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Cleanup and unify keyboard input.
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes. - Unify IME behaviour, add inline composition string display on Windows and X11. - Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events. - Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS. - Add support for media key handling on macOS. Co-authored-by: Raul Santos <raulsntos@gmail.com>
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@@ -148,7 +148,7 @@ public class GodotLib {
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/**
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* Forward regular key events.
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*/
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public static native void key(int p_keycode, int p_physical_keycode, int p_unicode, boolean p_pressed);
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public static native void key(int p_physical_keycode, int p_unicode, int p_key_label, boolean p_pressed);
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/**
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* Forward game device's key events.
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@@ -129,12 +129,10 @@ public class GodotInputHandler implements InputManager.InputDeviceListener {
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}
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} else {
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// getKeyCode(): The physical key that was pressed.
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// Godot's keycodes match the ASCII codes, so for single byte unicode characters,
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// we can use the unmodified unicode character to determine Godot's keycode.
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final int keycode = event.getUnicodeChar(0);
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final int physical_keycode = event.getKeyCode();
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final int unicode = event.getUnicodeChar();
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GodotLib.key(keycode, physical_keycode, unicode, false);
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final int key_label = event.getDisplayLabel();
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GodotLib.key(physical_keycode, unicode, key_label, false);
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};
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return true;
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@@ -166,10 +164,10 @@ public class GodotInputHandler implements InputManager.InputDeviceListener {
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GodotLib.joybutton(godotJoyId, button, true);
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}
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} else {
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final int keycode = event.getUnicodeChar(0);
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final int physical_keycode = event.getKeyCode();
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final int unicode = event.getUnicodeChar();
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GodotLib.key(keycode, physical_keycode, unicode, true);
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final int key_label = event.getDisplayLabel();
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GodotLib.key(physical_keycode, unicode, key_label, true);
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}
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return true;
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@@ -93,8 +93,8 @@ public class GodotTextInputWrapper implements TextWatcher, OnEditorActionListene
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@Override
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public void beforeTextChanged(final CharSequence pCharSequence, final int start, final int count, final int after) {
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for (int i = 0; i < count; ++i) {
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GodotLib.key(0, KeyEvent.KEYCODE_DEL, 0, true);
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GodotLib.key(0, KeyEvent.KEYCODE_DEL, 0, false);
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GodotLib.key(KeyEvent.KEYCODE_DEL, 0, 0, true);
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GodotLib.key(KeyEvent.KEYCODE_DEL, 0, 0, false);
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if (mHasSelection) {
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mHasSelection = false;
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@@ -110,13 +110,13 @@ public class GodotTextInputWrapper implements TextWatcher, OnEditorActionListene
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newChars[i - start] = pCharSequence.charAt(i);
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}
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for (int i = 0; i < count; ++i) {
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int key = newChars[i];
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if ((key == '\n') && !(mEdit.getKeyboardType() == GodotEditText.VirtualKeyboardType.KEYBOARD_TYPE_MULTILINE)) {
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final int character = newChars[i];
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if ((character == '\n') && !(mEdit.getKeyboardType() == GodotEditText.VirtualKeyboardType.KEYBOARD_TYPE_MULTILINE)) {
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// Return keys are handled through action events
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continue;
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}
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GodotLib.key(key, 0, key, true);
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GodotLib.key(key, 0, key, false);
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GodotLib.key(0, character, 0, true);
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GodotLib.key(0, character, 0, false);
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}
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}
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@@ -126,17 +126,17 @@ public class GodotTextInputWrapper implements TextWatcher, OnEditorActionListene
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final String characters = pKeyEvent.getCharacters();
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for (int i = 0; i < characters.length(); i++) {
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final int ch = characters.codePointAt(i);
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GodotLib.key(ch, 0, ch, true);
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GodotLib.key(ch, 0, ch, false);
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final int character = characters.codePointAt(i);
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GodotLib.key(0, character, 0, true);
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GodotLib.key(0, character, 0, false);
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}
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}
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if (pActionID == EditorInfo.IME_ACTION_DONE) {
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// Enter key has been pressed
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mRenderView.queueOnRenderThread(() -> {
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GodotLib.key(0, KeyEvent.KEYCODE_ENTER, 0, true);
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GodotLib.key(0, KeyEvent.KEYCODE_ENTER, 0, false);
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GodotLib.key(KeyEvent.KEYCODE_ENTER, 0, 0, true);
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GodotLib.key(KeyEvent.KEYCODE_ENTER, 0, 0, false);
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});
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mRenderView.getView().requestFocus();
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return true;
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