Fix/11167: Revamped input handling Android fix - #11647
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kevlahnota merged 6 commits intoAug 21, 2026
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Everything works for the player animations are jittery on controller now. haven't tested mobile either but mouse works. (cherry picked from commit f28811a)
Still not tested on mobile but will do later. (Should be the same as mouse input) (cherry picked from commit b260851)
(cherry picked from commit 467ab52)
(cherry picked from commit 82714d1)
Added helper function to KeyBinding.java for getting pressed key from libGDX (cherry picked from commit a631d4f)
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August 20, 2026 14:33
kevlahnota
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seems to work fine ty
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Split off from: Archipelago PR
Builds further on the groundwork laid in this PR
Fixes an issue found in this PR which was reverted.
An issue was found with my previous PR (linked above) that was causing players not to be able to move correctly, enter POIs or enter battles on Android. At the time, I was not able to build the Android version of the app locally so I couldn't test the platform, that's now been resolved and I was able to reproduce the observed issue as well as fix it.
It turns out Android movement input is handled by a different mechanism compared to desktops, namely the
touchPadand more accurately itsknobmember.In this PR I have fixed the issues described above as well as re-staged the commits reverted earlier that improve input handling. Only the changes made from 22327ec on out should be reviewed as everything before that has already been looked at in the abovementioned PR.
Android input bugfix
touchKnobInputinput vector toGameStage.javaGameHUD.java's touchpad listener so it reports player input to the newtouchKnobInputvector inGameStage.javatouchKnobInputto the input priority ranking created in the reverted PR above such that the priority is: mouse/touch > controller > touchKnob > keyboard.