Updated UQM and readme
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@@ -187,14 +187,16 @@ Also it's a good practice to pause any application audio, especially if the user
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and if you won't set your own callbacks the default callbacks will do exactly that.
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There are circumstances when you want to avoid that, for example if the application is audio player,
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or if application gets some notification over network (for example you're running a game server,
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and want a beep when someone connects to you) - you may unpause audio for some short time then.
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and want a beep when someone connects to you) - you may unpause audio for some short time then,
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that will require another thread to watch the network, because main thread will be blocked inside SDL_Flip().
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The application is not allowed to do any GFX output without OpenGL context (or it will crash),
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that's why SDL_Flip() call will block until we're re-acquired context, and the callbacks will be called
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from inside SDL_Flip(). so you won't receive SDL_WINDOWEVENT_HIDDEN / SDL_WINDOWEVENT_SHOWN,
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because if SDL sends them the application will get them only after SDL_Flip() successfully
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re-acquired GL context, and it's too late to pause audio and save application state,
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so please use callbacks instead of SDL window events on Android OS.
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so please use callbacks instead of SDL window events on Android OS (also if your application
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is single-threaded you don't need any mutexes inside callbacks).
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The whole idea behind callbacks is that the existing application should not be modified to
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operate correctly - the whole time in background will just look to app as one very long SDL_Flip(),
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