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(Android) Completely removed the AAudio 100% CPU utilization workaround as this has been fixed in SDL 2.30.0
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@ -494,25 +494,10 @@ void applicationLoop()
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#if !defined(__EMSCRIPTEN__)
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#if !defined(__EMSCRIPTEN__)
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while (true) {
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while (true) {
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#endif
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#endif
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#if defined(__ANDROID__)
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// Workaround for an SDL issue where SDL_PollEvent() consumes all available CPU
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// cycles when the application has been stopped. This issue is only present when
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// using the AAudio driver and as OpenSL ES is now used instead this code can be
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// disabled for the time being.
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// while (AndroidVariables::sPaused)
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// SDL_Delay(10);
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#endif
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if (SDL_PollEvent(&event)) {
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if (SDL_PollEvent(&event)) {
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do {
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do {
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InputManager::getInstance().parseEvent(event);
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InputManager::getInstance().parseEvent(event);
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// if (event.type == SDL_APP_WILLENTERBACKGROUND) {
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// AndroidVariables::sPaused = true;
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// break;
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// }
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if (event.type == SDL_QUIT)
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if (event.type == SDL_QUIT)
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#if !defined(__EMSCRIPTEN__)
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#if !defined(__EMSCRIPTEN__)
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return;
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return;
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