@Override public boolean onKey(View v, int keyCode, KeyEvent event) { // This handles the hardware keyboard input if (event.isPrintingKey()) { if (event.getAction() == KeyEvent.ACTION_DOWN) { ic.commitText(String.valueOf((char) event.getUnicodeChar()), 1); } return true; } if (event.getAction() == KeyEvent.ACTION_DOWN) { SDLActivity.onNativeKeyDown(keyCode); return true; } else if (event.getAction() == KeyEvent.ACTION_UP) { SDLActivity.onNativeKeyUp(keyCode); return true; } return false; }
@Override public boolean sendKeyEvent(KeyEvent event) { /* * This handles the keycodes from soft keyboard (and IME-translated * input from hardkeyboard) */ int keyCode = event.getKeyCode(); if (event.getAction() == KeyEvent.ACTION_DOWN) { if (event.isPrintingKey()) { commitText(String.valueOf((char) event.getUnicodeChar()), 1); } SDLActivity.onNativeKeyDown(keyCode); return true; } else if (event.getAction() == KeyEvent.ACTION_UP) { SDLActivity.onNativeKeyUp(keyCode); return true; } return super.sendKeyEvent(event); }
@Override public boolean onKeyDown(int keyCode, KeyEvent event) { GodotLib.key(event.getUnicodeChar(0), true); return super.onKeyDown(keyCode, event); };