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The `unicodeChar` in `GameActivityKeyEvent` wasn't being exposed by `android-activity` because we couldn't expose the unicode character in the same way with the native-activity backend - due to how events are received via an `InputQueue` that doesn't expose the underlying Java references for the key events. Now that we have a consistent way of supporting unicode character mapping via `KeyCharacterMap` bindings it's redundant for the `GameActivity` backend to call `getUnicodeChar` automatically for each key press.