From 620fdd1f078908e665a0eb2dd71306016c785abd Mon Sep 17 00:00:00 2001 From: Fredia Huya-Kouadio Date: Wed, 23 Aug 2023 09:29:21 -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. --- .../godot/input/GodotEditText.java | 33 +++++++++++++++++++ 1 file changed, 33 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 4eaecee7d4d..5defc31ee3d 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 +210,17 @@ public class GodotEditText extends EditText { @Override public boolean onKeyDown(final int keyCode, final KeyEvent keyEvent) { /* Let SurfaceView get focus if back key is input. */ + if (keyCode == KeyEvent.KEYCODE_BACK) { + mView.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 mView.getInputHandler().onKeyDown(keyCode, keyEvent); + } + // pass event to godot in special cases if (needHandlingInGodot(keyCode, keyEvent) && mView.getInputHandler().onKeyDown(keyCode, keyEvent)) { return true; @@ -219,6 +231,13 @@ 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 mView.getInputHandler().onKeyUp(keyCode, keyEvent); + } + if (needHandlingInGodot(keyCode, keyEvent) && mView.getInputHandler().onKeyUp(keyCode, keyEvent)) { return true; } else { @@ -235,10 +254,20 @@ 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 +291,10 @@ 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;