godot/platform
Pedro J. Estébanez e745088f1f 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 `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.
2021-08-13 11:45:50 +02:00
..
android Switch to input buffering on Android 2021-08-13 11:45:50 +02:00
iphone Upgrade Vulkan memory allocator 2021-08-13 00:05:41 +02:00
javascript Split javascript export template into multiple files 2021-08-12 17:18:36 +03:00
linuxbsd Add input buffering framework 2021-08-13 11:19:19 +02:00
osx Add input buffering framework 2021-08-13 11:19:19 +02:00
uwp Split uwp platform export template into multiple files 2021-08-12 17:18:37 +03:00
windows Add input buffering framework 2021-08-13 11:19:19 +02:00
register_platform_apis.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00