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Fixes Bug 1896 - Android app is running while the screen is locked
Original patch by ny00@outlook.com
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gabomdq committed Jul 6, 2013
1 parent 7e628b7 commit 327b14b
Showing 1 changed file with 74 additions and 36 deletions.
110 changes: 74 additions & 36 deletions android-project/src/org/libsdl/app/SDLActivity.java
Expand Up @@ -28,7 +28,7 @@ public class SDLActivity extends Activity {
private static final String TAG = "SDL";

// Keep track of the paused state
public static boolean mIsPaused = false;
public static boolean mIsPaused = false, mIsSurfaceReady = false;

// Main components
protected static SDLActivity mSingleton;
Expand Down Expand Up @@ -70,6 +70,7 @@ protected void onCreate(Bundle savedInstanceState) {
mSingleton = this;

// Set up the surface
mEGLSurface = EGL10.EGL_NO_SURFACE;
mSurface = new SDLSurface(getApplication());

mLayout = new AbsoluteLayout(this);
Expand All @@ -83,14 +84,14 @@ protected void onCreate(Bundle savedInstanceState) {
protected void onPause() {
Log.v("SDL", "onPause()");
super.onPause();
// Don't call SDLActivity.nativePause(); here, it will be called by SDLSurface::surfaceDestroyed
SDLActivity.handlePause();
}

@Override
protected void onResume() {
Log.v("SDL", "onResume()");
super.onResume();
// Don't call SDLActivity.nativeResume(); here, it will be called via SDLSurface::surfaceChanged->SDLActivity::startApp
SDLActivity.handleResume();
}

@Override
Expand Down Expand Up @@ -120,6 +121,32 @@ protected void onDestroy() {
}
}


/** Called by onPause or surfaceDestroyed. Even if surfaceDestroyed
* is the first to be called, mIsSurfaceReady should still be set
* to 'true' during the call to onPause (in a usual scenario).
*/
public static void handlePause() {
if (!SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady) {
SDLActivity.mIsPaused = true;
SDLActivity.nativePause();
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, false);
}
}

/** Called by onResume or surfaceCreated. An actual resume should be done only when the surface is ready.
* Note: Some Android variants may send multiple surfaceChanged events, so we don't need to resume
* every time we get one of those events, only if it comes after surfaceDestroyed
*/
public static void handleResume() {
if (SDLActivity.mIsPaused && SDLActivity.mIsSurfaceReady) {
SDLActivity.mIsPaused = false;
SDLActivity.nativeResume();
mSurface.enableSensor(Sensor.TYPE_ACCELEROMETER, true);
}
}


// Messages from the SDLMain thread
static final int COMMAND_CHANGE_TITLE = 1;
static final int COMMAND_UNUSED = 2;
Expand Down Expand Up @@ -227,24 +254,6 @@ public static Context getContext() {
return mSingleton;
}

public static void startApp() {
// Start up the C app thread
if (mSDLThread == null) {
mSDLThread = new Thread(new SDLMain(), "SDLThread");
mSDLThread.start();
}
else {
/*
* Some Android variants may send multiple surfaceChanged events, so we don't need to resume every time
* every time we get one of those events, only if it comes after surfaceDestroyed
*/
if (mIsPaused) {
SDLActivity.nativeResume();
SDLActivity.mIsPaused = false;
}
}
}

static class ShowTextInputTask implements Runnable {
/*
* This is used to regulate the pan&scan method to have some offset from
Expand Down Expand Up @@ -343,25 +352,30 @@ public static boolean createEGLSurface() {
EGL10 egl = (EGL10)EGLContext.getEGL();
if (SDLActivity.mEGLContext == null) createEGLContext();

Log.v("SDL", "Creating new EGL Surface");
EGLSurface surface = egl.eglCreateWindowSurface(SDLActivity.mEGLDisplay, SDLActivity.mEGLConfig, SDLActivity.mSurface, null);
if (surface == EGL10.EGL_NO_SURFACE) {
Log.e("SDL", "Couldn't create surface");
return false;
if (SDLActivity.mEGLSurface == EGL10.EGL_NO_SURFACE) {
Log.v("SDL", "Creating new EGL Surface");
SDLActivity.mEGLSurface = egl.eglCreateWindowSurface(SDLActivity.mEGLDisplay, SDLActivity.mEGLConfig, SDLActivity.mSurface, null);
if (SDLActivity.mEGLSurface == EGL10.EGL_NO_SURFACE) {
Log.e("SDL", "Couldn't create surface");
return false;
}
}
else Log.v("SDL", "EGL Surface remains valid");

if (egl.eglGetCurrentContext() != SDLActivity.mEGLContext) {
if (!egl.eglMakeCurrent(SDLActivity.mEGLDisplay, surface, surface, SDLActivity.mEGLContext)) {
if (!egl.eglMakeCurrent(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface, SDLActivity.mEGLSurface, SDLActivity.mEGLContext)) {
Log.e("SDL", "Old EGL Context doesnt work, trying with a new one");
// TODO: Notify the user via a message that the old context could not be restored, and that textures need to be manually restored.
createEGLContext();
if (!egl.eglMakeCurrent(SDLActivity.mEGLDisplay, surface, surface, SDLActivity.mEGLContext)) {
if (!egl.eglMakeCurrent(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface, SDLActivity.mEGLSurface, SDLActivity.mEGLContext)) {
Log.e("SDL", "Failed making EGL Context current");
return false;
}
}
else Log.v("SDL", "EGL Context made current");
}
SDLActivity.mEGLSurface = surface;
else Log.v("SDL", "EGL Context remains current");

return true;
} else {
Log.e("SDL", "Surface creation failed, display = " + SDLActivity.mEGLDisplay + ", config = " + SDLActivity.mEGLConfig);
Expand Down Expand Up @@ -533,18 +547,27 @@ public SDLSurface(Context context) {
public void surfaceCreated(SurfaceHolder holder) {
Log.v("SDL", "surfaceCreated()");
holder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
enableSensor(Sensor.TYPE_ACCELEROMETER, true);
// Set mIsSurfaceReady to 'true' *before* any call to handleResume
SDLActivity.mIsSurfaceReady = true;
}

// Called when we lose the surface
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
Log.v("SDL", "surfaceDestroyed()");
if (!SDLActivity.mIsPaused) {
SDLActivity.mIsPaused = true;
SDLActivity.nativePause();
}
enableSensor(Sensor.TYPE_ACCELEROMETER, false);
// Call this *before* setting mIsSurfaceReady to 'false'
SDLActivity.handlePause();
SDLActivity.mIsSurfaceReady = false;

/* We have to clear the current context and destroy the egl surface here
* Otherwise there's BAD_NATIVE_WINDOW errors coming from eglCreateWindowSurface on resume
* Ref: http://stackoverflow.com/questions/8762589/eglcreatewindowsurface-on-ics-and-switching-from-2d-to-3d
*/

EGL10 egl = (EGL10)EGLContext.getEGL();
egl.eglMakeCurrent(SDLActivity.mEGLDisplay, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
egl.eglDestroySurface(SDLActivity.mEGLDisplay, SDLActivity.mEGLSurface);
SDLActivity.mEGLSurface = EGL10.EGL_NO_SURFACE;
}

// Called when the surface is resized
Expand Down Expand Up @@ -603,7 +626,22 @@ public void surfaceChanged(SurfaceHolder holder,
SDLActivity.onNativeResize(width, height, sdlFormat);
Log.v("SDL", "Window size:" + width + "x"+height);

SDLActivity.startApp();
// Set mIsSurfaceReady to 'true' *before* making a call to handleResume
SDLActivity.mIsSurfaceReady = true;

if (SDLActivity.mSDLThread == null) {
// This is the entry point to the C app.
// Start up the C app thread and enable sensor input for the first time

SDLActivity.mSDLThread = new Thread(new SDLMain(), "SDLThread");
enableSensor(Sensor.TYPE_ACCELEROMETER, true);
SDLActivity.mSDLThread.start();
} else {
// The app already exists, we resume via handleResume
// Multiple sequential calls to surfaceChanged are handled internally by handleResume

SDLActivity.handleResume();
}
}

// unused
Expand Down

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