Asynchronous SDL_ACTIVEEVENT, when you lose focus.

This commit is contained in:
pelya
2012-09-20 17:40:41 +03:00
parent 41fd185b16
commit 7d04504ee5
6 changed files with 42 additions and 32 deletions

View File

@@ -654,6 +654,7 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer
private native void nativeDone();
private native void nativeGlContextLost();
public native void nativeGlContextRecreated();
public native void nativeGlContextLostAsyncEvent();
public static native void nativeTextInput( int ascii, int unicode );
public static native void nativeTextInputFinished();
@@ -733,6 +734,7 @@ class DemoGLSurfaceView extends GLSurfaceView_SDL {
if(mRenderer.mPaused)
return;
mRenderer.mPaused = true;
mRenderer.nativeGlContextLostAsyncEvent();
if( mRenderer.accelerometer != null ) // For some reason it crashes here often - are we getting this event before initialization?
mRenderer.accelerometer.stop();
super.onPause();
@@ -783,6 +785,7 @@ class DemoGLSurfaceView extends GLSurfaceView_SDL {
public static native void nativeHardwareMouseDetected( int detected );
public static native void nativeMouseButtonsPressed( int buttonId, int pressedState );
public static native void nativeMouseWheel(int scrollX, int scrollY);
}