fix log thread bug, add clean memory button, fix pinch zoom bug, set android back button to undo
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@@ -7,7 +7,7 @@ kKey convert_key(int android_key)
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CASE(AKEYCODE_SOFT_LEFT, kKey::Unknown);
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CASE(AKEYCODE_SOFT_RIGHT, kKey::Unknown);
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CASE(AKEYCODE_HOME, kKey::AndroidHome);
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CASE(AKEYCODE_BACK, kKey::Unknown);
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CASE(AKEYCODE_BACK, kKey::AndroidBack);
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CASE(AKEYCODE_CALL, kKey::Unknown);
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CASE(AKEYCODE_ENDCALL, kKey::Unknown);
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CASE(AKEYCODE_0, kKey::Unknown);
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@@ -406,11 +406,11 @@ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
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switch (action) {
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case AMOTION_EVENT_ACTION_DOWN:
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{
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float y = AMotionEvent_getY(event, 0);
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float x = AMotionEvent_getX(event, 0);
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float y = AMotionEvent_getY(event, 0);
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p0.id = AMotionEvent_getPointerId(event, 0);
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p0.pos = {x, y};
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p0.idx = index;
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p0.idx = index;
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App::I.mouse_down(0, x, y);
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tracked = 1;
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//LOG("first down");
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@@ -421,15 +421,18 @@ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
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//LOG("pointer down index %d", index);
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if (count == 2)
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{
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float y = AMotionEvent_getY(event, 1);
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float x = AMotionEvent_getX(event, 1);
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float y = AMotionEvent_getY(event, 1);
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p1.id = AMotionEvent_getPointerId(event, 1);
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p1.idx = index;
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p1.pos = {x, y};
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tracked = 2;
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p0.pos.x = AMotionEvent_getX(event, 0);
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p0.pos.y = AMotionEvent_getY(event, 0);
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//LOG("second down");
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App::I.mouse_cancel(0);
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if (tracked == 1)
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App::I.mouse_cancel(0);
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App::I.gesture_start(p0.pos, p1.pos);
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tracked = 2;
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}
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return 1;
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}
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@@ -500,9 +503,19 @@ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
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break;
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case AINPUT_EVENT_TYPE_KEY:
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{
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int action = AKeyEvent_getAction(event);
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int32_t key_val = AKeyEvent_getKeyCode(event);
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LOG("Received key event: %d\n", key_val);
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App::I.key_down(convert_key(key_val));
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switch (action)
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{
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case AKEY_EVENT_ACTION_DOWN:
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LOG("Received key down event: %d\n", key_val);
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App::I.key_down(convert_key(key_val));
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break;
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case AKEY_EVENT_ACTION_UP:
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LOG("Received key up event: %d\n", key_val);
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App::I.key_up(convert_key(key_val));
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break;
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}
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return 1;
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}
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} // end switch
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