Badminton-Scoreboard/Classes/UI/UnityView+Keyboard.mm

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2023-10-08 02:24:48 +00:00
#import "UnityView.h"
#include "UI/Keyboard.h"
#include <sys/time.h>
#include <map>
#include <vector>
static NSArray* keyboardCommands = nil;
extern "C" int UnityGetAppleTVRemoteAllowExitToMenu();
extern "C" void UnitySetAppleTVRemoteAllowExitToMenu(int val);
@implementation UnityView (Keyboard)
// Keyboard shortcuts don't provide events for key up
// Keyboard shortcut callbacks are called with 0.4 (first time) and 0.1 (following times) seconds interval while pressing the key
// Below we implement key expiration mechanism where key up event is generated if shortcut callback
// is not called for specific key for more than <kKeyTimeoutInSeconds>
typedef std::map<int, double> KeyMap;
static const double kKeyTimeoutInSeconds = 0.5;
static KeyMap& GetKeyMap()
{
static KeyMap s_Map;
return s_Map;
}
static double GetTimeInSeconds()
{
timeval now;
gettimeofday(&now, NULL);
return now.tv_sec + now.tv_usec / 1000000.0;
}
- (void)createKeyboard
{
// only English keyboard layout is supported
NSString* baseLayout = @"1234567890-=qwertyuiop[]asdfghjkl;'\\`zxcvbnm,./!@#$%^&*()_+{}:\"|<>?~ \t\r\b\\";
NSString* numpadLayout = @"1234567890-=*+/.\r";
NSString* upperCaseLetters = @"QWERTYUIOPASDFGHJKLZXCVBNM";
size_t sizeOfKeyboardCommands = baseLayout.length + numpadLayout.length + upperCaseLetters.length + 11;
NSMutableArray* commands = [NSMutableArray arrayWithCapacity: sizeOfKeyboardCommands];
void (^addKey)(NSString *keyName, UIKeyModifierFlags modifierFlags) = ^(NSString *keyName, UIKeyModifierFlags modifierFlags)
{
UIKeyCommand* command = [UIKeyCommand keyCommandWithInput: keyName modifierFlags: modifierFlags action: @selector(handleCommand:)];
#if UNITY_HAS_IOSSDK_15_0
if (@available(iOS 15.0, *))
command.wantsPriorityOverSystemBehavior = YES;
#endif
[commands addObject: command];
};
for (NSInteger i = 0; i < baseLayout.length; ++i)
{
NSString* input = [baseLayout substringWithRange: NSMakeRange(i, 1)];
addKey(input, kNilOptions);
}
for (NSInteger i = 0; i < numpadLayout.length; ++i)
{
NSString* input = [numpadLayout substringWithRange: NSMakeRange(i, 1)];
addKey(input, UIKeyModifierNumericPad);
}
for (NSInteger i = 0; i < upperCaseLetters.length; ++i)
{
NSString* input = [upperCaseLetters substringWithRange: NSMakeRange(i, 1)];
addKey(input, UIKeyModifierShift);
}
// pageUp, pageDown
addKey(@"UIKeyInputPageUp", kNilOptions);
addKey(@"UIKeyInputPageDown", kNilOptions);
// up, down, left, right, esc
addKey(UIKeyInputUpArrow, kNilOptions);
addKey(UIKeyInputDownArrow, kNilOptions);
addKey(UIKeyInputLeftArrow, kNilOptions);
addKey(UIKeyInputRightArrow, kNilOptions);
addKey(UIKeyInputEscape, kNilOptions);
// caps Lock, shift, control, option, command
addKey(@"", UIKeyModifierAlphaShift);
addKey(@"", UIKeyModifierShift);
addKey(@"", UIKeyModifierControl);
addKey(@"", UIKeyModifierAlternate);
addKey(@"", UIKeyModifierCommand);
keyboardCommands = commands.copy;
}
- (NSArray*)keyCommands
{
//keyCommands take control of buttons over UITextView, that's why need to return nil if text input field is active or we have an external keyboard attached AND a first responder
if ([[KeyboardDelegate Instance] status] == Visible || ([[KeyboardDelegate Instance] hasExternalKeyboard] && [self hasFirstResponderInHeirachy: UnityGetGLView()]))
return nil;
if (keyboardCommands == nil)
{
[self createKeyboard];
}
return keyboardCommands;
}
- (bool)hasFirstResponderInHeirachy:(UIView*)view
{
if (view.isFirstResponder)
return true;
for (UIView* subview in view.subviews)
{
if ([self hasFirstResponderInHeirachy: subview])
return true;
}
return false;
}
- (bool)isValidCodeForButton:(int)code
{
return (code > 0 && code < 128);
}
- (void)handleCommand:(UIKeyCommand *)command
{
NSString* input = command.input;
UIKeyModifierFlags modifierFlags = command.modifierFlags;
char inputChar = ([input length] > 0) ? [input characterAtIndex: 0] : 0;
int code = (int)inputChar; // ASCII code
UnitySendKeyboardCommand(command);
if (![self isValidCodeForButton: code])
{
code = 0;
}
if ((modifierFlags & UIKeyModifierAlphaShift) != 0)
code = UnityStringToKey("caps lock");
if ((modifierFlags & UIKeyModifierShift) != 0)
code = UnityStringToKey("left shift");
if ((modifierFlags & UIKeyModifierControl) != 0)
code = UnityStringToKey("left ctrl");
if ((modifierFlags & UIKeyModifierAlternate) != 0)
code = UnityStringToKey("left alt");
if ((modifierFlags & UIKeyModifierCommand) != 0)
code = UnityStringToKey("left cmd");
if ((modifierFlags & UIKeyModifierNumericPad) != 0)
{
switch (inputChar)
{
case '0':
code = UnityStringToKey("[0]");
break;
case '1':
code = UnityStringToKey("[1]");
break;
case '2':
code = UnityStringToKey("[2]");
break;
case '3':
code = UnityStringToKey("[3]");
break;
case '4':
code = UnityStringToKey("[4]");
break;
case '5':
code = UnityStringToKey("[5]");
break;
case '6':
code = UnityStringToKey("[6]");
break;
case '7':
code = UnityStringToKey("[7]");
break;
case '8':
code = UnityStringToKey("[8]");
break;
case '9':
code = UnityStringToKey("[9]");
break;
case '-':
code = UnityStringToKey("[-]");
break;
case '=':
code = UnityStringToKey("equals");
break;
case '*':
code = UnityStringToKey("[*]");
break;
case '+':
code = UnityStringToKey("[+]");
break;
case '/':
code = UnityStringToKey("[/]");
break;
case '.':
code = UnityStringToKey("[.]");
break;
case '\r':
code = UnityStringToKey("enter");
break;
default:
break;
}
}
if (input == UIKeyInputUpArrow)
code = UnityStringToKey("up");
else if (input == UIKeyInputDownArrow)
code = UnityStringToKey("down");
else if (input == UIKeyInputRightArrow)
code = UnityStringToKey("right");
else if (input == UIKeyInputLeftArrow)
code = UnityStringToKey("left");
else if (input == UIKeyInputEscape)
code = UnityStringToKey("escape");
else if ([input isEqualToString: @"UIKeyInputPageUp"])
code = UnityStringToKey("page up");
else if ([input isEqualToString: @"UIKeyInputPageDown"])
code = UnityStringToKey("page down");
KeyMap::iterator item = GetKeyMap().find(code);
if (item == GetKeyMap().end())
{
// New key is down, register it and its time
UnitySetKeyboardKeyState(code, true);
GetKeyMap()[code] = GetTimeInSeconds();
}
else
{
// Still holding the key, update its time
item->second = GetTimeInSeconds();
}
}
- (void)processKeyboard
{
KeyMap& map = GetKeyMap();
if (map.size() == 0)
return;
std::vector<int> keysToUnpress;
double nowTime = GetTimeInSeconds();
for (KeyMap::iterator item = map.begin();
item != map.end();
item++)
{
// Key has expired, register it for key up event
if (nowTime - item->second > kKeyTimeoutInSeconds)
keysToUnpress.push_back(item->first);
}
for (std::vector<int>::iterator item = keysToUnpress.begin();
item != keysToUnpress.end();
item++)
{
map.erase(*item);
UnitySetKeyboardKeyState(*item, false);
}
}
@end