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Additional Fix for Multi-touch release problem
- Was duplicating the functionality of event.getActionIndex() but was missing the bitmask. - Switched back to getActionIndex() but kept the corrected getPointerId() from change #1980 https://github.com/okamstudio/godot/pull/1908
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@@ -747,7 +747,7 @@ public class Godot extends Activity implements SensorEventListener, IDownloaderC
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//}
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//}
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} break;
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} break;
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case MotionEvent.ACTION_POINTER_UP: {
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case MotionEvent.ACTION_POINTER_UP: {
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final int indexPointUp = event.getAction() >> MotionEvent.ACTION_POINTER_INDEX_SHIFT;
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final int indexPointUp = event.getActionIndex();
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final int pointer_idx = event.getPointerId(indexPointUp);
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final int pointer_idx = event.getPointerId(indexPointUp);
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GodotLib.touch(4,pointer_idx,evcount,arr);
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GodotLib.touch(4,pointer_idx,evcount,arr);
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//System.out.printf("%d - s.up at: %f,%f\n",pointer_idx, event.getX(pointer_idx),event.getY(pointer_idx));
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//System.out.printf("%d - s.up at: %f,%f\n",pointer_idx, event.getX(pointer_idx),event.getY(pointer_idx));
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