Remove Disable Touch debug project setting
This project setting was only implemented and iOS and likely served no purpose outside of debugging during development of engine features. It was also located in a confusing location in the project settings editor, as it was located below a root category (which appears in bold and is normally not seen as clickable by users).
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3 changed files with 13 additions and 21 deletions
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@ -1277,7 +1277,6 @@ ProjectSettings::ProjectSettings() {
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GLOBAL_DEF("physics/2d/run_on_separate_thread", false);
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GLOBAL_DEF("physics/3d/run_on_separate_thread", false);
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GLOBAL_DEF("debug/disable_touch", false);
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GLOBAL_DEF("debug/settings/profiler/max_functions", 16384);
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custom_prop_info["debug/settings/profiler/max_functions"] = PropertyInfo(Variant::INT, "debug/settings/profiler/max_functions", PROPERTY_HINT_RANGE, "128,65535,1");
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@ -344,9 +344,6 @@
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<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="" default="27">
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Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
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</member>
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<member name="debug/disable_touch" type="bool" setter="" getter="" default="false">
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Disable touch input. Only has effect on iOS.
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</member>
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<member name="debug/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false">
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If [code]true[/code], logs all output to files.
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</member>
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@ -227,7 +227,6 @@ void DisplayServerIOS::_window_callback(const Callable &p_callable, const Varian
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// MARK: Touches
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void DisplayServerIOS::touch_press(int p_idx, int p_x, int p_y, bool p_pressed, bool p_double_click) {
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if (!GLOBAL_GET("debug/disable_touch")) {
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Ref<InputEventScreenTouch> ev;
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ev.instantiate();
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@ -236,18 +235,15 @@ void DisplayServerIOS::touch_press(int p_idx, int p_x, int p_y, bool p_pressed,
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ev->set_position(Vector2(p_x, p_y));
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ev->set_double_tap(p_double_click);
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perform_event(ev);
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}
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}
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void DisplayServerIOS::touch_drag(int p_idx, int p_prev_x, int p_prev_y, int p_x, int p_y) {
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if (!GLOBAL_GET("debug/disable_touch")) {
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Ref<InputEventScreenDrag> ev;
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ev.instantiate();
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ev->set_index(p_idx);
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ev->set_position(Vector2(p_x, p_y));
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ev->set_relative(Vector2(p_x - p_prev_x, p_y - p_prev_y));
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perform_event(ev);
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}
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}
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void DisplayServerIOS::perform_event(const Ref<InputEvent> &p_event) {
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