UITest.cs 9.2 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using SLAMUVC;
  5. using UnityEngine;
  6. using UnityEngine.UI;
  7. using UnityEngine.Android;
  8. public class UITest : MonoBehaviour
  9. {
  10. public GameObject togglePrefab; // 拖入一个Toggle预设体
  11. public GameObject sliderPrefab; // 拖入一个Slider预设体
  12. public GameObject spawnPoint;
  13. public UVCManager mUVCManager;
  14. public UVCManager.CameraInfo cameraInfo;
  15. [SerializeField] Dropdown _dropdownResolution;
  16. //自动曝光
  17. bool bAutoAE = false;
  18. Slider CTRLAEABSSlider;
  19. //PU_BRIGHTNESS(亮度)
  20. //PU_CONTRAST(对比度)
  21. //PU_HUE(色调)
  22. //PU_SATURATION(饱和度)
  23. //PU_SHARPNESS(锐度)
  24. //PU_GAMMA(伽玛)
  25. //PU_WB_TEMP(白平衡温度)
  26. //PU_WB_COMPO(白平衡分量)
  27. //PU_BACKLIGHT(背光补偿)
  28. //PU_GAIN(增益)
  29. //PU_POWER_LF(电源线频率)
  30. //PU_HUE_AUTO(色相,自动)
  31. //PU_WB_TEMP_AUTO(白平衡温度,自动)
  32. //PU_WB_COMPO_AUTO(白平衡分量,自动)
  33. //PU_DIGITAL_MULT(数字乘法器)
  34. //PU_DIGITAL_LIMIT(数字乘数限制)
  35. //PU_AVIDEO_STD(模拟视频标准)
  36. //PU_AVIDEO_LOCK(模拟视频锁定状态)
  37. //PU_CONTRAST_AUTO(对比度,自动)
  38. string[] sliderNameArray = new string[]{
  39. "自动曝光模式",
  40. "曝光时间(绝对)",
  41. "亮度", //
  42. "对比度",
  43. "色调",
  44. "饱和度",
  45. "锐度",
  46. "白平衡温度",
  47. //"白平衡分量",
  48. "伽玛",
  49. "背光补偿",
  50. "增益" };
  51. string[] sliderStrArray = new string[]{
  52. "CTRL_AE",
  53. "CTRL_AE_ABS",
  54. "PU_BRIGHTNESS",
  55. "PU_CONTRAST",
  56. "PU_HUE",
  57. "PU_SATURATION",
  58. "PU_SHARPNESS",
  59. "PU_GAMMA",
  60. "PU_WB_TEMP",
  61. //"PU_WB_COMPO",
  62. "PU_BACKLIGHT",
  63. "PU_GAIN" };
  64. public void initSlider()
  65. {
  66. for (int i = 0; i < sliderStrArray.Length; i++)
  67. {
  68. string typeStr = sliderStrArray[i];
  69. // UInt64 _VALUE = cameraInfo.GetTypeByName(typeStr);
  70. //不支持的,跳过
  71. bool bContains = cameraInfo.ContainsKey(typeStr);
  72. if (!bContains) continue;
  73. if (typeStr == "CTRL_AE")
  74. {
  75. //如果是自动曝光,使用toggle 选择
  76. GameObject toggleObject = Instantiate(togglePrefab, spawnPoint.transform);
  77. toggleObject.SetActive(true);
  78. Text labelObj = toggleObject.transform.Find("Label").GetComponent<Text>();
  79. labelObj.text = sliderNameArray[i];
  80. Toggle toggle = toggleObject.GetComponent<Toggle>();
  81. UVCCtrlInfo _AEInfo = cameraInfo.GetInfo(typeStr);
  82. bAutoAE = _AEInfo.def == 8 ? true : false;
  83. toggle.onValueChanged.AddListener((bool bValue) =>
  84. {
  85. if (typeStr == "CTRL_AE")
  86. {
  87. //开关控制是否自动曝光
  88. bAutoAE = bValue;
  89. if(CTRLAEABSSlider) CTRLAEABSSlider.interactable = !bAutoAE;
  90. int _value = bValue ? 8 : 1;
  91. //Debug.Log("_value " + _value);
  92. cameraInfo.SetValue(typeStr, _value);
  93. }
  94. });
  95. }
  96. else
  97. {
  98. //其余使用slider
  99. GameObject sliderObject = Instantiate(sliderPrefab, spawnPoint.transform);
  100. sliderObject.SetActive(true);
  101. Slider slider = sliderObject.GetComponent<Slider>();
  102. if (typeStr == "CTRL_AE_ABS") {
  103. CTRLAEABSSlider = slider;
  104. slider.interactable = !bAutoAE;
  105. }
  106. Text textObj = sliderObject.transform.Find("text").GetComponent<Text>();
  107. Text titleTextObj = sliderObject.transform.Find("title").GetComponent<Text>();
  108. titleTextObj.text = sliderNameArray[i];//类型名字
  109. if (slider != null)
  110. {
  111. UVCCtrlInfo _UVCCtrlInfo = cameraInfo.GetInfo(typeStr);
  112. slider.minValue = _UVCCtrlInfo.min;
  113. slider.maxValue = _UVCCtrlInfo.max;
  114. slider.wholeNumbers = true;
  115. slider.value = _UVCCtrlInfo.def;
  116. // 可以添加更多的配置,例如添加监听事件等
  117. textObj.text = _UVCCtrlInfo.def + "";
  118. //如果有存储到初始值,设置一次
  119. //cameraInfo.SetValue(BRIGHTNESS_VALUE, xxx);
  120. slider.onValueChanged.AddListener((newValue) =>
  121. {
  122. var _value = Mathf.FloorToInt(newValue);
  123. textObj.text = _value + "";
  124. //Debug.Log("Slider value changed to: " + newValue + " from " + _VALUE);
  125. cameraInfo.SetValue(typeStr, _value);
  126. });
  127. }
  128. }
  129. }
  130. }
  131. public void getDevices()
  132. {
  133. //List<UVCManager.CameraInfo> cameraInfos = mUVCManager.GetAttachedDevices();
  134. //for (int i = 0; i < cameraInfos.Count; i++)
  135. //{
  136. // Debug.Log("Device Name " + i + ":" + cameraInfos[i].DeviceName);
  137. //}
  138. //cameraInfo = cameraInfos[0];
  139. }
  140. void Awake()
  141. {
  142. //if (mUVCDrawer)
  143. // mUVCDrawer.StartPreviewAction += UVCIsReady;
  144. _dropdownResolution.onValueChanged.AddListener(v =>
  145. {
  146. SetResolution(v);
  147. });
  148. }
  149. void OnDestroy()
  150. {
  151. //if (mUVCDrawer)
  152. // mUVCDrawer.StartPreviewAction -= UVCIsReady;
  153. }
  154. //public void OnInitUVCManager()
  155. //{
  156. // mUVCManager.onStartUVCManager();
  157. //}
  158. //public void onStartView() {
  159. // mUVCManager.onStartPreview(cameraInfo.device);
  160. //}
  161. //public void onStopView()
  162. //{
  163. // mUVCManager.onStopPreview(cameraInfo.device);
  164. //}
  165. /**
  166. * UVC機器とのネゴシエーション時に
  167. * H.264を優先してネゴシエーションするかどうか
  168. * Android実機のみ有効
  169. * true: H.264 > MJPEG > YUV
  170. * false: MJPEG > H.264 > YUV
  171. */
  172. public bool PreferH264 = false;
  173. private const int FRAME_TYPE_MJPEG = 0x000007;
  174. private const int FRAME_TYPE_H264 = 0x000014;
  175. void SetResolution(int optionIndex)
  176. {
  177. _dropdownResolution.SetValueWithoutNotify(optionIndex);
  178. switch (optionIndex)
  179. {
  180. case 0:
  181. Resize(1280, 960);
  182. break;
  183. case 1:
  184. Resize(1280, 720);
  185. break;
  186. case 2:
  187. Resize(640, 480);
  188. break;
  189. case 3:
  190. Resize(640, 360);
  191. break;
  192. case 4:
  193. Resize(320, 240);
  194. break;
  195. }
  196. }
  197. void Resize(int width,int height) {
  198. if (cameraInfo == null) return;
  199. int[] frameTypes = {
  200. PreferH264 ? FRAME_TYPE_H264 : FRAME_TYPE_MJPEG,
  201. PreferH264 ? FRAME_TYPE_MJPEG : FRAME_TYPE_H264,
  202. };
  203. foreach (var frameType in frameTypes)
  204. {
  205. Debug.Log("Resize frameType:" + frameType + " = " + width + " : "+ height);
  206. //if (UVCManager.onResize(cameraInfo.device.id, frameType, width, height) == 0)
  207. //{
  208. // Debug.Log("frameType:" + frameType);
  209. // break;
  210. //}
  211. }
  212. }
  213. public void UVCIsReady(Texture texture)
  214. {
  215. getDevices();
  216. //Dictionary<UInt64, UVCCtrlInfo> keyValuePairs = cameraInfo.getCtrlInfos();
  217. //foreach (KeyValuePair<UInt64, UVCCtrlInfo> kvp in keyValuePairs)
  218. //{
  219. // Debug.Log($"Key: {kvp.Key}, Value: {kvp.Value}");
  220. //}
  221. //List<UInt64> list = cameraInfo.GetCtrls();
  222. //for (int i = 0; i < list.Count; i++)
  223. //{
  224. // int value = cameraInfo.GetValue(list[i]);
  225. // UVCCtrlInfo uVCCtrlInfo = cameraInfo.GetInfo(list[i]);
  226. // Debug.Log(i + "= Ctrls:" + list[i] + ",Value:" + value + ",info:" + uVCCtrlInfo.ToString());
  227. //}
  228. //Int32 value = cameraInfo.GetValue(0x00000001);
  229. //Debug.Log("Brightness:"+value);
  230. initSlider();
  231. }
  232. public void permission() {
  233. // 检查权限
  234. bool bCamera = Permission.HasUserAuthorizedPermission(Permission.Camera);
  235. Debug.Log("bCamera:"+ bCamera);
  236. if (!bCamera)
  237. {
  238. // 请求权限
  239. Permission.RequestUserPermission(Permission.Camera);
  240. }
  241. }
  242. public void OpenAppSettings()
  243. {
  244. AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
  245. AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
  246. AndroidJavaObject intent = new AndroidJavaObject("android.content.Intent",
  247. "android.settings.APPLICATION_DETAILS_SETTINGS");
  248. AndroidJavaObject uri = new AndroidJavaClass("android.net.Uri").CallStatic<AndroidJavaObject>("fromParts",
  249. "package", currentActivity.Call<string>("getPackageName"), null);
  250. intent.Call<AndroidJavaObject>("setData", uri);
  251. currentActivity.Call("startActivity", intent);
  252. }
  253. // Start is called before the first frame update
  254. void Start()
  255. {
  256. }
  257. // Update is called once per frame
  258. void Update()
  259. {
  260. }
  261. }