在Unity中获取Android安装的应用程序图标

问题描述:

我正在写一个相当困难的(对我来说)问题。 快速地,我想要获取设备中的所有已安装的应用程序(图标和标签)。我正在使用一个简单的代码来获取应用程序的名称。我使用Android Java Class来获取这些信息。问题在于Android将应用程序图标视为“可绘制”。 Unity无法读取并显示为Sprite。我想知道是否有办法解决这个问题。我试图将drawable编码为base64字符串,但Unity以“无效字符串长度”错误回复我,可能是base64字符串的“无限”长度。我试图将Drawable转换为一个字节数组,然后使用它创建一个Texture.loadImage(byte [])的纹理,但它不起作用。 下面是代码:在Unity中获取Android安装的应用程序图标

AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); 
    AndroidJavaObject currentActivity = jc.GetStatic<AndroidJavaObject>("currentActivity"); 
    int flag = new AndroidJavaClass("android.content.pm.PackageManager").GetStatic<int>("GET_META_DATA"); 
    AndroidJavaObject pm = currentActivity.Call<AndroidJavaObject>("getPackageManager"); 
    AndroidJavaObject packages = pm.Call<AndroidJavaObject>("getInstalledApplications", flag); 

    int count = packages.Call<int>("size"); 
    string[] names = new string[count]; 
    int ii =0; 
    for(int i=0; ii<count;){ 
      //get the object 
     AndroidJavaObject currentObject = packages.Call<AndroidJavaObject>("get", ii); 
     try{ 
       //try to add the variables to the next entry 
      names[i] = pm.Call<string>("getApplicationLabel", currentObject); 
      AndroidJavaObject icon = pm.Call<AndroidJavaObject>("getApplicationIcon", currentObject);//this part is the Java (Android Studio) code using Android Java Object and Class of Unity. Maybe the error is from here 
      AndroidJavaObject bitmap = icon.Call<AndroidJavaObject>("getBitmap"); 
      AndroidJavaClass stream = new AndroidJavaClass("java.io.ByteArrayOutputStream"); 
      bitmap.Call("compress",(new AndroidJavaClass("java.io.ByteArrayOutputStream")).Call<AndroidJavaObject>("JPEG"), 100, stream); 
      byte[] bitMapData = stream.Call<byte[]>("toByteArray");//to here 
      Texture2D mytexture = new Texture2D(50, 50); // no idea what default size would be?? is it important?? 
      if (!mytexture.LoadImage(bitMapData)) { 
       Debug.Log("Failed loading image data!"); 
      } 
      else { 
       Debug.Log("LoadImage - Still sane here - size: " + mytexture.width + "x" + mytexture.height); 
       GameObject app = (GameObject)Instantiate(App, Vector3.zero, Quaternion.identity); 
       app.GetComponent<RawImage>().texture = mytexture;//here is the code should display the icon as texture (sprite would be the best) 
      } 
      i++; 
      ii++; 
     } 
     catch(Exception e){ 
      Debug.LogError(e,this); 
       //if it fails, just go to the next app and try to add to that same entry. 
      ii++; 
     } 

    } 

这里就有了Java的Android工作室工作代码:

 Bitmap bitmap = ((BitmapDrawable) item.getIcon()).getBitmap(); //item.getIcon() returns the Drawable correctly 
     ByteArrayOutputStream baos = new ByteArrayOutputStream(); 
     bitmap.compress(Bitmap.CompressFormat.PNG, 100, baos); 
     byte[] byteArray = baos.toByteArray(); 

感谢您的帮助。

+0

我不这样做Android开发的,但不能你得到的位图,得到位图的像素,并使用这些像素创建纹理统一?为什么要经历这个缓冲区转换? – bpgeck

+0

原因是没有办法使用Unity,我必须使用Android Java Class来获取位图,并且我不知道如何从Unity中正确调用Java代码。 –

+0

我假设你的意思是Unity本身并不具备与上述Java功能等效的功能。在这种情况下,您可以使用Java编写代码来获取原始颜色值并使用[AndroidJavaObject.Call](https://docs.unity3d.com/ScriptReference/AndroidJavaObject.Call.html)调用该函数。 – bpgeck

我在Android Studio(无活动)上创建了一个Android Jar插件,然后将其导入Unity3D(AndroidManifest.xml和classes.jar,位于Assets> Plugins> Android> libs中)。在插件内部,我添加了一个类,然后添加了void来获取图标的字节[]。 Java的Android的插件类:

public class PluginClass { 

public static byte[] getIcon(PackageManager pm, ApplicationInfo applicationInfo) { 
    try { 
     BitmapDrawable icon = (BitmapDrawable) pm.getApplicationIcon(applicationInfo); 
     Bitmap bmp = icon.getBitmap(); 
     ByteArrayOutputStream stream = new ByteArrayOutputStream(); 
     bmp.compress(Bitmap.CompressFormat.PNG, 100, stream); 
     byte[] byteArray = stream.toByteArray(); 
     return byteArray; 
    } catch (Exception e) { 
     return null; 
    } 
} 

public static boolean isSystem(ApplicationInfo applicationInfo){ 
    return (applicationInfo.flags & ApplicationInfo.FLAG_SYSTEM) != 0; 
    } 
} 
Then I have invoked it in Unity C# script: 

void Start() { 
    AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); 
    AndroidJavaObject currentActivity = jc.GetStatic<AndroidJavaObject>("currentActivity"); 
    int flag = new AndroidJavaClass("android.content.pm.PackageManager").GetStatic<int>("GET_META_DATA"); 
    AndroidJavaObject pm = currentActivity.Call<AndroidJavaObject>("getPackageManager"); 
    AndroidJavaObject packages = pm.Call<AndroidJavaObject>("getInstalledApplications", 0); 
    int count = packages.Call<int>("size"); 
    string[] names = new string[count]; 
    List<byte[]> byteimg = new List<byte[]>(); 
    int ii =0; 
    for(int i=0; ii<count;){ 
     AndroidJavaObject currentObject = packages.Call<AndroidJavaObject>("get", ii); 
     try{ 
      names[i] = pm.Call<string>("getApplicationLabel", currentObject); 
      var plugin = new AndroidJavaClass("com.mypackagename.PluginClass"); 
      if(plugin.CallStatic<bool>("isSystem",currentObject)){ 
       ii++; 
       continue; 
      } 
      byte[] decodedBytes = plugin.CallStatic<byte[]>("getIcon", pm, currentObject); 
      Texture2D text = new Texture2D(1, 1, TextureFormat.ARGB32, false); 
      text.LoadImage(decodedBytes); 
      Sprite sprite = Sprite.Create (text, new Rect(0,0,text.width,text.height), new Vector2(.5f,.5f)); 
      i++; 
      ii++; 
     } 
     catch(Exception e){ 
      Debug.LogError(e,this); 
      ii++; 
     } 

    } 

感谢您的帮助