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authorJuan Linietsky <reduzio@gmail.com>2015-03-02 00:54:10 -0300
committerJuan Linietsky <reduzio@gmail.com>2015-03-02 00:54:43 -0300
commita1f715a4da71fbc2b7d6fad68624bf8b22c6da17 (patch)
tree5cd305c8f8858504f0b5efb804b2c291b1dc5089 /platform/android/audio_driver_opensl.cpp
parent0e732637d07d908daf64526f222e71fea402f3db (diff)
downloadredot-engine-a1f715a4da71fbc2b7d6fad68624bf8b22c6da17.tar.gz
support for 2D shadow casters
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
Diffstat (limited to 'platform/android/audio_driver_opensl.cpp')
-rw-r--r--platform/android/audio_driver_opensl.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/platform/android/audio_driver_opensl.cpp b/platform/android/audio_driver_opensl.cpp
index 857d1a4a54..4c0c095e10 100644
--- a/platform/android/audio_driver_opensl.cpp
+++ b/platform/android/audio_driver_opensl.cpp
@@ -396,6 +396,14 @@ void AudioDriverOpenSL::finish(){
void AudioDriverOpenSL::set_pause(bool p_pause) {
pause=p_pause;
+
+ if (active) {
+ if (pause) {
+ (*playItf)->SetPlayState(playItf, SL_PLAYSTATE_PAUSED);
+ } else {
+ (*playItf)->SetPlayState(playItf, SL_PLAYSTATE_PLAYING);
+ }
+ }
}