Removed debug spam, fixed issue in libstlport - seems that it cannot be linked dynamically because

it has some export symbols with length bigger than 128, and app hangs when trying to access them.
Fortunately libstlport has MIT-like license, so it can be linked to closed-source apps statically.
This commit is contained in:
pelya
2010-05-13 14:54:11 +03:00
parent 94df8e2921
commit 5cfa74a057
8 changed files with 28 additions and 76 deletions

View File

@@ -74,37 +74,27 @@ int difficultyLevel;
float actBackgroundPos;
Game::Game() {
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() 0");
videoserver = new Video();
screen = 0;
screen = videoserver->init();
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() 1");
settings = new Settings();
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() 11");
intro = new Intro( screen );
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() 12");
setDifficulty = new SetDifficulty( screen );
menuArcadeMode = new MenuArcadeMode( screen );
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() 13");
pauseSprite = surfaceDB.loadSurface( FN_PAUSED );
youLoseSprite = surfaceDB.loadSurface( FN_YOU_LOSE );
youWinSprite = surfaceDB.loadSurface( FN_YOU_WIN );
// for arcadeMode
gameOverSprite = surfaceDB.loadSurface( FN_GAME_OVER );
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() 14");
nukeEffectSurface = surfaceDB.loadSurface( FN_NUKE_EFFECT );
bossAlarm = Mixer::mixer().loadSample( FN_SOUND_BOSS_ALARM, 60 );
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() 15");
fontTime = new Font( FN_FONT_NUMBERS_TIME );
fontSizeTime = fontTime->getCharWidth();
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() 16");
racers = 0;
explosions = 0;
enemys = 0;
@@ -138,8 +128,6 @@ Game::Game() {
background = new Background();
loadLevel( FN_LEVEL_ONE_PLAYER );
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() 2");
SDL_Surface *loadingSprite = surfaceDB.loadSurface( FN_LOADING );
SDL_Rect dest;
dest.x = (SCREEN_WIDTH - loadingSprite->w ) / 2;
@@ -148,9 +136,7 @@ Game::Game() {
dest.h = loadingSprite->h;
SDL_BlitSurface( loadingSprite, 0, screen, &dest );
SDL_Flip( screen );
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() 3");
initAllSurfaces();
__android_log_print(ANDROID_LOG_VERBOSE, "alienblaster", "Game::Game() done");
}
Game::~Game(){