Mercurial > sdl-ios-xcode
annotate src/video/android/SDL_androidwindow.c @ 5280:bad04e4710f6
Fixed bug #1116
Don't allocate the window's texture data until after creating the renderer, in case the renderer recreates the window.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 12 Feb 2011 17:51:47 -0800 |
parents | b530ef003506 |
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rev | line source |
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4998
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The window is changed to reflect the actual screen dimensions, for now.
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1 /* |
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2 SDL - Simple DirectMedia Layer |
5267 | 3 Copyright (C) 1997-2011 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 |
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24 #include "../SDL_sysvideo.h" |
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25 |
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26 #include "SDL_androidvideo.h" |
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27 #include "SDL_androidwindow.h" |
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28 |
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29 int |
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30 Android_CreateWindow(_THIS, SDL_Window * window) |
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31 { |
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Added "mouse" support for the Android touch screen
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32 if (Android_Window) { |
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33 SDL_SetError("Android only supports one window"); |
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34 return -1; |
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35 } |
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Added "mouse" support for the Android touch screen
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36 Android_Window = window; |
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37 |
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38 /* Adjust the window data to match the screen */ |
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39 window->x = 0; |
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40 window->y = 0; |
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41 window->w = Android_ScreenWidth; |
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42 window->h = Android_ScreenHeight; |
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43 |
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Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
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44 window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */ |
c66b2a778b7e
Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
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45 window->flags |= SDL_WINDOW_FULLSCREEN; /* window is always fullscreen */ |
c66b2a778b7e
Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
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46 window->flags |= SDL_WINDOW_SHOWN; /* only one window on Android */ |
c66b2a778b7e
Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
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47 window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */ |
c66b2a778b7e
Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
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48 |
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49 return 0; |
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50 } |
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The window is changed to reflect the actual screen dimensions, for now.
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51 |
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52 void |
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53 Android_SetWindowTitle(_THIS, SDL_Window * window) |
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54 { |
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55 Android_JNI_SetActivityTitle(window->title); |
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56 } |
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57 |
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58 void |
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59 Android_DestroyWindow(_THIS, SDL_Window * window) |
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60 { |
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61 if (window == Android_Window) { |
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62 Android_Window = NULL; |
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63 } |
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64 } |
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65 |
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66 /* vi: set ts=4 sw=4 expandtab: */ |