在C/C++中接收完整的android unicode输入

Receive complete android unicode input in C/C++

本文关键字:android unicode 输入 C++      更新时间:2023-10-16

(Android、NDK、C++、OpenGL ES)

我需要一种方法来可靠地接收来自(软)键盘的文本输入。该解决方案可以通过Java使用NativeActivity子类,也可以是任何有效的解决方案。最后,我需要输入任何文本,这样我就可以用OpenGL 自己渲染它

一些背景:到目前为止,我一直在通过调用showSoftInput或hideSoftInputFromWindow think JNI来触发软键盘。到目前为止,这从未失败过。但是,问题是本机活动不会发送所有字符。特别是某些unicode字符超出ASCII范围,或者某些运动软键盘无法工作(AKeyEvent_getKeyCode)

过去可以获得一些其他unicode字符,为什么要检查KeyEvent.ACTION_MULTIPLE并读取字符串。但即使这样也无法可靠地工作。

到目前为止,我没能找到另一种方法。我尝试过以编程方式添加EditText,但一直没有成功。即使尝试添加一个简单的按钮,也会导致OpenGL视图不再渲染。

在iOS上,我通过一个隐藏的编辑框来解决这个问题,我只需激活它就可以显示键盘。然后我会读出编辑框,并使用字符串在OpenGL中渲染自己。

我也遇到了同样的问题,我使用了一个与InputEvent分开处理的"Character"事件来解决它。

问题是:AKeyEvent_getKeyCode不会为某些软键事件返回KeyCode,尤其是当您按住键时扩展的"unicode/lating"字符。这阻止了方法@Shammi和@eozgonul的工作,因为在Java端重建的KeyEvent没有足够的信息来获取unicode字符。

另一个问题是,在dispatchKeyEvent事件被激发之前,InputQueue在C++/Native侧被耗尽。这意味着KEYDOWN/KEYUP事件都是在Java代码能够处理这些事件之前触发的。(它们不是交错的)。

我的解决方案是通过重写dispatchKeyEvent并将字符发送到Queue<Integer> queueLastInputCharacter = new ConcurrentLinkedQueue<Integer>();来捕获Java端的unicode字符

// [JAVA]
@Override
public boolean dispatchKeyEvent (KeyEvent event)
{
int metaState = event.getMetaState(); 
int unichar = event.getUnicodeChar(metaState);
// We are queuing the Unicode version of the characters for
// sending to the app during processEvents() call.
// We Queue the KeyDown and ActionMultiple Event UnicodeCharacters
if(event.getAction()==KeyEvent.ACTION_DOWN){
if(unichar != 0){
queueLastInputCharacter.offer(Integer.valueOf(unichar));
}
else{
unichar = event.getUnicodeChar(); 
if(unichar != 0){
queueLastInputCharacter.offer(Integer.valueOf(unichar));
}
else if (event.getDisplayLabel() != 0){
String aText = new String();
aText = "";
aText += event.getDisplayLabel();
queueLastInputCharacter.offer(Integer.valueOf(Character.codePointAt(aText, 0)));
}
else
queueLastInputCharacter.offer(Integer.valueOf(0));
}
}
else if(event.getAction()==KeyEvent.ACTION_MULTIPLE){
unichar = (Character.codePointAt(event.getCharacters(), 0));
queueLastInputCharacter.offer(Integer.valueOf(unichar));
}

return super.dispatchKeyEvent(event);
}

并发队列将让线程在一起玩得很好。

我有一个Java端方法,它返回最后一个输入字符:

// [JAVA]
public int getLastUnicodeChar(){
if(!queueLastInputCharacter.isEmpty())
return queueLastInputCharacter.poll().intValue();
return 0;
}

在我的looper代码结束时,我附加了一个额外的检查,看看队列是否保留了任何unicode字符:

// [C++]
int ident;
int events;
struct android_poll_source* source;
// If not rendering, we will block 250ms waiting for events.
// If animating, we loop until all events are read, then continue
// to draw the next frame of animation.
while ((ident = ALooper_pollAll(((nv_app_status_focused(_lpApp)) ? 1 : 250),
NULL,
&events,
(void**)&source)) >= 0)
{
// Process this event.
if (source != NULL)
source->process(_lpApp, source);
// Check if we are exiting.  If so, dump out
if (!nv_app_status_running(_lpApp))
return;
}
static int modtime = 10; // let's not run on every call
if(--modtime == 0) {
long uniChar = androidUnicodeCharFromKeyEvent();
while (uniChar != 0) {
KEvent kCharEvent; // Game engine event
kCharEvent.ptkKey = K_VK_ERROR;
kCharEvent.unicodeChar = uniChar;
kCharEvent.character = uniChar;
/* Send unicode char */
kCharEvent.type = K_EVENT_UNICHAR;
_lpPortableHandler(&kCharEvent);
if (kCharEvent.character < 127) {
/* Send ascii char for source compatibility as well */
kCharEvent.type = K_EVENT_CHAR;
_lpPortableHandler(&kCharEvent);
}
uniChar = androidUnicodeCharFromKeyEvent();
}
modtime = 10;
}

androidUnicodeCharFromKeyEvent函数与@Shammi的GetStringFromAInputEvent方法非常相似,只使用CallIntMethod返回jint

注意这确实需要修改引擎以处理与Key事件分开的角色事件。Android仍然有像AKEYCODE_BACKAKEYCODE_ENTER这样的密钥代码,它们不是字符事件,仍然需要处理(并且可以在主输入looper上处理)。

编辑框、控制台等。可以修改期望用户输入的内容,以接收构建字符串的单独字符事件。如果您在多个平台上工作,那么除了正常的键输入事件外,还需要生成这些新的字符事件。

我希望这对你有效,到目前为止对我有效。

int GetUnicodeChar(struct android_app* app, int eventType, int keyCode, int metaState)
{
JavaVM* javaVM = app->activity->vm;
JNIEnv* jniEnv = app->activity->env;
JavaVMAttachArgs attachArgs;
attachArgs.version = JNI_VERSION_1_6;
attachArgs.name = "NativeThread";
attachArgs.group = NULL;
jint result = javaVM->AttachCurrentThread(&jniEnv, &attachArgs);
if(result == JNI_ERR)
{
return 0;
}
jclass class_key_event = jniEnv->FindClass("android/view/KeyEvent");
int unicodeKey;
if(metaState == 0)
{
jmethodID method_get_unicode_char = jniEnv->GetMethodID(class_key_event, "getUnicodeChar", "()I");
jmethodID eventConstructor = jniEnv->GetMethodID(class_key_event, "<init>", "(II)V");
jobject eventObj = jniEnv->NewObject(class_key_event, eventConstructor, eventType, keyCode);
unicodeKey = jniEnv->CallIntMethod(eventObj, method_get_unicode_char);
}
else
{
jmethodID method_get_unicode_char = jniEnv->GetMethodID(class_key_event, "getUnicodeChar", "(I)I");
jmethodID eventConstructor = jniEnv->GetMethodID(class_key_event, "<init>", "(II)V");
jobject eventObj = jniEnv->NewObject(class_key_event, eventConstructor, eventType, keyCode);
unicodeKey = jniEnv->CallIntMethod(eventObj, method_get_unicode_char, metaState);
}
javaVM->DetachCurrentThread();
LOGI("Unicode key is: %d", unicodeKey);
return unicodeKey;
}

只需从您的输入处理程序调用它,我的结构大致如下:

switch (AInputEvent_getType(event))
{
case AINPUT_EVENT_TYPE_KEY:
switch (AKeyEvent_getAction(event))
{
case AKEY_EVENT_ACTION_DOWN:
int key = AKeyEvent_getKeyCode(event);
int metaState = AKeyEvent_getMetaState(event);
int uniValue;
if(metaState != 0)
uniValue = GetUnicodeChar(app, AKEY_EVENT_ACTION_DOWN, key, metaState);
else
uniValue = GetUnicodeChar(app, AKEY_EVENT_ACTION_DOWN, key, 0);

既然你说你已经打开了软键盘,我就不谈这部分了,但代码有点直截了当。我基本上使用KeyEvent类的Java函数,该函数具有GetUnicodeChar函数。

Eozgonul的解决方案对我很有效。我采用了它并对其进行了修改,以在Java和本机端之间分配工作。基本上,我扩展了NativeActivity来派生自己的类,这使我能够尽可能多地迁移到Java。我还传递了输入事件中的所有数据。我想确保我在创建的KeyEvent对象中捕获了尽可能多的内容。

package com.MyCompany.MyApp;
import android.os.Bundle;
import android.view.inputmethod.InputMethodManager;
import android.content.Context;
import android.view.KeyEvent;
public class MyNativeActivity extends android.app.NativeActivity
{
// Need this for screen rotation to send configuration changed callbacks to native
@Override
public void onConfigurationChanged( android.content.res.Configuration newConfig )
{
super.onConfigurationChanged( newConfig );
}
public void showKeyboard()
{
InputMethodManager imm = ( InputMethodManager )getSystemService( Context.INPUT_METHOD_SERVICE );
imm.showSoftInput( this.getWindow().getDecorView(), InputMethodManager.SHOW_FORCED );
}

public void hideKeyboard()
{
InputMethodManager imm = ( InputMethodManager )getSystemService( Context.INPUT_METHOD_SERVICE );
imm.hideSoftInputFromWindow( this.getWindow().getDecorView().getWindowToken(), 0 );
}
public String stringFromKeyCode( long downTime, long eventTime, 
int eventAction, int keyCode, int repeatCount, int metaState, 
int deviceId, int scanCode, int flags, int source )
{
String strReturn;
KeyEvent keyEvent = new KeyEvent( downTime, eventTime, eventAction, keyCode, repeatCount, metaState, deviceId, scanCode, flags, source );
if ( metaState == 0 )
{
int unicodeChar = keyEvent.getUnicodeChar();
if ( eventAction == KeyEvent.ACTION_MULTIPLE && unicodeChar == keyEvent.KEYCODE_UNKNOWN )
{
strReturn = keyEvent.getCharacters();
}
else
{
strReturn = Character.toString( ( char )unicodeChar );
}
}
else
{
strReturn = Character.toString( ( char )( keyEvent.getUnicodeChar( metaState ) ) );
}
return strReturn;
}
}

在本土方面。。。

std::string GetStringFromAInputEvent( android_app* pApp, AInputEvent* pInputEvent )
{
std::string strReturn;
JavaVM* pJavaVM = pApp->activity->vm;
JNIEnv* pJNIEnv = pApp->activity->env;
JavaVMAttachArgs javaVMAttachArgs;
javaVMAttachArgs.version = JNI_VERSION_1_6;
javaVMAttachArgs.name = "NativeThread";
javaVMAttachArgs.group = NULL;
jint jResult;
jResult = pJavaVM->AttachCurrentThread( &pJNIEnv, &javaVMAttachArgs );
if ( jResult != JNI_ERR )
{
// Retrieves NativeActivity.
jobject nativeActivity = pNativeActivity->clazz;
jclass ClassNativeActivity = pJNIEnv->GetObjectClass( nativeActivity );
jmethodID MethodStringFromKeyCode = pJNIEnv->GetMethodID( ClassNativeActivity, "stringFromKeyCode", "(JJIIIIIIII)Ljava/lang/String;" );
jlong jDownTime = AKeyEvent_getDownTime( pInputEvent );
jlong jEventTime = AKeyEvent_getEventTime( pInputEvent );
jint jEventAction = AKeyEvent_getAction( pInputEvent );
jint jKeyCode = AKeyEvent_getKeyCode( pInputEvent );
jint jRepeatCount = AKeyEvent_getRepeatCount( pInputEvent );
jint jMetaState = AKeyEvent_getMetaState( pInputEvent );
jint jDeviceID = AInputEvent_getDeviceId( pInputEvent );
jint jScanCode = AKeyEvent_getScanCode( pInputEvent );
jint jFlags = AKeyEvent_getFlags( pInputEvent );
jint jSource = AInputEvent_getSource( pInputEvent );
jstring jKeyCodeString = ( jstring )pJNIEnv->CallObjectMethod( nativeActivity, MethodStringFromKeyCode, 
jDownTime, jEventTime, jEventAction, 
jKeyCode, jRepeatCount, jMetaState,
jDeviceID, jScanCode, jFlags, jSource );
const char* keyCodeString = pJNIEnv->GetStringUTFChars( keyCodeString, nullptr );
strReturn = std::string( keyCodeString );
pJNIEnv->ReleaseStringUTFChars( jKeyCodeString, keyCodeString );
// Finished with the JVM.
pJavaVM->DetachCurrentThread();
}
return strReturn;
}

我采用这种方法的两个原因。。

  • 通过将代码移动到java,并且只需要在本机端调用一个jni包装器方法,降低了代码语法的复杂性。

  • Java是首选的Android语言,这使我能够快速迭代基于Java的解决方案。此外,大多数现有的解决方案都是用java编写的。

基本上这将解决问题
KeyDown()上的NativeActivity覆盖

但是,为了将onKeyMultiple的event.getCharacters()字符串输入到代码中,您必须实现NDK键输入以外的其他方式。