mirror of https://github.com/encounter/SDL.git
Android: documention update
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@ -205,10 +205,37 @@ app can continue to operate as it was.
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However, there's a chance (on older hardware, or on systems under heavy load),
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where the GL context can not be restored. In that case you have to listen for
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a specific message, (which is not yet implemented!) and restore your textures
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manually or quit the app (which is actually the kind of behaviour you'll see
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under iOS, if the OS can not restore your GL context it will just kill your app)
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a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
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manually or quit the app.
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You should not use the SDL renderer API while the app going in background:
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- SDL_APP_WILLENTERBACKGROUND:
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after you read this message, GL context gets backed-up and you should not
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use the SDL renderer API.
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- SDL_APP_DIDENTERFOREGROUND:
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GL context is restored, and the SDL renderer API is available (unless you
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receive SDL_RENDER_DEVICE_RESET).
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================================================================================
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Mouse / Touch events
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================================================================================
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In some case, SDL generates synthetic mouse (resp. touch) events for touch
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(resp. mouse) devices.
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To enable/disable this behavior, see SDL_hints.h:
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- SDL_HINT_TOUCH_MOUSE_EVENTS
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- SDL_HINT_MOUSE_TOUCH_EVENTS
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================================================================================
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Misc
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================================================================================
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For some device, it appears to works better setting explicitly GL attributes
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before creating a window:
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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================================================================================
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Threads and the Java VM
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