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https://github.com/thunderbrewhq/thunderbrew
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feat(gx): add incomplete 'CGxDeviceGLSDL' (#2)
* chore(build): add vendored SDL 3.0.0 library * chore(build): add vendored glew-cmake-2.2.0 library * feat(console): in the presence of -opengl launch flag, change GxApi to OpenGl * feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux * chore(build): change SDL3 linkage from shared (bad) to to static (good)
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2043 changed files with 663533 additions and 5 deletions
246
vendor/sdl-3.0.0/src/video/android/SDL_androidevents.c
vendored
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vendor/sdl-3.0.0/src/video/android/SDL_androidevents.c
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_VIDEO_DRIVER_ANDROID
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#include "SDL_androidevents.h"
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#include "SDL_androidkeyboard.h"
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#include "SDL_androidwindow.h"
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#include "../SDL_sysvideo.h"
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#include "../../events/SDL_events_c.h"
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#include "../../audio/android/SDL_androidaudio.h"
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#include "../../audio/aaudio/SDL_aaudio.h"
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#include "../../audio/openslES/SDL_openslES.h"
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/* Number of 'type' events in the event queue */
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static int SDL_NumberOfEvents(Uint32 type)
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{
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return SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, type, type);
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}
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#ifdef SDL_VIDEO_OPENGL_EGL
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static void android_egl_context_restore(SDL_Window *window)
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{
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if (window) {
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SDL_Event event;
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SDL_WindowData *data = window->driverdata;
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SDL_GL_MakeCurrent(window, NULL);
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if (SDL_GL_MakeCurrent(window, (SDL_GLContext)data->egl_context) < 0) {
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/* The context is no longer valid, create a new one */
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data->egl_context = (EGLContext)SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, (SDL_GLContext)data->egl_context);
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event.type = SDL_EVENT_RENDER_DEVICE_RESET;
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event.common.timestamp = 0;
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SDL_PushEvent(&event);
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}
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data->backup_done = 0;
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if (data->has_swap_interval) {
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SDL_GL_SetSwapInterval(data->swap_interval);
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}
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}
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}
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static void android_egl_context_backup(SDL_Window *window)
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{
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if (window) {
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int interval = 0;
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/* Keep a copy of the EGL Context so we can try to restore it when we resume */
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SDL_WindowData *data = window->driverdata;
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data->egl_context = SDL_GL_GetCurrentContext();
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/* Save/Restore the swap interval / vsync */
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if (SDL_GL_GetSwapInterval(&interval) == 0) {
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data->has_swap_interval = 1;
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data->swap_interval = interval;
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}
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/* We need to do this so the EGLSurface can be freed */
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SDL_GL_MakeCurrent(window, NULL);
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data->backup_done = 1;
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}
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}
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#endif
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/*
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* Android_ResumeSem and Android_PauseSem are signaled from Java_org_libsdl_app_SDLActivity_nativePause and Java_org_libsdl_app_SDLActivity_nativeResume
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* When the pause semaphore is signaled, if Android_PumpEvents_Blocking is used, the event loop will block until the resume signal is emitted.
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*
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* No polling necessary
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*/
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void Android_PumpEvents_Blocking(SDL_VideoDevice *_this)
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{
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SDL_VideoData *videodata = _this->driverdata;
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if (videodata->isPaused) {
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SDL_bool isContextExternal = SDL_IsVideoContextExternal();
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#ifdef SDL_VIDEO_OPENGL_EGL
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/* Make sure this is the last thing we do before pausing */
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if (!isContextExternal) {
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SDL_LockMutex(Android_ActivityMutex);
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android_egl_context_backup(Android_Window);
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SDL_UnlockMutex(Android_ActivityMutex);
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}
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#endif
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ANDROIDAUDIO_PauseDevices();
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OPENSLES_PauseDevices();
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AAUDIO_PauseDevices();
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if (SDL_WaitSemaphore(Android_ResumeSem) == 0) {
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videodata->isPaused = 0;
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/* Android_ResumeSem was signaled */
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SDL_SendAppEvent(SDL_EVENT_WILL_ENTER_FOREGROUND);
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ANDROIDAUDIO_ResumeDevices();
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OPENSLES_ResumeDevices();
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AAUDIO_ResumeDevices();
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/* Restore the GL Context from here, as this operation is thread dependent */
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#ifdef SDL_VIDEO_OPENGL_EGL
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if (!isContextExternal && !SDL_HasEvent(SDL_EVENT_QUIT)) {
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SDL_LockMutex(Android_ActivityMutex);
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android_egl_context_restore(Android_Window);
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SDL_UnlockMutex(Android_ActivityMutex);
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}
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#endif
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/* Make sure SW Keyboard is restored when an app becomes foreground */
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if (SDL_TextInputActive()) {
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Android_StartTextInput(_this); /* Only showTextInput */
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}
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SDL_SendAppEvent(SDL_EVENT_DID_ENTER_FOREGROUND);
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SDL_SendWindowEvent(Android_Window, SDL_EVENT_WINDOW_RESTORED, 0, 0);
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}
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} else {
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if (videodata->isPausing || SDL_TryWaitSemaphore(Android_PauseSem) == 0) {
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/* Android_PauseSem was signaled */
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if (videodata->isPausing == 0) {
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SDL_SendWindowEvent(Android_Window, SDL_EVENT_WINDOW_MINIMIZED, 0, 0);
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SDL_SendAppEvent(SDL_EVENT_WILL_ENTER_BACKGROUND);
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SDL_SendAppEvent(SDL_EVENT_DID_ENTER_BACKGROUND);
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}
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/* We've been signaled to pause (potentially several times), but before we block ourselves,
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* we need to make sure that the very last event (of the first pause sequence, if several)
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* has reached the app */
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if (SDL_NumberOfEvents(SDL_EVENT_DID_ENTER_BACKGROUND) > SDL_GetSemaphoreValue(Android_PauseSem)) {
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videodata->isPausing = 1;
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} else {
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videodata->isPausing = 0;
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videodata->isPaused = 1;
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}
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}
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}
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}
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void Android_PumpEvents_NonBlocking(SDL_VideoDevice *_this)
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{
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SDL_VideoData *videodata = _this->driverdata;
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static int backup_context = 0;
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if (videodata->isPaused) {
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SDL_bool isContextExternal = SDL_IsVideoContextExternal();
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if (backup_context) {
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#ifdef SDL_VIDEO_OPENGL_EGL
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if (!isContextExternal) {
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SDL_LockMutex(Android_ActivityMutex);
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android_egl_context_backup(Android_Window);
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SDL_UnlockMutex(Android_ActivityMutex);
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}
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#endif
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if (videodata->pauseAudio) {
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ANDROIDAUDIO_PauseDevices();
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OPENSLES_PauseDevices();
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AAUDIO_PauseDevices();
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}
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backup_context = 0;
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}
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if (SDL_TryWaitSemaphore(Android_ResumeSem) == 0) {
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videodata->isPaused = 0;
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/* Android_ResumeSem was signaled */
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SDL_SendAppEvent(SDL_EVENT_WILL_ENTER_FOREGROUND);
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if (videodata->pauseAudio) {
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ANDROIDAUDIO_ResumeDevices();
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OPENSLES_ResumeDevices();
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AAUDIO_ResumeDevices();
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}
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#ifdef SDL_VIDEO_OPENGL_EGL
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/* Restore the GL Context from here, as this operation is thread dependent */
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if (!isContextExternal && !SDL_HasEvent(SDL_EVENT_QUIT)) {
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SDL_LockMutex(Android_ActivityMutex);
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android_egl_context_restore(Android_Window);
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SDL_UnlockMutex(Android_ActivityMutex);
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}
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#endif
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/* Make sure SW Keyboard is restored when an app becomes foreground */
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if (SDL_TextInputActive()) {
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Android_StartTextInput(_this); /* Only showTextInput */
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}
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SDL_SendAppEvent(SDL_EVENT_DID_ENTER_FOREGROUND);
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SDL_SendWindowEvent(Android_Window, SDL_EVENT_WINDOW_RESTORED, 0, 0);
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}
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} else {
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if (videodata->isPausing || SDL_TryWaitSemaphore(Android_PauseSem) == 0) {
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/* Android_PauseSem was signaled */
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if (videodata->isPausing == 0) {
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SDL_SendWindowEvent(Android_Window, SDL_EVENT_WINDOW_MINIMIZED, 0, 0);
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SDL_SendAppEvent(SDL_EVENT_WILL_ENTER_BACKGROUND);
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SDL_SendAppEvent(SDL_EVENT_DID_ENTER_BACKGROUND);
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}
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/* We've been signaled to pause (potentially several times), but before we block ourselves,
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* we need to make sure that the very last event (of the first pause sequence, if several)
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* has reached the app */
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if (SDL_NumberOfEvents(SDL_EVENT_DID_ENTER_BACKGROUND) > SDL_GetSemaphoreValue(Android_PauseSem)) {
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videodata->isPausing = 1;
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} else {
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videodata->isPausing = 0;
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videodata->isPaused = 1;
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backup_context = 1;
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}
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}
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}
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}
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#endif /* SDL_VIDEO_DRIVER_ANDROID */
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