Implemented clicking with tap and timeout
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@@ -219,7 +219,9 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer {
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public int swapBuffers() // Called from native code
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{
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this.notify();
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synchronized(this) {
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this.notify();
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}
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if( ! super.SwapBuffers() && Globals.NonBlockingSwapBuffers )
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return 0;
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if(mGlContextLost) {
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@@ -227,19 +229,6 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer {
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Settings.SetupTouchscreenKeyboardGraphics(context); // Reload on-screen buttons graphics
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}
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/*
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// Pass just one char per frame, many SDL games cannot handle multiple events in a single frame
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synchronized(context.textInput) {
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if( context.textInput.size() >= 2 )
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{
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if( context.textInput.getFirst() != 0 )
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nativeTextInput( context.textInput.getFirst(), context.textInput.get(1) );
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context.textInput.removeFirst();
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context.textInput.removeFirst();
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}
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}
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*/
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return 1;
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}
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@@ -256,7 +245,6 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer {
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Callback cb = new Callback();
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cb.parent = context;
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context.runOnUiThread(cb);
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//context.showScreenKeyboard();
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}
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public void exitApp() {
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@@ -300,9 +288,11 @@ class DemoGLSurfaceView extends GLSurfaceView_SDL {
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touchInput.process(event);
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// Wait a bit, and try to synchronize to app framerate, or event thread will eat all CPU and we'll lose FPS
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if( event.getAction() == MotionEvent.ACTION_MOVE ) {
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try {
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mRenderer.wait(300L);
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} catch (InterruptedException e) { }
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synchronized(mRenderer) {
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try {
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mRenderer.wait(300L);
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} catch (InterruptedException e) { }
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}
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}
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return true;
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};
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