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(Android) Try to do engine_handle_input more or less exactly like
this (xcept for 'predispatch events' which caused issues on Xperia Play apparently) - http://ps3computing.blogspot.nl/2012/12/anr-application-not-responding.html
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@ -176,17 +176,15 @@ static inline void engine_handle_input(void)
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bool debug_enable = g_settings.input.debug_enable;
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struct android_app *android_app = (struct android_app*)g_android;
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uint64_t *lifecycle_state = &g_extern.lifecycle_state;
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AInputEvent* event = NULL;
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*lifecycle_state &= ~((1ULL << RARCH_RESET) | (1ULL << RARCH_REWIND) | (1ULL << RARCH_FAST_FORWARD_KEY) | (1ULL << RARCH_FAST_FORWARD_HOLD_KEY) | (1ULL << RARCH_MUTE) | (1ULL << RARCH_SAVE_STATE_KEY) | (1ULL << RARCH_LOAD_STATE_KEY) | (1ULL << RARCH_STATE_SLOT_PLUS) | (1ULL << RARCH_STATE_SLOT_MINUS));
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// Read all pending events.
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while (AInputQueue_hasEvents(android_app->inputQueue) > 0)
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while (AInputQueue_hasEvents(android_app->inputQueue))
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{
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if (AInputQueue_getEvent(android_app->inputQueue, &event) >= 0)
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{
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AInputEvent* event = NULL;
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if (AInputQueue_getEvent(android_app->inputQueue, &event) < 0)
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break;
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bool long_msg_enable = false;
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int32_t handled = 1;
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int action = 0;
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@ -345,6 +343,7 @@ static inline void engine_handle_input(void)
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AInputQueue_finishEvent(android_app->inputQueue, event, handled);
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}
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}
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}
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// Handle all events. If our activity is in pause state, block until we're unpaused.
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