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Minor fixes.
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cfbc3dbbaa
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@ -376,9 +376,15 @@ public class NativeActivity extends Activity {
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audioPlayer = null;
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mGLSurfaceView = null;
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}
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public boolean overrideKeys() {
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return true;
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}
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@Override
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public boolean onKeyDown(int keyCode, KeyEvent event) {
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public boolean onKeyDown(int keyCode, KeyEvent event) {
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if (!overrideKeys())
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return false;
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// Eat these keys, to avoid accidental exits / other screwups.
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// Maybe there's even more we need to eat on tablets?
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if (keyCode == KeyEvent.KEYCODE_BACK) {
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@ -280,8 +280,8 @@ void DrawBuffer::MeasureText(int font, const char *text, float *w, float *h) {
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AtlasChar c = atlasfont.chars[cval - 32];
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wacc += c.wx * fontscalex;
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}
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*w = wacc;
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*h = atlasfont.height * fontscaley * lines;
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if (w) *w = wacc;
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if (h) *h = atlasfont.height * fontscaley * lines;
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}
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void DrawBuffer::DrawTextShadow(int font, const char *text, float x, float y, Color color, int flags) {
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2
ui/ui.h
2
ui/ui.h
@ -19,7 +19,7 @@
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#include "gfx_es2/draw_buffer.h"
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#include <string>
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#include <string >
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#include <vector>
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// Mouse out of habit, applies just as well to touch events.
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@ -25,4 +25,18 @@ inline uint32 ComputeParity(uint32 v) {
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} // namespace bits
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#ifndef _MSC_VER
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// These are built-ins in MSVC, let's define them for other OS:es as well.
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inline uint32_t _rotl(uint32_t val, int shift) {
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return (val << shift) | (val >> (31 - shift));
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}
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inline uint32_t _rotr(uint32_t val, int shift) {
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return (val << shift) | (val >> (31 - shift));
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}
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#endif
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#endif
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