I want to get user input for my OpenGL ES 2.0 application, but there are 2 problems:
I tried to use this:
//OpenGL ES 2.0 view class
public class OGLES2View extends GLSurfaceView
{
private static final int OGLES_VERSION = 2;
private static Handler softKeyboardHandler;
private final static int SHOW_IME_KEYBOARD = 0;
private final static int HIDE_IME_KEYBOARD = 1;
private static EditText textEdit;
private static InputMethodManager imm;
private void setSoftKeyboardHandler()
{
softKeyboardHandler = new Handler()
{
public void handleMessage(Message msg)
{
switch(msg.what)
{
case SHOW_IME_KEYBOARD:
textEdit.requestFocus();
imm.showSoftInput(textEdit,inputMethodManager.SHOW_IMPLICIT);//Nothing happens
Log.i("GLVIEW","SHOW KEYBOARD");
break;
case HIDE_IME_KEYBOARD:
imm.hideSoftInput(textEdit, 0);
Log.i("GLVIEW","HIDE KEYBOARD");
break;
default:
break;
}
}
};
}
public OGLES2View(Context context)
{
super(context);
textEdit = new EditText(context);
setEGLContextClientVersion(OGLES_VERSION);
setRenderer(new OGLES2Renderer());
imm = (InputMethodManager)context.getSystemService(Context.INPUT_METHOD_SERVICE);
setSoftKeyboardHandler();
}
public static void showIMEKeyboard()
{
softKeyboardHandler.sendEmptyMessage(SHOW_IME_KEYBOARD);
}
public static void hideIMEKeyboard()
{
softKeyboardHandler.sendEmptyMessage(HIDE_IME_KEYBOARD);
}
//In main activity class
private GLSurfaceView ogles2SurfaceView = null;
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
//...
ogles2SurfaceView = new OGLES2View(this);
setContentView(ogles2SurfaceView);
}
Handler gets messages, but I got no software keyboard. To catch text, I wrote some class:
public class TextInputWatcher implements TextWatcher
and:
textEdit.addTextChangedListener(/*TextInputWatcher instance*/);
Or extend a TextEdit
so it catches inputed text on back or enter key.
P.S. I got a tablet - transformer, so there is a hardware keyboard attached. I tried with it and without, but no difference. So bonus question - if there is a hardware keyboard will it prevent a software keyboard from popping up and how can input be gotten from it then?.
Show keyboard:
getWindow().setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_STATE_ALWAYS_VISIBLE);
Hide keyboard:
getWindow().setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_STATE_ALWAYS_HIDDEN);
I made 2d game. I think you have the same problem like me before. Try this:
class DrawingPanel extends SurfaceView implements SurfaceHolder.Callback {
private static DrawThread _thread;
public DrawingPanel(Context context, AttributeSet attrs) {
super(context, attrs);
getHolder().addCallback(this);
_thread = new DrawThread(getHolder(), this);
}
....
Layout 'gameview':
<FrameLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
<!-- YOUR SURFACE -->
<com.yourcompany.DrawingPanel android:id="@+id/surfaceView" android:layout_width="fill_parent"
android:layout_height="fill_parent"></com.yourcompany.DrawingPanel>
<!-- YOUR BUTTONS -->
<RelativeLayout android:id="@+id/controlPanel" android:layout_width="fill_parent" android:orientation="horizontal"
android:layout_height="fill_parent" >
<RelativeLayout android:layout_width="50px" android:orientation="vertical"
android:layout_height="fill_parent" android:gravity="center_vertical" android:layout_alignParentLeft="true">
<Button android:id="@+id/leftButton" android:layout_width="wrap_content"
android:layout_height="50px" android:background="@xml/button_left_state"/>
<Button android:id="@+id/upgradeButton" android:layout_width="wrap_content"
android:layout_below="@id/leftButton"
android:layout_height="50px" android:background="@xml/button_upgrade_state"/>
</RelativeLayout>
</RelativeLayout>
</FrameLayout>
Then you should set content in game activity like below:
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.gameview);
...
Hope It helps you.
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