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android: Update for sdl 2.0.8
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@ -35,28 +35,11 @@ int Java_org_libsdl_app_SDLActivity_isMouseShown(JNIEnv *env, jclass cls, jobjec
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return SDL_ShowCursor(SDL_QUERY);
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}
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int Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls,
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jobject obj) {
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int Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls, jobject obj) {
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setenv("OPENMW_DECOMPRESS_TEXTURES", "1", 1);
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SDL_Android_Init(env, cls);
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SDL_SetMainReady();
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// On Android, we use a virtual controller with guid="Virtual"
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SDL_GameControllerAddMapping("5669727475616c000000000000000000,Virtual,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4");
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/* Run the application code! */
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int status;
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status = main(argcData+1, argvData);
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releaseArgv();
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/* Do not issue an exit or the whole application will terminate instead of just the SDL thread */
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/* exit(status); */
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return status;
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return 0;
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}
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