Commit Graph

9 Commits

Author SHA1 Message Date
Fredia Huya-Kouadio be4b07c3e4 Add `double_tap` attribute to `InputEventScreenTouch`
This provides parity with the `InputEventMouseButton` allowing for proper conversion between the two events.
2022-10-20 11:56:11 -07:00
Fredia Huya-Kouadio 440fa10246 Cleanup the Android input logic implementation 2022-09-07 13:29:31 -07:00
Marcel Admiraal 2f7de4c8ed Fix incorrect Android scancodes 2022-07-13 16:24:37 +01:00
Marcel Admiraal 9091309ab7 Remove broken scroll gesture on Android 2022-06-21 17:04:42 +01:00
Marcel Admiraal 7a782edeaa Cleanup Android C++ code 2022-05-31 17:11:44 +01:00
Marcel Admiraal 949ea2b326 Simplify InputDefault::joy_axis code by using float instead of struct JoyAxis 2022-01-14 15:36:35 +00:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
ModProg 1d63a94d19 [android] Fixed wrong button mask for right click 2021-08-16 18:41:20 +02:00
Pedro J. Estébanez 45c2a7159e Switch to input buffering on Android
Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing.

As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less.

`AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `notification()` on the `MainLoop` at the most caller's convenience.

Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `InputDefault` to avoid the need of sync of mouse data tracked on the UI thread.
2021-08-08 13:41:27 +02:00