Mouse events simulation doesn't work on Android 11 #3836
This bug report was migrated from our old Bugzilla tracker.
These attachments are available in the static archive:
Reported in version: HG 2.1
Comments on the original bug report:
On 2020-10-02 20:47:18 +0000, Deve wrote:
On 2020-10-03 11:46:32 +0000, Sylvain wrote:
On 2020-10-04 09:23:15 +0000, Sylvain wrote:
On 2020-10-05 07:59:18 +0000, Sylvain wrote:
On 2020-10-05 08:32:42 +0000, Deve wrote:
On 2020-10-05 17:32:23 +0000, Sylvain wrote:
On 2020-10-05 20:57:10 +0000, Deve wrote:
On 2020-10-05 20:57:50 +0000, Deve wrote:
On 2020-10-06 06:17:54 +0000, Sylvain wrote:
On 2020-10-06 08:27:53 +0000, Sylvain wrote:
On 2020-10-07 21:37:33 +0000, Deve wrote:
The text was updated successfully, but these errors were encountered:
I do not have an Android 11 device to test it myself, but two play testers have Android 11 phones.
One reports that touchpresses are not getting detected, which sounds like this issue. I confirmed that the app isn't frozen on their device. He said his OnePlus 7T Model HD1907 upgraded to Android 11 shortly before he started testing, which means I don't know how it would have worked on that device with Android 10.
The other play tester, however, says that the app functioned just fine on his Galaxy S20. The only issue is that it ran in portrait mode instead of landscape mode, despite specifying landscape mode in the Android manifest. But that is a different issue.
I am still using SDL2_2.0.12, though, and targeting Android's SDK 29 (Android 10), and while I plan to try 2.0.14 to target Android 11, I figured that old apps should still run as expected. Perhaps Android 11 made a breaking change to some behavior that SDL2 is depending on, bu as described above, it only affects certain devices?
@1bsyl I apologize. I misunderstood since this issue mentioned other people reporting Super Tux Kart not working with Android 11, and I assumed they were using a device with a touchscreen.
To clarify, the issue I'm experiencing is that touch events are not registering on the actual devices, and so mouse events are not being simulated as expected.
But you're saying this issue is about a real mouse being used and touch events are not being simulated?
If so, I'll create a new issue.
Also, are you suggesting that the latest SDL2 dev version has addressed the mouse simulation issue?
For the record this issue has been fixed in latest sdl for a while 2e38c94
But more importantly the way google changed to hide the device id from api breaks gamepad too:
But google doesn't seem to care, maybe if SDL2 devs complain to it it may reply..