if (window == NULL)
return EVENT_NOT_HANDLED;
- /* FIXME: in Android, when key is repeated, down and up events
- happen most often at the exact same time. This makes it
- impossible to animate based on key press time. */
- /* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */
+ /* FIXME: in Android, when a key is repeated, down
+ and up events happen most often at the exact same time. This
+ makes it impossible to animate based on key press time. */
+ /* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */
+ /* This looks like a bug in the virtual keyboard system :/ Real
+ buttons such as the Back button appear to work correctly (series
+ of down events with proper getRepeatCount value */
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) {
/* LOGI("action: %d", AKeyEvent_getAction(event)); */
break;
case APP_CMD_INIT_WINDOW: /* surfaceCreated */
/* The window is being shown, get it ready. */
- LOGI("handle_cmd: APP_CMD_INIT_WINDOW");
+ LOGI("handle_cmd: APP_CMD_INIT_WINDOW %p", app->window);
fgDisplay.pDisplay.single_native_window = app->window;
- /* glPlatformOpenWindow was waiting for Handle to be defined and
- will now return from fgPlatformProcessSingleEvent() */
+ /* start|resume: glPlatformOpenWindow was waiting for Handle to be
+ defined and will now continue processing */
break;
case APP_CMD_GAINED_FOCUS:
LOGI("handle_cmd: APP_CMD_GAINED_FOCUS");
if (app->destroyRequested != 1) {
/* Android is full-screen only, simplified call.. */
/* Ideally we'd have a fgPlatformReopenWindow() */
+ /* If we're hidden by a non-fullscreen or translucent activity,
+ we'll be paused but not stopped, and keep the current
+ surface; in which case fgPlatformOpenWindow will no-op. */
fgPlatformOpenWindow(window, "", GL_FALSE, 0, 0, GL_FALSE, 0, 0, GL_FALSE, GL_FALSE);
/* TODO: INVOKE_WCB(*window, Pause?); */
/* TODO: INVOKE_WCB(*window, LoadResources/ContextLost/...?); */