Fix 3D texture corruption and stuck/dead-key input bugs
build / build (push) Successful in 2m13s

Stale GL_UNPACK state in gl4es and a missing pre-release GPU sync
caused diagonal-banded corruption in the 3D view. Synthetic key
press/release must track the real controller button or touch down/up
edges, not fire together in one call - fixes a typed movement key
sticking forever, then a follow-up that had silently broken A-button
jump and on-screen keyboard arrow keys. Also adds force-rebuild.sh for
the known stageEngine stale-cache issue.
This commit is contained in:
ml
2026-08-29 19:26:53 +02:00
parent a2fb95e57b
commit d6e438a541
15 changed files with 490 additions and 85 deletions
+41 -10
View File
@@ -4,6 +4,7 @@
// needs, compiled into the same "main" library as engine/ (see
// android/engine-patches/01-android-shared-lib.patch's ANDROID_EXTRA_SOURCES)
// - engine/ itself is never modified.
#include <ctype.h>
#include <jni.h>
#include <unistd.h>
@@ -20,17 +21,30 @@ Java_de_ladkau_questshock_QuestShockActivity_nativeChdir(JNIEnv *env, jclass cla
}
// KeyboardOverlay's hand-built on-screen keyboard (see
// KeyboardOverlay.commitPrintableChar()) has no real Android IME session
// behind it, so printable characters can't reach the game via Android's
// usual IME path - instead this builds and pushes an SDL_TEXTINPUT event
// directly, the same event type/shape SDL's own Android backend pushes for
// typed text, using only the public SDL_Event/SDL_PushEvent API. The
// engine's pump_events() (sdl_events.c) only picks up printable characters
// from this event, not from SDL_KEYDOWN (see handleKeyPress() in
// KeyboardOverlay.java for why).
// KeyboardOverlay.handleCharKeyDown()/handleCharKeyUp()) has no real
// Android IME session behind it, so printable characters can't reach the
// game via Android's usual IME path - instead this builds and pushes an
// SDL_TEXTINPUT event directly, the same event type/shape SDL's own
// Android backend pushes for typed text, using only the public
// SDL_Event/SDL_PushEvent API. The engine's pump_events() (sdl_events.c)
// only picks up printable characters from this event, not from
// SDL_KEYDOWN.
//
// pump_events()'s SDL_TEXTINPUT handling sets sshockKeyStates[code] for
// this character and only ever clears it again on a matching SDL_KEYUP.
// Any character bound to a continuously-polled motion key (space -> jump,
// w -> forward, etc., see MacSrc/Prefs.c's default keybinds.txt) is
// polled every physics tick for as long as that state stays set, exactly
// like a real held key - so nativeSendPrintableCharDown()/Up() are called
// from the key button's own ACTION_DOWN/ACTION_UP (see
// KeyboardOverlay.charKeyTouchListener()), not both at once: pushing the
// release in the same call as the press would set and clear
// sshockKeyStates[code] within a single pump_events() call, before the
// game loop's poll (which runs once per frame, before pump_events - see
// GameSrc/mainloop.c) ever has a chance to observe the press.
JNIEXPORT void JNICALL
Java_de_ladkau_questshock_KeyboardOverlay_nativeSendPrintableChar(JNIEnv *env, jclass clazz,
jchar c) {
Java_de_ladkau_questshock_KeyboardOverlay_nativeSendPrintableCharDown(JNIEnv *env, jclass clazz,
jchar c) {
SDL_Event event;
SDL_zero(event);
event.type = SDL_TEXTINPUT;
@@ -41,6 +55,23 @@ Java_de_ladkau_questshock_KeyboardOverlay_nativeSendPrintableChar(JNIEnv *env, j
SDL_PushEvent(&event);
}
JNIEXPORT void JNICALL
Java_de_ladkau_questshock_KeyboardOverlay_nativeSendPrintableCharUp(JNIEnv *env, jclass clazz,
jchar c) {
SDL_Event releaseEvent;
SDL_zero(releaseEvent);
releaseEvent.type = SDL_KEYUP;
releaseEvent.key.timestamp = SDL_GetTicks();
releaseEvent.key.windowID = 0;
releaseEvent.key.state = SDL_RELEASED;
releaseEvent.key.repeat = 0;
// SDL keycodes for printable characters are the character's own
// (lowercased) byte value - see sdl_events.c's own comment on this.
releaseEvent.key.keysym.sym = (SDL_Keycode)tolower((unsigned char)c);
releaseEvent.key.keysym.mod = KMOD_NONE;
SDL_PushEvent(&releaseEvent);
}
// KeyboardOverlay's title-bar Close button - the keyboard is a fully
// independent overlay quad from the menu launcher (see xr_overlay.h), so
// this is the only way to hide it once it's open; the controller's menu
+132 -6
View File
@@ -6,6 +6,7 @@
#include <android/log.h>
#include <GLES3/gl3.h>
#include <SDL.h>
#include "xr_mouse.h"
#include "xr_overlay.h"
@@ -43,6 +44,18 @@ static XrActionSet g_action_set = XR_NULL_HANDLE;
static XrAction g_aim_pose_action = XR_NULL_HANDLE;
static XrAction g_select_click_action = XR_NULL_HANDLE;
static XrAction g_menu_toggle_action = XR_NULL_HANDLE;
// WORKAROUND - the on-screen keyboard overlay is currently unusable,
// which blocks dismissing the "press Space to continue" tutorial screen
// shown right after starting a new game. This lets the right controller's
// A button send Space straight into the engine, bypassing the broken
// keyboard entirely. Remove once the keyboard overlay works.
static XrAction g_space_key_action = XR_NULL_HANDLE;
// Right controller's B button -> forward movement (Up arrow, one of the
// engine's default M_FORWARD keybinds per MacSrc/Prefs.c). Unlike Space,
// Up arrow is non-printable so a plain SDL_KEYDOWN/KEYUP is enough - no
// SDL_TEXTINPUT needed (see the space_key injection below for why that
// matters).
static XrAction g_forward_key_action = XR_NULL_HANDLE;
static XrPath g_hand_path[2];
static XrSpace g_aim_space[2] = {XR_NULL_HANDLE, XR_NULL_HANDLE};
@@ -53,6 +66,8 @@ static XrSpace g_aim_space[2] = {XR_NULL_HANDLE, XR_NULL_HANDLE};
// be visible at once.
static bool g_prev_select[2] = {false, false};
static bool g_prev_menu = false;
static bool g_prev_space_key = false;
static bool g_prev_forward_key = false;
static bool g_game_prev_hit[2] = {false, false};
static bool g_game_touch_active[2] = {false, false};
static bool g_menu_prev_hit[2] = {false, false};
@@ -229,6 +244,30 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
"xrCreateAction(menu_toggle)"))
return false;
// WORKAROUND - right controller's A button, see comment on
// g_space_key_action's declaration above.
XrActionCreateInfo spaceKeyInfo = {XR_TYPE_ACTION_CREATE_INFO};
strncpy(spaceKeyInfo.actionName, "space_key", XR_MAX_ACTION_NAME_SIZE - 1);
strncpy(spaceKeyInfo.localizedActionName, "Space Key", XR_MAX_LOCALIZED_ACTION_NAME_SIZE - 1);
spaceKeyInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
spaceKeyInfo.countSubactionPaths = 1;
spaceKeyInfo.subactionPaths = &g_hand_path[RIGHT];
if (!xr_check(xrCreateAction(g_action_set, &spaceKeyInfo, &g_space_key_action),
"xrCreateAction(space_key)"))
return false;
// Right controller's B button, see comment on g_forward_key_action's
// declaration above.
XrActionCreateInfo forwardKeyInfo = {XR_TYPE_ACTION_CREATE_INFO};
strncpy(forwardKeyInfo.actionName, "forward_key", XR_MAX_ACTION_NAME_SIZE - 1);
strncpy(forwardKeyInfo.localizedActionName, "Forward Key", XR_MAX_LOCALIZED_ACTION_NAME_SIZE - 1);
forwardKeyInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
forwardKeyInfo.countSubactionPaths = 1;
forwardKeyInfo.subactionPaths = &g_hand_path[RIGHT];
if (!xr_check(xrCreateAction(g_action_set, &forwardKeyInfo, &g_forward_key_action),
"xrCreateAction(forward_key)"))
return false;
XrPath profilePath;
xrStringToPath(instance, "/interaction_profiles/oculus/touch_controller", &profilePath);
@@ -240,17 +279,22 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
// action. Suggesting a binding to a component the profile doesn't
// have at all (like a nonexistent .../trigger/click) fails the entire
// xrSuggestInteractionProfileBindings call, not just that one entry.
XrPath aimPoseLeftPath, aimPoseRightPath, triggerLeftPath, triggerRightPath, menuClickPath;
XrPath aimPoseLeftPath, aimPoseRightPath, triggerLeftPath, triggerRightPath, menuClickPath,
aClickPath, bClickPath;
xrStringToPath(instance, "/user/hand/left/input/aim/pose", &aimPoseLeftPath);
xrStringToPath(instance, "/user/hand/right/input/aim/pose", &aimPoseRightPath);
xrStringToPath(instance, "/user/hand/left/input/trigger/value", &triggerLeftPath);
xrStringToPath(instance, "/user/hand/right/input/trigger/value", &triggerRightPath);
xrStringToPath(instance, "/user/hand/left/input/menu/click", &menuClickPath);
xrStringToPath(instance, "/user/hand/right/input/a/click", &aClickPath);
xrStringToPath(instance, "/user/hand/right/input/b/click", &bClickPath);
XrActionSuggestedBinding bindings[] = {
{g_aim_pose_action, aimPoseLeftPath}, {g_aim_pose_action, aimPoseRightPath},
{g_select_click_action, triggerLeftPath}, {g_select_click_action, triggerRightPath},
{g_menu_toggle_action, menuClickPath},
{g_space_key_action, aClickPath},
{g_forward_key_action, bClickPath},
};
XrInteractionProfileSuggestedBinding suggested = {XR_TYPE_INTERACTION_PROFILE_SUGGESTED_BINDING};
suggested.interactionProfile = profilePath;
@@ -291,7 +335,7 @@ bool xr_input_init(XrInstance instance, XrSession session, int64_t swapchain_for
}
}
LOGI("XR: input action set ready (aim pose + trigger + menu-toggle)");
LOGI("XR: input action set ready (aim pose + trigger + menu-toggle + A=space + B=forward)");
return true;
}
@@ -356,8 +400,9 @@ static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
*outPlaneDistance = t;
if (hit != *prevHit) {
LOGI("XR: %s aim ray %s %s quad (u=%.2f v=%.2f)", kHandName[hand],
hit ? "entered" : "left", quadName, u, v);
// Disabled for now - noisy while chasing an unrelated texture bug.
// LOGI("XR: %s aim ray %s %s quad (u=%.2f v=%.2f)", kHandName[hand],
// hit ? "entered" : "left", quadName, u, v);
*prevHit = hit;
}
if (hit) {
@@ -559,8 +604,9 @@ static bool xr_input_try_game_quad(int hand, const XrSpaceLocation *location, fl
*outV = v;
if (hit != g_game_prev_hit[hand]) {
LOGI("XR: %s aim ray %s game quad (u=%.2f v=%.2f)", kHandName[hand],
hit ? "entered" : "left", u, v);
// Disabled for now - noisy while chasing an unrelated texture bug.
// LOGI("XR: %s aim ray %s game quad (u=%.2f v=%.2f)", kHandName[hand],
// hit ? "entered" : "left", u, v);
g_game_prev_hit[hand] = hit;
}
return hit;
@@ -655,6 +701,82 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
g_prev_menu = menuDown;
}
if (hand == RIGHT) {
XrActionStateGetInfo spaceKeyInfo = {XR_TYPE_ACTION_STATE_GET_INFO};
spaceKeyInfo.action = g_space_key_action;
spaceKeyInfo.subactionPath = g_hand_path[RIGHT];
XrActionStateBoolean spaceKeyState = {XR_TYPE_ACTION_STATE_BOOLEAN};
xrGetActionStateBoolean(g_session, &spaceKeyInfo, &spaceKeyState);
bool spaceKeyDown = spaceKeyState.isActive && spaceKeyState.currentState;
if (spaceKeyDown != g_prev_space_key) {
LOGI("XR: A button (space key) %s", spaceKeyDown ? "DOWN" : "UP");
if (spaceKeyDown) {
// The engine's pump_events() (sdl_events.c) only queues a
// KEYDOWN here for non-printable keys (ascii < 32) -
// printable keys like Space are expected to arrive via
// SDL_TEXTINPUT instead (that's the branch that actually
// queues the KBS_DOWN event the tutorial-dismiss handler
// checks for), so send that too, matching what real
// keyboard input generates for a Space press.
//
// sdl_events.c's SDL_TEXTINPUT handling also sets
// sshockKeyStates[Space] = pressed - the same array
// Space's own keybind (M_JUMP, see MacSrc/Prefs.c's
// default keybinds.txt) polls every physics tick via
// ui_poll_keyboard(). It's only ever cleared again by a
// matching SDL_KEYUP, sent below once this button's real
// physical up-edge fires (spaceKeyDown false) - not
// synthesized here alongside the press, since pushing
// both in the same batch would set and clear it within
// one pump_events() call, before the poll (which runs
// once per frame, before pump_events) ever sees the
// press.
SDL_Event textEvent;
SDL_zero(textEvent);
textEvent.type = SDL_TEXTINPUT;
textEvent.text.timestamp = SDL_GetTicks();
textEvent.text.windowID = 0;
textEvent.text.text[0] = ' ';
textEvent.text.text[1] = '\0';
SDL_PushEvent(&textEvent);
}
SDL_Event event;
SDL_zero(event);
event.type = spaceKeyDown ? SDL_KEYDOWN : SDL_KEYUP;
event.key.timestamp = SDL_GetTicks();
event.key.windowID = 0;
event.key.state = spaceKeyDown ? SDL_PRESSED : SDL_RELEASED;
event.key.repeat = 0;
event.key.keysym.scancode = SDL_SCANCODE_SPACE;
event.key.keysym.sym = SDLK_SPACE;
event.key.keysym.mod = KMOD_NONE;
SDL_PushEvent(&event);
g_prev_space_key = spaceKeyDown;
}
XrActionStateGetInfo forwardKeyInfo = {XR_TYPE_ACTION_STATE_GET_INFO};
forwardKeyInfo.action = g_forward_key_action;
forwardKeyInfo.subactionPath = g_hand_path[RIGHT];
XrActionStateBoolean forwardKeyState = {XR_TYPE_ACTION_STATE_BOOLEAN};
xrGetActionStateBoolean(g_session, &forwardKeyInfo, &forwardKeyState);
bool forwardKeyDown = forwardKeyState.isActive && forwardKeyState.currentState;
if (forwardKeyDown != g_prev_forward_key) {
LOGI("XR: B button (forward key) %s", forwardKeyDown ? "DOWN" : "UP");
SDL_Event event;
SDL_zero(event);
event.type = forwardKeyDown ? SDL_KEYDOWN : SDL_KEYUP;
event.key.timestamp = SDL_GetTicks();
event.key.windowID = 0;
event.key.state = forwardKeyDown ? SDL_PRESSED : SDL_RELEASED;
event.key.repeat = 0;
event.key.keysym.scancode = SDL_SCANCODE_UP;
event.key.keysym.sym = SDLK_UP;
event.key.keysym.mod = KMOD_NONE;
SDL_PushEvent(&event);
g_prev_forward_key = forwardKeyDown;
}
}
XrActionStateGetInfo poseInfo = {XR_TYPE_ACTION_STATE_GET_INFO};
poseInfo.action = g_aim_pose_action;
poseInfo.subactionPath = g_hand_path[hand];
@@ -782,6 +904,8 @@ void xr_input_shutdown(void) {
g_aim_pose_action = XR_NULL_HANDLE;
g_select_click_action = XR_NULL_HANDLE;
g_menu_toggle_action = XR_NULL_HANDLE;
g_space_key_action = XR_NULL_HANDLE;
g_forward_key_action = XR_NULL_HANDLE;
g_instance = XR_NULL_HANDLE;
g_session = XR_NULL_HANDLE;
@@ -794,6 +918,8 @@ void xr_input_shutdown(void) {
memset(g_keyboard_touch_active, 0, sizeof(g_keyboard_touch_active));
g_beam_quad_valid[LEFT] = g_beam_quad_valid[RIGHT] = false;
g_prev_menu = false;
g_prev_space_key = false;
g_prev_forward_key = false;
g_keyboard_dragging = false;
g_keyboard_drag_hand = -1;
}
+3 -2
View File
@@ -21,8 +21,9 @@ extern "C" {
void xr_mouse_move(int x, int y);
// Pushes a synthetic SDL_MOUSEBUTTONDOWN/UP (SDL_BUTTON_LEFT) - matches
// KeyboardOverlay's nativeSendPrintableChar() in questshock_native.c: a
// plain SDL_Event built by hand and handed to the public SDL_PushEvent(),
// KeyboardOverlay's nativeSendPrintableCharDown()/Up() in
// questshock_native.c: a plain SDL_Event built by hand and handed to the
// public SDL_PushEvent(),
// no engine patch needed. pump_events() (sdl_events.c) reads whatever
// mouse_put_xy() last set, not any x/y carried on the event itself - call
// xr_mouse_move() first if position needs updating this frame.
+9
View File
@@ -427,6 +427,15 @@ bool xr_overlay_render_and_build_layer(XrOverlay *overlay, XrCompositionLayerQua
overlay->width, 0, GL_COLOR_BUFFER_BIT, GL_LINEAR);
real_glBindFramebuffer(GL_READ_FRAMEBUFFER, (GLuint)prevReadFbo);
// Without this, nothing here waits for the blit to actually finish on
// the GPU before xr_swapchain_release() hands the image back to the
// compositor - glBlitFramebuffer only queues the copy. A cross-process
// consumer reading the image before the driver has finished writing it
// is a textbook source of the diagonal-banded/torn corruption seen on
// device (see xr_swapchain_acquire()'s counterpart in OpenGL.cc, which
// had the same gap).
glFinish();
xr_swapchain_release(overlay->instance, &overlay->swapchain);
memset(out_quad, 0, sizeof(*out_quad));
@@ -4,6 +4,7 @@ import android.app.Activity;
import android.util.TypedValue;
import android.view.Gravity;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.ViewGroup;
import android.widget.Button;
@@ -17,13 +18,19 @@ import org.libsdl.app.SDLActivity;
* The on-screen keyboard quad (see OverlayPanel for the shared off-screen-
* render/touch/cursor plumbing this builds on) - a hand-built, full
* US-layout key grid (there's no system IME to borrow once immersive) plus
* a text field echoing what's been sent. Each key press is forwarded
* straight to the game as real input (see handleKeyPress()/
* handleCharKeyPress()) - non-printable keys as an
* a text field echoing what's been sent. Every key that reaches the game
* (everything but Close/Shift/Ctrl/Alt, which are local UI actions - see
* handleKeyDown()/handleKeyUp() and handleCharKeyDown()/handleCharKeyUp())
* is driven by that key button's own ACTION_DOWN/ACTION_UP (see
* charKeyTouchListener()/controlKeyTouchListener()), which
* OverlayPanel.handleTouch() dispatches for exactly as long as the
* controller's trigger is physically held while aimed at it - so a key
* held on this keyboard behaves like a real key held on a physical one,
* not an instant tap. Non-printable keys go through an
* SDLActivity.onNativeKeyDown()/onNativeKeyUp() pair, the same one a
* physical Bluetooth keyboard's presses already drive, and printable keys
* via a synthesized SDL_TEXTINPUT event pushed from native code (see
* commitPrintableChar()/nativeSendPrintableChar() in questshock_native.c) -
* physical Bluetooth keyboard's presses already drive; printable keys go
* through a synthesized SDL_TEXTINPUT/SDL_KEYUP pair pushed from native
* code (see nativeSendPrintableCharDown()/Up() in questshock_native.c) -
* except while a Ctrl/Alt "armed" modifier is active, when they go through
* the same onNativeKeyDown()/onNativeKeyUp() path instead, so the modifier
* carries across (see toggleModifier()). Shift is a purely local layer
@@ -93,9 +100,9 @@ public class KeyboardOverlay extends OverlayPanel {
// A key whose printed character (and, while unmodified, whose game
// input) depends on the Shift layer - covers letters, digits, and
// punctuation uniformly (e.g. 'q'/'Q', '1'/'!', '-'/'_'). androidKeyCode
// is only used for the Ctrl/Alt-combo path (see handleCharKeyPress()) -
// the unmodified path goes through commitPrintableChar() instead, which
// doesn't need an Android keycode at all.
// is only used for the Ctrl/Alt-combo path (see handleCharKeyDown()) -
// the unmodified path goes through nativeSendPrintableCharDown()/Up()
// instead, which doesn't need an Android keycode at all.
private static final class CharKey {
final char base;
final char shifted;
@@ -224,7 +231,7 @@ public class KeyboardOverlay extends OverlayPanel {
Button close = new Button(activity);
close.setText("Close");
close.setOnClickListener(v -> handleKeyPress("Close"));
close.setOnClickListener(v -> nativeRequestClose());
close.setOnTouchListener(CLICK_ON_TOUCH_UP);
bar.addView(close,
new LinearLayout.LayoutParams(CLOSE_BUTTON_WIDTH, ViewGroup.LayoutParams.MATCH_PARENT));
@@ -234,9 +241,10 @@ public class KeyboardOverlay extends OverlayPanel {
// Each row fills the panel's remaining height evenly (weight 1 on the
// row itself). Accepts a mix of String (a fixed-action control key,
// handled by handleKeyPress()) and CharKey (a Shift-sensitive character
// key, handled by handleCharKeyPress()) per item, so a row can match
// real keyboard geometry (e.g. "Tab" followed by a run of CharKeys).
// handled by handleKeyDown()/handleKeyUp()) and CharKey (a
// Shift-sensitive character key, handled by handleCharKeyDown()/
// handleCharKeyUp()) per item, so a row can match real keyboard
// geometry (e.g. "Tab" followed by a run of CharKeys).
// Within a row, CharKeys and most control keys share width equally
// except Space (wider, like a real keyboard) and Esc/Back/Enter/Tab/
// Shift/Ctrl/Alt (narrower, see keyWeight()).
@@ -245,13 +253,12 @@ public class KeyboardOverlay extends OverlayPanel {
row.setOrientation(LinearLayout.HORIZONTAL);
for (Object item : items) {
Button key = new Button(activity);
key.setOnTouchListener(CLICK_ON_TOUCH_UP);
float weight;
if (item instanceof CharKey) {
CharKey charKey = (CharKey) item;
charKey.button = key;
key.setText(charKeyLabel(charKey, shiftActive));
key.setOnClickListener(v -> handleCharKeyPress(charKey));
key.setOnTouchListener(charKeyTouchListener(charKey));
charKeys.add(charKey);
// Space is a CharKey too (base == shifted == ' '), but keeps
// its traditional wide key like the other control keys do.
@@ -259,8 +266,19 @@ public class KeyboardOverlay extends OverlayPanel {
} else {
String label = (String) item;
key.setText(label);
key.setOnClickListener(v -> handleKeyPress(label));
weight = keyWeight(label);
// Shift/Ctrl/Alt are local UI toggles with their own
// instantaneous press/release semantics (see
// toggleModifier()), not a value forwarded to the game for
// as long as the key is held - a plain click is enough.
// Every other control key reaches the game and needs real
// hold-duration semantics (see controlKeyTouchListener()).
if (label.equals("Shift") || label.equals("Ctrl") || label.equals("Alt")) {
key.setOnClickListener(v -> handleToggleKey(label));
key.setOnTouchListener(CLICK_ON_TOUCH_UP);
} else {
key.setOnTouchListener(controlKeyTouchListener(label));
}
if (label.equals("Shift")) {
shiftButton = key;
} else if (label.equals("Ctrl")) {
@@ -276,6 +294,54 @@ public class KeyboardOverlay extends OverlayPanel {
ViewGroup.LayoutParams.MATCH_PARENT, 0, 1f));
}
// Drives a control key (everything controlKeyCode() maps, i.e. every
// key in addRow() except CharKeys and the Shift/Ctrl/Alt toggles) from
// its button's own touch lifecycle, so it reaches the game for exactly
// as long as the controller's trigger is held on it (see the class
// doc). ACTION_CANCEL (the ray straying off the button, or another
// overlay claiming it - see xr_input.c) releases the key the same as
// ACTION_UP, so a key can never be left stuck down.
private View.OnTouchListener controlKeyTouchListener(String label) {
return (v, event) -> {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
v.setPressed(true);
handleKeyDown(label);
break;
case MotionEvent.ACTION_UP:
v.setPressed(false);
handleKeyUp(label);
break;
case MotionEvent.ACTION_CANCEL:
v.setPressed(false);
handleKeyUp(label);
break;
}
return true;
};
}
// Same as controlKeyTouchListener() above, for a CharKey.
private View.OnTouchListener charKeyTouchListener(CharKey key) {
return (v, event) -> {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
v.setPressed(true);
handleCharKeyDown(key);
break;
case MotionEvent.ACTION_UP:
v.setPressed(false);
handleCharKeyUp(key);
break;
case MotionEvent.ACTION_CANCEL:
v.setPressed(false);
handleCharKeyUp(key);
break;
}
return true;
};
}
private static float keyWeight(String label) {
if (label.equals("Back") || label.equals("Esc") || label.equals("Enter")
|| label.equals("Tab") || label.equals("Shift") || label.equals("Ctrl")
@@ -310,38 +376,31 @@ public class KeyboardOverlay extends OverlayPanel {
}
}
// "Close" (the title bar's button - see buildTitleBar()) hides this
// overlay's quad entirely (see nativeRequestClose()) and never reaches
// the game. Shift/Ctrl/Alt are handled separately below (Shift is a
// local layer toggle; Ctrl/Alt are one-shot armed modifiers) since
// neither sends a plain key event of its own the way every other
// control key here does. Everything else (Back/Esc/Enter/Tab/arrows/
// F1-F12) is non-printable, so it's forwarded as a real Android key
// event via controlKeyCode() above, then releases any armed Ctrl/Alt
// modifier (this key just consumed it). This all matters beyond just
// the visible typedTextView below: the engine's cutscene skip handler
// (cutsloop.c's cutscene_key_handler()) only reacts to Esc/Enter/Space,
// so those need to reach the game as actual game input, not just be
// echoed locally.
private void handleKeyPress(String label) {
if (label.equals("Close")) {
nativeRequestClose();
return;
}
// Shift is a local layer toggle; Ctrl/Alt are one-shot armed modifiers
// (see toggleModifier()) - neither is forwarded to the game as a key of
// its own, so a plain click (rather than the hold-duration dispatch
// every other key below uses) is enough.
private void handleToggleKey(String label) {
if (label.equals("Shift")) {
shiftActive = !shiftActive;
updateShiftVisual();
return;
}
if (label.equals("Ctrl") || label.equals("Alt")) {
toggleModifier(label);
return;
}
toggleModifier(label);
}
// Everything controlKeyCode() maps (Back/Esc/Enter/Tab/arrows/F1-F12)
// is non-printable, so it's forwarded as a real Android key event via
// that code - down on this key's own ACTION_DOWN, up on ACTION_UP/
// CANCEL (see controlKeyTouchListener()), the same down/up split a
// physical Bluetooth keyboard's own key events already carry. This all
// matters beyond just the visible typedTextView below: the engine's
// cutscene skip handler (cutsloop.c's cutscene_key_handler()) only
// reacts to Esc/Enter/Space, so those need to reach the game as actual
// game input, not just be echoed locally.
private void handleKeyDown(String label) {
int keyCode = controlKeyCode(label);
SDLActivity.onNativeKeyDown(keyCode);
SDLActivity.onNativeKeyUp(keyCode);
releaseArmedModifiers();
if (label.equals("Back")) {
if (typedText.length() > 0) {
@@ -353,31 +412,45 @@ public class KeyboardOverlay extends OverlayPanel {
typedTextView.setText(typedText.toString());
}
private void handleKeyUp(String label) {
SDLActivity.onNativeKeyUp(controlKeyCode(label));
releaseArmedModifiers();
}
// A CharKey's printed character depends only on the Shift layer
// (updateShiftVisual() keeps its button's label in sync). Which game
// input it produces depends on whether a modifier is armed: unmodified,
// it goes through commitPrintableChar() below like a normal typed
// character; with Ctrl/Alt armed, it instead goes through the same
// onNativeKeyDown()/onNativeKeyUp() path handleKeyPress() uses for
// control keys, since that's the only path that carries
// ev.key.keysym.mod through to the engine (sdl_events.c's pump_events()
// reads Ctrl/Alt only off that path, never off SDL_TEXTINPUT).
private void handleCharKeyPress(CharKey key) {
// it goes through nativeSendPrintableCharDown()/Up() below like a
// normal typed character; with Ctrl/Alt armed, it instead goes through
// the same onNativeKeyDown()/onNativeKeyUp() path handleKeyDown()/
// handleKeyUp() use for control keys, since that's the only path that
// carries ev.key.keysym.mod through to the engine (sdl_events.c's
// pump_events() reads Ctrl/Alt only off that path, never off
// SDL_TEXTINPUT).
private void handleCharKeyDown(CharKey key) {
char c = shiftActive ? key.shifted : key.base;
if (ctrlArmed || altArmed) {
SDLActivity.onNativeKeyDown(key.androidKeyCode);
SDLActivity.onNativeKeyUp(key.androidKeyCode);
releaseArmedModifiers();
} else {
commitPrintableChar(c);
nativeSendPrintableCharDown(c);
}
typedText.append(c);
typedTextView.setText(typedText.toString());
}
private void handleCharKeyUp(CharKey key) {
char c = shiftActive ? key.shifted : key.base;
if (ctrlArmed || altArmed) {
SDLActivity.onNativeKeyUp(key.androidKeyCode);
releaseArmedModifiers();
} else {
nativeSendPrintableCharUp(c);
}
}
// Ctrl/Alt are "armed" rather than held: pressing one immediately sends
// its keydown (so SDL's own modifier tracking picks it up for whatever
// key comes next - see handleCharKeyPress()/handleKeyPress()) and
// key comes next - see handleCharKeyDown()/handleKeyDown()) and
// brackets its label for feedback; pressing the same key again before
// it's been used cancels it (sends the matching keyup, un-brackets).
// The normal case - actually being consumed by the next key press - is
@@ -400,10 +473,10 @@ public class KeyboardOverlay extends OverlayPanel {
button.setText(nowArmed ? "[" + label + "]" : label);
}
// Called after any key actually reaches the game (a control key in
// handleKeyPress(), or a CharKey in handleCharKeyPress()) so an armed
// Ctrl/Alt only ever applies to the very next key, then releases -
// matching a real Ctrl/Alt+key combo's keyup once the combo is done.
// Called after any key actually reaches the game (a control key's
// handleKeyUp(), or a CharKey's handleCharKeyUp()) so an armed Ctrl/Alt
// only ever applies to the very next key, then releases - matching a
// real Ctrl/Alt+key combo's keyup once the combo is done.
private void releaseArmedModifiers() {
if (ctrlArmed) {
SDLActivity.onNativeKeyUp(KeyEvent.KEYCODE_CTRL_LEFT);
@@ -429,17 +502,15 @@ public class KeyboardOverlay extends OverlayPanel {
}
}
// Synthesizes the SDL_TEXTINPUT event pump_events() (sdl_events.c)
// requires for printable characters (see handleCharKeyPress() above),
// by building and pushing it directly in native code (see
// nativeSendPrintableChar() in questshock_native.c) rather than through
// Android's IME (there's no real IME session behind this off-screen,
// Synthesizes the SDL_TEXTINPUT/SDL_KEYUP pair pump_events()
// (sdl_events.c) requires for printable characters (see
// handleCharKeyDown()/handleCharKeyUp() above), by building and
// pushing them directly in native code rather than through Android's
// IME (there's no real IME session behind this off-screen,
// never-attached grid for that plumbing to hook into).
private static void commitPrintableChar(char c) {
nativeSendPrintableChar(c);
}
private static native void nativeSendPrintableCharDown(char c);
private static native void nativeSendPrintableChar(char c);
private static native void nativeSendPrintableCharUp(char c);
// Hides this overlay's quad (xr_overlay_set_visible(..., false)) - the
// only way to do so, since the controller's menu button doesn't affect