diff --git a/src/rcore.c b/src/rcore.c index 344e851f..732cc7e4 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -720,8 +720,8 @@ void android_main(struct android_app *app) char arg0[] = "raylib"; // NOTE: argv[] are mutable CORE.Android.app = app; - // NOTE: We get the main return for exit() - int ret = main(1, (char *[]) { arg0, NULL }); + // NOTE: Return from main is ignored + (void)main(1, (char *[]) { arg0, NULL }); // Request to end the native activity ANativeActivity_finish(app->activity); @@ -731,19 +731,13 @@ void android_main(struct android_app *app) int pollEvents = 0; // Waiting for application events before complete finishing - while (!CORE.Android.app->destroyRequested) + while (!app->destroyRequested) { while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void **)&CORE.Android.source)) >= 0) { - if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source); + if (CORE.Android.source != NULL) CORE.Android.source->process(app, CORE.Android.source); } } - - // WARNING: Make sure you free resources properly and no other process is running from Java code or other. - // NOTE: You can use JNI to call a NativeLoader method (which will call finish() from the UI thread) - // to handle the full close from Java, without using exit(0) like here. - - exit(ret); // Close the application directly, without going through Java } // NOTE: Add this to header (if apps really need it) @@ -5897,21 +5891,28 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) case APP_CMD_TERM_WINDOW: { // Dettach OpenGL context and destroy display surface - // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...) - // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :( - eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); - eglDestroySurface(CORE.Window.device, CORE.Window.surface); + // NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming. + // NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...) + // NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :( + if (CORE.Window.device != EGL_NO_DISPLAY) + { + eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + + if (CORE.Window.surface != EGL_NO_SURFACE) + { + eglDestroySurface(CORE.Window.device, CORE.Window.surface); + CORE.Window.surface = EGL_NO_SURFACE; + } + + CORE.Android.contextRebindRequired = true; + } + // If 'CORE.Window.device' is already set to 'EGL_NO_DISPLAY' + // this means that the user has already called 'CloseWindow()' - CORE.Android.contextRebindRequired = true; } break; case APP_CMD_SAVE_STATE: break; case APP_CMD_STOP: break; - case APP_CMD_DESTROY: - { - // NOTE 1: Call ANativeActivity_finish again to free resources unconditionally. - // NOTE 2: You can deallocate other things that are NativeActivity related here. - ANativeActivity_finish(CORE.Android.app->activity); - } break; + case APP_CMD_DESTROY: break; case APP_CMD_CONFIG_CHANGED: { //AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);