SDL_androidevents.c
Go to the documentation of this file.
/*
Simple DirectMedia Layer
Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_ANDROID
/* We're going to do this by default */
#define SDL_ANDROID_BLOCK_ON_PAUSE 1
#include "SDL_androidevents.h"
#include "SDL_events.h"
#include "SDL_androidwindow.h"
void android_egl_context_backup();
void android_egl_context_restore();
#if SDL_AUDIO_DRIVER_ANDROID
void AndroidAUD_ResumeDevices(void);
void AndroidAUD_PauseDevices(void);
#else
static void AndroidAUD_ResumeDevices(void) {}
static void AndroidAUD_PauseDevices(void) {}
#endif
void
android_egl_context_restore()
{
SDL_Event event;
SDL_WindowData *data = (SDL_WindowData *) Android_Window->driverdata;
if (SDL_GL_MakeCurrent(Android_Window, (SDL_GLContext) data->egl_context) < 0) {
/* The context is no longer valid, create a new one */
data->egl_context = (EGLContext) SDL_GL_CreateContext(Android_Window);
SDL_GL_MakeCurrent(Android_Window, (SDL_GLContext) data->egl_context);
event.type = SDL_RENDER_DEVICE_RESET;
SDL_PushEvent(&event);
}
}
void
android_egl_context_backup()
{
/* Keep a copy of the EGL Context so we can try to restore it when we resume */
SDL_WindowData *data = (SDL_WindowData *) Android_Window->driverdata;
data->egl_context = SDL_GL_GetCurrentContext();
/* We need to do this so the EGLSurface can be freed */
SDL_GL_MakeCurrent(Android_Window, NULL);
}
void
Android_PumpEvents(_THIS)
{
static int isPaused = 0;
#if SDL_ANDROID_BLOCK_ON_PAUSE
static int isPausing = 0;
#endif
/* No polling necessary */
/*
* Android_ResumeSem and Android_PauseSem are signaled from Java_org_libsdl_app_SDLActivity_nativePause and Java_org_libsdl_app_SDLActivity_nativeResume
* When the pause semaphore is signaled, if SDL_ANDROID_BLOCK_ON_PAUSE is defined the event loop will block until the resume signal is emitted.
*/
#if SDL_ANDROID_BLOCK_ON_PAUSE
if (isPaused && !isPausing) {
/* Make sure this is the last thing we do before pausing */
android_egl_context_backup();
AndroidAUD_PauseDevices();
if(SDL_SemWait(Android_ResumeSem) == 0) {
#else
if (isPaused) {
if(SDL_SemTryWait(Android_ResumeSem) == 0) {
#endif
isPaused = 0;
AndroidAUD_ResumeDevices();
/* Restore the GL Context from here, as this operation is thread dependent */
if (!SDL_HasEvent(SDL_QUIT)) {
android_egl_context_restore();
}
}
}
else {
#if SDL_ANDROID_BLOCK_ON_PAUSE
if( isPausing || SDL_SemTryWait(Android_PauseSem) == 0 ) {
/* We've been signaled to pause, but before we block ourselves,
we need to make sure that certain key events have reached the app */
if (SDL_HasEvent(SDL_WINDOWEVENT) || SDL_HasEvent(SDL_APP_WILLENTERBACKGROUND) || SDL_HasEvent(SDL_APP_DIDENTERBACKGROUND) ) {
isPausing = 1;
}
else {
isPausing = 0;
isPaused = 1;
}
}
#else
if(SDL_SemTryWait(Android_PauseSem) == 0) {
android_egl_context_backup();
AndroidAUD_PauseDevices();
isPaused = 1;
}
#endif
}
}
#endif /* SDL_VIDEO_DRIVER_ANDROID */
/* vi: set ts=4 sw=4 expandtab: */
SDL_androidwindow.h
SDL_GL_CreateContext
#define SDL_GL_CreateContext
Definition: SDL_dynapi_overrides.h:563
SDL_androidevents.h
SDL_QUIT
Definition: SDL_events.h:60
SDL_events.h
data
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1967
SDL_WindowData
Definition: SDL_androidwindow.h:34
Android_PauseSem
SDL_sem * Android_PauseSem
SDL_RENDER_DEVICE_RESET
Definition: SDL_events.h:146
SDL_SemTryWait
#define SDL_SemTryWait
Definition: SDL_dynapi_overrides.h:273
SDL_GLContext
void * SDL_GLContext
An opaque handle to an OpenGL context.
Definition: SDL_video.h:164
SDL_WindowData::egl_context
EGLContext egl_context
Definition: SDL_androidwindow.h:37
_THIS
#define _THIS
Definition: SDL_alsa_audio.h:31
event
struct _cl_event * event
Definition: SDL_opengl_glext.h:2649
SDL_PushEvent
#define SDL_PushEvent
Definition: SDL_dynapi_overrides.h:131
Android_Window
SDL_Window * Android_Window
Android_PumpEvents
void Android_PumpEvents(_THIS)
SDL_WINDOWEVENT
Definition: SDL_events.h:89
NULL
#define NULL
Definition: begin_code.h:143
SDL_GL_GetCurrentContext
#define SDL_GL_GetCurrentContext
Definition: SDL_dynapi_overrides.h:566
SDL_GL_MakeCurrent
#define SDL_GL_MakeCurrent
Definition: SDL_dynapi_overrides.h:564
Android_ResumeSem
SDL_sem * Android_ResumeSem
SDL_HasEvent
#define SDL_HasEvent
Definition: SDL_dynapi_overrides.h:124
SDL_SemWait
#define SDL_SemWait
Definition: SDL_dynapi_overrides.h:272
SDL_Event
General event structure.
Definition: SDL_events.h:521
SDL_APP_WILLENTERBACKGROUND
Definition: SDL_events.h:71
SDL_Window::driverdata
void * driverdata
Definition: SDL_sysvideo.h:106
SDL_APP_DIDENTERBACKGROUND
Definition: SDL_events.h:75