godot/platform/android/java/lib
Pedro J. Estébanez e745088f1f 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 `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate).

Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
2021-08-13 11:45:50 +02:00
..
aidl/com/android/vending/licensing Complete the implementation of the GodotPayment plugin. 2020-03-17 17:43:09 -07:00
patches Split the Android platform java logic into an Android library module (lib) and an application module (app). 2019-09-04 16:20:22 -07:00
res Style: Cleanup uses of double spaces between words 2021-06-07 11:03:08 +02:00
src Switch to input buffering on Android 2021-08-13 11:45:50 +02:00
AndroidManifest.xml Add logic to record the version of the Godot engine for the Android platform. 2021-02-24 04:23:46 -08:00
build.gradle Enable doNotStrip when doing development/debugging within Android Studio 2021-03-16 17:21:00 -07:00
THIRDPARTY.md Split the Android platform java logic into an Android library module (lib) and an application module (app). 2019-09-04 16:20:22 -07:00