Fix some keyboards not working with Android
Fixes #17004 Currently the keydown and keyup messages are handled with method like this: if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK || (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD || (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) { // joystick input } else { // keyboard input } The constant for SOURCE_DPAD is 513 10 0000 0001 and the constant for SOURCE_KEYBOARD is 257 1 0000 0001 However, rather confusingly, for many keyboards the source sent by android is 769 11 0000 0001 Thus the keyboard is passing the check as being a DPAD and being processed as a joystick rather than keyboard. This PR handles the specific case of 769, allowing input from physical keyboards.
This commit is contained in:
parent
1e833cadbc
commit
512f8ebb93
|
@ -65,6 +65,14 @@ public class GodotInputHandler implements InputDeviceListener {
|
|||
godotView.queueEvent(task);
|
||||
}
|
||||
|
||||
private boolean isKeyEvent_GameDevice(int source) {
|
||||
// Note that keyboards are often (SOURCE_KEYBOARD | SOURCE_DPAD)
|
||||
if (source == (InputDevice.SOURCE_KEYBOARD | InputDevice.SOURCE_DPAD))
|
||||
return false;
|
||||
|
||||
return (source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK || (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD || (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD;
|
||||
}
|
||||
|
||||
public boolean onKeyUp(final int keyCode, KeyEvent event) {
|
||||
if (keyCode == KeyEvent.KEYCODE_BACK) {
|
||||
return true;
|
||||
|
@ -75,7 +83,7 @@ public class GodotInputHandler implements InputDeviceListener {
|
|||
};
|
||||
|
||||
int source = event.getSource();
|
||||
if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK || (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD || (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
|
||||
if (isKeyEvent_GameDevice(source)) {
|
||||
|
||||
final int button = getGodotButton(keyCode);
|
||||
final int device_id = findJoystickDevice(event.getDeviceId());
|
||||
|
@ -118,7 +126,7 @@ public class GodotInputHandler implements InputDeviceListener {
|
|||
int source = event.getSource();
|
||||
//Log.e(TAG, String.format("Key down! source %d, device %d, joystick %d, %d, %d", event.getDeviceId(), source, (source & InputDevice.SOURCE_JOYSTICK), (source & InputDevice.SOURCE_DPAD), (source & InputDevice.SOURCE_GAMEPAD)));
|
||||
|
||||
if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK || (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD || (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
|
||||
if (isKeyEvent_GameDevice(source)) {
|
||||
|
||||
if (event.getRepeatCount() > 0) // ignore key echo
|
||||
return true;
|
||||
|
|
Loading…
Reference in New Issue