Still trying to get the overlay gamepad
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@@ -454,8 +454,8 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer
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Log.i("SDL", "libSDL: DemoRenderer.onSurfaceCreated(): paused " + mPaused + " mFirstTimeStart " + mFirstTimeStart );
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mGlSurfaceCreated = true;
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mGl = gl;
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if( ! mPaused && ! mFirstTimeStart )
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nativeGlContextRecreated();
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/*if( ! mPaused && ! mFirstTimeStart )
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nativeGlContextRecreated();*/
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mFirstTimeStart = false;
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}
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@@ -471,14 +471,14 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer
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mWidth = w;
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mHeight = h;
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mGl = gl;
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nativeResize(w, h, Globals.KeepAspectRatio ? 1 : 0);
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//nativeResize(w, h, Globals.KeepAspectRatio ? 1 : 0);
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}
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public void onSurfaceDestroyed() {
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Log.i("SDL", "libSDL: DemoRenderer.onSurfaceDestroyed(): paused " + mPaused + " mFirstTimeStart " + mFirstTimeStart );
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mGlSurfaceCreated = false;
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mGlContextLost = true;
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nativeGlContextLost();
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//nativeGlContextLost();
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};
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public void onDrawFrame(GL10 gl) {
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@@ -487,7 +487,7 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer
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DrawLogo(mGl);
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SwapBuffers();
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nativeInitJavaCallbacks();
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//nativeInitJavaCallbacks();
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// Make main thread priority lower so audio thread won't get underrun
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// Thread.currentThread().setPriority((Thread.currentThread().getPriority() + Thread.MIN_PRIORITY)/2);
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@@ -503,10 +503,10 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer
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if(Globals.AudioBufferConfig >= 2)
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Thread.currentThread().setPriority( (Thread.NORM_PRIORITY + Thread.MIN_PRIORITY) / 2 ); // Lower than normal
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// Calls main() and never returns, hehe - we'll call eglSwapBuffers() from native code
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nativeInit( Globals.DataDir,
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/*nativeInit( Globals.DataDir,
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Globals.CommandLine,
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( (Globals.SwVideoMode && Globals.MultiThreadedVideo) || Globals.CompatibilityHacksVideo ) ? 1 : 0,
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android.os.Debug.isDebuggerConnected() ? 1 : 0 );
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android.os.Debug.isDebuggerConnected() ? 1 : 0 );*/
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System.exit(0); // The main() returns here - I don't bother with deinit stuff, just terminate process
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}
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@@ -618,7 +618,7 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer
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public void exitApp()
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{
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nativeDone();
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//nativeDone();
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}
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public void getAdvertisementParams(int params[])
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@@ -702,15 +702,15 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer
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}
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private native void nativeInitJavaCallbacks();
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private native void nativeInit(String CurrentPath, String CommandLine, int multiThreadedVideo, int isDebuggerConnected);
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private native void nativeResize(int w, int h, int keepAspectRatio);
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private native void nativeDone();
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private native void nativeGlContextLost();
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public native void nativeGlContextRecreated();
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public native void nativeGlContextLostAsyncEvent();
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public static native void nativeTextInput( int ascii, int unicode );
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public static native void nativeTextInputFinished();
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//private native void nativeInitJavaCallbacks();
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//private native void nativeInit(String CurrentPath, String CommandLine, int multiThreadedVideo, int isDebuggerConnected);
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//private native void nativeResize(int w, int h, int keepAspectRatio);
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//private native void nativeDone();
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//private native void nativeGlContextLost();
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//public native void nativeGlContextRecreated();
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//public native void nativeGlContextLostAsyncEvent();
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//public static native void nativeTextInput( int ascii, int unicode );
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//public static native void nativeTextInputFinished();
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private MainActivity context = null;
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public AccelerometerReader accelerometer = null;
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@@ -788,7 +788,7 @@ class DemoGLSurfaceView extends GLSurfaceView_SDL {
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if(mRenderer.mPaused)
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return;
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mRenderer.mPaused = true;
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mRenderer.nativeGlContextLostAsyncEvent();
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//mRenderer.nativeGlContextLostAsyncEvent();
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if( mRenderer.accelerometer != null ) // For some reason it crashes here often - are we getting this event before initialization?
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mRenderer.accelerometer.stop();
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super.onPause();
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@@ -805,8 +805,8 @@ class DemoGLSurfaceView extends GLSurfaceView_SDL {
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mRenderer.mPaused = false;
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super.onResume();
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Log.i("SDL", "libSDL: DemoGLSurfaceView.onResume(): mRenderer.mGlSurfaceCreated " + mRenderer.mGlSurfaceCreated + " mRenderer.mPaused " + mRenderer.mPaused);
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if( mRenderer.mGlSurfaceCreated && ! mRenderer.mPaused || Globals.NonBlockingSwapBuffers )
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mRenderer.nativeGlContextRecreated();
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/*if( mRenderer.mGlSurfaceCreated && ! mRenderer.mPaused || Globals.NonBlockingSwapBuffers )
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mRenderer.nativeGlContextRecreated();*/
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if( mRenderer.accelerometer != null && mRenderer.accelerometer.openedBySDL ) // For some reason it crashes here often - are we getting this event before initialization?
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mRenderer.accelerometer.start();
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};
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