Still trying to get the overlay gamepad

This commit is contained in:
Gerhard Stein
2013-10-20 08:38:06 +02:00
parent 177661c77c
commit b66d746b81
3 changed files with 33 additions and 30 deletions

View File

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