Its easy... you have to implement a Text-Input field in the popup and textfield.requestFocus() ... then it should be working.
I assume you mean an EditText (
or would it work with a non-editable TextView --EDIT-- just tested with a non-editable TextView, and that didn't work, so I guess it must be an EditText) I don't want an EditText on the dialog window. Not only would that look silly, it would pop up the user's virtual keyboard any time they weren't using an IME for the keyboard.
I still don't understand why it shouldn't detect the keys as it is.. it works on my phone (i can hook up my wiimote with nunchuck, wiimote classic, or zeemote without any problems). The problem with the sixaxis IME is likely because:
This problem seems to occur, if you have enabled a touch profile on the sixaxis app.
I'd assume a "touch profile" generates
touch events, which would explain why a
key listener doesn't detect that input. Your IME produces key events, so that input should be detectable.
Hint: Also you have to insert my Analog-Key function ("getKeyData"):
Yeh, you gave me that code earlier. I'm more interested in knowing if the key events are even being detected by the dialog window in the first place, before I start adding more stuff to it. Does the dialog react to the key presses or not? (it should at least dismiss the window) If not, I'll ask around on various forums for a way to detect the key presses without putting an EditText on the dialog. Surely it is possible (besides, that wouldn't be a viable option in-game anyway).