Toggling text input shows screen keyboard automatically, updated fheroes2
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@@ -5,7 +5,7 @@ AppName="Free Heroes 2"
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AppFullName=net.sourceforge.fheroes2
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ScreenOrientation=h
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InhibitSuspend=n
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AppDataDownloadUrl="Heroes 2 DEMO data files (45 Mb)|http://downloads.pcworld.com/pub/new/fun_and_games/adventure_strategy/h2demo.zip|http://sourceforge.net/projects/libsdl-android/files/FreeHeroes2/h2demo.zip/download^MIDI music support (18 Mb)|http://sourceforge.net/projects/libsdl-android/files/timidity.zip/download^Essential map pack (9 Mb)|http://sourceforge.net/projects/libsdl-android/files/FreeHeroes2/EssentialMapPack.zip/download^Additional map pack (95 Mb)|http://sourceforge.net/projects/libsdl-android/files/FreeHeroes2/AdditionalMapPack.zip/download^Mega map pack (280 Mb)|http://sourceforge.net/projects/libsdl-android/files/FreeHeroes2/MegaMapPack.zip/download^Russian translation|:fheroes2.cfg:fheroes2-ru.cfg^Czech translation|:fheroes2.cfg:fheroes2-cs.cfg^Spanish translation|:fheroes2.cfg:fheroes2-es.cfg^French translation|:fheroes2.cfg:fheroes2-fr.cfg^Hungarian translation|:fheroes2.cfg:fheroes2-hu.cfg^Polish translation|:fheroes2.cfg:fheroes2-pl.cfg^Portugese translation|:fheroes2.cfg:fheroes2-pt_BR.cfg^Swedish translation|:fheroes2.cfg:fheroes2-sv.cfg^!Game data|data12.zip^!Game fonts|fonts2.zip"
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AppDataDownloadUrl="Heroes 2 DEMO (45 Mb) - required to play|http://downloads.pcworld.com/pub/new/fun_and_games/adventure_strategy/h2demo.zip|http://sourceforge.net/projects/libsdl-android/files/FreeHeroes2/h2demo.zip/download^MIDI music support (18 Mb)|http://sourceforge.net/projects/libsdl-android/files/timidity.zip/download^Essential map pack (9 Mb)|http://sourceforge.net/projects/libsdl-android/files/FreeHeroes2/EssentialMapPack.zip/download^Additional map pack (95 Mb)|http://sourceforge.net/projects/libsdl-android/files/FreeHeroes2/AdditionalMapPack.zip/download^Mega map pack (280 Mb)|http://sourceforge.net/projects/libsdl-android/files/FreeHeroes2/MegaMapPack.zip/download^!Game data|data12.zip^!Game data 2|data-cfg-fonts.zip^Russian translation|:fheroes2.cfg:fheroes2-ru.cfg^Czech translation|:fheroes2.cfg:fheroes2-cs.cfg^Spanish translation|:fheroes2.cfg:fheroes2-es.cfg^French translation|:fheroes2.cfg:fheroes2-fr.cfg^Hungarian translation|:fheroes2.cfg:fheroes2-hu.cfg^Polish translation|:fheroes2.cfg:fheroes2-pl.cfg^Portugese translation|:fheroes2.cfg:fheroes2-pt_BR.cfg^Swedish translation|:fheroes2.cfg:fheroes2-sv.cfg"
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VideoDepthBpp=16
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NeedDepthBuffer=n
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NeedStencilBuffer=n
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@@ -26,7 +26,6 @@
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#include "SDL_stdinc.h"
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#include "SDL_video.h"
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#include "SDL_keysym.h"
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#include <jni.h>
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/* On-screen keyboard exposed to the application, it's yet available on Android platform only */
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@@ -77,16 +76,12 @@ extern DECLSPEC int SDLCALL SDL_ANDROID_ToggleScreenKeyboardTextInput(const char
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/* Show Android on-screen keyboard, and pass entered text back to application in a buffer,
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using buffer contents as previous text (UTF-8 encoded), the buffer may be of any size -
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this call will block until user typed all text */
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this call will block until user typed all text. */
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extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardTextInput(char * textBuf, int textBufSize);
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/* Whether user redefined on-screen keyboard layout via SDL menu, app should not enforce it's own layout in that case */
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extern DECLSPEC int SDLCALL SDL_ANDROID_GetScreenKeyboardRedefinedByUser();
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/** Exports for Java environment and Video object instance */
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extern DECLSPEC JNIEnv* SDL_ANDROID_JniEnv();
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extern DECLSPEC jobject SDL_ANDROID_JniVideoObject();
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#ifdef __cplusplus
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}
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#endif
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@@ -120,7 +120,7 @@ int oldMouseButtons = 0;
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static int UnicodeToUtf8(int src, char * dest)
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{
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int len = 0;
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int len = 0;
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if ( src <= 0x007f) {
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*dest++ = (char)src;
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len = 1;
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@@ -713,7 +713,7 @@ JAVA_EXPORT_NAME(DemoRenderer_nativeTextInput) ( JNIEnv* env, jobject thiz, jin
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SDL_ANDROID_MainThreadPushText(ascii, unicode);
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else
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{
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if( textInputBufferPos < textInputBufferLen + 4 )
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if( textInputBufferPos < textInputBufferLen + 4 && ascii != SDLK_RETURN && ascii != '\r' && ascii != '\n' )
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{
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textInputBufferPos += UnicodeToUtf8(unicode, textInputBuffer + textInputBufferPos);
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}
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