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Cleanup Android input on render thread settings
Follow up to https://github.com/godotengine/godot/pull/93933 Clean up the set of settings use to control whether Android input should be dispatched on the render thread. Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
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@@ -1022,7 +1022,7 @@ void Input::parse_input_event(const Ref<InputEvent> &p_event) {
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if (buffered_events.is_empty() || !buffered_events.back()->get()->accumulate(p_event)) {
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buffered_events.push_back(p_event);
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}
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} else if (use_input_buffering) {
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} else if (agile_input_event_flushing) {
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buffered_events.push_back(p_event);
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} else {
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_parse_input_event_impl(p_event, false);
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@@ -1053,12 +1053,12 @@ void Input::flush_buffered_events() {
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}
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}
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bool Input::is_using_input_buffering() {
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return use_input_buffering;
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bool Input::is_agile_input_event_flushing() {
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return agile_input_event_flushing;
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}
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void Input::set_use_input_buffering(bool p_enable) {
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use_input_buffering = p_enable;
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void Input::set_agile_input_event_flushing(bool p_enable) {
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agile_input_event_flushing = p_enable;
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}
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void Input::set_use_accumulated_input(bool p_enable) {
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