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handle ambiguous input events as touch events
there can be events can have both SOURCE_TOUCHSCREEN and SOURCE_STYLUS. handle them as touch events rather than mouse events.
(cherry picked from commit 408000752c)
This commit is contained in:
committed by
Rémi Verschelde
parent
583aea8cd2
commit
55441f2301
@@ -423,7 +423,7 @@ public class GodotInputHandler implements InputManager.InputDeviceListener {
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}
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}
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private static boolean isMouseEvent(int eventSource) {
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private static boolean isMouseEvent(int eventSource) {
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boolean mouseSource = ((eventSource & InputDevice.SOURCE_MOUSE) == InputDevice.SOURCE_MOUSE) || ((eventSource & InputDevice.SOURCE_STYLUS) == InputDevice.SOURCE_STYLUS);
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boolean mouseSource = ((eventSource & InputDevice.SOURCE_MOUSE) == InputDevice.SOURCE_MOUSE) || ((eventSource & (InputDevice.SOURCE_TOUCHSCREEN | InputDevice.SOURCE_STYLUS)) == InputDevice.SOURCE_STYLUS);
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
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mouseSource = mouseSource || ((eventSource & InputDevice.SOURCE_MOUSE_RELATIVE) == InputDevice.SOURCE_MOUSE_RELATIVE);
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mouseSource = mouseSource || ((eventSource & InputDevice.SOURCE_MOUSE_RELATIVE) == InputDevice.SOURCE_MOUSE_RELATIVE);
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}
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}
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