I fixed the bug by taking the Queue<MotionEvent>
out entirely. My code now looks something like this:
The thread no longer uses a Queue
, and MotionEvents
are immediately processed when recieveTouch()
is called:
public class SpeedShooterGameThread extends GameActivity.GameView.GameThread {
//The touchEvent member has been removed.
//... snip ...
public synchronized final void newGame() { //called from the constructor, used to go to a known stable state
// touchEvents is no longer initialized.
//...snip...
}
//...snip...
public synchronized boolean recieveTouch(MotionEvent event) {
//Immediately handle the MotionEvent here,
//or return false if the event isn't processed
}
// The processTouchEvents() method is removed.
//... snip ...
}
The view is unchanged:
public class SpeedShooterGameView extends GameActivity.GameView {
public SpeedShooterGameView(Context arg0, AttributeSet arg1) {
super(arg0, arg1);
}
@Override
protected GameThread getNewThread(SurfaceHolder holder, Context context) {
return new SpeedShooterGameThread(holder, context);
}
// Program is driven by screen touches
public boolean onTouchEvent(MotionEvent event) {
SpeedShooterGameThread thread = (SpeedShooterGameThread) getThread();
if (thread.isRunning()) {
return thread.recieveTouch(event);
} else {
return false;
}
}
}