godot/platform
Pedro J. Estébanez 45c2a7159e Switch to input buffering on Android
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 `notification()` on the `MainLoop` at the most caller's convenience.

Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `InputDefault` to avoid the need of sync of mouse data tracked on the UI thread.
2021-08-08 13:41:27 +02:00
..
android Switch to input buffering on Android 2021-08-08 13:41:27 +02:00
iphone Merge pull request #51336 from naithar/fix/ios-plugin-initialization 2021-08-06 23:59:06 +02:00
javascript [HTML5] Raise default initial memory to 32 MiB. 2021-07-13 17:03:44 +02:00
osx Add input buffering framework 2021-08-08 12:37:55 +02:00
server Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
uwp Point at software OpenGL when OpenGL fails to initialize on X11 2021-08-05 18:24:42 +02:00
windows Add input buffering framework 2021-08-08 12:37:55 +02:00
x11 Add input buffering framework 2021-08-08 12:37:55 +02:00
register_platform_apis.h Update copyright statements to 2021 2021-01-13 16:17:06 +01:00
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