Fixes for text input

This commit is contained in:
pelya
2010-12-17 09:26:02 +00:00
parent d920a287ee
commit 278506fd45
10 changed files with 112 additions and 232 deletions

View File

@@ -221,11 +221,13 @@ public class MainActivity extends Activity {
synchronized(textInput) {
for(int i = 0; i < text.length(); i++)
{
textInput.addLast((int)text.charAt(i));
textInput.addLast((int)text.codePointAt(i));
DemoRenderer.nativeTextInput( (int)text.charAt(i), (int)text.codePointAt(i) );
//textInput.addLast((int)text.charAt(i));
//textInput.addLast((int)text.codePointAt(i));
}
textInput.addLast(13); // send return
textInput.addLast(13);
DemoRenderer.nativeTextInput( 13, 13 ); // send return
//textInput.addLast(13);
//textInput.addLast(13);
}
}
_videoLayout.removeView(_screenKeyboard);
@@ -253,8 +255,9 @@ public class MainActivity extends Activity {
if ((event.getAction() == KeyEvent.ACTION_DOWN) && (keyCode == KeyEvent.KEYCODE_DEL || keyCode == KeyEvent.KEYCODE_CLEAR))
{
synchronized(textInput) {
textInput.addLast(8); // send backspace keycode
textInput.addLast(8);
DemoRenderer.nativeTextInput( 8, 8 );
//textInput.addLast(8); // send backspace keycode
//textInput.addLast(8);
}
return false; // and proceed to delete text in keyboard input field
}

View File

@@ -227,6 +227,7 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer {
Settings.SetupTouchscreenKeyboardGraphics(context); // Reload on-screen buttons graphics
}
/*
// Pass just one char per frame, many SDL games cannot handle multiple events in a single frame
synchronized(context.textInput) {
if( context.textInput.size() >= 2 )
@@ -237,6 +238,7 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer {
context.textInput.removeFirst();
}
}
*/
return 1;
}