Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-07-13 | Fix incorrect Android scancodes | Marcel Admiraal | |
2022-06-21 | Remove broken scroll gesture on Android | Marcel Admiraal | |
2022-02-16 | Style: Cleanup single-line blocks, semicolons, dead code | Rémi Verschelde | |
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported. | |||
2022-01-14 | Fix Actions mapped to triggers not using the full range | Marcel Admiraal | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-11-23 | Rename `remove()` to `remove_at()` when removing by index | Lightning_A | |
2021-11-12 | Use "enum class" for input enums | Aaron Franke | |
2021-08-16 | [android] Fixed wrong button mask for right click | ModProg | |
2021-08-13 | Switch to input buffering on Android | Pedro J. Estébanez | |
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. |