godot/platform/macos/godot_application.mm
bruvzg daad4aed62
Cleanup and unify keyboard input.
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.

Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-01-23 15:08:12 +02:00

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/**************************************************************************/
/* godot_application.mm */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "godot_application.h"
#include "display_server_macos.h"
@implementation GodotApplication
- (void)mediaKeyEvent:(int)key state:(BOOL)state repeat:(BOOL)repeat {
Key keycode = Key::NONE;
switch (key) {
case NX_KEYTYPE_SOUND_UP: {
keycode = Key::VOLUMEUP;
} break;
case NX_KEYTYPE_SOUND_DOWN: {
keycode = Key::VOLUMEUP;
} break;
//NX_KEYTYPE_BRIGHTNESS_UP
//NX_KEYTYPE_BRIGHTNESS_DOWN
case NX_KEYTYPE_CAPS_LOCK: {
keycode = Key::CAPSLOCK;
} break;
case NX_KEYTYPE_HELP: {
keycode = Key::HELP;
} break;
case NX_POWER_KEY: {
keycode = Key::STANDBY;
} break;
case NX_KEYTYPE_MUTE: {
keycode = Key::VOLUMEMUTE;
} break;
//NX_KEYTYPE_CONTRAST_UP
//NX_KEYTYPE_CONTRAST_DOWN
//NX_KEYTYPE_LAUNCH_PANEL
//NX_KEYTYPE_EJECT
//NX_KEYTYPE_VIDMIRROR
//NX_KEYTYPE_FAST
//NX_KEYTYPE_REWIND
//NX_KEYTYPE_ILLUMINATION_UP
//NX_KEYTYPE_ILLUMINATION_DOWN
//NX_KEYTYPE_ILLUMINATION_TOGGLE
case NX_KEYTYPE_PLAY: {
keycode = Key::MEDIAPLAY;
} break;
case NX_KEYTYPE_NEXT: {
keycode = Key::MEDIANEXT;
} break;
case NX_KEYTYPE_PREVIOUS: {
keycode = Key::MEDIAPREVIOUS;
} break;
default: {
keycode = Key::NONE;
} break;
}
DisplayServerMacOS *ds = (DisplayServerMacOS *)DisplayServer::get_singleton();
if (ds && keycode != Key::NONE) {
DisplayServerMacOS::KeyEvent ke;
ke.window_id = ds->_get_focused_window_or_popup();
ke.macos_state = 0;
ke.pressed = state;
ke.echo = repeat;
ke.keycode = keycode;
ke.physical_keycode = keycode;
ke.key_label = keycode;
ke.unicode = 0;
ke.raw = true;
ds->push_to_key_event_buffer(ke);
}
}
- (void)sendEvent:(NSEvent *)event {
if ([event type] == NSSystemDefined && [event subtype] == 8) {
int keyCode = (([event data1] & 0xFFFF0000) >> 16);
int keyFlags = ([event data1] & 0x0000FFFF);
int keyState = (((keyFlags & 0xFF00) >> 8)) == 0xA;
int keyRepeat = (keyFlags & 0x1);
[self mediaKeyEvent:keyCode state:keyState repeat:keyRepeat];
}
DisplayServerMacOS *ds = (DisplayServerMacOS *)DisplayServer::get_singleton();
if (ds) {
if ([event type] == NSEventTypeLeftMouseDown || [event type] == NSEventTypeRightMouseDown || [event type] == NSEventTypeOtherMouseDown) {
if (ds->mouse_process_popups()) {
return;
}
}
ds->send_event(event);
}
// From http://cocoadev.com/index.pl?GameKeyboardHandlingAlmost
// This works around an AppKit bug, where key up events while holding
// down the command key don't get sent to the key window.
if ([event type] == NSEventTypeKeyUp && ([event modifierFlags] & NSEventModifierFlagCommand)) {
[[self keyWindow] sendEvent:event];
} else {
[super sendEvent:event];
}
}
@end