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Android life cycle behavior more closely matches iOS
This change also decouples the pause/resume handling from the video subsystem on Android, so applications that don't use SDL for video can get application life cycle events. The semantics for the life cycle events are that they need to be handled in an event watch callback, and once they've been delivered, the application will block until it's been resumed. SDL_HINT_ANDROID_BLOCK_ON_PAUSE can be used to control that behavior, and if that's set to "0", then the application will continue to run in the background at low CPU usage until being resumed or stopped. SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO has been removed, and the audio will be paused when the application is paused. Fixes https://github.com/libsdl-org/SDL/issues/3193
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@@ -767,6 +767,7 @@ Calling SDL_GetHint() with the name of the hint being changed from within a hint
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The following hints have been removed:
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* SDL_HINT_ACCELEROMETER_AS_JOYSTICK
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* SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO - the audio will be paused when the application is paused, and SDL_HINT_ANDROID_BLOCK_ON_PAUSE can be used to control that
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* SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS - gamepad buttons are always positional
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* SDL_HINT_GRAB_KEYBOARD - use SDL_SetWindowKeyboardGrab() instead
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* SDL_HINT_IDLE_TIMER_DISABLED - use SDL_DisableScreenSaver() instead
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