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 87102e358d)
This commit is contained in:
Fredia Huya-Kouadio 2023-08-23 08:40:24 -07:00 committed by Yuri Sizov
parent 48b92610ce
commit e0221d1c09
1 changed files with 29 additions and 0 deletions

View File

@ -33,6 +33,7 @@ package org.godotengine.godot.input;
import org.godotengine.godot.*; import org.godotengine.godot.*;
import android.content.Context; import android.content.Context;
import android.content.res.Configuration;
import android.os.Handler; import android.os.Handler;
import android.os.Message; import android.os.Message;
import android.text.InputFilter; import android.text.InputFilter;
@ -209,6 +210,13 @@ public class GodotEditText extends EditText {
mRenderView.getView().requestFocus(); 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 // pass event to godot in special cases
if (needHandlingInGodot(keyCode, keyEvent) && mRenderView.getInputHandler().onKeyDown(keyCode, keyEvent)) { if (needHandlingInGodot(keyCode, keyEvent) && mRenderView.getInputHandler().onKeyDown(keyCode, keyEvent)) {
return true; return true;
@ -219,6 +227,13 @@ public class GodotEditText extends EditText {
@Override @Override
public boolean onKeyUp(int keyCode, KeyEvent keyEvent) { 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)) { if (needHandlingInGodot(keyCode, keyEvent) && mRenderView.getInputHandler().onKeyUp(keyCode, keyEvent)) {
return true; return true;
} else { } else {
@ -235,10 +250,20 @@ public class GodotEditText extends EditText {
isModifiedKey; isModifiedKey;
} }
boolean hasHardwareKeyboard() {
Configuration config = getResources().getConfiguration();
return config.keyboard != Configuration.KEYBOARD_NOKEYS &&
config.hardKeyboardHidden == Configuration.HARDKEYBOARDHIDDEN_NO;
}
// =========================================================== // ===========================================================
// Methods // Methods
// =========================================================== // ===========================================================
public void showKeyboard(String p_existing_text, VirtualKeyboardType p_type, int p_max_input_length, int p_cursor_start, int p_cursor_end) { 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; int maxInputLength = (p_max_input_length <= 0) ? Integer.MAX_VALUE : p_max_input_length;
if (p_cursor_start == -1) { // cursor position not given if (p_cursor_start == -1) { // cursor position not given
this.mOriginText = p_existing_text; this.mOriginText = p_existing_text;
@ -262,6 +287,10 @@ public class GodotEditText extends EditText {
} }
public void hideKeyboard() { public void hideKeyboard() {
if (hasHardwareKeyboard()) {
return;
}
final Message msg = new Message(); final Message msg = new Message();
msg.what = HANDLER_CLOSE_IME_KEYBOARD; msg.what = HANDLER_CLOSE_IME_KEYBOARD;
msg.obj = this; msg.obj = this;