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Process repeated joystick key events on Android

This prevents them from being interpreted as keyboard keys by the Java code, and if internally we are treating them as keyboard keys, they'll be repeated properly.

Fixes https://github.com/libsdl-org/SDL/issues/15664
Sam Lantinga 2 달 전
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1개의 변경된 파일1개의 추가작업 그리고 3개의 파일을 삭제
  1. 1 3
      android-project/app/src/main/java/org/libsdl/app/SDLActivity.java

+ 1 - 3
android-project/app/src/main/java/org/libsdl/app/SDLActivity.java

@@ -1505,9 +1505,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
         // Furthermore, it's possible a game controller has SOURCE_KEYBOARD and
         // SOURCE_JOYSTICK, while its key events arrive from the keyboard source
         // So, retrieve the device itself and check all of its sources
-        //
-        // Echo events (event.getRepeatCount() > 0) should be ignored
-        if (SDLControllerManager.isDeviceSDLJoystick(deviceId) && event.getRepeatCount() == 0) {
+        if (SDLControllerManager.isDeviceSDLJoystick(deviceId)) {
             // Note that we process events with specific key codes here
             if (event.getAction() == KeyEvent.ACTION_DOWN) {
                 if (SDLControllerManager.onNativePadDown(deviceId, keyCode, event.getScanCode())) {