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(iOS) Various:
Fix symbol conflict for audio_cb in CoreAudio driver and dummy lib Don't show a frame from the last loaded game when loading a new one Fix settings not being refreshed after a failed game load Fix issue that could cause the display time of the native pause button to be cut short
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@ -60,7 +60,7 @@ static void coreaudio_free(void *data)
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free(dev);
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}
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static OSStatus audio_cb(void *userdata, AudioUnitRenderActionFlags *action_flags,
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static OSStatus audio_write_cb(void *userdata, AudioUnitRenderActionFlags *action_flags,
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const AudioTimeStamp *time_stamp, UInt32 bus_number,
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UInt32 number_frames, AudioBufferList *io_data)
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{
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@ -170,7 +170,7 @@ static void *coreaudio_init(const char *device, unsigned rate, unsigned latency)
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// Set callbacks and finish up
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AURenderCallbackStruct cb = {0};
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cb.inputProc = audio_cb;
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cb.inputProc = audio_write_cb;
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cb.inputProcRefCon = dev;
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if (AudioUnitSetProperty(dev->dev, kAudioUnitProperty_SetRenderCallback,
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@ -85,6 +85,7 @@ void* rarch_main_ios(void* args)
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if (init_ret)
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{
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rarch_main_clear_state();
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dispatch_async_f(dispatch_get_main_queue(), (void*)1, ios_rarch_exited);
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return 0;
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}
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@ -132,6 +132,7 @@ bool ios_init_game_view()
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// Show pause button for a few seconds, so people know it's there
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g_pause_indicator_view.alpha = 1.0f;
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[NSObject cancelPreviousPerformRequestsWithTarget:g_instance];
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[g_instance performSelector:@selector(hidePauseButton) withObject:g_instance afterDelay:3.0f];
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});
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@ -143,6 +144,12 @@ bool ios_init_game_view()
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void ios_destroy_game_view()
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{
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dispatch_sync(dispatch_get_main_queue(), ^{
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// Clear the view, otherwise the last frame form this game will be displayed
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// briefly on the next game.
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[g_view bindDrawable];
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glClear(GL_COLOR_BUFFER_BIT);
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[g_view display];
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glFinish();
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g_view.context = nil;
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