Android OpenGL context loss handling.
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Родитель
35bec043ad
Коммит
8cc2a83e48
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@ -152,6 +152,8 @@ public class SDLActivity extends Activity {
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int action, float x,
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float y, float p);
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public static native void onNativeAccel(float x, float y, float z);
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public static native void onNativeSurfaceDestroyed();
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public static native void onNativeSurfaceCreated();
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public static native void nativeRunAudioThread();
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@ -453,8 +455,11 @@ class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
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public void surfaceCreated(SurfaceHolder holder) {
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Log.v("SDL", "surfaceCreated()");
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holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
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SDLActivity.createEGLSurface();
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enableSensor(Sensor.TYPE_ACCELEROMETER, true);
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SDLActivity.onNativeSurfaceCreated();
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// Note: we must not recreate the OpenGL context here, but wait for the application call initEGL() again
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// from its own thread, to ensure the context is made current to the correct thread
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}
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// Called when we lose the surface
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@ -462,6 +467,7 @@ class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
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Log.v("SDL", "surfaceDestroyed()");
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SDLActivity.nativePause();
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enableSensor(Sensor.TYPE_ACCELEROMETER, false);
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SDLActivity.onNativeSurfaceDestroyed();
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}
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// Called when the surface is resized
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@ -322,9 +322,7 @@ bool Graphics::SetMode(int width, int height, bool fullscreen, bool vsync, bool
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SDL_GL_SwapWindow(impl_->window_);
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// Let GPU objects restore themselves
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for (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
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(*i)->OnDeviceReset();
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Restore();
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CheckFeatureSupport();
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if (multiSample > 1)
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@ -377,9 +375,9 @@ bool Graphics::TakeScreenShot(Image& destImage)
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bool Graphics::BeginFrame()
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{
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if (!IsInitialized())
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if (!IsInitialized() || !impl_->context_)
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return false;
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// If we should be fullscreen, but are not currently active, do not render
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if (fullscreen_ && (SDL_GetWindowFlags(impl_->window_) & SDL_WINDOW_MINIMIZED))
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return false;
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@ -524,7 +522,7 @@ void Graphics::Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCou
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void Graphics::Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount)
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{
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if (!indexCount || !indexBuffer_)
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if (!indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObject())
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return;
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if (impl_->fboDirty_)
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@ -608,7 +606,7 @@ bool Graphics::SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODV
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elementMasks_[i] = elementMask;
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changed = true;
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if (!buffer)
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if (!buffer || !buffer->GetGPUObject())
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continue;
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glBindBuffer(GL_ARRAY_BUFFER, buffer->GetGPUObject());
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@ -695,7 +693,7 @@ bool Graphics::SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers,
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elementMasks_[i] = elementMask;
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changed = true;
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if (!buffer)
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if (!buffer || !buffer->GetGPUObject())
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continue;
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glBindBuffer(GL_ARRAY_BUFFER, buffer->GetGPUObject());
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@ -1744,29 +1742,13 @@ void Graphics::Release(bool clearGPUObjects, bool closeWindow)
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if (clearGPUObjects)
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{
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// Shutting down: release all GPU objects that still exist, then delete the context
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// Shutting down: release all GPU objects that still exist
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for (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
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(*i)->Release();
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gpuObjects_.Clear();
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if (impl_->context_)
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{
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MutexLock lock(GetStaticMutex());
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SDL_GL_DeleteContext(impl_->context_);
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impl_->context_ = 0;
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}
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CleanupFramebuffers(true);
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}
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else
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{
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if (impl_->context_)
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{
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MutexLock lock(GetStaticMutex());
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SDL_GL_DeleteContext(impl_->context_);
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impl_->context_ = 0;
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}
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// We are not shutting down, but recreating the context: mark GPU objects lost
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for (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
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(*i)->OnDeviceLost();
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@ -1776,9 +1758,13 @@ void Graphics::Release(bool clearGPUObjects, bool closeWindow)
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depthTextures_.Clear();
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shaderPrograms_.Clear();
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// When the new context is initialized, it will have default state again
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ResetCachedState();
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ClearParameterSources();
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if (impl_->context_)
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{
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MutexLock lock(GetStaticMutex());
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SDL_GL_DeleteContext(impl_->context_);
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impl_->context_ = 0;
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}
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if (closeWindow)
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{
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@ -1790,6 +1776,24 @@ void Graphics::Release(bool clearGPUObjects, bool closeWindow)
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}
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}
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void Graphics::Restore()
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{
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if (!impl_->window_)
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return;
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// Ensure first that the context exists
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if (!impl_->context_)
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impl_->context_ = SDL_GL_CreateContext(impl_->window_);
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if (!impl_->context_)
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return;
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for (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
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(*i)->OnDeviceReset();
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ResetCachedState();
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ClearParameterSources();
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}
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void Graphics::CleanupRenderSurface(RenderSurface* surface)
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{
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if (!surface)
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@ -330,6 +330,8 @@ public:
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void FreeScratchBuffer(void* buffer);
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/// Release/clear GPU objects and optionally close the window.
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void Release(bool clearGPUObjects, bool closeWindow);
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/// Restore GPU objects and reinitialize state. Requires an open window.
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void Restore();
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/// Clean up a render surface from all FBOs.
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void CleanupRenderSurface(RenderSurface* surface);
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@ -309,6 +309,11 @@ bool IndexBuffer::Create()
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if (!object_)
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glGenBuffers(1, &object_);
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if (!object_)
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{
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LOGERROR("Failed to create index buffer");
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return false;
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object_);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount_ * indexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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@ -385,6 +385,11 @@ bool VertexBuffer::Create()
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{
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if (!object_)
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glGenBuffers(1, &object_);
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if (!object_)
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{
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LOGERROR("Failed to create vertex buffer");
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return false;
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}
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glBindBuffer(GL_ARRAY_BUFFER, object_);
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glBufferData(GL_ARRAY_BUFFER, vertexCount_ * vertexSize_, 0, dynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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@ -227,7 +227,7 @@ void Input::Update()
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{
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IntVector2 mousePos = GetCursorPosition();
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mouseMove_ = mousePos - lastCursorPosition_;
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// Recenter the mouse cursor manually if it moved
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if (mouseMove_ != IntVector2::ZERO)
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{
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@ -847,6 +847,22 @@ void Input::HandleSDLEvent(void* sdlEvent)
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if (input)
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input->GetSubsystem<Graphics>()->Close();
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}
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#ifdef ANDROID
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if (evt.window.event == SDL_WINDOWEVENT_SURFACE_LOST)
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{
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input = GetInputInstance(evt.window.windowID);
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// Mark GPU objects lost
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if (input)
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input->graphics_->Release(false, false);
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}
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if (evt.window.event == SDL_WINDOWEVENT_SURFACE_CREATED)
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{
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input = GetInputInstance(evt.window.windowID);
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// Restore GPU objects
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if (input)
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input->graphics_->Restore();
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}
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#endif
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break;
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}
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}
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@ -19,6 +19,8 @@
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3. This notice may not be removed or altered from any source distribution.
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*/
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// Modified by Lasse Öörni for Urho3D
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/**
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* \file SDL_video.h
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*
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@ -150,8 +152,10 @@ typedef enum
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SDL_WINDOWEVENT_LEAVE, /**< Window has lost mouse focus */
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SDL_WINDOWEVENT_FOCUS_GAINED, /**< Window has gained keyboard focus */
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SDL_WINDOWEVENT_FOCUS_LOST, /**< Window has lost keyboard focus */
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SDL_WINDOWEVENT_CLOSE /**< The window manager requests that the
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SDL_WINDOWEVENT_CLOSE, /**< The window manager requests that the
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window be closed */
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SDL_WINDOWEVENT_SURFACE_LOST, /**< Android only: surface has been lost */
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SDL_WINDOWEVENT_SURFACE_CREATED /**< Android only: surface has been restored after loss */
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} SDL_WindowEventID;
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/**
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@ -248,6 +248,23 @@ extern "C" void Java_org_libsdl_app_SDLActivity_nativeRunAudioThread(
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Android_RunAudioThread();
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}
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// Surface destroyed
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extern "C" void Java_org_libsdl_app_SDLActivity_onNativeSurfaceDestroyed(
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JNIEnv* env, jclass cls)
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{
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if (Android_Window) {
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SDL_SendWindowEvent(Android_Window, SDL_WINDOWEVENT_SURFACE_LOST, 0, 0);
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}
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}
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// Surface created
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extern "C" void Java_org_libsdl_app_SDLActivity_onNativeSurfaceCreated(
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JNIEnv* env, jclass cls)
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{
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if (Android_Window) {
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SDL_SendWindowEvent(Android_Window, SDL_WINDOWEVENT_SURFACE_CREATED, 0, 0);
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}
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}
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/*******************************************************************************
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Functions called by SDL into Java
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