Fixing screen resize bugs
This commit is contained in:
parent
6406c4f258
commit
6a79e8e41e
79
src/Game.cpp
79
src/Game.cpp
@ -109,7 +109,7 @@ namespace FRG
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
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#endif
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#endif
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loadingTexture = renderer.textureManager.LoadFromPng("resources/loading.png", "");
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loadingTexture = renderer.textureManager.LoadFromPng("resources/loading003.png", "");
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loadingProgressBarFrameTexture = renderer.textureManager.LoadFromPng(
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loadingProgressBarFrameTexture = renderer.textureManager.LoadFromPng(
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"resources/loadingProgressBarFrame.png", "", true);
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"resources/loadingProgressBarFrame.png", "", true);
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@ -1134,7 +1134,6 @@ namespace FRG
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CheckGlError(__FILE__, __LINE__);
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CheckGlError(__FILE__, __LINE__);
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}
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}
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int64_t Game::getSyncTimeMs() {
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int64_t Game::getSyncTimeMs() {
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int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>(
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int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now().time_since_epoch()).count();
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std::chrono::system_clock::now().time_since_epoch()).count();
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@ -1189,46 +1188,20 @@ namespace FRG
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SDL_GL_SwapWindow(FRG::Environment::window);
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SDL_GL_SwapWindow(FRG::Environment::window);
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}
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}
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void Game::update() {
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void Game::onWindowResized() {
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SDL_Event event;
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const bool mobileIsPortrait = loadingCompleted && (Environment::width < Environment::height);
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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Environment::exitGameLoop = true;
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}
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#ifdef __ANDROID__
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if (event.type == SDL_APP_WILLENTERBACKGROUND) {
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isAppActive = false;
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__android_log_print(ANDROID_LOG_INFO, "Game", "App moving to background, suspending loop");
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break;
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}
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if (event.type == SDL_APP_DIDENTERFOREGROUND) {
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isAppActive = true;
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__android_log_print(ANDROID_LOG_INFO, "Game", "App returned to foreground, resuming loop");
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break;
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}
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/*
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__android_log_print(ANDROID_LOG_ERROR, "Game",
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"Game::update step 1 event type: %d", event.type);
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*/
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#endif
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
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const bool wasPortrait = Environment::width < Environment::height;
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const bool wasPortrait = Environment::width < Environment::height;
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FRG::logger() << "Window resized" << std::endl;
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if (Environment::isHighDPIEnabled) {
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if (Environment::isHighDPIEnabled) {
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// Если High DPI включен, запрашиваем реальное физическое разрешение буфера
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int drawW, drawH;
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int drawW, drawH;
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SDL_GL_GetDrawableSize(Environment::window, &drawW, &drawH);
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SDL_GL_GetDrawableSize(Environment::window, &drawW, &drawH);
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Environment::width = drawW;
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Environment::width = drawW;
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Environment::height = drawH;
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Environment::height = drawH;
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}
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}
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else {
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else {
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// Если High DPI выключен, используем логические размеры из события
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int winW, winH;
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Environment::width = event.window.data1 / FRG::Environment::customDpiScale;
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SDL_GetWindowSize(Environment::window, &winW, &winH);
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Environment::height = event.window.data2 / FRG::Environment::customDpiScale;
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Environment::width = winW / FRG::Environment::customDpiScale;
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Environment::height = winH / FRG::Environment::customDpiScale;
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}
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}
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Environment::computeProjectionDimensions();
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Environment::computeProjectionDimensions();
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@ -1242,10 +1215,30 @@ namespace FRG
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}
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}
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logger() << "Window resized (Render Size): " << Environment::width << "x" << Environment::height << std::endl;
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logger() << "Window resized (Render Size): " << Environment::width << "x" << Environment::height << std::endl;
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//space.clearTextRendererCache();
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}
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}
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
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void Game::update() {
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SDL_Event event;
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const bool mobileIsPortrait = loadingCompleted && (Environment::width < Environment::height);
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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Environment::exitGameLoop = true;
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}
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#ifdef __ANDROID__
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if (event.type == SDL_APP_WILLENTERBACKGROUND) {
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isAppActive = false;
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__android_log_print(ANDROID_LOG_INFO, "Game", "App moving to background, suspending loop");
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}
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if (event.type == SDL_APP_DIDENTERFOREGROUND) {
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isAppActive = true;
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__android_log_print(ANDROID_LOG_INFO, "Game", "App returned to foreground, resuming loop");
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}
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#endif
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if (event.type == SDL_WINDOWEVENT && (event.window.event == SDL_WINDOWEVENT_RESIZED || event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)) {
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onWindowResized();
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}
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}
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// Suppress all input while portrait overlay is shown
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// Suppress all input while portrait overlay is shown
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@ -1384,6 +1377,20 @@ namespace FRG
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}
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}
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}
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}
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}
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}
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// Fallback detection (proactive check)
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int drawableW, drawableH;
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SDL_GL_GetDrawableSize(Environment::window, &drawableW, &drawableH);
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if (drawableW != lastDrawableW || drawableH != lastDrawableH) {
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lastDrawableW = drawableW;
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lastDrawableH = drawableH;
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onWindowResized();
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}
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#ifdef __ANDROID__
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if (!isAppActive) return;
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#endif
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// Drain one loading step per frame so the window/tab keeps pumping events
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// Drain one loading step per frame so the window/tab keeps pumping events
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// and repainting between steps instead of freezing for the whole load.
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// and repainting between steps instead of freezing for the whole load.
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if (!loadingCompleted && !loadSteps.empty()) {
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if (!loadingCompleted && !loadSteps.empty()) {
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@ -39,6 +39,7 @@ namespace FRG {
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void setupPart2();
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void setupPart2();
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void update();
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void update();
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void render();
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void render();
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void onWindowResized();
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bool shouldExit() const { return Environment::exitGameLoop; }
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bool shouldExit() const { return Environment::exitGameLoop; }
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@ -201,6 +202,9 @@ namespace FRG {
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int64_t newTickCount;
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int64_t newTickCount;
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int64_t lastTickCount;
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int64_t lastTickCount;
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int lastDrawableW = -1;
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int lastDrawableH = -1;
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static const size_t CONST_TIMER_INTERVAL = 10;
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static const size_t CONST_TIMER_INTERVAL = 10;
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static const size_t CONST_MAX_TIME_INTERVAL = 1000;
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static const size_t CONST_MAX_TIME_INTERVAL = 1000;
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};
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};
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29
src/main.cpp
29
src/main.cpp
@ -267,34 +267,9 @@ int main(int argc, char* argv[]) {
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}
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}
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while (!g_game->shouldExit()) {
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while (!g_game->shouldExit()) {
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SDL_Event event;
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// Обрабатываем системные события Android до обновления кадра
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/*while (SDL_PollEvent(&event)) {
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// Перенаправляем событие в игру, чтобы сработал ваш внутренний цикл (память, ресайз и т.д.)
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// Примечание: внутри Game::update у вас тоже стоит PollEvent.
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// Чтобы события не терялись, лучше обрабатывать их в одном месте,
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// но жизненно важные для ОС флаги перехватываем здесь:
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if (event.type == SDL_QUIT) {
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break;
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}
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// Сворачивание / Разворачивание приложения в Android
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if (event.type == SDL_APP_WILLENTERBACKGROUND) {
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isAppActive = false;
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__android_log_print(ANDROID_LOG_INFO, "Game", "App moving to background, suspending loop");
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}
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if (event.type == SDL_APP_DIDENTERFOREGROUND) {
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isAppActive = true;
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__android_log_print(ANDROID_LOG_INFO, "Game", "App returned to foreground, resuming loop");
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}
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}*/
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if (isAppActive) {
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g_game->update();
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g_game->update();
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// На Android шаг кадров завязан на VSync (SwapInterval = 1).
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// SDL_Delay(16) здесь не нужен, он будет вызывать микро-фризы (stuttering).
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if (!isAppActive) {
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}
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else {
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// Если игра свернута — спим, чтобы не нагружать CPU/GPU
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// Если игра свернута — спим, чтобы не нагружать CPU/GPU
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SDL_Delay(100);
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SDL_Delay(100);
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}
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}
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