本文整理汇总了Java中android.view.KeyEvent.getSource方法的典型用法代码示例。如果您正苦于以下问题:Java KeyEvent.getSource方法的具体用法?Java KeyEvent.getSource怎么用?Java KeyEvent.getSource使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类android.view.KeyEvent
的用法示例。
在下文中一共展示了KeyEvent.getSource方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: onKeyDown
import android.view.KeyEvent; //导入方法依赖的package包/类
@Override
public boolean onKeyDown(int keyCode, final KeyEvent event)
{
if( keyCode == KeyEvent.KEYCODE_BACK )
{
if( (event.getSource() & InputDevice.SOURCE_MOUSE) == InputDevice.SOURCE_MOUSE )
{
// Stupid Samsung and stupid Acer remaps right mouse button to BACK key
nativeMouseButtonsPressed(2, 1);
return true;
}
else if( mClient.isKeyboardWithoutTextInputShown() )
{
return true;
}
}
if( nativeKey( keyCode, 1, event.getUnicodeChar(), DifferentTouchInput.processGamepadDeviceId(event.getDevice()) ) == 0 )
return super.onKeyDown(keyCode, event);
return true;
}
示例2: onKeyUp
import android.view.KeyEvent; //导入方法依赖的package包/类
@Override
public boolean onKeyUp(int keyCode, final KeyEvent event)
{
if( keyCode == KeyEvent.KEYCODE_BACK )
{
if( (event.getSource() & InputDevice.SOURCE_MOUSE) == InputDevice.SOURCE_MOUSE )
{
// Stupid Samsung and stupid Acer remaps right mouse button to BACK key
nativeMouseButtonsPressed(2, 0);
return true;
}
else if( mClient.isKeyboardWithoutTextInputShown() )
{
mClient.showScreenKeyboardWithoutTextInputField(0); // Hide keyboard
return true;
}
}
if( nativeKey( keyCode, 0, event.getUnicodeChar(), DifferentTouchInput.processGamepadDeviceId(event.getDevice()) ) == 0 )
return super.onKeyUp(keyCode, event);
//if( keyCode == KeyEvent.KEYCODE_BACK || keyCode == KeyEvent.KEYCODE_MENU )
// DimSystemStatusBar.get().dim(mClient._videoLayout);
return true;
}
示例3: onKey
import android.view.KeyEvent; //导入方法依赖的package包/类
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
// Dispatch the different events depending on where they come from
// Some SOURCE_JOYSTICK, SOURCE_DPAD or SOURCE_GAMEPAD are also SOURCE_KEYBOARD
// So, we try to process them as JOYSTICK/DPAD/GAMEPAD events first, if that fails we try them as KEYBOARD
//
// Furthermore, it's possible a game controller has SOURCE_KEYBOARD and
// SOURCE_JOYSTICK, while its key events arrive from the keyboard source
// So, retrieve the device itself and check all of its sources
if (SDLActivity.isDeviceSDLJoystick(event.getDeviceId())) {
// Note that we process events with specific key codes here
if (event.getAction() == KeyEvent.ACTION_DOWN) {
if (SDLActivity.onNativePadDown(event.getDeviceId(), keyCode) == 0) {
return true;
}
} else if (event.getAction() == KeyEvent.ACTION_UP) {
if (SDLActivity.onNativePadUp(event.getDeviceId(), keyCode) == 0) {
return true;
}
}
}
if ((event.getSource() & InputDevice.SOURCE_KEYBOARD) != 0) {
if (event.getAction() == KeyEvent.ACTION_DOWN) {
//Log.v("SDL", "key down: " + keyCode);
SDLActivity.onNativeKeyDown(keyCode);
return true;
}
else if (event.getAction() == KeyEvent.ACTION_UP) {
//Log.v("SDL", "key up: " + keyCode);
SDLActivity.onNativeKeyUp(keyCode);
return true;
}
}
if ((event.getSource() & InputDevice.SOURCE_MOUSE) != 0) {
// on some devices key events are sent for mouse BUTTON_BACK/FORWARD presses
// they are ignored here because sending them as mouse input to SDL is messy
if ((keyCode == KeyEvent.KEYCODE_BACK) || (keyCode == KeyEvent.KEYCODE_FORWARD)) {
switch (event.getAction()) {
case KeyEvent.ACTION_DOWN:
case KeyEvent.ACTION_UP:
// mark the event as handled or it will be handled by system
// handling KEYCODE_BACK by system will call onBackPressed()
return true;
}
}
}
return false;
}