23 #if SDL_VIDEO_DRIVER_ANDROID
26 #define SDL_ANDROID_BLOCK_ON_PAUSE 1
32 void android_egl_context_backup();
33 void android_egl_context_restore();
36 android_egl_context_restore()
48 android_egl_context_backup()
60 static int isPaused = 0;
61 #if SDL_ANDROID_BLOCK_ON_PAUSE
62 static int isPausing = 0;
73 #if SDL_ANDROID_BLOCK_ON_PAUSE
74 if (isPaused && !isPausing) {
83 android_egl_context_restore();
87 #if SDL_ANDROID_BLOCK_ON_PAUSE
95 android_egl_context_backup();
102 android_egl_context_backup();
DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem *sem)
DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *window)
Create an OpenGL context for use with an OpenGL window, and make it current.
DECLSPEC int SDLCALL SDL_SemWait(SDL_sem *sem)
void * SDL_GLContext
An opaque handle to an OpenGL context.
SDL_sem * Android_PauseSem
DECLSPEC int SDLCALL SDL_GL_MakeCurrent(SDL_Window *window, SDL_GLContext context)
Set up an OpenGL context for rendering into an OpenGL window.
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
SDL_Window * Android_Window
void Android_PumpEvents(_THIS)
DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type)
SDL_sem * Android_ResumeSem
DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void)
Get the currently active OpenGL context.