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Lots of Android fixes and stubs. Increase SDL log level on Android. Add GL context loss handling.
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@@ -26,13 +26,14 @@ struct GpDisplayDriverSurfaceEffects
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// Display drivers are responsible for timing and calling the game tick function.
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struct IGpDisplayDriver
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{
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public:
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typedef void (*SurfaceInvalidateCallback_t) (void *context);
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virtual void Run() = 0;
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virtual void Shutdown() = 0;
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virtual void GetDisplayResolution(unsigned int *width, unsigned int *height) = 0;
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virtual IGpDisplayDriverSurface *CreateSurface(size_t width, size_t height, size_t pitch, GpPixelFormat_t pixelFormat) = 0;
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virtual IGpDisplayDriverSurface *CreateSurface(size_t width, size_t height, size_t pitch, GpPixelFormat_t pixelFormat, SurfaceInvalidateCallback_t invalidateCallback, void *invalidateContext) = 0;
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virtual void DrawSurface(IGpDisplayDriverSurface *surface, int32_t x, int32_t y, size_t width, size_t height, const GpDisplayDriverSurfaceEffects *effects) = 0;
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virtual IGpCursor *CreateBWCursor(size_t width, size_t height, const void *pixelData, const void *maskData, size_t hotSpotX, size_t hotSpotY) = 0;
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8
GpCommon/IGpThreadRelay.h
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8
GpCommon/IGpThreadRelay.h
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@@ -0,0 +1,8 @@
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#pragma once
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struct IGpThreadRelay
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{
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typedef void (*Callback_t) (void *context);
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virtual void Invoke(Callback_t callback, void *context) const = 0;
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};
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