[Android] Improve handling of keyboard, dpad and gamepad events
Thanks Dimitris Zenios for the report!main
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@ -600,18 +600,10 @@ class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
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@Override
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public boolean onKey(View v, int keyCode, KeyEvent event) {
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// Dispatch the different events depending on where they come from
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if(event.getSource() == InputDevice.SOURCE_KEYBOARD) {
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if (event.getAction() == KeyEvent.ACTION_DOWN) {
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//Log.v("SDL", "key down: " + keyCode);
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SDLActivity.onNativeKeyDown(keyCode);
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return true;
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}
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else if (event.getAction() == KeyEvent.ACTION_UP) {
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//Log.v("SDL", "key up: " + keyCode);
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SDLActivity.onNativeKeyUp(keyCode);
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return true;
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}
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} else if ( (event.getSource() & 0x00000401) != 0 || /* API 12: SOURCE_GAMEPAD */
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// Some SOURCE_DPAD or SOURCE_GAMEPAD events appear to also be marked as SOURCE_KEYBOARD
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// So, to avoid problems, we process DPAD or GAMEPAD events first.
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if ( (event.getSource() & 0x00000401) != 0 || /* API 12: SOURCE_GAMEPAD */
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(event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) {
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int id = SDLActivity.getJoyId( event.getDeviceId() );
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if (id != -1) {
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@ -623,6 +615,18 @@ class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
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}
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return true;
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}
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else if( (event.getSource() & InputDevice.SOURCE_KEYBOARD) != 0) {
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if (event.getAction() == KeyEvent.ACTION_DOWN) {
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//Log.v("SDL", "key down: " + keyCode);
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SDLActivity.onNativeKeyDown(keyCode);
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return true;
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}
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else if (event.getAction() == KeyEvent.ACTION_UP) {
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//Log.v("SDL", "key up: " + keyCode);
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SDLActivity.onNativeKeyUp(keyCode);
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return true;
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}
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}
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return false;
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}
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