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mirror of https://github.com/godotengine/godot.git synced 2025-11-17 14:11:06 +00:00

Cleanup Android input on render thread settings

Follow up to https://github.com/godotengine/godot/pull/93933
Clean up the set of settings use to control whether Android input should be dispatched on the render thread.

Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
This commit is contained in:
Fredia Huya-Kouadio
2024-07-07 14:16:29 -07:00
parent f3af22b10b
commit 5e59819727
17 changed files with 63 additions and 89 deletions

View File

@@ -117,10 +117,6 @@ open class GodotEditor : GodotActivity() {
val longPressEnabled = enableLongPressGestures()
val panScaleEnabled = enablePanAndScaleGestures()
val useInputBuffering = useInputBuffering()
val useAccumulatedInput = useAccumulatedInput()
GodotLib.updateInputDispatchSettings(useAccumulatedInput, useInputBuffering)
checkForProjectPermissionsToEnable()
runOnUiThread {
@@ -128,7 +124,6 @@ open class GodotEditor : GodotActivity() {
godotFragment?.godot?.renderView?.inputHandler?.apply {
enableLongPress(longPressEnabled)
enablePanningAndScalingGestures(panScaleEnabled)
enableInputDispatchToRenderThread(!useInputBuffering && !useAccumulatedInput)
}
}
}
@@ -279,13 +274,6 @@ open class GodotEditor : GodotActivity() {
protected open fun enablePanAndScaleGestures() =
java.lang.Boolean.parseBoolean(GodotLib.getEditorSetting("interface/touchscreen/enable_pan_and_scale_gestures"))
/**
* Use input buffering for the Godot Android editor.
*/
protected open fun useInputBuffering() = java.lang.Boolean.parseBoolean(GodotLib.getEditorSetting("interface/editor/android/use_input_buffering"))
protected open fun useAccumulatedInput() = java.lang.Boolean.parseBoolean(GodotLib.getEditorSetting("interface/editor/android/use_accumulated_input"))
/**
* Whether we should launch the new godot instance in an adjacent window
* @see https://developer.android.com/reference/android/content/Intent#FLAG_ACTIVITY_LAUNCH_ADJACENT

View File

@@ -45,10 +45,6 @@ class GodotGame : GodotEditor() {
override fun enablePanAndScaleGestures() = java.lang.Boolean.parseBoolean(GodotLib.getGlobal("input_devices/pointing/android/enable_pan_and_scale_gestures"))
override fun useInputBuffering() = java.lang.Boolean.parseBoolean(GodotLib.getGlobal("input_devices/buffering/android/use_input_buffering"))
override fun useAccumulatedInput() = java.lang.Boolean.parseBoolean(GodotLib.getGlobal("input_devices/buffering/android/use_accumulated_input"))
override fun checkForProjectPermissionsToEnable() {
// Nothing to do.. by the time we get here, the project permissions will have already
// been requested by the Editor window.