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Fix flickering issues with low processor mode on Android
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m4gr3d committed Mar 29, 2022
1 parent fd0716c commit b176b31
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Showing 17 changed files with 2,554 additions and 33 deletions.
4 changes: 4 additions & 0 deletions misc/scripts/clang_format.sh
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Expand Up @@ -19,6 +19,10 @@ while read -r f; do
continue
elif [[ "$f" == "platform/android/java/lib/src/org/godotengine/godot/input/InputManager"* ]]; then
continue
elif [[ "$f" == "platform/android/java/lib/src/org/godotengine/godot/gl/GLSurfaceView"* ]]; then
continue
elif [[ "$f" == "platform/android/java/lib/src/org/godotengine/godot/gl/EGLLogWrapper"* ]]; then
continue
fi

python misc/scripts/copyright_headers.py "$f"
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Expand Up @@ -29,6 +29,8 @@
/*************************************************************************/

package org.godotengine.godot;
import org.godotengine.godot.gl.GLSurfaceView;
import org.godotengine.godot.gl.GodotRenderer;
import org.godotengine.godot.input.GodotGestureHandler;
import org.godotengine.godot.input.GodotInputHandler;
import org.godotengine.godot.utils.GLUtils;
Expand All @@ -43,7 +45,6 @@
import android.annotation.SuppressLint;
import android.content.Context;
import android.graphics.PixelFormat;
import android.opengl.GLSurfaceView;
import android.os.Build;
import android.view.GestureDetector;
import android.view.KeyEvent;
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Expand Up @@ -30,6 +30,8 @@

package org.godotengine.godot;

import org.godotengine.godot.gl.GodotRenderer;

import android.app.Activity;
import android.hardware.SensorEvent;
import android.view.Surface;
Expand Down Expand Up @@ -68,7 +70,7 @@ public class GodotLib {
* @param p_surface
* @param p_width
* @param p_height
* @see android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(GL10, int, int)
* @see org.godotengine.godot.gl.GLSurfaceView.Renderer#onSurfaceChanged(GL10, int, int)
*/
public static native void resize(Surface p_surface, int p_width, int p_height);

Expand All @@ -85,9 +87,9 @@ public class GodotLib {

/**
* Invoked on the GL thread to draw the current frame.
* @see android.opengl.GLSurfaceView.Renderer#onDrawFrame(GL10)
* @see org.godotengine.godot.gl.GLSurfaceView.Renderer#onDrawFrame(GL10)
*/
public static native void step();
public static native boolean step();

/**
* Forward touch events from the main thread to the GL thread.
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