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/...?); */
* from face to face.
*/
+/** See comment for fghDrawGeometryWire **/
+
/* Version for OpenGL (ES) 1.1 */
#ifndef GL_ES_VERSION_2_0
static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals,
fghDeleteBuffers(1, &ibo_elements2);
}
+/**
+ * Draw geometric shape in wire mode (only edges)
+ *
+ * Arguments: the sphere, in wire mode, consists of multiple line
+ * loops for the stacks, and for the slices. The vertex indices for
+ * all slices are thrown together. numParts is how many separate loops
+ * are in the array, numVertIdxsPerPart is how many vertices there are
+ * per loop. For those suffixed with 2, its exactly the same
+ * principle, the number of stacks and slices is not the same.
+ *
+ * Feel free to contribute better naming ;)
+ *
+ * See comment for fghDrawGeometrySolid
+ */
static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numVertices,
GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode,
GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2
}
-/* Draw the geometric shape with filled triangles
- *
- * - If the shape is naturally triangulated (numEdgePerFace==3), each
- * vertex+normal pair is used only once, so no vertex indices.
- *
- * - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
- * vertex+normal pairs are reused, so use vertex indices.
- */
-
/* Version for OpenGL (ES) 1.1 */
#ifndef GL_ES_VERSION_2_0
static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
fghDeleteBuffers(1, &ibo_elements);
}
+/* Draw the geometric shape with filled triangles
+ *
+ * - If the shape is naturally triangulated (numEdgePerFace==3), each
+ * vertex+normal pair is used only once, so no vertex indices.
+ *
+ * - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some
+ * vertex+normal pairs are reused, so use vertex indices.
+ */
static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs,
GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart)
{
#endif
}
+
+
/* Shape decomposition to triangles
* We'll use glDrawElements to draw all shapes that are not naturally
* composed of triangles, so generate an index vector here, using the