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Add high-frequency touch events to iOS GameView (MonoGame#8092)
* Fix iOS GamePlatform to run pending background tasks MonoGame#7520 In other `Platform` classes (such as `SDLGamePlatform` and `AndroidGamePlatform`, `Threading.Run()` is called during `Tick()` or `RunLoop()` (inconsistently, it may be called before or after `Game.Tick()` unfortunately). Fixing this for `iOSGamePlatform`. `WinForms` and perhaps other platforms (Switch?) may suffer from the same issue. Note that texture loading from background thread is discouraged however a lot of computationally intensive operations (reading/decoding the image file streams, allocating CPU buffers) could be done in the background thread and hence is a good practice to move such work alone into the bgthread until we request the actual texture from the main thread. * Update docs for sync/test code * Fix typo in comment * Add coalesced touch events to iOS GameView * Add coalesced touch API to TouchPanel* * Fix UTF-8 copyright mistake * Ensure we process coalesced touches only if the client asked for it * Avoid using C#5.0+ features (expression-bodied properties) * Suggested changes * Remove Coalesced API (new) and update existing touch event with a flag for `isHighFrequency`. - Also consistently use `high-frequency` instead of `coalesced` when referring to this new behavior. * Remove `out int` C# 7.0 / use C# 5.0 feature instead * Update based on @harry-cpp comments * Rename to `origin` instead of `upstream` * Remove git stuff * Address PR comments * Change (c) UTF-8 due to codepage issues, my bad. --------- Co-authored-by: Tom Spilman <tom@sickheadgames.com> Co-authored-by: Thao D <thao.mindfulplay@gmail.com> Co-authored-by: Simon (Darkside) Jackson <darkside@zenithmoon.com> Co-authored-by: mindfulplay.build <mindfulplay@appu.app>
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