appframework: use rawinput for android by default

This commit is contained in:
nillerusr
2022-08-02 10:45:21 +03:00
parent 79e83bb97f
commit 1aa326b7f2
2 changed files with 9 additions and 11 deletions

View File

@@ -36,8 +36,8 @@
#define GLMPRINTF(args)
#endif
#ifdef OSX
ConVar osx_rawinput_set_one_time( "osx_rawinput_set_one_time", "0", FCVAR_ARCHIVE|FCVAR_HIDDEN, "");
#if defined( OSX ) || defined( ANDROID )
ConVar rawinput_set_one_time( "rawinput_set_one_time", "0", FCVAR_ARCHIVE|FCVAR_HIDDEN, "");
#endif
ConVar gl_blit_halfx( "gl_blit_halfx", "0" );
@@ -1141,17 +1141,15 @@ void CSDLMgr::OnFrameRendered()
ConVarRef rawinput( "m_rawinput" );
#ifdef OSX
// We default raw input to on on Mac and set it one time for all users since
#if defined( OSX ) || defined( ANDROID )
// We default raw input to on on Mac/Android and set it one time for all users since
// it didn't used to be the default.
if ( !osx_rawinput_set_one_time.GetBool() )
if ( !rawinput_set_one_time.GetBool() )
{
osx_rawinput_set_one_time.SetValue( 1 );
rawinput_set_one_time.SetValue( 1 );
rawinput.SetValue( 1 );
}
#endif
m_bRawInput = !m_bCursorVisible && rawinput.IsValid() && rawinput.GetBool();
SDL_bool bWindowGrab = !m_bCursorVisible ? SDL_TRUE : SDL_FALSE;