Fix Android input source checks
Input source types are not pure bit flags, they are combinations of flags, so != 0 check was incorrect and resulted in crashes later, when trying to obtain the device.
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@ -261,7 +261,7 @@ public class GodotView extends GLSurfaceView implements InputDeviceListener {
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};
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int source = event.getSource();
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if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
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if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK || (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD || (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
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final int button = get_godot_button(keyCode);
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final int device = find_joy_device(event.getDeviceId());
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@ -302,7 +302,7 @@ public class GodotView extends GLSurfaceView implements InputDeviceListener {
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int source = event.getSource();
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//Log.e(TAG, String.format("Key down! source %d, device %d, joystick %d, %d, %d", event.getDeviceId(), source, (source & InputDevice.SOURCE_JOYSTICK), (source & InputDevice.SOURCE_DPAD), (source & InputDevice.SOURCE_GAMEPAD)));
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if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
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if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK || (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD || (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
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if (event.getRepeatCount() > 0) // ignore key echo
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return true;
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