v2.2.1: fixed various issues with iOS gestures (actually hopefully)
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@@ -103,6 +103,10 @@ public class InputHandler extends InputAdapter {
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@Override
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public synchronized boolean touchDown(int screenX, int screenY, int pointer, int button) {
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if (screenX < 0 || screenX > Game.width || screenY < 0 || screenY > Game.height){
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return true;
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}
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if (pointer != ControllerHandler.CONTROLLER_POINTER_ID) {
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ControllerHandler.setControllerPointer(false);
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ControllerHandler.controllerActive = false;
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@@ -118,6 +122,9 @@ public class InputHandler extends InputAdapter {
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@Override
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public synchronized boolean touchUp(int screenX, int screenY, int pointer, int button) {
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if (screenX < 0 || screenX > Game.width || screenY < 0 || screenY > Game.height){
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return true;
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}
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if (button >= 3 && KeyBindings.isKeyBound( button + 1000 )) {
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KeyEvent.addKeyEvent( new KeyEvent( button + 1000, false ) );
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@@ -104,7 +104,7 @@ public class IOSLauncher extends IOSApplication.Delegate {
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config.hideHomeIndicator = SPDSettings.fullscreen();
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config.overrideRingerSwitch = SPDSettings.ignoreSilentMode();
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config.screenEdgesDeferringSystemGestures = UIRectEdge.All;
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config.screenEdgesDeferringSystemGestures = UIRectEdge.None;
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if (NSProcessInfo.getSharedProcessInfo().getOperatingSystemVersion().getMajorVersion() >= 11) {
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config.preferredFramesPerSecond = (int)(UIScreen.getMainScreen().getMaximumFramesPerSecond());
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