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Handling BackPress event [Android]
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@@ -191,6 +191,7 @@ public class Godot extends Activity implements SensorEventListener, IDownloaderC
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protected void onMainPause() {}
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protected void onMainPause() {}
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protected void onMainResume() {}
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protected void onMainResume() {}
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protected void onMainDestroy() {}
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protected void onMainDestroy() {}
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protected boolean onMainBackPressed() { return false; }
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protected void onGLDrawFrame(GL10 gl) {}
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protected void onGLDrawFrame(GL10 gl) {}
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protected void onGLSurfaceChanged(GL10 gl, int width, int height) {} // singletons will always miss first onGLSurfaceChanged call
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protected void onGLSurfaceChanged(GL10 gl, int width, int height) {} // singletons will always miss first onGLSurfaceChanged call
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@@ -727,10 +728,20 @@ public class Godot extends Activity implements SensorEventListener, IDownloaderC
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*/
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*/
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@Override public void onBackPressed() {
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@Override public void onBackPressed() {
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boolean shouldQuit = true;
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for(int i=0;i<singleton_count;i++) {
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if (singletons[i].onMainBackPressed()) {
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shouldQuit = false;
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}
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}
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System.out.printf("** BACK REQUEST!\n");
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System.out.printf("** BACK REQUEST!\n");
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if (shouldQuit) {
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GodotLib.quit();
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GodotLib.quit();
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}
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}
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}
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public void forceQuit() {
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public void forceQuit() {
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@@ -264,7 +264,7 @@ public class GodotView extends GLSurfaceView implements InputDeviceListener {
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@Override public boolean onKeyDown(int keyCode, KeyEvent event) {
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@Override public boolean onKeyDown(int keyCode, KeyEvent event) {
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if (keyCode == KeyEvent.KEYCODE_BACK) {
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if (keyCode == KeyEvent.KEYCODE_BACK) {
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GodotLib.quit();
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activity.onBackPressed();
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// press 'back' button should not terminate program
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// press 'back' button should not terminate program
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// normal handle 'back' event in game logic
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// normal handle 'back' event in game logic
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return true;
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return true;
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