SDL: wait for libapplication.so to load before launching main()
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@@ -675,8 +675,10 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer
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mGlContextLost = false;
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if(Globals.CompatibilityHacksStaticInit)
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if( Globals.CompatibilityHacksStaticInit )
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MainActivity.LoadApplicationLibrary(context);
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while( !MainActivity.ApplicationLibraryLoaded )
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try { Thread.sleep(200); } catch (InterruptedException eeee) {}
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Settings.Apply(context);
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Settings.nativeSetEnv( "DISPLAY_RESOLUTION_WIDTH", String.valueOf(Math.max(mWidth, mHeight)) );
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@@ -686,7 +688,7 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer
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if( Globals.MoveMouseWithGyroscope )
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startAccelerometerGyroscope(1);
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// Tweak video thread priority, if user selected big audio buffer
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if(Globals.AudioBufferConfig >= 2)
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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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