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author | Fredia Huya-Kouadio <fhuya@meta.com> | 2023-05-11 19:06:03 -0700 |
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committer | RĂ©mi Verschelde <rverschelde@gmail.com> | 2023-05-12 12:12:05 +0200 |
commit | 07af84689fe67251069a22845c854f7ae62f66af (patch) | |
tree | cad649cee522fad4955a81bb7e11da7b937f919e | |
parent | d07d4d90d030575296a6118580b158d6ff77c851 (diff) |
Follow up to https://github.com/godotengine/godot/pull/76399 to fix input ANR in the Godot Android editor
(cherry picked from commit 367061cf9c03c88374be07d2cf2b452e2ccaf06f)
-rw-r--r-- | core/input/input.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/core/input/input.cpp b/core/input/input.cpp index 5aef9a9039..2b3e0b56e4 100644 --- a/core/input/input.cpp +++ b/core/input/input.cpp @@ -847,6 +847,7 @@ bool Input::is_emulating_touch_from_mouse() const { // Calling this whenever the game window is focused helps unsticking the "touch mouse" // if the OS or its abstraction class hasn't properly reported that touch pointers raised void Input::ensure_touch_mouse_raised() { + _THREAD_SAFE_METHOD_ if (mouse_from_touch_index != -1) { mouse_from_touch_index = -1; |