Move onKeyDown/onKeyUp from Godot to GodotView
Press 'back' button should not terminate program, normal handle 'back' event in game logic
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77a840e350
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@ -346,16 +346,6 @@ public class Godot extends Activity implements SensorEventListener
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}
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}
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@Override public boolean onKeyUp(int keyCode, KeyEvent event) {
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GodotLib.key(keyCode, event.getUnicodeChar(0), false);
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return super.onKeyUp(keyCode, event);
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};
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@Override public boolean onKeyDown(int keyCode, KeyEvent event) {
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GodotLib.key(keyCode, event.getUnicodeChar(0), true);
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return super.onKeyDown(keyCode, event);
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}
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public PaymentsManager getPaymentsManager() {
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public PaymentsManager getPaymentsManager() {
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return mPaymentsManager;
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return mPaymentsManager;
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}
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}
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@ -98,8 +98,24 @@ public class GodotView extends GLSurfaceView {
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return activity.gotTouchEvent(event);
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return activity.gotTouchEvent(event);
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};
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};
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@Override public boolean onKeyUp(int keyCode, KeyEvent event) {
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GodotLib.key(keyCode, event.getUnicodeChar(0), false);
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return super.onKeyUp(keyCode, event);
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};
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@Override public boolean onKeyDown(int keyCode, KeyEvent event) {
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GodotLib.key(keyCode, event.getUnicodeChar(0), true);
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if (keyCode == KeyEvent.KEYCODE_BACK) {
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// press 'back' button should not terminate program
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// normal handle 'back' event in game logic
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return true;
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}
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return super.onKeyDown(keyCode, event);
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}
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private void init(boolean translucent, int depth, int stencil) {
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private void init(boolean translucent, int depth, int stencil) {
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this.setFocusableInTouchMode(true);
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/* By default, GLSurfaceView() creates a RGB_565 opaque surface.
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/* By default, GLSurfaceView() creates a RGB_565 opaque surface.
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* If we want a translucent one, we should change the surface's
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* If we want a translucent one, we should change the surface's
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* format here, using PixelFormat.TRANSLUCENT for GL Surfaces
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* format here, using PixelFormat.TRANSLUCENT for GL Surfaces
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