Adds Input Focus handling on Android to improve pausing/resuming behavior
Ref: http://android-developers.blogspot.com/2011/11/making-android-games-that-play-nice.html
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1 changed files with 14 additions and 2 deletions
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@ -28,7 +28,7 @@ public class SDLActivity extends Activity {
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private static final String TAG = "SDL";
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// Keep track of the paused state
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public static boolean mIsPaused = false, mIsSurfaceReady = false;
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public static boolean mIsPaused = false, mIsSurfaceReady = false, mHasFocus = true;
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// Main components
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protected static SDLActivity mSingleton;
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@ -94,6 +94,18 @@ public class SDLActivity extends Activity {
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SDLActivity.handleResume();
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}
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@Override
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public void onWindowFocusChanged(boolean hasFocus) {
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super.onWindowFocusChanged(hasFocus);
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Log.v("SDL", "onWindowFocusChanged(): " + hasFocus);
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SDLActivity.mHasFocus = hasFocus;
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if (hasFocus) {
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SDLActivity.handleResume();
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}
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}
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@Override
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public void onLowMemory() {
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Log.v("SDL", "onLowMemory()");
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@ -139,7 +151,7 @@ public class SDLActivity extends Activity {
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* every time we get one of those events, only if it comes after surfaceDestroyed
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*/
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public static void handleResume() {
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if (SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady) {
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if (SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady && SDLActivity.mHasFocus) {
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SDLActivity.mIsPaused = false;
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SDLActivity.nativeResume();
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mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true);
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