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android: Update window/surface pointers on change

When the native window or surface backing the SDL window changes, e.g.,
when the activity is resumed, we should also update the corresponding
window pointer properties (SDL_PROP_WINDOW_ANDROID_{WINDOW,SURFACE}
_POINTER) so that they remain in sync.
Sami Kyöstilä 2 年 前
コミット
b881e19896
1 ファイル変更2 行追加0 行削除
  1. 2 0
      src/core/android/SDL_android.c

+ 2 - 0
src/core/android/SDL_android.c

@@ -1211,6 +1211,7 @@ JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(onNativeSurfaceCreated)(JNIEnv *env, j
         SDL_WindowData *data = Android_Window->internal;
         SDL_WindowData *data = Android_Window->internal;
 
 
         data->native_window = Android_JNI_GetNativeWindow();
         data->native_window = Android_JNI_GetNativeWindow();
+        SDL_SetPointerProperty(SDL_GetWindowProperties(Android_Window), SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER, data->native_window);
         if (data->native_window == NULL) {
         if (data->native_window == NULL) {
             SDL_SetError("Could not fetch native window from UI thread");
             SDL_SetError("Could not fetch native window from UI thread");
         }
         }
@@ -1232,6 +1233,7 @@ JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(onNativeSurfaceChanged)(JNIEnv *env, j
         /* If the surface has been previously destroyed by onNativeSurfaceDestroyed, recreate it here */
         /* If the surface has been previously destroyed by onNativeSurfaceDestroyed, recreate it here */
         if (data->egl_surface == EGL_NO_SURFACE) {
         if (data->egl_surface == EGL_NO_SURFACE) {
             data->egl_surface = SDL_EGL_CreateSurface(_this, Android_Window, (NativeWindowType)data->native_window);
             data->egl_surface = SDL_EGL_CreateSurface(_this, Android_Window, (NativeWindowType)data->native_window);
+            SDL_SetPointerProperty(SDL_GetWindowProperties(Android_Window), SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER, data->egl_surface);
         }
         }
 
 
         /* GL Context handling is done in the event loop because this function is run from the Java thread */
         /* GL Context handling is done in the event loop because this function is run from the Java thread */