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Sylvain http://developer.android.com/reference/android/view/InputDevice.html int SOURCE_CLASS_JOYSTICK Constant Value: 16 (0x00000010) int SOURCE_JOYSTICK Constant Value: 16777232 (0x01000010) int SOURCE_KEYBOARD Constant Value: 257 (0x00000101) int SOURCE_GAMEPAD Constant Value: 1025 (0x00000401) int SOURCE_DPAD Constant Value: 513 (0x00000201) I have an a PC keyboard that I connect to an android device. The issue is that "arrow" keys gets lost. More explanation: This device gets detected twice by the java "pollInputDevices()" both as SOURCE_KEYBOARD and as a composite (0x1000311 == SOURCE_JOYSTICK | SOURCE_KEYBOARD | SOURCE_DPAD). Because of being a SOURCE_CLASS_JOYSTICK, only the second entry is registered, and I opened it. When I press one arrow key, the java method "onKey(...)" is called. The Source "event.getSource()" is "SOURCE_KEYBOARD", so it enters this conditions : if ( (event.getSource() & InputDevice.SOURCE_GAMEPAD) != 0 || (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) { And then, it enters : SDLActivity.onNativePadDown() (native code in "SDL_sysjoystick.c") Since the "arrows" are viewed as "D-PAD", it gets translated : int button = keycode_to_SDL(keycode); But the android-java "event.getDeviceId()" is wrong: this is the one from the Keyboard, and not the one from the Joystick that I have opened. So I don't get them through the Joystick interface. And since, the keycode has been translated, it returns 0 and assume it was consumed. So I lost the key in the function "Android_OnPadDown()" Notice, It won't happen with other normal "letters" keys because they does not get translated by "keycode_to_SDL", so "Android_OnPadDown()" returns -1. And then java code send the keys to "SDLActivity.onNativeKeyDown()". Possible patch on "Android_OnPadDown" and also "Android_OnPadUp" (and maybe other functons): 85 int 186 Android_OnPadDown(int device_id, int keycode) 187 { 188 SDL_joylist_item *item; 189 int button = keycode_to_SDL(keycode); 190 if (button >= 0) { 191 item = JoystickByDeviceId(device_id); 192 if (item && item->joystick) { 193 SDL_PrivateJoystickButton(item->joystick, button , SDL_PRESSED); 194 } + else return -1; 195 return 0; 196 } 197 198 return -1; 199 } It would allow the java caller function to send the key to "SDLActivity.onNativeKeyDown();" Another solution, would be to replace: if ( (event.getSource() & InputDevice.SOURCE_GAMEPAD) != 0 || (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) { by if ( (event.getSource() & InputDevice.SOURCE_CLASS_JOYSTICK) != 0) Because only "SOURCE_CLASS_JOYSTICK" devices are registered/opened. |
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VisualC | ||
VisualC-WinRT | ||
Xcode | ||
Xcode-iOS | ||
acinclude | ||
android-project | ||
build-scripts | ||
cmake | ||
debian | ||
docs | ||
include | ||
premake | ||
src | ||
test | ||
visualtest | ||
.hgignore | ||
Android.mk | ||
BUGS.txt | ||
CMakeLists.txt | ||
COPYING.txt | ||
CREDITS.txt | ||
INSTALL.txt | ||
Makefile.in | ||
Makefile.minimal | ||
Makefile.pandora | ||
Makefile.psp | ||
Makefile.wiz | ||
README-SDL.txt | ||
README.txt | ||
SDL2.spec.in | ||
TODO.txt | ||
VisualC.html | ||
WhatsNew.txt | ||
autogen.sh | ||
cmake_uninstall.cmake.in | ||
configure | ||
configure.in | ||
sdl2-config.in | ||
sdl2.m4 | ||
sdl2.pc.in |
README.txt
Simple DirectMedia Layer (SDL) Version 2.0 --- http://www.libsdl.org/ Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games. More extensive documentation is available in the docs directory, starting with README.md Enjoy! Sam Lantinga (slouken@libsdl.org)