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Emit SDL_RENDER_DEVICE_RESET on Android when the GLES context is recreated
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@ -1,6 +1,15 @@
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This is a list of major changes in SDL's version history.
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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2.0.4:
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---------------------------------------------------------------------------
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General:
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* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers
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when the D3D device is lost, and from Android's event loop when the GLES
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context had to be re created.
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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2.0.3:
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2.0.3:
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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@ -35,12 +35,14 @@ void android_egl_context_restore();
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void
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void
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android_egl_context_restore()
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android_egl_context_restore()
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{
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{
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SDL_Event event;
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SDL_WindowData *data = (SDL_WindowData *) Android_Window->driverdata;
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SDL_WindowData *data = (SDL_WindowData *) Android_Window->driverdata;
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if (SDL_GL_MakeCurrent(Android_Window, (SDL_GLContext) data->egl_context) < 0) {
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if (SDL_GL_MakeCurrent(Android_Window, (SDL_GLContext) data->egl_context) < 0) {
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/* The context is no longer valid, create a new one */
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/* The context is no longer valid, create a new one */
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/* FIXME: Notify the user that the context changed and textures need to be re created */
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data->egl_context = (EGLContext) SDL_GL_CreateContext(Android_Window);
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data->egl_context = (EGLContext) SDL_GL_CreateContext(Android_Window);
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SDL_GL_MakeCurrent(Android_Window, (SDL_GLContext) data->egl_context);
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SDL_GL_MakeCurrent(Android_Window, (SDL_GLContext) data->egl_context);
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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}
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}
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}
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}
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