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Reduce garbage from TextInput #6664

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Feb 19, 2019
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2 changes: 2 additions & 0 deletions MonoGame.Framework/GameWindow.cs
Original file line number Diff line number Diff line change
Expand Up @@ -102,6 +102,8 @@ protected GameWindow()
/// This event is only supported on the Windows DirectX, Windows OpenGL and Linux platforms.
/// </remarks>
public event EventHandler<TextInputEventArgs> TextInput;

public bool IsTextInputHandled { get { return TextInput != null; } }
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#endif

#endregion Events
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55 changes: 40 additions & 15 deletions MonoGame.Framework/SDL/SDLGamePlatform.cs
Original file line number Diff line number Diff line change
Expand Up @@ -139,23 +139,48 @@ private void SdlRunLoop()
}
else if (ev.Type == Sdl.EventType.TextInput)
{
int len = 0;
string text = String.Empty;
unsafe
if (_view.IsTextInputHandled)
{
while (Marshal.ReadByte ((IntPtr)ev.Text.Text, len) != 0) {
len++;
int len = 0;
int utf8character = 0; // using an int to encode multibyte characters longer than 2 bytes
byte currentByte = 0;
int charByteSize = 0; // UTF8 char lenght to decode
unsafe
{
while ((currentByte = Marshal.ReadByte((IntPtr)ev.Text.Text, len)) != 0)
{
// we're reading the first UTF8 byte, we need to check if it's multibyte
if (charByteSize == 0)
{
if (currentByte < 192)
charByteSize = 1;
else if (currentByte < 224)
charByteSize = 2;
else if (currentByte < 240)
charByteSize = 3;
else
charByteSize = 4;

utf8character = 0;
}

// assembling the character
utf8character <<= 8;
utf8character |= currentByte;

charByteSize--;
if (charByteSize == 0) // finished decoding the current character
{
var key = KeyboardUtil.ToXna(utf8character);
// multibyte conversion might fail here, because the char type only handles UTF8 up to 2-byte characters
// we should switch to a String parameter for this event to fully support UTF8
// as-is, it won't support CJK characters and will produce wrong results
_view.CallTextInput((char)utf8character, key);
}

len++;
}
}
var buffer = new byte [len];
Marshal.Copy ((IntPtr)ev.Text.Text, buffer, 0, len);
text = System.Text.Encoding.UTF8.GetString (buffer);
}
if (text.Length == 0)
continue;
foreach (var c in text)
{
var key = KeyboardUtil.ToXna((int)c);
_view.CallTextInput(c, key);
}
}
else if (ev.Type == Sdl.EventType.WindowEvent)
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