I have a libgdx game that uses scene2d for the user interface. I have several instances of ImageButton with my ClickListener . On some devices (only on the Samsung Galaxy S3 and Samsung Galaxy S4 Active so far) there is a problem with the fact that the event is not delivered if you do not double-click twice.
Each time a click displays a message, the following happens:
04-22 16:10:09.678: D/InputReader(728): Input event: value=1 when=20897610551000 04-22 16:10:09.678: I/InputReader(728): Touch event action is 0x0 (deviceType=0) [pCnt=1, s=0.889 ] when=20897610612000 04-22 16:10:09.678: I/InputDispatcher(728): Delivering touch to: action: 0x0 04-22 16:10:09.678: I/InputDispatcher(728): Delivering touch to: action: 0x3 04-22 16:10:09.688: W/InputEventReceiver(728): Attempted to finish an input event but the input event receiver has already been disposed. 04-22 16:10:09.688: W/InputEventReceiver(728): Attempted to finish an input event but the input event receiver has already been disposed. 04-22 16:10:09.688: V/WindowManager(728): Window{43478730 u0 Keyguard}mOrientationRequetedFromKeyguard=false 04-22 16:10:09.698: D/STATUSBAR-StatusBarManagerService(728): manageDisableList what=0x0 pkg=WindowManager.LayoutParams 04-22 16:10:09.788: D/InputReader(728): Input event: value=0 when=20897720902000 04-22 16:10:09.788: I/InputReader(728): Touch event action is 0x1 (deviceType=0) [pCnt=1, s=] when=20897720902000
I assume that the operator tried to complete the input event, but the input event receiver has already been deleted. here is the keyword, but I canβt understand why it will work when one click is another one quickly.
What is the reason for this? How can I debug this further to figure this out? Any clues?
Edit: All lines of the log except the last two are displayed when touched, and the last two appear when touched. My event listener is on click.
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