Fixed Android app black screen issue when reopening after incomplete closing (#3227)
* Fixed black screen issue when resuming the app on Android Partly explained here: https://github.com/raysan5/raylib/issues/3127 * Fix APP_CMD_TERM_WINDOW for Android
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src/rcore.c
43
src/rcore.c
@ -720,8 +720,8 @@ void android_main(struct android_app *app)
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char arg0[] = "raylib"; // NOTE: argv[] are mutable
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CORE.Android.app = app;
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// NOTE: We get the main return for exit()
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int ret = main(1, (char *[]) { arg0, NULL });
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// NOTE: Return from main is ignored
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(void)main(1, (char *[]) { arg0, NULL });
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// Request to end the native activity
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ANativeActivity_finish(app->activity);
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@ -731,19 +731,13 @@ void android_main(struct android_app *app)
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int pollEvents = 0;
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// Waiting for application events before complete finishing
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while (!CORE.Android.app->destroyRequested)
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while (!app->destroyRequested)
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{
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while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&CORE.Android.source)) >= 0)
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{
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if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
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if (CORE.Android.source != NULL) CORE.Android.source->process(app, CORE.Android.source);
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}
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}
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// WARNING: Make sure you free resources properly and no other process is running from Java code or other.
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// NOTE: You can use JNI to call a NativeLoader method (which will call finish() from the UI thread)
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// to handle the full close from Java, without using exit(0) like here.
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exit(ret); // Close the application directly, without going through Java
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}
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// NOTE: Add this to header (if apps really need it)
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@ -5897,21 +5891,28 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
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case APP_CMD_TERM_WINDOW:
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{
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// Dettach OpenGL context and destroy display surface
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// NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
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// NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
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eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroySurface(CORE.Window.device, CORE.Window.surface);
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// NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming.
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// NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
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// NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
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if (CORE.Window.device != EGL_NO_DISPLAY)
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{
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eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (CORE.Window.surface != EGL_NO_SURFACE)
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{
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eglDestroySurface(CORE.Window.device, CORE.Window.surface);
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CORE.Window.surface = EGL_NO_SURFACE;
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}
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CORE.Android.contextRebindRequired = true;
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}
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// If 'CORE.Window.device' is already set to 'EGL_NO_DISPLAY'
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// this means that the user has already called 'CloseWindow()'
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CORE.Android.contextRebindRequired = true;
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} break;
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case APP_CMD_SAVE_STATE: break;
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case APP_CMD_STOP: break;
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case APP_CMD_DESTROY:
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{
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// NOTE 1: Call ANativeActivity_finish again to free resources unconditionally.
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// NOTE 2: You can deallocate other things that are NativeActivity related here.
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ANativeActivity_finish(CORE.Android.app->activity);
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} break;
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case APP_CMD_DESTROY: break;
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case APP_CMD_CONFIG_CHANGED:
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{
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//AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);
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