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