From e0221d1c09036f50c11acadd9b8cebdd30c09541 Mon Sep 17 00:00:00 2001 From: Fredia Huya-Kouadio Date: Wed, 23 Aug 2023 08:40:24 -0700 Subject: [PATCH] Fix Android input routing logic when using a hardware keyboard When a hardware keyboard is connected, all key events come through so we can route them directly to the engine. This is not the case for soft keyboards, for which the current logic was designed as it requires extra processing. (cherry picked from commit 87102e358d71a270ec8792a2aa6c711e9de3b91c) --- .../godot/input/GodotEditText.java | 29 +++++++++++++++++++ 1 file changed, 29 insertions(+) diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java b/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java index a7064dfc1d4..3070a8a207f 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java +++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java @@ -33,6 +33,7 @@ package org.godotengine.godot.input; import org.godotengine.godot.*; import android.content.Context; +import android.content.res.Configuration; import android.os.Handler; import android.os.Message; import android.text.InputFilter; @@ -209,6 +210,13 @@ public class GodotEditText extends EditText { mRenderView.getView().requestFocus(); } + // When a hardware keyboard is connected, all key events come through so we can route them + // directly to the engine. + // This is not the case when using a soft keyboard, requiring extra processing from this class. + if (hasHardwareKeyboard()) { + return mRenderView.getInputHandler().onKeyDown(keyCode, keyEvent); + } + // pass event to godot in special cases if (needHandlingInGodot(keyCode, keyEvent) && mRenderView.getInputHandler().onKeyDown(keyCode, keyEvent)) { return true; @@ -219,6 +227,13 @@ public class GodotEditText extends EditText { @Override public boolean onKeyUp(int keyCode, KeyEvent keyEvent) { + // When a hardware keyboard is connected, all key events come through so we can route them + // directly to the engine. + // This is not the case when using a soft keyboard, requiring extra processing from this class. + if (hasHardwareKeyboard()) { + return mRenderView.getInputHandler().onKeyUp(keyCode, keyEvent); + } + if (needHandlingInGodot(keyCode, keyEvent) && mRenderView.getInputHandler().onKeyUp(keyCode, keyEvent)) { return true; } else { @@ -235,10 +250,20 @@ public class GodotEditText extends EditText { isModifiedKey; } + boolean hasHardwareKeyboard() { + Configuration config = getResources().getConfiguration(); + return config.keyboard != Configuration.KEYBOARD_NOKEYS && + config.hardKeyboardHidden == Configuration.HARDKEYBOARDHIDDEN_NO; + } + // =========================================================== // Methods // =========================================================== public void showKeyboard(String p_existing_text, VirtualKeyboardType p_type, int p_max_input_length, int p_cursor_start, int p_cursor_end) { + if (hasHardwareKeyboard()) { + return; + } + int maxInputLength = (p_max_input_length <= 0) ? Integer.MAX_VALUE : p_max_input_length; if (p_cursor_start == -1) { // cursor position not given this.mOriginText = p_existing_text; @@ -262,6 +287,10 @@ public class GodotEditText extends EditText { } public void hideKeyboard() { + if (hasHardwareKeyboard()) { + return; + } + final Message msg = new Message(); msg.what = HANDLER_CLOSE_IME_KEYBOARD; msg.obj = this;