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Fix incorrect Android scancodes

This commit is contained in:
Marcel Admiraal
2022-07-10 12:32:01 +01:00
parent 3f0201335e
commit 2f7de4c8ed
9 changed files with 211 additions and 165 deletions

View File

@@ -135,7 +135,7 @@ public class GodotLib {
/**
* Forward regular key events from the main thread to the GL thread.
*/
public static native void key(int p_keycode, int p_scancode, int p_unicode_char, boolean p_pressed);
public static native void key(int p_scancode, int p_physical_scancode, int p_unicode, boolean p_pressed);
/**
* Forward game device's key events from the main thread to the GL thread.

View File

@@ -96,9 +96,14 @@ public class GodotInputHandler implements InputManager.InputDeviceListener {
GodotLib.joybutton(godotJoyId, button, false);
}
} else {
final int scanCode = event.getScanCode();
final int chr = event.getUnicodeChar(0);
GodotLib.key(keyCode, scanCode, chr, false);
// getKeyCode(): The physical key that was pressed.
// getScanCode(): Hardware key id. Device dependent and only used for debugging.
// Godot's scancodes match the ASCII codes, so for single byte unicode characters,
// we can use the unmodified unicode character to determine Godot's scancode.
final int scancode = event.getUnicodeChar(0);
final int physical_scancode = event.getKeyCode();
final int unicode = event.getUnicodeChar();
GodotLib.key(scancode, physical_scancode, unicode, false);
};
return true;
@@ -131,9 +136,10 @@ public class GodotInputHandler implements InputManager.InputDeviceListener {
GodotLib.joybutton(godotJoyId, button, true);
}
} else {
final int scanCode = event.getScanCode();
final int chr = event.getUnicodeChar(0);
GodotLib.key(keyCode, scanCode, chr, true);
final int scancode = event.getUnicodeChar(0);
final int physical_scancode = event.getKeyCode();
final int unicode = event.getUnicodeChar();
GodotLib.key(scancode, physical_scancode, unicode, true);
}
return true;

View File

@@ -92,11 +92,9 @@ public class GodotTextInputWrapper implements TextWatcher, OnEditorActionListene
@Override
public void beforeTextChanged(final CharSequence pCharSequence, final int start, final int count, final int after) {
//Log.d(TAG, "beforeTextChanged(" + pCharSequence + ")start: " + start + ",count: " + count + ",after: " + after);
for (int i = 0; i < count; ++i) {
GodotLib.key(KeyEvent.KEYCODE_DEL, KeyEvent.KEYCODE_DEL, 0, true);
GodotLib.key(KeyEvent.KEYCODE_DEL, KeyEvent.KEYCODE_DEL, 0, false);
GodotLib.key(0, KeyEvent.KEYCODE_DEL, 0, true);
GodotLib.key(0, KeyEvent.KEYCODE_DEL, 0, false);
if (mHasSelection) {
mHasSelection = false;
@@ -107,8 +105,6 @@ public class GodotTextInputWrapper implements TextWatcher, OnEditorActionListene
@Override
public void onTextChanged(final CharSequence pCharSequence, final int start, final int before, final int count) {
//Log.d(TAG, "onTextChanged(" + pCharSequence + ")start: " + start + ",count: " + count + ",before: " + before);
final int[] newChars = new int[count];
for (int i = start; i < start + count; ++i) {
newChars[i - start] = pCharSequence.charAt(i);
@@ -119,8 +115,8 @@ public class GodotTextInputWrapper implements TextWatcher, OnEditorActionListene
// Return keys are handled through action events
continue;
}
GodotLib.key(0, 0, key, true);
GodotLib.key(0, 0, key, false);
GodotLib.key(key, 0, key, true);
GodotLib.key(key, 0, key, false);
}
}
@@ -131,16 +127,16 @@ public class GodotTextInputWrapper implements TextWatcher, OnEditorActionListene
for (int i = 0; i < characters.length(); i++) {
final int ch = characters.codePointAt(i);
GodotLib.key(0, 0, ch, true);
GodotLib.key(0, 0, ch, false);
GodotLib.key(ch, 0, ch, true);
GodotLib.key(ch, 0, ch, false);
}
}
if (pActionID == EditorInfo.IME_ACTION_DONE) {
// Enter key has been pressed
mView.queueEvent(() -> {
GodotLib.key(KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_ENTER, 0, true);
GodotLib.key(KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_ENTER, 0, false);
GodotLib.key(0, KeyEvent.KEYCODE_ENTER, 0, true);
GodotLib.key(0, KeyEvent.KEYCODE_ENTER, 0, false);
});
mView.requestFocus();
return true;