godot/platform
lawnjelly 512f8ebb93 Fix some keyboards not working with Android
Fixes #17004

Currently the keydown and keyup messages are handled with method like this:

if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK
|| (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD
|| (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
// joystick input
}
else
{
// keyboard input
}

The constant for SOURCE_DPAD is 513
10 0000 0001

and the constant for SOURCE_KEYBOARD is 257
1 0000 0001

However, rather confusingly, for many keyboards the source sent by android is 769
11 0000 0001

Thus the keyboard is passing the check as being a DPAD and being processed as a joystick rather than keyboard. This PR handles the specific case of 769, allowing input from physical keyboards.
2019-06-21 12:57:33 +01:00
..
android Fix some keyboards not working with Android 2019-06-21 12:57:33 +01:00
haiku Png driver reworked to use libpng 1.6 simplified API 2019-06-19 11:05:58 +01:00
iphone Add script to fix style issues and copyright headers 2019-06-17 13:35:47 +02:00
javascript Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
osx Update macOS global mouse position at startup 2019-06-18 22:44:29 +03:00
server Png driver reworked to use libpng 1.6 simplified API 2019-06-19 11:05:58 +01:00
uwp Adding a new Camera Server implementation to Godot. 2019-06-15 21:30:32 +10:00
windows Fix endless controller iteration 2019-06-17 18:01:09 +02:00
x11 Merge pull request #29874 from ibrahn/rework-png-loadsave 2019-06-20 11:10:02 +02:00
register_platform_apis.h Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
SCsub SCons: Build thirdparty code in own env, disable warnings 2018-09-28 14:07:39 +02:00