2015-06-21 15:33:46 +00:00
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/*
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Simple DirectMedia Layer
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2016-01-02 18:10:34 +00:00
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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2015-06-21 15:33:46 +00:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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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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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_ANDROID
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/* We're going to do this by default */
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#define SDL_ANDROID_BLOCK_ON_PAUSE 1
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#include "SDL_androidevents.h"
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#include "SDL_events.h"
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#include "SDL_androidwindow.h"
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void android_egl_context_backup();
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void android_egl_context_restore();
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#if SDL_AUDIO_DRIVER_ANDROID
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void AndroidAUD_ResumeDevices(void);
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void AndroidAUD_PauseDevices(void);
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#else
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static void AndroidAUD_ResumeDevices(void) {}
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static void AndroidAUD_PauseDevices(void) {}
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#endif
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void
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android_egl_context_restore()
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{
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SDL_Event event;
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SDL_WindowData *data = (SDL_WindowData *) Android_Window->driverdata;
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if (SDL_GL_MakeCurrent(Android_Window, (SDL_GLContext) data->egl_context) < 0) {
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/* The context is no longer valid, create a new one */
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data->egl_context = (EGLContext) SDL_GL_CreateContext(Android_Window);
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SDL_GL_MakeCurrent(Android_Window, (SDL_GLContext) data->egl_context);
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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}
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}
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void
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android_egl_context_backup()
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{
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/* Keep a copy of the EGL Context so we can try to restore it when we resume */
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SDL_WindowData *data = (SDL_WindowData *) Android_Window->driverdata;
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data->egl_context = SDL_GL_GetCurrentContext();
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/* We need to do this so the EGLSurface can be freed */
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SDL_GL_MakeCurrent(Android_Window, NULL);
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}
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void
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Android_PumpEvents(_THIS)
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{
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static int isPaused = 0;
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#if SDL_ANDROID_BLOCK_ON_PAUSE
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static int isPausing = 0;
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#endif
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/* No polling necessary */
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/*
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* Android_ResumeSem and Android_PauseSem are signaled from Java_org_libsdl_app_SDLActivity_nativePause and Java_org_libsdl_app_SDLActivity_nativeResume
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* When the pause semaphore is signaled, if SDL_ANDROID_BLOCK_ON_PAUSE is defined the event loop will block until the resume signal is emitted.
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*/
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#if SDL_ANDROID_BLOCK_ON_PAUSE
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if (isPaused && !isPausing) {
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/* Make sure this is the last thing we do before pausing */
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android_egl_context_backup();
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AndroidAUD_PauseDevices();
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if(SDL_SemWait(Android_ResumeSem) == 0) {
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#else
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if (isPaused) {
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if(SDL_SemTryWait(Android_ResumeSem) == 0) {
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#endif
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isPaused = 0;
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AndroidAUD_ResumeDevices();
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/* Restore the GL Context from here, as this operation is thread dependent */
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if (!SDL_HasEvent(SDL_QUIT)) {
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android_egl_context_restore();
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}
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}
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}
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else {
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#if SDL_ANDROID_BLOCK_ON_PAUSE
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if( isPausing || SDL_SemTryWait(Android_PauseSem) == 0 ) {
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/* We've been signaled to pause, but before we block ourselves,
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we need to make sure that certain key events have reached the app */
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if (SDL_HasEvent(SDL_WINDOWEVENT) || SDL_HasEvent(SDL_APP_WILLENTERBACKGROUND) || SDL_HasEvent(SDL_APP_DIDENTERBACKGROUND) ) {
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isPausing = 1;
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}
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else {
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isPausing = 0;
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isPaused = 1;
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}
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}
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#else
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if(SDL_SemTryWait(Android_PauseSem) == 0) {
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android_egl_context_backup();
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AndroidAUD_PauseDevices();
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isPaused = 1;
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}
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#endif
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}
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}
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#endif /* SDL_VIDEO_DRIVER_ANDROID */
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/* vi: set ts=4 sw=4 expandtab: */
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