,对独立的Windows版本(仅Windows,32/64位)强制执行任意宽高比。
它通过拦截窗口调整大小事件(特别是WinProc回调函数)并对其进行修改以保持所需的宽高比来工作。
将AspectRatioController.cs添加
到场景中的任何GameObject。然后在Inspector中设置所需的纵横比和最小分辨率值。
- using UnityEngine;
- using System;
- using System.Collections;
- using System.Runtime.InteropServices;
- using System.Text;
- using UnityEngine.Events;
-
- /// <summary>
- ///强制设置Unity游戏窗口的长宽比。你可以调整窗口的大小,他会强制保持一定比例
- ///通过拦截窗口大小调整事件(WindowProc回调)并相应地修改它们来实现的
- ///也可以用像素为窗口设置最小/最大宽度和高度
- ///长宽比和最小/最大分辨率都与窗口区域有关,标题栏和边框不包括在内
- ///该脚本还将在应用程序处于全屏状态时强制设置长宽比。当你切换到全屏,
- ///应用程序将自动设置为当前显示器上可能的最大分辨率,而仍然保持固定比。如果显示器没有相同的宽高比,则会在左/右或上/下添加黑条
- ///确保你在PlayerSetting中设置了“Resizable Window”,否则无法调整大小
- ///如果取消不支持的长宽比在PlayerSetting中设置“Supported Aspect Rations”
- ///注意:因为使用了WinAPI,所以只能在Windows上工作。在Windows 10上测试过
- /// </summary>
- public class AspectRatioController : MonoBehaviour
- {
- /// <summary>
- /// 每当窗口分辨率改变或用户切换全屏时,都会触发此事件
- /// 参数是新的宽度、高度和全屏状态(true表示全屏)
- /// </summary>
- public ResolutionChangedEvent resolutionChangedEvent;
- [Serializable]
- public class ResolutionChangedEvent : UnityEvent<int, int, bool> { }
-
- // 如果为false,则阻止切换到全屏
- [SerializeField]
- private bool allowFullscreen = true;
-
- // 长宽比的宽度和高度
- [SerializeField]
- private float aspectRatioWidth = 16;
- [SerializeField]
- private float aspectRatioHeight = 9;
-
- // 最小值和最大值的窗口宽度/高度像素
- [SerializeField]
- private int minWidthPixel = 512;
- [SerializeField]
- private int minHeightPixel = 512;
- [SerializeField]
- private int maxWidthPixel = 2048;
- [SerializeField]
- private int maxHeightPixel = 2048;
-
- // 当前锁定长宽比。
- private float aspect;
-
- // 窗口的宽度和高度。不包括边框和窗口标题栏
- // 当调整窗口大小时,就会设置这些值
- private int setWidth = -1;
- private int setHeight = -1;
-
- // 最后一帧全屏状态。
- private bool wasFullscreenLastFrame;
-
- // 是否初始化了AspectRatioController
- // 一旦注册了WindowProc回调函数,就将其设置为true
- private bool started;
-
- // 显示器的宽度和高度。这是窗口当前打开的监视器
- private int pixelHeightOfCurrentScreen;
- private int pixelWidthOfCurrentScreen;
-
- //一旦用户请求终止applaction,则将其设置为true
- private bool quitStarted;
-
- // WinAPI相关定义
- #region WINAPI
-
- // 当窗口调整时,WM_SIZING消息通过WindowProc回调发送到窗口
- private const int WM_SIZING = 0x214;
-
- // WM大小调整消息的参数
- private const int WMSZ_LEFT = 1;
- private const int WMSZ_RIGHT = 2;
- private const int WMSZ_TOP = 3;
- private const int WMSZ_BOTTOM = 6;
-
- // 获取指向WindowProc函数的指针
- private const int GWLP_WNDPROC = -4;
-
- // 委托设置为新的WindowProc回调函数
- private delegate IntPtr WndProcDelegate(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam);
- private WndProcDelegate wndProcDelegate;
-
- // 检索调用线程的线程标识符
- [DllImport("kernel32.dll")]
- private static extern uint GetCurrentThreadId();
-
- // 检索指定窗口所属类的名称
- [DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true)]
- private static extern int GetClassName(IntPtr hWnd, StringBuilder lpString, int nMaxCount);
-
- // 通过将句柄传递给每个窗口,依次传递给应用程序定义的回调函数,枚举与线程关联的所有非子窗口
- [DllImport("user32.dll")]
- private static extern bool EnumThreadWindows(uint dwThreadId, EnumWindowsProc lpEnumFunc, IntPtr lParam);
- private delegate bool EnumWindowsProc(IntPtr hWnd, IntPtr lParam);
-
- // 将消息信息传递给指定的窗口过程
- [DllImport("user32.dll")]
- private static extern IntPtr CallWindowProc(IntPtr lpPrevWndFunc, IntPtr hWnd, uint Msg, IntPtr wParam, IntPtr lParam);
-
- // 检索指定窗口的边框的尺寸
- // 尺寸是在屏幕坐标中给出的,它是相对于屏幕左上角的
- [DllImport("user32.dll", SetLastError = true)]
- private static extern bool GetWindowRect(IntPtr hwnd, ref RECT lpRect);
-
- //检索窗口客户区域的坐标。客户端坐标指定左上角
- //以及客户区的右下角。因为客户机坐标是相对于左上角的
- //在窗口的客户区域的角落,左上角的坐标是(0,0)
- [DllImport("user32.dll")]
- private static extern bool GetClientRect(IntPtr hWnd, ref RECT lpRect);
-
- // 更改指定窗口的属性。该函数还将指定偏移量的32位(长)值设置到额外的窗口内存中
- [DllImport("user32.dll", EntryPoint = "SetWindowLong", CharSet = CharSet.Auto)]
- private static extern IntPtr SetWindowLong32(IntPtr hWnd, int nIndex, IntPtr dwNewLong);
-
- //更改指定窗口的属性。该函数还在额外的窗口内存中指定的偏移量处设置一个值
- [DllImport("user32.dll", EntryPoint = "SetWindowLongPtr", CharSet = CharSet.Auto)]
- private static extern IntPtr SetWindowLongPtr64(IntPtr hWnd, int nIndex, IntPtr dwNewLong);
-
- //用于查找窗口句柄的Unity窗口类的名称
- private const string UNITY_WND_CLASSNAME = "UnityWndClass";
-
- // Unity窗口的窗口句柄
- private IntPtr unityHWnd;
-
- // 指向旧WindowProc回调函数的指针
- private IntPtr oldWndProcPtr;
-
- // 指向我们自己的窗口回调函数的指针
- private IntPtr newWndProcPtr;
-
- /// <summary>
- /// WinAPI矩形定义。
- /// </summary>
- [StructLayout(LayoutKind.Sequential)]
- public struct RECT
- {
- public int Left;
- public int Top;
- public int Right;
- public int Bottom;
- }
-
- #endregion
-
- void Start()
- {
- // 不要在Unity编辑器中注册WindowProc回调函数,它会指向Unity编辑器窗口,而不是Game视图
-
- #if !UNITY_EDITOR
- //注册回调,然后应用程序想要退出
- Application.wantsToQuit += ApplicationWantsToQuit;
-
- // 找到主Unity窗口的窗口句柄
- EnumThreadWindows(GetCurrentThreadId(), (hWnd, lParam) =>
- {
- var classText = new StringBuilder(UNITY_WND_CLASSNAME.Length + 1);
- GetClassName(hWnd, classText, classText.Capacity);
-
- if (classText.ToString() == UNITY_WND_CLASSNAME)
- {
- unityHWnd = hWnd;
- return false;
- }
- return true;
- }, IntPtr.Zero);
-
- // 将长宽比应用于当前分辨率
- SetAspectRatio(aspectRatioWidth, aspectRatioHeight, true);
-
- // 保存当前的全屏状态
- wasFullscreenLastFrame = Screen.fullScreen;
-
- // Register (replace) WindowProc callback。每当一个窗口事件被触发时,这个函数都会被调用
- //例如调整大小或移动窗口
- //保存旧的WindowProc回调函数,因为必须从新回调函数中调用它
- wndProcDelegate = wndProc;
- newWndProcPtr = Marshal.GetFunctionPointerForDelegate(wndProcDelegate);
- oldWndProcPtr = SetWindowLong(unityHWnd, GWLP_WNDPROC, newWndProcPtr);
-
- // 初始化完成
- started = true;
- #endif
-
- }
-
- /// <summary>
- ///将目标长宽比设置为给定的长宽比。
- /// </summary>
- /// <param name="newAspectWidth">宽高比的新宽度</param>
- /// <param name="newAspectHeight">纵横比的新高度</param>
- /// <param name="apply">true,当前窗口分辨率将立即调整以匹配新的纵横比 false,则只在下次手动调整窗口大小时执行此操作</param>
- public void SetAspectRatio(float newAspectWidth, float newAspectHeight, bool apply)
- {
- //计算新的纵横比
- aspectRatioWidth = newAspectWidth;
- aspectRatioHeight = newAspectHeight;
- aspect = aspectRatioWidth / aspectRatioHeight;
-
- // 调整分辨率以匹配长宽比(触发WindowProc回调)
- if (apply)
- {
- Screen.SetResolution(Screen.width, Mathf.RoundToInt(Screen.width / aspect), Screen.fullScreen);
- }
- }
-
- /// <summary>
- /// WindowProc回调。应用程序定义的函数,用来处理发送到窗口的消息
- /// </summary>
- /// <param name="msg">用于标识事件的消息</param>
- /// <param name="wParam">额外的信息信息。该参数的内容取决于uMsg参数的值 </param>
- /// <param name="lParam">其他消息的信息。该参数的内容取决于uMsg参数的值 </param>
- /// <returns></returns>
- IntPtr wndProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam)
- {
- // 检查消息类型
- // resize事件
- if (msg == WM_SIZING)
- {
- // 获取窗口大小结构体
- RECT rc = (RECT)Marshal.PtrToStructure(lParam, typeof(RECT));
-
- // 计算窗口边框的宽度和高度
- RECT windowRect = new RECT();
- GetWindowRect(unityHWnd, ref windowRect);
-
- RECT clientRect = new RECT();
- GetClientRect(unityHWnd, ref clientRect);
-
- int borderWidth = windowRect.Right - windowRect.Left - (clientRect.Right - clientRect.Left);
- int borderHeight = windowRect.Bottom - windowRect.Top - (clientRect.Bottom - clientRect.Top);
-
- // 在应用宽高比之前删除边框(包括窗口标题栏)
- rc.Right -= borderWidth;
- rc.Bottom -= borderHeight;
-
- // 限制窗口大小
- int newWidth = Mathf.Clamp(rc.Right - rc.Left, minWidthPixel, maxWidthPixel);
- int newHeight = Mathf.Clamp(rc.Bottom - rc.Top, minHeightPixel, maxHeightPixel);
-
- // 根据纵横比和方向调整大小
- switch (wParam.ToInt32())
- {
- case WMSZ_LEFT:
- rc.Left = rc.Right - newWidth;
- rc.Bottom = rc.Top + Mathf.RoundToInt(newWidth / aspect);
- break;
- case WMSZ_RIGHT:
- rc.Right = rc.Left + newWidth;
- rc.Bottom = rc.Top + Mathf.RoundToInt(newWidth / aspect);
- break;
- case WMSZ_TOP:
- rc.Top = rc.Bottom - newHeight;
- rc.Right = rc.Left + Mathf.RoundToInt(newHeight * aspect);
- break;
- case WMSZ_BOTTOM:
- rc.Bottom = rc.Top + newHeight;
- rc.Right = rc.Left + Mathf.RoundToInt(newHeight * aspect);
- break;
- case WMSZ_RIGHT + WMSZ_BOTTOM:
- rc.Right = rc.Left + newWidth;
- rc.Bottom = rc.Top + Mathf.RoundToInt(newWidth / aspect);
- break;
- case WMSZ_RIGHT + WMSZ_TOP:
- rc.Right = rc.Left + newWidth;
- rc.Top = rc.Bottom - Mathf.RoundToInt(newWidth / aspect);
- break;
- case WMSZ_LEFT + WMSZ_BOTTOM:
- rc.Left = rc.Right - newWidth;
- rc.Bottom = rc.Top + Mathf.RoundToInt(newWidth / aspect);
- break;
- case WMSZ_LEFT + WMSZ_TOP:
- rc.Left = rc.Right - newWidth;
- rc.Top = rc.Bottom - Mathf.RoundToInt(newWidth / aspect);
- break;
- }
-
- // 保存实际分辨率,不包括边界
- setWidth = rc.Right - rc.Left;
- setHeight = rc.Bottom - rc.Top;
-
- // 添加边界
- rc.Right += borderWidth;
- rc.Bottom += borderHeight;
-
- // 触发分辨率更改事件
- resolutionChangedEvent.Invoke(setWidth, setHeight, Screen.fullScreen);
-
- // 回写更改的窗口参数
- Marshal.StructureToPtr(rc, lParam, true);
- }
-
- // 调用原始的WindowProc函数
- return CallWindowProc(oldWndProcPtr, hWnd, msg, wParam, lParam);
- }
-
- void Update()
- {
- // 如果不允许全屏,则阻止切换到全屏
- if (!allowFullscreen && Screen.fullScreen)
- {
- Screen.fullScreen = false;
- }
-
- if (Screen.fullScreen && !wasFullscreenLastFrame)
- {
- //切换到全屏检测,设置为最大屏幕分辨率,同时保持长宽比
- int height;
- int width;
-
- //根据当前长宽比和显示器的比例进行比较,上下或左右添加黑边
- bool blackBarsLeftRight = aspect < (float)pixelWidthOfCurrentScreen / pixelHeightOfCurrentScreen;
-
- if (blackBarsLeftRight)
- {
- height = pixelHeightOfCurrentScreen;
- width = Mathf.RoundToInt(pixelHeightOfCurrentScreen * aspect);
- }
- else
- {
- width = pixelWidthOfCurrentScreen;
- height = Mathf.RoundToInt(pixelWidthOfCurrentScreen / aspect);
- }
-
- Screen.SetResolution(width, height, true);
- resolutionChangedEvent.Invoke(width, height, true);
- }
- else if (!Screen.fullScreen && wasFullscreenLastFrame)
- {
- // 从全屏切换到检测到的窗口。设置上一个窗口的分辨率。
- Screen.SetResolution(setWidth, setHeight, false);
- resolutionChangedEvent.Invoke(setWidth, setHeight, false);
- }
- else if (!Screen.fullScreen && setWidth != -1 && setHeight != -1 && (Screen.width != setWidth || Screen.height != setHeight))
- {
- //根据高度设置宽度,因为Aero Snap不会触发WM_SIZING。
- setHeight = Screen.height;
- setWidth = Mathf.RoundToInt(Screen.height * aspect);
-
- Screen.SetResolution(setWidth, setHeight, Screen.fullScreen);
- resolutionChangedEvent.Invoke(setWidth, setHeight, Screen.fullScreen);
- }
- else if (!Screen.fullScreen)
- {
- // 保存当前屏幕的分辨率
- // 下次切换到全屏时,此分辨率将被设置为窗口分辨率
- // 只有高度,如果需要,宽度将根据高度和长宽比设置,以确保长宽比保持在全屏模式
- pixelHeightOfCurrentScreen = Screen.currentResolution.height;
- pixelWidthOfCurrentScreen = Screen.currentResolution.width;
- }
-
- //保存下一帧的全屏状态
- wasFullscreenLastFrame = Screen.fullScreen;
-
- // 当游戏窗口调整大小时,在编辑器中触发分辨率改变事件。
- #if UNITY_EDITOR
- if (Screen.width != setWidth || Screen.height != setHeight)
- {
- setWidth = Screen.width;
- setHeight = Screen.height;
- resolutionChangedEvent.Invoke(setWidth, setHeight, Screen.fullScreen);
- }
- #endif
- }
-
- /// <summary>
- /// 调用SetWindowLong32或SetWindowLongPtr64,取决于可执行文件是32位还是64位。
- /// 这样,我们就可以同时构建32位和64位的可执行文件而不会遇到问题。
- /// </summary>
- /// <param name="hWnd">The window handle.</param>
- /// <param name="nIndex">要设置的值的从零开始的偏移量</param>
- /// <param name="dwNewLong">The replacement value.</param>
- /// <returns>返回值是指定偏移量的前一个值。否则零.</returns>
- private static IntPtr SetWindowLong(IntPtr hWnd, int nIndex, IntPtr dwNewLong)
- {
- //32位系统
- if (IntPtr.Size == 4)
- {
- return SetWindowLong32(hWnd, nIndex, dwNewLong);
- }
- return SetWindowLongPtr64(hWnd, nIndex, dwNewLong);
- }
-
- /// <summary>
- /// 退出时调用。 返回false将中止并使应用程序保持活动。True会让它退出。
- /// </summary>
- /// <returns></returns>
- private bool ApplicationWantsToQuit()
- {
- //仅允许在应用程序初始化后退出。
- if (!started)
- return false;
-
- //延迟退出,clear up
- if (!quitStarted)
- {
- StartCoroutine("DelayedQuit");
- return false;
- }
-
- return true;
- }
-
- /// <summary>
- /// 恢复旧的WindowProc回调,然后退出。
- /// </summary>
- IEnumerator DelayedQuit()
- {
-
- // 重新设置旧的WindowProc回调,如果检测到WM_CLOSE,这将在新的回调本身中完成, 64位没问题,32位可能会造成闪退
-
- SetWindowLong(unityHWnd, GWLP_WNDPROC, oldWndProcPtr);
-
- yield return new WaitForEndOfFrame();
-
- quitStarted = true;
- Application.Quit();
- }
- }
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