//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platformAndroid/platformAndroid.h" #include "platform/event.h" #include "platform/platformInput.h" #include "game/gameInterface.h" #include "platform/threads/thread.h" #include "platform/platformVideo.h" #include #include "platformAndroid/AndroidUtil.h" #include "platformAndroid/AndroidEvents.h" #include "platformAndroid/AndroidAlerts.h" #include "gui/guiCanvas.h" /* EventHandlerRef gWinMouseEventHandlerRef = NULL; EventHandlerRef gAppMouseEventHandlerRef = NULL; */ //----------------------------------------------------------------------------- static void _OnActivate(bool activating) { if(activating) { Input::activate(); Game->refreshWindow(); platState.backgrounded = false; pthread_kill((pthread_t)platState.torqueThreadId, SIGALRM); } else { Input::deactivate(); platState.backgrounded = true; } } //----------------------------------------------------------------------------- // here we manually poll for events, and send them to the dispatcher. // we only use this in single-threaded mode. static void _AndroidPollEvents() { } //----------------------------------------------------------------------------- void Platform::enableKeyboardTranslation(void) { platState.tsmActive=true; } //----------------------------------------------------------------------------- void Platform::disableKeyboardTranslation(void) { platState.tsmActive=false; } void Platform::setMouseLock(bool locked) { } //----------------------------------------------------------------------------- void Platform::process() { // TODO: HID input // ProcessMessages() manually polls for events when we are single threaded // if(ThreadManager::isCurrentThread(platState.firstThreadId)) // _AndroidPollEvents(); // Some things do not get carbon events, we must always poll for them. // HID ( usb gamepad et al ) input, for instance. Input::process(); if(platState.ctxNeedsUpdate) { //aglUpdateContext(platState.ctx); platState.ctxNeedsUpdate=false; } }