mirror of https://github.com/encounter/SDL.git
Fixed game controller buttons being unresponsive when the on-screen keyboard is up
Also mapped controller A and B buttons to interact with messagebox dialogs
This commit is contained in:
parent
914a65e098
commit
893c87b27b
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@ -1232,8 +1232,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
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}
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}
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// This method is called by SDLControllerManager's API 26 Generic Motion Handler.
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// This method is called by SDLControllerManager's API 26 Generic Motion Handler.
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public static View getContentView()
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public static View getContentView() {
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{
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return mLayout;
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return mLayout;
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}
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}
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@ -1304,6 +1303,77 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
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return event.isPrintingKey() || event.getKeyCode() == KeyEvent.KEYCODE_SPACE;
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return event.isPrintingKey() || event.getKeyCode() == KeyEvent.KEYCODE_SPACE;
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}
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}
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public static boolean handleKeyEvent(View v, int keyCode, KeyEvent event, InputConnection ic) {
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int deviceId = event.getDeviceId();
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int source = event.getSource();
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if (source == InputDevice.SOURCE_UNKNOWN) {
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InputDevice device = InputDevice.getDevice(deviceId);
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if (device != null) {
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source = device.getSources();
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}
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}
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// if (event.getAction() == KeyEvent.ACTION_DOWN) {
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// Log.v("SDL", "key down: " + keyCode + ", deviceId = " + deviceId + ", source = " + source);
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// } else if (event.getAction() == KeyEvent.ACTION_UP) {
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// Log.v("SDL", "key up: " + keyCode + ", deviceId = " + deviceId + ", source = " + source);
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// }
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// Dispatch the different events depending on where they come from
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// Some SOURCE_JOYSTICK, SOURCE_DPAD or SOURCE_GAMEPAD are also SOURCE_KEYBOARD
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// So, we try to process them as JOYSTICK/DPAD/GAMEPAD events first, if that fails we try them as KEYBOARD
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//
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// Furthermore, it's possible a game controller has SOURCE_KEYBOARD and
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// SOURCE_JOYSTICK, while its key events arrive from the keyboard source
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// So, retrieve the device itself and check all of its sources
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if (SDLControllerManager.isDeviceSDLJoystick(deviceId)) {
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// Note that we process events with specific key codes here
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if (event.getAction() == KeyEvent.ACTION_DOWN) {
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if (SDLControllerManager.onNativePadDown(deviceId, keyCode) == 0) {
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return true;
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}
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} else if (event.getAction() == KeyEvent.ACTION_UP) {
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if (SDLControllerManager.onNativePadUp(deviceId, keyCode) == 0) {
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return true;
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}
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}
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}
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if ((source & InputDevice.SOURCE_KEYBOARD) == InputDevice.SOURCE_KEYBOARD) {
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if (event.getAction() == KeyEvent.ACTION_DOWN) {
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if (isTextInputEvent(event)) {
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if (ic != null) {
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ic.commitText(String.valueOf((char) event.getUnicodeChar()), 1);
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} else {
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SDLInputConnection.nativeCommitText(String.valueOf((char) event.getUnicodeChar()), 1);
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}
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}
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onNativeKeyDown(keyCode);
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return true;
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} else if (event.getAction() == KeyEvent.ACTION_UP) {
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onNativeKeyUp(keyCode);
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return true;
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}
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}
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if ((source & InputDevice.SOURCE_MOUSE) == InputDevice.SOURCE_MOUSE) {
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// on some devices key events are sent for mouse BUTTON_BACK/FORWARD presses
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// they are ignored here because sending them as mouse input to SDL is messy
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if ((keyCode == KeyEvent.KEYCODE_BACK) || (keyCode == KeyEvent.KEYCODE_FORWARD)) {
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switch (event.getAction()) {
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case KeyEvent.ACTION_DOWN:
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case KeyEvent.ACTION_UP:
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// mark the event as handled or it will be handled by system
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// handling KEYCODE_BACK by system will call onBackPressed()
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return true;
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}
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}
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}
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return false;
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}
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/**
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/**
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* This method is called by SDL using JNI.
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* This method is called by SDL using JNI.
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*/
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*/
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@ -1486,9 +1556,11 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
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// see SDL_messagebox.h
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// see SDL_messagebox.h
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if ((buttonFlags[i] & 0x00000001) != 0) {
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if ((buttonFlags[i] & 0x00000001) != 0) {
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mapping.put(KeyEvent.KEYCODE_ENTER, button);
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mapping.put(KeyEvent.KEYCODE_ENTER, button);
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mapping.put(KeyEvent.KEYCODE_BUTTON_A, button);
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}
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}
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if ((buttonFlags[i] & 0x00000002) != 0) {
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if ((buttonFlags[i] & 0x00000002) != 0) {
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mapping.put(KeyEvent.KEYCODE_ESCAPE, button); /* API 11 */
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mapping.put(KeyEvent.KEYCODE_ESCAPE, button); /* API 11 */
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mapping.put(KeyEvent.KEYCODE_BUTTON_B, button);
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}
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}
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}
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}
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button.setText(buttonTexts[i]);
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button.setText(buttonTexts[i]);
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@ -1841,21 +1913,7 @@ class DummyEdit extends View implements View.OnKeyListener {
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@Override
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@Override
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public boolean onKey(View v, int keyCode, KeyEvent event) {
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public boolean onKey(View v, int keyCode, KeyEvent event) {
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/*
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return SDLActivity.handleKeyEvent(v, keyCode, event, ic);
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* This handles the hardware keyboard input
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*/
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if (event.getAction() == KeyEvent.ACTION_DOWN) {
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if (SDLActivity.isTextInputEvent(event)) {
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ic.commitText(String.valueOf((char) event.getUnicodeChar()), 1);
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return true;
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}
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SDLActivity.onNativeKeyDown(keyCode);
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return true;
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} else if (event.getAction() == KeyEvent.ACTION_UP) {
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SDLActivity.onNativeKeyUp(keyCode);
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return true;
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}
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return false;
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}
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}
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//
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//
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@ -189,72 +189,8 @@ public class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
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// Key events
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// Key events
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@Override
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@Override
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public boolean onKey(View v, int keyCode, KeyEvent event) {
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public boolean onKey(View v, int keyCode, KeyEvent event) {
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return SDLActivity.handleKeyEvent(v, keyCode, event, null);
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int deviceId = event.getDeviceId();
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int source = event.getSource();
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if (source == InputDevice.SOURCE_UNKNOWN) {
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InputDevice device = InputDevice.getDevice(deviceId);
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if (device != null) {
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source = device.getSources();
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}
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}
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// if (event.getAction() == KeyEvent.ACTION_DOWN) {
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// Log.v("SDL", "key down: " + keyCode + ", deviceId = " + deviceId + ", source = " + source);
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// } else if (event.getAction() == KeyEvent.ACTION_UP) {
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// Log.v("SDL", "key up: " + keyCode + ", deviceId = " + deviceId + ", source = " + source);
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// }
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// Dispatch the different events depending on where they come from
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// Some SOURCE_JOYSTICK, SOURCE_DPAD or SOURCE_GAMEPAD are also SOURCE_KEYBOARD
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// So, we try to process them as JOYSTICK/DPAD/GAMEPAD events first, if that fails we try them as KEYBOARD
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//
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// Furthermore, it's possible a game controller has SOURCE_KEYBOARD and
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// SOURCE_JOYSTICK, while its key events arrive from the keyboard source
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// So, retrieve the device itself and check all of its sources
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if (SDLControllerManager.isDeviceSDLJoystick(deviceId)) {
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// Note that we process events with specific key codes here
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if (event.getAction() == KeyEvent.ACTION_DOWN) {
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if (SDLControllerManager.onNativePadDown(deviceId, keyCode) == 0) {
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return true;
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}
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} else if (event.getAction() == KeyEvent.ACTION_UP) {
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if (SDLControllerManager.onNativePadUp(deviceId, keyCode) == 0) {
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return true;
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}
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}
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}
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if ((source & InputDevice.SOURCE_KEYBOARD) == InputDevice.SOURCE_KEYBOARD) {
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if (event.getAction() == KeyEvent.ACTION_DOWN) {
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if (SDLActivity.isTextInputEvent(event)) {
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SDLInputConnection.nativeCommitText(String.valueOf((char) event.getUnicodeChar()), 1);
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}
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SDLActivity.onNativeKeyDown(keyCode);
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return true;
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} else if (event.getAction() == KeyEvent.ACTION_UP) {
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SDLActivity.onNativeKeyUp(keyCode);
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return true;
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}
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}
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if ((source & InputDevice.SOURCE_MOUSE) == InputDevice.SOURCE_MOUSE) {
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// on some devices key events are sent for mouse BUTTON_BACK/FORWARD presses
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// they are ignored here because sending them as mouse input to SDL is messy
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if ((keyCode == KeyEvent.KEYCODE_BACK) || (keyCode == KeyEvent.KEYCODE_FORWARD)) {
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switch (event.getAction()) {
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case KeyEvent.ACTION_DOWN:
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case KeyEvent.ACTION_UP:
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// mark the event as handled or it will be handled by system
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// handling KEYCODE_BACK by system will call onBackPressed()
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return true;
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}
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}
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}
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return false;
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}
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}
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// Touch events
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// Touch events
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