Update the logic used to start / stop the GL thread

Currently the GL thread is started / stopped when the activity is respectively resumed / paused. However, according to the `GLSurfaceView` documentation, this should be done instead when the activity is started / stopped, so this change updates the start / stop logic for the GL thread to match the documentation.
This commit is contained in:
Fredia Huya-Kouadio 2023-12-20 20:38:34 -08:00
parent 4c4cb12e38
commit 194452bf38
3 changed files with 45 additions and 21 deletions

View file

@ -60,7 +60,6 @@ import android.content.pm.ConfigurationInfo;
import android.content.pm.PackageManager;
import android.content.pm.PackageManager.NameNotFoundException;
import android.content.res.Resources;
import android.graphics.Point;
import android.graphics.Rect;
import android.hardware.Sensor;
import android.hardware.SensorEvent;
@ -86,7 +85,6 @@ import android.view.Window;
import android.view.WindowInsets;
import android.view.WindowInsetsAnimation;
import android.view.WindowManager;
import android.view.animation.AnimationUtils;
import android.widget.Button;
import android.widget.FrameLayout;
import android.widget.ProgressBar;
@ -97,9 +95,6 @@ import androidx.annotation.Keep;
import androidx.annotation.NonNull;
import androidx.annotation.Nullable;
import androidx.annotation.StringRes;
import androidx.core.view.OnApplyWindowInsetsListener;
import androidx.core.view.ViewCompat;
import androidx.core.view.WindowInsetsCompat;
import androidx.fragment.app.Fragment;
import com.google.android.vending.expansion.downloader.DownloadProgressInfo;
@ -894,7 +889,7 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
}
return;
}
mView.onPause();
mView.onActivityPaused();
mSensorManager.unregisterListener(this);
@ -906,6 +901,18 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
}
}
@Override
public void onStop() {
super.onStop();
if (!godot_initialized) {
if (null != mDownloaderClientStub) {
mDownloaderClientStub.disconnect(getActivity());
}
return;
}
mView.onActivityStopped();
}
public boolean hasClipboard() {
return mClipboard.hasPrimaryClip();
}
@ -925,6 +932,19 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
mClipboard.setPrimaryClip(clip);
}
@Override
public void onStart() {
super.onStart();
if (!godot_initialized) {
if (null != mDownloaderClientStub) {
mDownloaderClientStub.connect(getActivity());
}
return;
}
mView.onActivityStarted();
}
@Override
public void onResume() {
super.onResume();
@ -936,7 +956,7 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
return;
}
mView.onResume();
mView.onActivityResumed();
mSensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_GAME);
mSensorManager.registerListener(this, mGravity, SensorManager.SENSOR_DELAY_GAME);

View file

@ -302,10 +302,11 @@ public class GodotView extends GLSurfaceView {
return inputHandler;
}
@Override
public void onResume() {
super.onResume();
void onActivityStarted() {
resumeGLThread();
}
void onActivityResumed() {
queueEvent(() -> {
// Resume the renderer
godotRenderer.onActivityResumed();
@ -313,14 +314,15 @@ public class GodotView extends GLSurfaceView {
});
}
@Override
public void onPause() {
super.onPause();
void onActivityPaused() {
queueEvent(() -> {
GodotLib.focusout();
// Pause the renderer
godotRenderer.onActivityPaused();
});
}
void onActivityStopped() {
pauseGLThread();
}
}

View file

@ -122,8 +122,8 @@ import javax.microedition.khronos.opengles.GL10;
* <p>
* <h3>Activity Life-cycle</h3>
* A GLSurfaceView must be notified when to pause and resume rendering. GLSurfaceView clients
* are required to call {@link #onPause()} when the activity stops and
* {@link #onResume()} when the activity starts. These calls allow GLSurfaceView to
* are required to call {@link #pauseGLThread()} when the activity stops and
* {@link #resumeGLThread()} when the activity starts. These calls allow GLSurfaceView to
* pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
* the OpenGL display.
* <p>
@ -339,8 +339,8 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
* setRenderer is called:
* <ul>
* <li>{@link #getRenderMode()}
* <li>{@link #onPause()}
* <li>{@link #onResume()}
* <li>{@link #pauseGLThread()}
* <li>{@link #resumeGLThread()}
* <li>{@link #queueEvent(Runnable)}
* <li>{@link #requestRender()}
* <li>{@link #setRenderMode(int)}
@ -568,6 +568,7 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
}
// -- GODOT start --
/**
* Pause the rendering thread, optionally tearing down the EGL context
* depending upon the value of {@link #setPreserveEGLContextOnPause(boolean)}.
@ -578,22 +579,23 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
*
* Must not be called before a renderer has been set.
*/
public void onPause() {
protected final void pauseGLThread() {
mGLThread.onPause();
}
/**
* Resumes the rendering thread, re-creating the OpenGL context if necessary. It
* is the counterpart to {@link #onPause()}.
* is the counterpart to {@link #pauseGLThread()}.
*
* This method should typically be called in
* {@link android.app.Activity#onStart Activity.onStart}.
*
* Must not be called before a renderer has been set.
*/
public void onResume() {
protected final void resumeGLThread() {
mGLThread.onResume();
}
// -- GODOT end --
/**
* Queue a runnable to be run on the GL rendering thread. This can be used