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
This commit is contained in:
Fredia Huya-Kouadio
2024-07-07 14:16:29 -07:00
parent f3af22b10b
commit 5e59819727
17 changed files with 63 additions and 89 deletions

View File

@@ -6431,7 +6431,6 @@ EditorNode::EditorNode() {
// No scripting by default if in editor (except for tool).
ScriptServer::set_scripting_enabled(false);
Input::get_singleton()->set_use_accumulated_input(true);
if (!DisplayServer::get_singleton()->is_touchscreen_available()) {
// Only if no touchscreen ui hint, disable emulation just in case.
Input::get_singleton()->set_emulate_touch_from_mouse(false);
@@ -6480,6 +6479,14 @@ EditorNode::EditorNode() {
SurfaceUpgradeTool::get_singleton()->begin_upgrade();
}
{
bool agile_input_event_flushing = EDITOR_GET("input/buffering/agile_event_flushing");
bool use_accumulated_input = EDITOR_GET("input/buffering/use_accumulated_input");
Input::get_singleton()->set_agile_input_event_flushing(agile_input_event_flushing);
Input::get_singleton()->set_use_accumulated_input(use_accumulated_input);
}
{
int display_scale = EDITOR_GET("interface/editor/display_scale");