virtualx-engine/platform/android/android_keys_utils.cpp

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/**************************************************************************/
/* android_keys_utils.cpp */
/**************************************************************************/
/* 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 "android_keys_utils.h"
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Key godot_code_from_android_code(unsigned int p_code) {
for (int i = 0; android_godot_code_pairs[i].android_code != AKEYCODE_MAX; i++) {
if (android_godot_code_pairs[i].android_code == p_code) {
return android_godot_code_pairs[i].godot_code;
}
}
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return Key::UNKNOWN;
}
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Key godot_code_from_unicode(unsigned int p_code) {
unsigned int code = p_code;
if (code > 0xFF) {
return Key::UNKNOWN;
}
// Known control codes.
if (code == '\b') { // 0x08
return Key::BACKSPACE;
}
if (code == '\t') { // 0x09
return Key::TAB;
}
if (code == '\n') { // 0x0A
return Key::ENTER;
}
if (code == 0x1B) {
return Key::ESCAPE;
}
if (code == 0x1F) {
return Key::KEY_DELETE;
}
// Unknown control codes.
if (code <= 0x1F || (code >= 0x80 && code <= 0x9F)) {
return Key::UNKNOWN;
}
// Convert to uppercase.
if (code >= 'a' && code <= 'z') { // 0x61 - 0x7A
code -= ('a' - 'A');
}
if (code >= u'à' && code <= u'ö') { // 0xE0 - 0xF6
code -= (u'à' - u'À'); // 0xE0 - 0xC0
}
if (code >= u'ø' && code <= u'þ') { // 0xF8 - 0xFF
code -= (u'ø' - u'Ø'); // 0xF8 - 0xD8
}
return Key(code);
}