#Import "native/app.cpp" #Import "native/app.h" Namespace mojo.app Extern Private Function AppInit()="bbApp::init" Public #rem monkeydoc The global AppInstance instance. #end Global App:AppInstance #rem monkeydoc Display mode structure. Contains information describing a display mode. See [[AppInstance.DesktopMode]] for more information. #end Struct DisplayMode Field width:Int Field height:Int Field depth:Int Field hertz:Int Operator To:String() Return "DisplayMode("+width+","+height+","+depth+","+hertz+")" End End #rem monkeydoc The AppInstance class. The AppInstance class is mainly reponsible for running the app 'event loop', but also provides several utility functions for managing the application. A global instance of the AppInstance class is stored in the [[App]] global variable, so you can use any member of the AppInstance simply by prefixing it with 'App.', eg: App.MilliSecs There are a number of config settings that can be used to control app behaviour. See [[std:std.filesystem.SetConfig|SetConfig]] for more information about config settings. | Config setting | Possible values | Default value |:----------------------------------|:----------------------------------|:------------- | "MOJO\_OPENGL\_PROFILE" | "es", "compatibility" or "core" | "compatibility" on macos and linux, "es" on all other targets. Uses 'Angle' for es support on windows. | "MOJO\_OPENGL\_VERSION\_MAJOR" | Open gl major version | 2 | "MOJO\_OPENGL\_VERSION\_MINOR" | Open gl minor version | 0 | "MOJO\_COLOR\_BUFFER\_BITS" | Minimum color bit depth | 8 | "MOJO\_DEPTH\_BUFFER\_BITS" | Minimum depth buffer bit depth | 0 | "MOJO\_STENCIL\_BUFFER\_BITS" | Minimum stencil buffer bit depth | 0 #end Class AppInstance #rem monkeydoc Invoked when the app becomes idle. #end Field Idle:Void() #rem monkeydoc Invoked when app is activated. #end Field Activated:Void() #rem monkeydoc Invoked when app is deactivated. #end Field Deactivated:Void() #rem monkeydoc @hidden #end Field ThemeChanged:Void() #rem monkeydoc Invoked when a file is dropped on an app window. #end Field FileDropped:Void( path:String ) #rem monkeydoc Key event filter. To prevent the event from being sent to a view, a filter can eat the event using [[Event.Eat]]. Filter functions should check if the event has already been 'eaten' by checking the event's [[Event.Eaten]] property before processing the event. #end Field KeyEventFilter:Void( event:KeyEvent ) #rem monkeydoc MouseEvent filter. To prevent the event from being sent to a view, a filter can eat the event using [[Event.Eat]]. Filter functions should check if the event has already been 'eaten' by checking the event's [[Event.Eaten]] property before processing the event. #end Field MouseEventFilter:Void( event:MouseEvent ) #rem monkeydoc Raw SDL_Event filter. The filter is called for all SDL events before mojo processes them. #end Field SdlEventFilter:Void( event:SDL_Event Ptr ) #rem monkeydoc Creates a new app instance. Creates a new AppInstance objects and initializes the global [[App]] variable with it. A runtime error will occur if more than 1 AppInstance is created. #end Method New() App=Self SDL_Init( SDL_INIT_VIDEO|SDL_INIT_JOYSTICK|SDL_INIT_GAMECONTROLLER ) libc.atexit( SDL_Quit ) SDL_SetHint( "SDL_MOUSE_FOCUS_CLICKTHROUGH","1" ) SDL_FlushEvents( SDL_JOYDEVICEADDED,SDL_JOYDEVICEADDED ) SDL_FlushEvents( SDL_CONTROLLERDEVICEADDED,SDL_CONTROLLERDEVICEADDED ) AppInit() Keyboard.Init() Mouse.Init() Touch.Init() Audio.Init() 'Set GL attributes ' Local gl_profile:Int,gl_major:Int=2,gl_minor:Int=0 Select GetConfig( "MOJO_OPENGL_PROFILE" ) Case "core" gl_profile=SDL_GL_CONTEXT_PROFILE_CORE Case "compatibility" gl_profile=SDL_GL_CONTEXT_PROFILE_COMPATIBILITY Case "es" gl_profile=SDL_GL_CONTEXT_PROFILE_ES Default #If __TARGET__="macos" Or __TARGET__="linux" gl_profile=SDL_GL_CONTEXT_PROFILE_COMPATIBILITY 'no gles20 on macos... #Else gl_profile=SDL_GL_CONTEXT_PROFILE_ES #Endif End SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,gl_profile ) SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION,Int( GetConfig( "MOJO_OPENGL_VERSION_MAJOR",gl_major ) ) ) SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION,Int( GetConfig( "MOJO_OPENGL_VERSION_MINOR",gl_minor ) ) ) SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER,1 ) Local n:=Int( GetConfig( "MOJO_COLOR_BUFFER_BITS",8 ) ) SDL_GL_SetAttribute( SDL_GL_RED_SIZE,n ) SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE,n ) SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE,n ) SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE,Int( GetConfig( "MOJO_DEPTH_BUFFER_BITS" ) ) ) SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE,Int( GetConfig( "MOJO_STENCIL_BUFFER_BITS" ) ) ) Local msaa_samples:=Int( GetConfig( "MOJO_MSAA_SAMPLES",0 ) ) If msaa_samples SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS,1 ) SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES,msaa_samples ) Endif #If __DESKTOP_TARGET__ 'WIP multiple windows... SDL_GL_SetAttribute( SDL_GL_SHARE_WITH_CURRENT_CONTEXT,1 ) 'create dummy window/context Local _sdlWindow:=SDL_CreateWindow( "",0,0,0,0,SDL_WINDOW_HIDDEN|SDL_WINDOW_OPENGL ) Assert( _sdlWindow,"FATAL ERROR: SDL_CreateWindow failed" ) Local _sdlGLContext:=SDL_GL_CreateContext( _sdlWindow ) Assert( _sdlGLContext,"FATAL ERROR: SDL_GL_CreateContext failed" ) SDL_GL_MakeCurrent( _sdlWindow,_sdlGLContext ) #Endif #If __TARGET__="windows" Or __TARGET__="macos" Or __TARGET__="emscripten" _captureMouse=True 'breaks on linux... #Endif #if __MOBILE_TARGET__ _touchMouse=True #Endif _defaultFont=_res.OpenFont( "DejaVuSans",16 ) _theme=New Theme Local themePath:=GetConfig( "MOJO_INITIAL_THEME","default" ) Local themeScale:=Float( GetConfig( "MOJO_INITIAL_THEME_SCALE",1 ) ) _theme.Load( themePath,New Vec2f( themeScale ) ) _theme.ThemeChanged+=Lambda() ThemeChanged() RequestRender() UpdateWindows() End #if __DESKTOP_TARGET__ SDL_AddEventWatch( _EventFilter,Null ) #Endif RequestRender() End #rem monkeydoc Fallback font. #end Property DefaultFont:Font() Return _defaultFont End #rem monkeydoc The current theme. #end Property Theme:Theme() Return _theme End #rem monkeydoc True if clipboard text is empty. This is faster than checking whether [[ClipboardText]] returns an empty string. #end Property ClipboardTextEmpty:Bool() Return SDL_HasClipboardText()=SDL_FALSE End #rem monkeydoc Clipboard text. #end Property ClipboardText:String() If SDL_HasClipboardText()=SDL_FALSE Return "" Local p:=SDL_GetClipboardText() Local str:=String.FromCString( p ) 'fix windows eols str=str.Replace( "~r~n","~n" ) str=str.Replace( "~r","~n" ) SDL_free( p ) Return str Setter( text:String ) SDL_SetClipboardText( text ) End #rem monkeydoc The current key view. The key view is the view key events are sent to. #end Property KeyView:View() If Not _active Return Null If IsActive( _keyView ) Return _keyView If _modalView Return _modalView Return _activeWindow Setter( keyView:View ) _keyView=keyView End #rem monkeydoc The current mouse view. The mouse view is the view that the mouse is currently 'dragging'. #end Property MouseView:View() Return _mouseView End #rem monkeydoc The current hover view. The hover view is the view that the mouse is currently 'hovering' over. #end Property HoverView:View() Return _hoverView End #rem monkeydoc The desktop size. #end Property DesktopSize:Vec2i() Local mode:=DesktopMode Return New Vec2i( mode.width,mode.height ) End #rem monkeydoc The desktop display mode. #end Property DesktopMode:DisplayMode() Local sdlMode:SDL_DisplayMode SDL_GetDesktopDisplayMode( 0,Varptr sdlMode ) Return CreateDisplayMode( Varptr sdlMode ) End #rem monkeydoc True if app is active. An app is active if any of its windows has system input focus. #end Property Active:Bool() Return _active End #rem monkeydoc The currently active window. The active window is the window that has system input focus. #end Property ActiveWindow:Window() If Not _activeWindow Local windows:=Window.VisibleWindows() If windows _activeWindow=windows[0] Endif Return _activeWindow End #rem monkeydoc Mouse location relative to the active window. #end Property MouseLocation:Vec2i() Return _mouseLocation End #rem monkeydoc @hidden #end Property ModalView:View() Return _modalView End #rem monkeydoc Approximate frames per second rendering rate. #end Property FPS:Float() Return _fps End #rem monkeydoc Number of milliseconds app has been running. Deprecated! Just use std.time.Millisecs() #end Property Millisecs:Int() Return std.time.Millisecs() End #rem monkeydoc Puts the app to sleep. Note: Use of this method is not recommended, as the app will be unresponsive while sleeping! #end Method Sleep( seconds:Double ) Local timeout:=Now()+seconds Repeat Local sleep:=timeout-Now() If sleep>10 time.Sleep( sleep ) UpdateWindows() Else If sleep>0 time.Sleep( sleep ) Else Return Endif Forever End #If __DESKTOP_TARGET__ #rem monkeydoc @hidden #end Method WaitIdle() Local future:=New Future Idle+=Lambda() future.Set( True ) End future.Get() End #Endif #rem monkeydoc Puts app into modal mode. #end Method BeginModal( view:View ) _modalStack.Push( _modalView ) _modalView=view RequestRender() End #rem monkeydoc Exits app from modal mode. #end Method EndModal() _modalView=_modalStack.Pop() RequestRender() End #rem monkeydoc Terminate the app. #end Method Terminate() libc.exit_( 0 ) End #rem monkeydoc Request that the app render itself. #end Method RequestRender() _requestRender=True End #rem monkeydoc @hidden #end Property Renderable:Bool() Return _activeWindow And Not _activeWindow.Minimized And Not _renderingSuspended End #rem monkeydoc @hidden #end Method MainLoop() If Not _requestRender Or Not Renderable SDL_WaitEvent( Null ) Endif UpdateEvents() UpdateWindows() End #rem monkeydoc @hidden #end Method IsActive:Bool( view:View ) Return view And view.Active And (Not _modalView Or view.IsChildOf( _modalView )) End #rem monkeydoc @hidden #end Method ActiveViewAtMouseLocation:View() If Not _window Return Null Local view:=_window.FindViewAtWindowPoint( _mouseLocation ) If IsActive( view ) Return view Return Null End #rem monkeydoc @hidden #end Method UpdateWindows() if Not Renderable Return Local render:=_requestRender _requestRender=False If render UpdateFPS() For Local window:=Eachin Window.VisibleWindows() window.UpdateWindow( render ) End If _mouseView And Not IsActive( _mouseView ) SendMouseEvent( EventType.MouseUp,_mouseView ) _mouseView=Null Endif If _hoverView And Not IsActive( _hoverView ) SendMouseEvent( EventType.MouseLeave,_hoverView ) _hoverView=Null Endif If Not _hoverView And Not _touchMouse _hoverView=ActiveViewAtMouseLocation() If _mouseView And _hoverView<>_mouseView _hoverView=Null If _hoverView SendMouseEvent( EventType.MouseEnter,_hoverView ) Endif End #rem monkeydoc Resets polled mouse and keyboard devices. Clears the keyboard character queue and clears the pressed and released states for all keys and mouse buttons. #end Method ResetPolledInput() Keyboard.Reset() Mouse.Reset() End #rem monkeydoc @hidden #end Function EmscriptenMainLoop() App.RequestRender() App.MainLoop() End #rem monkeydoc Run the app. #end Method Run() #If __TARGET__="emscripten" emscripten_set_main_loop( EmscriptenMainLoop,0,1 ) #Else Repeat MainLoop() Forever #Endif End #rem monkeydoc @hidden #end Method SuspendRendering() _renderingSuspended+=1 end #rem monkeydoc @hidden #end Method ResumeRendering() _renderingSuspended=Max( _renderingSuspended-1,0 ) End #rem monkeydoc Enumerate the available display modes #end Method EnumDisplayModes:DisplayMode[]( displayIndex:Int=0 ) Local n:=SDL_GetNumDisplayModes( displayIndex ) If Not n Return Null Local modes:=New Stack For Local i:=0 Until n Local sdlMode:SDL_DisplayMode SDL_GetDisplayMode( displayIndex,i,Varptr sdlMode ) Local mode:=CreateDisplayMode( Varptr sdlMode ) Local found:=False For Local mode2:=Eachin modes If mode2.width<>mode.width Or mode2.height<>mode.height Or mode2.hertz<>mode.hertz Continue found=True Exit Next If Not found modes.Add( mode ) Next Return modes.ToArray() End Internal Method DispatchEvents() Local event:SDL_Event While SDL_PollEvent( Varptr event ) Window.CreateNewWindows() DispatchEvent( Varptr event ) Wend End Method UpdateEvents() Keyboard.Update() Mouse.Update() Touch.Update() DispatchEvents() Local idle:=Idle Idle=Null idle() End Private Field _touchMouse:Bool=False 'Whether mouse is really touch Field _captureMouse:Bool=False 'Whether to use SDL_CaptureMouse Field _res:=New ResourceManager Field _defaultFont:Font Field _theme:Theme Field _active:Bool Field _activeWindow:Window Field _renderingSuspended:int Field _keyView:View Field _hoverView:View Field _mouseView:View Field _requestRender:Bool Field _fps:Float Field _fpsFrames:Int Field _fpsMillis:Int Field _window:Window Field _keyDownView:View Field _key:Key Field _rawKey:Key Field _keyChar:String Field _modifiers:Modifier Field _mouseButton:MouseButton Field _mouseLocation:Vec2i Field _mouseWheel:Vec2i Field _mouseClicks:Int=0 Field _finger:Int Field _fingerPressure:Float Field _fingerCoords:Vec2f Field _modalView:View Field _modalStack:=New Stack Method UpdateFPS() _fpsFrames+=1 Local elapsed:=App.Millisecs-_fpsMillis If elapsed>=250 _fps=Round( _fpsFrames/(elapsed/1000.0) ) _fpsMillis+=elapsed _fpsFrames=0 Endif End Method SendKeyEvent( type:EventType ) Local view:=KeyView Select type Case EventType.KeyDown _keyDownView=view Case EventType.KeyUp If view<>_keyDownView Return End Local event:=New KeyEvent( type,view,_key,_rawKey,_modifiers,_keyChar ) KeyEventFilter( event ) If event.Eaten Or Not view Return view.SendKeyEvent( event ) End Method SendMouseEvent( type:EventType,view:View ) Local location:=view.TransformWindowPointToView( _mouseLocation ) Local event:=New MouseEvent( type,view,location,_mouseButton,_mouseWheel,_modifiers,_mouseClicks ) MouseEventFilter( event ) If event.Eaten Return view.SendMouseEvent( event ) If event.Eaten Return Select type Case EventType.MouseDown Select _mouseButton Case MouseButton.Left SendMouseEvent( EventType.MouseClick,view ) If _mouseClicks And Not (_mouseClicks & 1) SendMouseEvent( EventType.MouseDoubleClick,view ) End Case MouseButton.Right SendMouseEvent( EventType.MouseRightClick,view ) End End End Method SendTouchEvent( type:EventType ) Local window:=_activeWindow If Not window Return Local p:=New Vec2i( _fingerCoords.x * window.Frame.Width,_fingerCoords.y * window.Frame.Height ) Local location:=window.TransformWindowPointToView( p ) window.SendTouchEvent( New TouchEvent( type,_activeWindow,location,_finger,_fingerPressure ) ) End Method SendWindowEvent( type:EventType ) Local event:=New WindowEvent( type,_window ) _window.SendWindowEvent( event ) End Method DispatchEvent( event:SDL_Event Ptr ) SdlEventFilter( event ) JoystickDevice.SendEvent( event ) Keyboard.SendEvent( event ) Mouse.SendEvent( event ) Touch.SendEvent( event ) Select event->type #If __TARGET__="macos" Case SDL_QUIT If _activeWindow _activeWindow.SendWindowEvent( New WindowEvent( EventType.WindowClose,_activeWindow ) ) #Endif Case SDL_KEYDOWN Local kevent:=Cast( event ) _window=Window.WindowForID( kevent->windowID ) If Not _window Return _key=Keyboard.KeyCodeToKey( Int( kevent->keysym.sym ) ) _rawKey=Keyboard.ScanCodeToRawKey( Int( kevent->keysym.scancode ) ) _keyChar=Keyboard.KeyName( _key ) _modifiers=Keyboard.Modifiers If kevent->repeat_ SendKeyEvent( EventType.KeyRepeat ) Else SendKeyEvent( EventType.KeyDown ) Endif Case SDL_KEYUP Local kevent:=Cast( event ) _window=Window.WindowForID( kevent->windowID ) If Not _window Return _key=Keyboard.KeyCodeToKey( Int( kevent->keysym.sym ) ) _rawKey=Keyboard.ScanCodeToRawKey( Int( kevent->keysym.scancode ) ) _keyChar=Keyboard.KeyName( _key ) _modifiers=Keyboard.Modifiers SendKeyEvent( EventType.KeyUp ) Case SDL_TEXTINPUT Local tevent:=Cast( event ) _window=Window.WindowForID( tevent->windowID ) If Not _window Return _keyChar=String.FromCString( tevent->text ) SendKeyEvent( EventType.KeyChar ) Case SDL_MOUSEBUTTONDOWN Local mevent:=Cast( event ) _window=Window.WindowForID( mevent->windowID ) If Not _window Return _mouseLocation=_window.MouseScale * New Vec2i( mevent->x,mevent->y ) _mouseButton=Cast( mevent->button ) If Not _mouseView Local mouseView:=ActiveViewAtMouseLocation() If mouseView If _touchMouse _hoverView=mouseView SendMouseEvent( EventType.MouseEnter,_hoverView ) Endif If _captureMouse SDL_CaptureMouse( SDL_TRUE ) _mouseView=mouseView _mouseClicks=mevent->clicks SendMouseEvent( EventType.MouseDown,_mouseView ) _mouseClicks=0 Endif Endif Case SDL_MOUSEBUTTONUP Local mevent:=Cast( event ) _window=Window.WindowForID( mevent->windowID ) If Not _window Return _mouseLocation=_window.MouseScale * New Vec2i( mevent->x,mevent->y ) _mouseButton=Cast( mevent->button ) If _mouseView If _captureMouse SDL_CaptureMouse( SDL_FALSE ) SendMouseEvent( EventType.MouseUp,_mouseView ) _mouseButton=Null _mouseView=Null If _touchMouse SendMouseEvent( EventType.MouseLeave,_hoverView ) _hoverView=Null Endif Endif Case SDL_MOUSEMOTION Local mevent:=Cast( event ) _window=Window.WindowForID( mevent->windowID ) If Not _window Return _mouseLocation=_window.MouseScale * New Vec2i( mevent->x,mevent->y ) If Not _touchMouse Local hoverView:=ActiveViewAtMouseLocation() If _mouseView And hoverView<>_mouseView hoverView=Null If hoverView<>_hoverView If _hoverView SendMouseEvent( EventType.MouseLeave,_hoverView ) _hoverView=hoverView If _hoverView SendMouseEvent( EventType.MouseEnter,_hoverView ) Endif Endif If _mouseView SendMouseEvent( EventType.MouseMove,_mouseView ) Else If _hoverView SendMouseEvent( EventType.MouseMove,_hoverView ) Endif Case SDL_MOUSEWHEEL Local mevent:=Cast( event ) _window=Window.WindowForID( mevent->windowID ) If Not _window Return _mouseWheel=New Vec2i( mevent->x,mevent->y ) If _mouseView SendMouseEvent( EventType.MouseWheel,_mouseView ) Else If _hoverView SendMouseEvent( EventType.MouseWheel,_hoverView ) Endif Case SDL_FINGERDOWN Local tevent:=Cast( event ) _finger=tevent->fingerId _fingerPressure=tevent->pressure _fingerCoords=New Vec2f( tevent->x,tevent->y ) SendTouchEvent( EventType.TouchDown ) Case SDL_FINGERUP Local tevent:=Cast( event ) _finger=tevent->fingerId _fingerPressure=tevent->pressure _fingerCoords=New Vec2f( tevent->x,tevent->y ) SendTouchEvent( EventType.TouchUp ) Case SDL_FINGERMOTION Local tevent:=Cast( event ) _finger=tevent->fingerId _fingerPressure=tevent->pressure _fingerCoords=New Vec2f( tevent->x,tevent->y ) SendTouchEvent( EventType.TouchMove ) Case SDL_WINDOWEVENT Local wevent:=Cast( event ) _window=Window.WindowForID( wevent->windowID ) If Not _window Return Select wevent->event Case SDL_WINDOWEVENT_CLOSE SendWindowEvent( EventType.WindowClose ) Case SDL_WINDOWEVENT_MAXIMIZED SendWindowEvent( EventType.WindowMaximized ) Case SDL_WINDOWEVENT_MINIMIZED SendWindowEvent( EventType.WindowMinimized ) Case SDL_WINDOWEVENT_RESTORED SendWindowEvent( EventType.WindowRestored ) Case SDL_WINDOWEVENT_FOCUS_GAINED ' Print "SDL_WINDOWEVENT_FOCUS_GAINED" Local active:=_active _activeWindow=_window _active=True SendWindowEvent( EventType.WindowGainedFocus ) If active<>_active Activated() Case SDL_WINDOWEVENT_FOCUS_LOST ' Print "SDL_WINDOWEVENT_FOCUS_LOST" Local active:=_active _active=False If _mouseView And Not _captureMouse SendMouseEvent( EventType.MouseUp,_mouseView ) _mouseView=Null Endif If _hoverView SendMouseEvent( EventType.MouseLeave,_hoverView ) _hoverView=Null Endif SendWindowEvent( EventType.WindowLostFocus ) If active<>_active Deactivated() Case SDL_WINDOWEVENT_LEAVE If _mouseView And Not _captureMouse SendMouseEvent( EventType.MouseUp,_mouseView ) _mouseView=Null Endif If _hoverView SendMouseEvent( EventType.MouseLeave,_hoverView ) _hoverView=Null Endif End Case SDL_USEREVENT Local uevent:=Cast( event ) Local event:=Cast( uevent->data1 ) event->Dispatch() Case SDL_DROPFILE Local devent:=Cast( event ) Local path:=String.FromCString( devent->file ).Replace( "\","/" ) SDL_free( devent->file ) FileDropped( path ) Case SDL_RENDER_TARGETS_RESET 'Print "SDL_RENDER_TARGETS_RESET" RequestRender() Case SDL_RENDER_DEVICE_RESET 'Print "SDL_RENDER_DEVICE_RESET" mojo.graphics.glutil.glGraphicsSeq+=1 #if __TARGET__="ios" Case SDL_APP_TERMINATING 'Terminate the app. 'Shut everything down before returning from this function. Case SDL_APP_LOWMEMORY 'You will get this when your app is paused and iOS wants more memory. 'Release as much memory as possible. Case SDL_APP_WILLENTERBACKGROUND 'Prepare your app to go into the background. Stop loops, etc. 'This gets called when the user hits the home button, or gets a call. 'Print "SDL_APP_WILLENTERBACKGROUND" SuspendRendering() Case SDL_APP_DIDENTERBACKGROUND 'This will get called if the user accepted whatever sent your app to the background. 'If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops. 'When you get this, you have 5 seconds to save all your state or the app will be terminated. 'Your app is NOT active at this point. Case SDL_APP_WILLENTERFOREGROUND 'This call happens when your app is coming back to the foreground. 'Restore all your state here. Case SDL_APP_DIDENTERFOREGROUND 'Restart your loops here. 'Your app is interactive and getting CPU again. 'Print "SDL_APP_DIDENTERFOREGROUND" ResumeRendering() RequestRender() #Endif End End Function _EventFilter:Int( userData:Void Ptr,event:SDL_Event Ptr ) Return App.EventFilter( userData,event ) End Method EventFilter:Int( userData:Void Ptr,event:SDL_Event Ptr ) Select event[0].type Case SDL_WINDOWEVENT Local wevent:=Cast( event ) _window=Window.WindowForID( wevent->windowID ) If Not _window Return 1 Select wevent->event Case SDL_WINDOWEVENT_MOVED ' Print "SDL_WINDOWEVENT_MOVED" SdlEventFilter( event ) SendWindowEvent( EventType.WindowMoved ) Return 0 Case SDL_WINDOWEVENT_RESIZED ' Print "SDL_WINDOWEVENT_RESIZED" SdlEventFilter( event ) SendWindowEvent( EventType.WindowResized ) UpdateWindows() Return 0 End End Return 1 End Method CreateDisplayMode:DisplayMode( sdlMode:SDL_DisplayMode Ptr ) Local mode:=New DisplayMode #If __TARGET__="emscripten" mode.width=640 mode.height=480 #else mode.width=sdlMode->w mode.height=sdlMode->h mode.depth=SDL_BYTESPERPIXEL( sdlMode->format )*8 mode.hertz=sdlMode->refresh_rate #endif Return mode End End