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:
parent
583aea8cd2
commit
55441f2301
1 changed files with 1 additions and 1 deletions
|
@ -423,7 +423,7 @@ public class GodotInputHandler implements InputManager.InputDeviceListener {
|
||||||
}
|
}
|
||||||
|
|
||||||
private static boolean isMouseEvent(int eventSource) {
|
private static boolean isMouseEvent(int eventSource) {
|
||||||
boolean mouseSource = ((eventSource & InputDevice.SOURCE_MOUSE) == InputDevice.SOURCE_MOUSE) || ((eventSource & InputDevice.SOURCE_STYLUS) == InputDevice.SOURCE_STYLUS);
|
boolean mouseSource = ((eventSource & InputDevice.SOURCE_MOUSE) == InputDevice.SOURCE_MOUSE) || ((eventSource & (InputDevice.SOURCE_TOUCHSCREEN | InputDevice.SOURCE_STYLUS)) == InputDevice.SOURCE_STYLUS);
|
||||||
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
|
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.O) {
|
||||||
mouseSource = mouseSource || ((eventSource & InputDevice.SOURCE_MOUSE_RELATIVE) == InputDevice.SOURCE_MOUSE_RELATIVE);
|
mouseSource = mouseSource || ((eventSource & InputDevice.SOURCE_MOUSE_RELATIVE) == InputDevice.SOURCE_MOUSE_RELATIVE);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue