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update android build to SDL 2.0.8 stable.
fixed home -> pause and resume remains last issue: app close on power button
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White Dragon
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Mar 17, 2018
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Original file line number | Diff line number | Diff line change |
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@@ -1,37 +1,37 @@ | ||
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#include "SDL_config.h" | ||
/*#include "SDL_config.h" | ||
#ifdef __ANDROID__ | ||
/* Include the SDL main definition header */ | ||
#include "SDL_main.h" | ||
// Include the SDL main definition header | ||
#include "SDL_main.h"*/ | ||
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/******************************************************************************* | ||
Functions called by JNI | ||
*******************************************************************************/ | ||
#include <jni.h> | ||
/*#include <jni.h> | ||
// Called before SDL_main() to initialize JNI bindings in SDL library | ||
extern "C" void SDL_Android_Init(JNIEnv* env, jclass cls); | ||
// Start up the SDL app | ||
extern "C" void Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls, jobject obj) | ||
{ | ||
/* This interface could expand with ABI negotiation, calbacks, etc. */ | ||
// This interface could expand with ABI negotiation, calbacks, etc. | ||
SDL_Android_Init(env, cls); | ||
SDL_SetMainReady(); | ||
/* Run the application code! */ | ||
// Run the application code! | ||
char *argv[2]; | ||
argv[0] = strdup("SDL_app"); | ||
argv[1] = NULL; | ||
SDL_main(1, argv); | ||
/* Do not issue an exit or the whole application will terminate instead of just the SDL thread */ | ||
// Do not issue an exit or the whole application will terminate instead of just the SDL thread | ||
//exit(status); | ||
} | ||
#endif /* __ANDROID__ */ | ||
#endif*/ // __ANDROID__ | ||
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/* vi: set ts=4 sw=4 expandtab: */ |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,6 +1,6 @@ | ||
/* | ||
Simple DirectMedia Layer | ||
Copyright (C) 1997-2013 Sam Lantinga <[email protected]> | ||
Copyright (C) 1997-2018 Sam Lantinga <[email protected]> | ||
This software is provided 'as-is', without any express or implied | ||
warranty. In no event will the authors be held liable for any damages | ||
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@@ -25,44 +25,9 @@ | |
* Main include header for the SDL library | ||
*/ | ||
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/** | ||
* \mainpage Simple DirectMedia Layer (SDL) | ||
* | ||
* http://www.libsdl.org/ | ||
* | ||
* \section intro_sec Introduction | ||
* | ||
* Simple DirectMedia Layer is a cross-platform development library designed | ||
* to provide low level access to audio, keyboard, mouse, joystick, and | ||
* graphics hardware via OpenGL and Direct3D. It is used by video playback | ||
* software, emulators, and popular games including Valve's award winning | ||
* catalog and many Humble Bundle games. | ||
* | ||
* SDL officially supports Windows, Mac OS X, Linux, iOS, and Android. | ||
* Support for other platforms may be found in the source code. | ||
* | ||
* SDL is written in C, works natively with C++, and there are bindings | ||
* available for several other languages, including C# and Python. | ||
* | ||
* This library is distributed under the zlib license, which can be found | ||
* in the file "COPYING.txt". | ||
* | ||
* The best way to learn how to use SDL is to check out the header files in | ||
* the "include" subdirectory and the programs in the "test" subdirectory. | ||
* The header files and test programs are well commented and always up to date. | ||
* More documentation and FAQs are available online at: | ||
* http://wiki.libsdl.org/ | ||
* | ||
* If you need help with the library, or just want to discuss SDL related | ||
* issues, you can join the developers mailing list: | ||
* http://www.libsdl.org/mailing-list.php | ||
* | ||
* Enjoy! | ||
* Sam Lantinga ([email protected]) | ||
*/ | ||
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#ifndef _SDL_H | ||
#define _SDL_H | ||
#ifndef SDL_h_ | ||
#define SDL_h_ | ||
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#include "SDL_main.h" | ||
#include "SDL_stdinc.h" | ||
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@@ -75,17 +40,18 @@ | |
#include "SDL_error.h" | ||
#include "SDL_events.h" | ||
#include "SDL_filesystem.h" | ||
#include "SDL_joystick.h" | ||
#include "SDL_gamecontroller.h" | ||
#include "SDL_haptic.h" | ||
#include "SDL_hints.h" | ||
#include "SDL_joystick.h" | ||
#include "SDL_loadso.h" | ||
#include "SDL_log.h" | ||
#include "SDL_messagebox.h" | ||
#include "SDL_mutex.h" | ||
#include "SDL_power.h" | ||
#include "SDL_render.h" | ||
#include "SDL_rwops.h" | ||
#include "SDL_shape.h" | ||
#include "SDL_system.h" | ||
#include "SDL_thread.h" | ||
#include "SDL_timer.h" | ||
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@@ -107,14 +73,14 @@ extern "C" { | |
* specify the subsystems which you will be using in your application. | ||
*/ | ||
/* @{ */ | ||
#define SDL_INIT_TIMER 0x00000001 | ||
#define SDL_INIT_AUDIO 0x00000010 | ||
#define SDL_INIT_VIDEO 0x00000020 /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ | ||
#define SDL_INIT_JOYSTICK 0x00000200 /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ | ||
#define SDL_INIT_HAPTIC 0x00001000 | ||
#define SDL_INIT_GAMECONTROLLER 0x00002000 /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ | ||
#define SDL_INIT_EVENTS 0x00004000 | ||
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */ | ||
#define SDL_INIT_TIMER 0x00000001u | ||
#define SDL_INIT_AUDIO 0x00000010u | ||
#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */ | ||
#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */ | ||
#define SDL_INIT_HAPTIC 0x00001000u | ||
#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */ | ||
#define SDL_INIT_EVENTS 0x00004000u | ||
#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */ | ||
#define SDL_INIT_EVERYTHING ( \ | ||
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \ | ||
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER \ | ||
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@@ -123,13 +89,17 @@ extern "C" { | |
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/** | ||
* This function initializes the subsystems specified by \c flags | ||
* Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup | ||
* signal handlers for some commonly ignored fatal signals (like SIGSEGV). | ||
*/ | ||
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); | ||
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/** | ||
* This function initializes specific SDL subsystems | ||
* | ||
* Subsystem initialization is ref-counted, you must call | ||
* SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly | ||
* shutdown a subsystem manually (or call SDL_Quit() to force shutdown). | ||
* If a subsystem is already loaded then this call will | ||
* increase the ref-count and return. | ||
*/ | ||
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); | ||
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@@ -158,6 +128,6 @@ extern DECLSPEC void SDLCALL SDL_Quit(void); | |
#endif | ||
#include "close_code.h" | ||
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#endif /* _SDL_H */ | ||
#endif /* SDL_h_ */ | ||
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/* vi: set ts=4 sw=4 expandtab: */ |
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