Do you mean “next scenario” as in moving to the next mission after winning the previous one? I guess I can check that, but it doesn’t look like android-specific problem.
Yeah, this was the vcmi problem at the time I built the app last time. Use automatic builds if possible, they’re the most up-to-date.
I’m not sure what you mean… pointer modes shouldn’t affect the performance (and even if they did, it’s relative mode that would be slower, as it needs some extra calculations). And if you mean the performance in general, then there isn’t much that I can do from android side.
Currently keyboard handling uses default SDL android implementation and I never really analyzed the logic. But honestly I’m not sure what to do there. Waiting for ideas.
One thing I can think of (not strictly about the keyboard) is to add the button to open the chat/console, because I don’t think there is a way to do it in the gui.
I found out that the fix for the “red background” won’t behave correctly on all devices and will crash the app if that device doesn’t support the surface type that I forced. In this case I’ll probably need to add some better egl capabilities detection (a simple solution would be to check if RGB565/Depth0 is supported, otherwise fall-back to the gl-chosen default values – not sure if it’s possible to implement without messing up SDL config).