There's no need to keep these private. If you extend SDLActivity, you should know what you're doing.
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1 changed files with 14 additions and 14 deletions
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@ -30,24 +30,24 @@ public class SDLActivity extends Activity {
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public static boolean mIsPaused = false;
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// Main components
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private static SDLActivity mSingleton;
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private static SDLSurface mSurface;
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private static View mTextEdit;
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private static ViewGroup mLayout;
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protected static SDLActivity mSingleton;
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protected static SDLSurface mSurface;
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protected static View mTextEdit;
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protected static ViewGroup mLayout;
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// This is what SDL runs in. It invokes SDL_main(), eventually
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private static Thread mSDLThread;
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protected static Thread mSDLThread;
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// Audio
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private static Thread mAudioThread;
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private static AudioTrack mAudioTrack;
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protected static Thread mAudioThread;
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protected static AudioTrack mAudioTrack;
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// EGL private objects
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private static EGLContext mEGLContext;
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private static EGLSurface mEGLSurface;
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private static EGLDisplay mEGLDisplay;
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private static EGLConfig mEGLConfig;
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private static int mGLMajor, mGLMinor;
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protected static EGLContext mEGLContext;
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protected static EGLSurface mEGLSurface;
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protected static EGLDisplay mEGLDisplay;
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protected static EGLConfig mEGLConfig;
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protected static int mGLMajor, mGLMinor;
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// Load the .so
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static {
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@ -493,10 +493,10 @@ class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
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View.OnKeyListener, View.OnTouchListener, SensorEventListener {
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// Sensors
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private static SensorManager mSensorManager;
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protected static SensorManager mSensorManager;
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// Keep track of the surface size to normalize touch events
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private static float mWidth, mHeight;
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protected static float mWidth, mHeight;
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// Startup
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public SDLSurface(Context context) {
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