I have the same issues, and I have solved it using a 'Character' event that I process separately from the InputEvent.
The problem is this: AKeyEvent_getKeyCode
doesn't return the KeyCode for some softkey events, notably the expanded 'unicode/latin' characters when you hold down a key. This prevents the methods @Shammi and @eozgonul from working because the KeyEvent
reconstructed on the Java side doesn't have enough information to get a unicode character.
Another issue is that the InputQueue
is drained on the C++/Native side before the dispatchKeyEvent
event(s) are fired. This means that the KEYDOWN/KEYUP events all fired before the Java code can process the events. (They are not interleaved).
My solution is to capture the unicode characters on the Java side by overriding dispatchKeyEvent
and sending the characters to a Queue<Integer> queueLastInputCharacter = new ConcurrentLinkedQueue<Integer>();
// [JAVA]
@Override
public boolean dispatchKeyEvent (KeyEvent event)
{
int metaState = event.getMetaState();
int unichar = event.getUnicodeChar(metaState);
// We are queuing the Unicode version of the characters for
// sending to the app during processEvents() call.
// We Queue the KeyDown and ActionMultiple Event UnicodeCharacters
if(event.getAction()==KeyEvent.ACTION_DOWN){
if(unichar != 0){
queueLastInputCharacter.offer(Integer.valueOf(unichar));
}
else{
unichar = event.getUnicodeChar();
if(unichar != 0){
queueLastInputCharacter.offer(Integer.valueOf(unichar));
}
else if (event.getDisplayLabel() != 0){
String aText = new String();
aText = "";
aText += event.getDisplayLabel();
queueLastInputCharacter.offer(Integer.valueOf(Character.codePointAt(aText, 0)));
}
else
queueLastInputCharacter.offer(Integer.valueOf(0));
}
}
else if(event.getAction()==KeyEvent.ACTION_MULTIPLE){
unichar = (Character.codePointAt(event.getCharacters(), 0));
queueLastInputCharacter.offer(Integer.valueOf(unichar));
}
return super.dispatchKeyEvent(event);
}
The concurrent queue is going to let the threads play nice together.
I have a Java side method that returns the last input character:
// [JAVA]
public int getLastUnicodeChar(){
if(!queueLastInputCharacter.isEmpty())
return queueLastInputCharacter.poll().intValue();
return 0;
}
At the end of my looper code, I tacked on an extra check to see if the queue retained any unicode characters:
// [C++]
int ident;
int events;
struct android_poll_source* source;
// If not rendering, we will block 250ms waiting for events.
// If animating, we loop until all events are read, then continue
// to draw the next frame of animation.
while ((ident = ALooper_pollAll(((nv_app_status_focused(_lpApp)) ? 1 : 250),
NULL,
&events,
(void**)&source)) >= 0)
{
// Process this event.
if (source != NULL)
source->process(_lpApp, source);
// Check if we are exiting. If so, dump out
if (!nv_app_status_running(_lpApp))
return;
}
static int modtime = 10; // let's not run on every call
if(--modtime == 0) {
long uniChar = androidUnicodeCharFromKeyEvent();
while (uniChar != 0) {
KEvent kCharEvent; // Game engine event
kCharEvent.ptkKey = K_VK_ERROR;
kCharEvent.unicodeChar = uniChar;
kCharEvent.character = uniChar;
/* Send unicode char */
kCharEvent.type = K_EVENT_UNICHAR;
_lpPortableHandler(&kCharEvent);
if (kCharEvent.character < 127) {
/* Send ascii char for source compatibility as well */
kCharEvent.type = K_EVENT_CHAR;
_lpPortableHandler(&kCharEvent);
}
uniChar = androidUnicodeCharFromKeyEvent();
}
modtime = 10;
}
The androidUnicodeCharFromKeyEvent
function is very similar to @Shammi 's GetStringFromAInputEvent
method, only use CallIntMethod
to return the jint
.
Notes
This does require modifying your engine to process character events separate from Key events. Android still has key codes like AKEYCODE_BACK
or AKEYCODE_ENTER
that are not character events and still need to be handled (and can be handled on the main input looper).
Editboxes, consoles, etc... Things that are expecting user input can be modified to receive a separate character event that builds the string. If you are working on multiple platforms, then you will need to generate these new character events in addition to the normal key input events.