Android: don't allow multiple instance of SDLActivity

Default launch mode (standard) allows multiple instances of the SDLActivity.
( https://developer.android.com/guide/topics/manifest/activity-element#lmode )

Not sure this is intended in SDL as this doesn't work. There are static
 variables in Java, in C code which make this impossible (allow one android_window) and
 also Audio print errors.

There is also some code added in onDestroy as if it would be able to
re-initialize: https://hg.libsdl.org/SDL/rev/27686adb08c3

Bug Android activity life-cycle seems to show there is not transition to get out
of onDestroy()
https://developer.android.com/reference/android/app/Activity#ActivityLifecycle

( can be tested with "adb shell am start  my.package.org/.MainActivity"
  and "adb shell am start -n  my.package.org/.MainActivity" )

Send me a message if there are real use-case for this !
Sylvain Becker 2019-01-07 17:06:50 +01:00
parent cfe2924d07
commit 59df6d6b13
2 changed files with 5 additions and 11 deletions

View File

@ -54,6 +54,8 @@
<activity android:name="SDLActivity"
android:label="@string/app_name"
android:alwaysRetainTaskState="true"
android:launchMode="singleInstance"
android:configChanges="keyboard|keyboardHidden|orientation|screenSize"
>
<intent-filter>

View File

@ -386,8 +386,6 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
if (SDLActivity.mBrokenLibraries) {
super.onDestroy();
// Reset everything in case the user re opens the app
SDLActivity.initialize();
return;
}
@ -405,15 +403,9 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
} catch(Exception e) {
Log.v(TAG, "Problem stopping thread: " + e);
}
SDLActivity.mSDLThread = null;
//Log.v(TAG, "Finished waiting for SDL thread");
}
super.onDestroy();
// Reset everything in case the user re opens the app
SDLActivity.initialize();
}
@Override
@ -1711,12 +1703,12 @@ class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
return;
}
/* Surface is ready */
SDLActivity.mIsSurfaceReady = true;
/* If the surface has been previously destroyed by onNativeSurfaceDestroyed, recreate it here */
SDLActivity.onNativeSurfaceChanged();
/* Surface is ready */
SDLActivity.mIsSurfaceReady = true;
SDLActivity.mNextNativeState = SDLActivity.NativeState.RESUMED;
SDLActivity.handleNativeState();
}