using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
//using UnityEngine.SceneManagement;
using System;
using UnityEngine.UI;
using System.Runtime.InteropServices;
public class DrawWindow : MonoBehaviour
{
//private GameObject go;
private Rect screenPosition;
[DllImport("user32.dll")]
static extern IntPtr SetWindowLong(IntPtr hwnd, int _nIndex, int dwNewLong);
[DllImport("user32.dll")]
static extern bool SetWindowPos(IntPtr hWnd, int hWndInsertAfter, int X, int Y, int cx, int cy, uint uFlags);
[DllImport("user32.dll")]
static extern IntPtr GetForegroundWindow();
[DllImport("user32.dll")]
public static extern bool ReleaseCapture();
[DllImport("user32.dll")]
public static extern bool SendMessage(IntPtr hwnd, int wMsg, int wParam, int lParam);
[DllImport("user32.dll")]
public static extern bool ShowWindow(IntPtr hwnd, int nCmdShow);
/// <summary>
/// 窗口宽度
/// </summary>
public int winWidth;
/// <summary>
/// 窗口高度
/// </summary>
public int winHeight;
/// <summary>
/// 窗口左上角x
/// </summary>
public int winPosX;
/// <summary>
/// 窗口左上角y
/// </summary>
public int winPosY;
const uint SWP_SHOWWINDOW = 0x0040;
const int GWL_STYLE = -16;
const int WS_BORDER = 1;
const int WS_POPUP = 0x800000;
const int SW_SHOWMINIMIZED = 2; //{最小化, 激活}
const int SW_SHOWMAXIMIZED = 3; //{最大化, 激活}
public void btn_onclick()
{ //最小化
ShowWindow(GetForegroundWindow(), SW_SHOWMINIMIZED);
}
public void btn_onclickxx()
{ //最大化
ShowWindow(GetForegroundWindow(), SW_SHOWMAXIMIZED);
}
public void btn_onclickxxx()
{//窗口化
Screen.fullScreen = false;
Screen.SetResolution(900, 540, false);
}
public void btn_onclickxxxx()
{//默认分辨率无边框显示(可以自由根据winWidth和winHeight的值调整无边框的分辨率)
winWidth = 900;
winHeight = 540;
//显示器支持的所有分辨率
int i = Screen.resolutions.Length;
int resWidth = Screen.resolutions[i - 1].width;
int resHeight = Screen.resolutions[i - 1].height;
winPosX = resWidth / 2 - winWidth / 2;
winPosY = resHeight / 2 - winHeight / 2;
SetWindowLong(GetForegroundWindow(), GWL_STYLE, WS_POPUP);
bool result = SetWindowPos(GetForegroundWindow(), 0, winPosX, winPosY, winWidth, winHeight, SWP_SHOWWINDOW);
}
public void btn_onclickxxxxx()
{//第二分辨率显示
Resolution[] resolutions = Screen.resolutions;
int i = resolutions.Length;
winWidth = resolutions[i - 2].width;
winHeight = resolutions[i-2].height;
//
int resWidth = Screen.resolutions[i - 1].width;
int resHeight = Screen.resolutions[i - 1].height;
winPosX = resWidth / 2 - winWidth / 2;
winPosY = resHeight / 2 - winHeight / 2;
SetWindowLong(GetForegroundWindow(), GWL_STYLE, WS_POPUP);
bool result = SetWindowPos(GetForegroundWindow(), 0, winPosX, winPosY, winWidth, winHeight, SWP_SHOWWINDOW);
}
IntPtr Handle;
bool bx;
bool isMainScene = false;
void Awake()
{
bx = false;
#if UNITY_STANDALONE_WIN
Resolution[] r = Screen.resolutions;
screenPosition = new Rect((r[r.Length - 1].width - Screen.width) / 2, (r[r.Length - 1].height - Screen.height) / 2, Screen.width, Screen.height);
SetWindowLong(GetForegroundWindow(), GWL_STYLE, WS_POPUP);//将网上的WS_BORDER替换成WS_POPUP
Handle = GetForegroundWindow(); //FindWindow ((string)null, "popu_windows");
SetWindowPos(GetForegroundWindow(), 0, (int)screenPosition.x, (int)screenPosition.y, (int)screenPosition.width, (int)screenPosition.height, SWP_SHOWWINDOW);
#endif
btn_onclickxxxxx();
//go = transform.Find("go").gameObject;
//DontDestroyOnLoad(go);
}
void Update()
{
MyDrag();
//测试各个分辨率的按键。
if (Input.GetKey(KeyCode.A))
{
btn_onclickxxxxx();
}
if (Input.GetKey(KeyCode.Escape))
{
btn_onclick();
}
if (Input.GetKey(KeyCode.W))
{
btn_onclickxx();
}
if (Input.GetKey(KeyCode.Q))
{
btn_onclickxxxx();
}
}
/// <summary>
/// 自定义的只能在某些区域内点击有效的拖拽
/// </summary>
private void MyDrag()
{
if (bx)
{ //这样做为了区分界面上面其它需要滑动的操作
ReleaseCapture();
SendMessage(Handle, 0xA1, 0x02, 0);
SendMessage(Handle, 0x0202, 0, 0);
}
}
public void OnPointerEnter(PointerEventData eventData)
{
bx = true;
}
public void OnPointerExit(PointerEventData eventData)
{
bx = false;
}
void Start()
{
}
}
Unity打包PC端各种屏幕适配,无边框,最小化,显示可拖拽部分
点赞
收藏