Enable `BUTTON_FORWARD` and `BUTTON_BACK` mouse buttons on Android
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@ -2020,16 +2020,16 @@
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Help key.
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</constant>
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<constant name="KEY_BACK" value="4194376" enum="Key">
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Media back key. Not to be confused with the Back button on an Android device.
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Back key.
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</constant>
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<constant name="KEY_FORWARD" value="4194377" enum="Key">
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Media forward key.
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Forward key.
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</constant>
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<constant name="KEY_STOP" value="4194378" enum="Key">
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Media stop key.
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</constant>
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<constant name="KEY_REFRESH" value="4194379" enum="Key">
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Media refresh key.
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Refresh key.
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</constant>
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<constant name="KEY_VOLUMEDOWN" value="4194380" enum="Key">
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Volume down key.
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@ -4183,8 +4183,14 @@ ScriptEditor::ScriptEditor(WindowWrapper *p_wrapper) {
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file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/show_in_file_system", TTR("Show in FileSystem")), SHOW_IN_FILE_SYSTEM);
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file_menu->get_popup()->add_separator();
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file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/history_previous", TTR("History Previous"), KeyModifierMask::ALT | Key::LEFT), WINDOW_PREV);
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file_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/history_next", TTR("History Next"), KeyModifierMask::ALT | Key::RIGHT), WINDOW_NEXT);
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file_menu->get_popup()->add_shortcut(
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ED_SHORTCUT_ARRAY("script_editor/history_previous", TTR("History Previous"),
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{ int32_t(KeyModifierMask::ALT | Key::LEFT), int32_t(Key::BACK) }),
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WINDOW_PREV);
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file_menu->get_popup()->add_shortcut(
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ED_SHORTCUT_ARRAY("script_editor/history_next", TTR("History Next"),
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{ int32_t(KeyModifierMask::ALT | Key::RIGHT), int32_t(Key::FORWARD) }),
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WINDOW_NEXT);
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ED_SHORTCUT_OVERRIDE("script_editor/history_previous", "macos", KeyModifierMask::ALT | KeyModifierMask::META | Key::LEFT);
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ED_SHORTCUT_OVERRIDE("script_editor/history_next", "macos", KeyModifierMask::ALT | KeyModifierMask::META | Key::RIGHT);
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@ -909,15 +909,10 @@ class Godot(private val context: Context) {
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}
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fun onBackPressed() {
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var shouldQuit = true
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for (plugin in pluginRegistry.allPlugins) {
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if (plugin.onMainBackPressed()) {
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shouldQuit = false
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}
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}
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if (shouldQuit) {
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renderView?.queueOnRenderThread { GodotLib.back() }
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plugin.onMainBackPressed()
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}
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renderView?.queueOnRenderThread { GodotLib.back() }
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}
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/**
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@ -154,10 +154,6 @@ public class GodotInputHandler implements InputManager.InputDeviceListener, Sens
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}
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public boolean onKeyUp(final int keyCode, KeyEvent event) {
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if (keyCode == KeyEvent.KEYCODE_BACK) {
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return true;
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}
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if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
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return false;
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}
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@ -183,13 +179,6 @@ public class GodotInputHandler implements InputManager.InputDeviceListener, Sens
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}
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public boolean onKeyDown(final int keyCode, KeyEvent event) {
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if (keyCode == KeyEvent.KEYCODE_BACK) {
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godot.onBackPressed();
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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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if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
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return false;
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}
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