src/video/android/SDL_androidevents.c


Log

Author Commit Date CI Message
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Sam Lantinga 2423c514 2021-10-13T09:33:51 Work around hang in AAudioStream_write() during extended shared object loading while running in a debugger. Observed on a OnePlus 8T (KB2005) running Oxygen OS 11.0.10.10.KB05AA. The observed behavior is that any nonzero timeout value would hang until the device was paused and resumed. And a zero timeout value would always return 0 frames written even when audio fragments could be heard. Making a manual timeout system unworkable. None of the straightforward systems imply that there's a detectable problem before the call to AAudioStream_write(). And the callback set within AAudioStreamBuilder_setErrorCallback() does not get called as we enter the hang state. I've found that AAudioStream_getTimestamp() will report an error state from another thread. So this change codifies that behavior a bit until a better fix or more root cause can be found.
Sylvain b4f89c56 2021-04-15T21:16:10 AAudio: add aaudio pause/resume function to android events loop
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sylvain Becker 955f3184 2020-09-25T10:14:42 Fixed bug 5239 - Play audio on Android while backgrounded (Thanks Superfury) Add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO not to pause audio when the app goes to background. (It requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
Sylvain Becker 005e2dff 2020-01-17T12:41:54 Android: prevents rare crashes when app goes to background or ends. Make sure the thread is actually paused, and context backep-up, before SurfaceView is destroyed (eg surfaceDestroyed() actually returns). Add a timeout when surfaceDestroyed() is called, and check 'backup_done' variable. It prevents crashes like: #00 pc 000000000000c0d0 /system/lib64/libutils.so (android::RefBase::incStrong(void const*) const+8) #01 pc 000000000000c7f4 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::UpdateBufferList(ANativeWindowBuffer*)+284) #02 pc 000000000000c390 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::DequeueBuffer()+240) #03 pc 000000000000bb10 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::GetBuffer(EglSubResource*, EglMemoryDesc*)+64) #04 pc 000000000032732c /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::UpdateResource(EsxContext*)+116) #05 pc 0000000000326dd0 /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::GetResource(EsxContext*, EsxResource**, EsxResource**, int)+56) #06 pc 00000000002ae484 /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::AcquireBackBuffer(int)+364) #07 pc 0000000000249680 /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::Clear(unsigned int, unsigned int, unsigned int, EsxClearValues*)+1800) #08 pc 00000000002cb52c /vendor/lib64/egl/libGLESv2_adreno.so (EsxGlApiParamValidate::GlClear(EsxDispatch*, unsigned int)+132)
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sylvain Becker d004cc70 2019-12-21T22:40:33 Android: same way as in nativePause(), resume events are sent from SDL thread
Sylvain Becker 45a9b5fa 2019-12-21T21:18:02 Android: fix call of glFinish without context. Message in the log, when going to background: "call to OpenGL ES API with no current context (logged once per thread)" Because of SDL_WINDOWEVENT_MINIMIZED is sent from the Java Activity thread. It calls SDL_RendererEventWatch(), _WindowEvent() and glFinish() without context. Solution is to move sending of SDL_WINDOWEVENT_MINIMIZED to the SDL thread.
Sam Lantinga 54748a39 2019-12-08T11:33:06 Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed Aaron Barany Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set. When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation. When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
Sylvain Becker a55c0e14 2019-06-18T10:23:19 Android: revert previous commit (Bug 4669) (Refs #1)
Sylvain Becker f2157b6c 2019-06-17T22:31:36 Fixed bug 4669: Android software renderer, black screen when window resizes Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
Sylvain Becker 2c92c8e8 2019-04-23T14:24:58 Android: add static variable initialization in non blocking event loop
Sylvain Becker bd344c22 2019-04-12T23:15:26 Android: when event loop is not blocking in pause, backup EGL context (Bug 4578) Backup the EGL context when SDL_APP_DIDENTERBACKGROUND has been removed from the event queue.
Sylvain Becker 05333a6e 2019-04-05T09:16:30 Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
Sam Lantinga 61827c6d 2019-01-20T12:02:12 Fixed compiler warning on Android
Sylvain Becker e994be58 2019-01-16T10:31:51 Android: move static variable isPaused/isPausing to SDL_VideoData structure - remove unneed check to Android_Window->driverdata - add window check into context_backup/restore
Sylvain Becker 955d8789 2019-01-14T12:33:29 Android/openslES: set audio in paused/resumed state for Android event loop And also in "stopped" state before closing the device.
Sam Lantinga fb8cb95f 2019-01-12T12:12:43 Fixed compiler warning
Sylvain Becker 462e62e1 2019-01-06T20:25:54 Android: better fix for bug 3186. Run those commands from SDL thread.
Sylvain Becker e4f558a5 2019-01-05T22:46:52 Android: un-needed check of "isPausing" and minor typos
Sylvain Becker 35722b64 2019-01-05T22:27:25 Android: fix wrong state after immediate sequence pause() / resume() / pause() It may happen to have the sequence pause()/resume()/pause(), before polling any events. Before, it ends in 'resumed' state because as the check is greedy. Now, always increase the Pause semaphore, and stop at each pause. It ends in 'paused' state. Related to bug 3250: set up a reconfiguration of SurfaceView holder. Turn the screen off manually before the app starts (repro rate is not 100%..)
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sylvain Becker 2a885eb0 2019-01-04T23:39:27 Android: fixed immediate transition to pause and resume. "Pause" transition will add events: SDL_WINDOWEVENT_ENTER SDL_WINDOWEVENT_FOCUS_LOST SDL_WINDOWEVENT_MINIMIZED SDL_APP_WILL ENTER BACKGROUND SDL_APP_DID ENTER BACKGROUND "Resume" transition will add events: SDL_APP_WILL ENTER FOREGROUND SDL_APP_DID ENTER FOREGROUND SDL_WINDOWEVENT_FOCUS_GAINED SDL_WINDOWEVENT_RESTORED If Android application doesn't empty the event loop in between, it enters in "paused" state when SDL_WINDOWEVENT_RESTORED is fetched. See bug 3250 for pratical case.
Sylvain Becker cf122344 2019-01-04T23:11:21 Android: make Android_PumpEvents() more readable No behavior change in this commit.
Sylvain Becker 2e19343d 2019-01-03T20:18:29 Android: use Mutex instead of Semphore for bug 4142
Sylvain Becker cc8f1136 2019-01-03T14:18:06 Fixed bug 4142 - Concurrency issues in Android backend Use a semaphore to prevent concurrency issues between Java Activity and Native thread code, when using 'Android_Window'. (Eg. Java sending Touch events, while native code is destroying the main SDL_Window. )
Sylvain Becker 5dc25fef 2019-01-03T13:14:16 Android: preparation bug 4142, reduce usage of global variable Android_Window
Sam Lantinga 849d042f 2018-02-24T08:58:22 Fixed bug 4091 - Undefined references to Android audio functions when SDL_AUDIO_DISABLED is on Manuel Sabogal If SDL is compiled with the Audio subsystem disabled there are some undefined references to the functions ANDROIDAUDIO_ResumeDevices and ANDROIDAUDIO_PauseDevices in the file src/video/android/SDL_androidevents.c.
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 26f05ecb 2016-12-02T02:25:12 Fixed missing prototypes on Android, patch from Sylvain
Ryan C. Gordon 6f4bcd24 2016-08-11T22:22:09 audio: Renamed some internal driver symbols in various targets.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann 0e45984f 2015-06-21T17:33:46 Fixed crash if initialization of EGL failed but was tried again later. The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon b72938c8 2015-04-20T12:22:44 Windows: Always set the system timer resolution to 1ms by default. An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Ryan C. Gordon 0713c1e5 2015-04-05T15:52:37 Patched to compile on Android when audio subsystem is disabled (thanks, Jonas!) Fixes Bugzilla #2797.
Edward Rudd b88ca1b4 2015-02-10T16:28:56 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here. Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation Jonas Kulla The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c. I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
David Ludwig 70438be2 2014-12-03T10:55:23 WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Gabriel Jacobo 47658057 2014-09-18T11:03:34 [Android] Better fix for #2480, pause/resume audio
Gabriel Jacobo 4544343b 2014-09-17T11:41:12 [Android] Fixes #2480, music does not pause when process backgrounded This modifies SDL_PauseAudio behavior to pause all audio devices instead of just the default one (required on Android, at least for testmultiaudio on my Nexus 4 which reported 2 audio devices). It also changes SDL_PauseAudioDevice to retain the device lock from pause until resume in order to save battery in mobile devices.
Pierre-Loup A. Griffais 24c86b55 2014-09-11T19:24:42 [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam
David Ludwig 3dcb451f 2014-04-09T21:29:19 Added a README file regarding WinRT support To note, this file is currently formatted with CRLF line endings, rather than LF, to allow the file to be viewed with Notepad.
Gabriel Jacobo 1f92c9dc 2014-03-24T11:04:42 Emit SDL_RENDER_DEVICE_RESET on Android when the GLES context is recreated
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 7e1289af 2013-11-24T23:56:17 Make internal SDL sources include SDL_internal.h instead of SDL_config.h The new header will include SDL_config.h, but allows for other global stuff.
Gabriel Jacobo 22770a8f 2013-11-06T11:23:24 [Android] Fixes Bug 2041 - can't get SDL_QUIT event... Thanks to Denis Bernard! Also, changed the Android manifest so the app doesn't quit with orientation changes, and made testgles.c exit properly on Android.
Gabriel Jacobo d0fddfab 2013-10-10T00:30:03 Fixes Bug 2134 - [Android] Black screen after resume (sometimes)
Gabriel Jacobo 695344d1 2013-08-21T09:43:09 OCD fixes: Adds a space before */
Gabriel Jacobo 0eeb76d8 2013-08-19T16:29:46 Fixes bug #2037, common EGL code for Android and X11
Gabriel Jacobo dad42067 2013-08-12T11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
Sam Lantinga 1ad936eb 2013-08-11T19:56:43 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.