axmol/cocos2dx/platform/android/java
Michael Contento 4211cc7fd1 re-introduce Cocos2dxHelper.runOnGLThread(Runnable)
It's crucial to execute various tasks synchonized with the rendering loop /
thread, but this ability (runOnGLThread) got removed with the NativeActivity
transitions a few days ago. This patch adds this method back again.

Why can't we just use runOnUiThread()? Because it seems not to be synchronized
properly and can cause broken OpenGL textures or even the whole app to crash.

Isn't there a better way to get into the mainloop? I hope so! But I'm not a
experienced Android developer and this solution is quite simple / the only one
that worked without any problems.
2013-09-23 11:53:12 +02:00
..
.settings issue #2284: fix bugs after merging master 2013-06-14 14:34:50 +08:00
res Updated android template. Added 'cocos2dx/platform/android/java/res/.gitignore' since res folder is needed for eclipse. 2012-09-25 21:52:30 +08:00
src/org/cocos2dx/lib re-introduce Cocos2dxHelper.runOnGLThread(Runnable) 2013-09-23 11:53:12 +02:00
.classpath refactor CCImage and CCTexture2D 2013-07-17 17:12:04 +08:00
.project Updated android template. Added 'cocos2dx/platform/android/java/res/.gitignore' since res folder is needed for eclipse. 2012-09-25 21:52:30 +08:00
AndroidManifest.xml Up the minSdkVersion to 9 2013-06-24 15:14:14 -07:00
ant.properties Android JAVA refactoring. Android JNI Cleanup. 2012-09-07 17:23:04 -07:00
build.xml Create a library named cocos2dandroid 2012-06-14 19:21:02 -07:00
proguard-project.txt Create a library named cocos2dandroid 2012-06-14 19:21:02 -07:00
project.properties Refactor CCTexture2D and CCImage 2013-07-19 15:37:54 +08:00