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Update native with GL-lost-management (UI comes back on Android after switching away)
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@@ -74,7 +74,6 @@ enum LOG_TYPE {
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NUMBER_OF_LOGS, // Must be last
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};
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// FIXME: should this be removed?
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enum LOG_LEVELS {
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LNOTICE = NOTICE_LEVEL,
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LERROR = ERROR_LEVEL,
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@@ -84,12 +83,9 @@ enum LOG_LEVELS {
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LVERBOSE = VERBOSE_LEVEL,
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};
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#define LOGTYPES_LEVELS LogTypes::LOG_LEVELS
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#define LOGTYPES_TYPE LogTypes::LOG_TYPE
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} // namespace
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void GenericLog(LOGTYPES_LEVELS level, LOGTYPES_TYPE type,
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void GenericLog(LogTypes::LOG_LEVELS level, LogTypes::LOG_TYPE type,
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const char *file, int line, const char *fmt, ...)
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#ifdef __GNUC__
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__attribute__((format(printf, 5, 6)))
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@@ -609,7 +609,7 @@ again:
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void GameInfoCache::SetupTexture(GameInfo *info, std::string &textureData, Thin3DContext *thin3d, Thin3DTexture *&tex, double &loadTime) {
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if (textureData.size()) {
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if (!tex) {
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tex = thin3d->CreateTextureFromFileData(textureData.data(), (int)textureData.size(), T3DFileType::PNG);
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tex = thin3d->CreateTextureFromFileData((const uint8_t *)textureData.data(), (int)textureData.size(), T3DImageType::PNG);
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if (tex) {
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loadTime = time_now_d();
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} else {
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+2
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@@ -533,10 +533,10 @@ void NativeInitGraphics() {
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ui_draw2d_front.Init(thin3d);
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#ifdef USING_QT_UI
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uiTexture = thin3d->CreateTextureFromFile("ui_atlas_lowmem.zim", T3DFileType::ZIM);
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uiTexture = thin3d->CreateTextureFromFile("ui_atlas_lowmem.zim", T3DImageType::ZIM);
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if (!uiTexture) {
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#else
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uiTexture = thin3d->CreateTextureFromFile("ui_atlas.zim", T3DFileType::ZIM);
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uiTexture = thin3d->CreateTextureFromFile("ui_atlas.zim", T3DImageType::ZIM);
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if (!uiTexture) {
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#endif
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PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");
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+1
-1
Submodule native updated: ef3912f63f...e96761e400.
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