189 GameState:= gsSuspend; |
189 GameState:= gsSuspend; |
190 end |
190 end |
191 else if event.window.event = SDL_WINDOWEVENT_RESTORED then |
191 else if event.window.event = SDL_WINDOWEVENT_RESTORED then |
192 begin |
192 begin |
193 GameState:= previousGameState; |
193 GameState:= previousGameState; |
194 {$IFDEF ANDROID} //This call is used to reinitialize the glcontext and reload the textures |
194 {$IFDEF ANDROID} |
|
195 //This call is used to reinitialize the glcontext and reload the textures |
195 ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true); |
196 ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true); |
196 {$ENDIF} |
197 {$ENDIF} |
197 end |
198 end |
198 else if event.window.event = SDL_WINDOWEVENT_RESIZED then |
199 else if event.window.event = SDL_WINDOWEVENT_RESIZED then |
199 begin |
200 begin |
200 // way too broken right now |
|
201 (* |
|
202 cNewScreenWidth:= max(2 * (event.window.data1 div 2), cMinScreenWidth); |
201 cNewScreenWidth:= max(2 * (event.window.data1 div 2), cMinScreenWidth); |
203 cNewScreenHeight:= max(2 * (event.window.data2 div 2), cMinScreenHeight); |
202 cNewScreenHeight:= max(2 * (event.window.data2 div 2), cMinScreenHeight); |
204 cScreenResizeDelay:= RealTicks+500; |
203 cScreenResizeDelay:= RealTicks + 500{$IFDEF IPHONEOS}div 2{$ENDIF}; |
205 *) |
|
206 end; |
204 end; |
207 |
205 |
208 SDL_FINGERMOTION: |
206 SDL_FINGERMOTION: |
209 onTouchMotion(event.tfinger.x, event.tfinger.y,event.tfinger.dx, event.tfinger.dy, event.tfinger.fingerId); |
207 onTouchMotion(event.tfinger.x, event.tfinger.y,event.tfinger.dx, event.tfinger.dy, event.tfinger.fingerId); |
210 |
208 |