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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

(cherry picked from commit 3545bad5899a843362164c038a216c2ad176a3ac)
Sam Lantinga 12 часов назад
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b59f09809d
1 измененных файлов с 1 добавлено и 3 удалено
  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

@@ -1478,9 +1478,7 @@ 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())) {