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Migrate the Android port to SDL2
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fca60e2a41
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30 changed files with 217 additions and 1538 deletions
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@ -10,10 +10,6 @@
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#include "irrArray.h"
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#include "os.h"
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#if defined(_IRR_COMPILE_WITH_ANDROID_DEVICE_)
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#include <android/native_activity.h>
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#endif
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namespace irr
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{
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namespace video
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@ -55,9 +51,6 @@ bool CEGLManager::initialize(const SIrrlichtCreationParameters ¶ms, const SE
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#elif defined(_IRR_COMPILE_WITH_X11_DEVICE_)
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EglWindow = (NativeWindowType)Data.OpenGLLinux.X11Window;
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EglDisplay = eglGetDisplay((NativeDisplayType)Data.OpenGLLinux.X11Display);
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#elif defined(_IRR_COMPILE_WITH_ANDROID_DEVICE_)
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EglWindow = (ANativeWindow *)Data.OGLESAndroid.Window;
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EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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#elif defined(_IRR_COMPILE_WITH_FB_DEVICE_)
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EglWindow = (NativeWindowType)Data.OpenGLFB.Window;
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EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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@ -119,10 +112,6 @@ bool CEGLManager::generateSurface()
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// at this time only Android support this feature.
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// this needs an update method instead!
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#if defined(_IRR_COMPILE_WITH_ANDROID_DEVICE_)
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EglWindow = (ANativeWindow *)Data.OGLESAndroid.Window;
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#endif
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#if defined(_IRR_EMSCRIPTEN_PLATFORM_)
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// eglChooseConfig is currently only implemented as stub in emscripten (version 1.37.22 at point of writing)
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// But the other solution would also be fine as it also only generates a single context so there is not much to choose from.
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@ -136,13 +125,6 @@ bool CEGLManager::generateSurface()
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return false;
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}
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#if defined(_IRR_COMPILE_WITH_ANDROID_DEVICE_)
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EGLint Format = 0;
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eglGetConfigAttrib(EglDisplay, EglConfig, EGL_NATIVE_VISUAL_ID, &Format);
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ANativeWindow_setBuffersGeometry(EglWindow, 0, 0, Format);
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#endif
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// Now we are able to create EGL surface.
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EglSurface = eglCreateWindowSurface(EglDisplay, EglConfig, EglWindow, 0);
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