The less Java to C++ calls that are made, the faster the game will be.
It is going to easier to maintain as well.
Not only for touches, but also for glview, etc.
As an example:
- For desktop we are using GLFW. It is a nice abstraction to all the GL / events for desktop.
We need something similar for mobile as well:
- Currently the code for handling GL / Events in iOS is completely different than Android.
- If you want to change some of the GL parameters both in iOS and Android, it is almost an impossible task.
So, we need to either add support for iOS and Android in GLFW, or create our own wrapper.
And I think that if we drop support for Native Activity, it will very difficult to do it using the Java activity.
- We are hardcoding a lot of values in Android, and those values should be parameters that the user can change:
- I do think that we need Native Activity
- We need to fix the current bugs... we know some Android developers (@minggo, you already know them... search for Liquidfun in your email)
- and then refactor the current way to create GL Views / touches for iOS and Android... something similar to what we have in GLFW.