Cleanup[input]: remove glfw window focus state callback
This is unnecessary (no background code execution unless given keepalive permission) and is prone to JNI error
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@@ -8,11 +8,6 @@ extern dispatch_group_t fatalExitGroup;
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@implementation AppDelegate
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@implementation AppDelegate
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- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
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return YES;
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}
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#pragma mark - UISceneSession lifecycle
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#pragma mark - UISceneSession lifecycle
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@@ -29,22 +24,6 @@ extern dispatch_group_t fatalExitGroup;
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// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
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// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
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}
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}
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- (void)applicationDidBecomeActive:(UIApplication *)application {
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CallbackBridge_setWindowAttrib(GLFW_FOCUSED, 1);
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}
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- (void)applicationDidEnterBackground:(UIApplication *)application {
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CallbackBridge_setWindowAttrib(GLFW_VISIBLE, 0);
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}
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- (void)applicationWillEnterForeground:(UIApplication *)application {
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CallbackBridge_setWindowAttrib(GLFW_VISIBLE, 1);
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}
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- (void)applicationWillResignActive:(UIApplication *)application {
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CallbackBridge_setWindowAttrib(GLFW_FOCUSED, 0);
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}
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- (void)applicationWillTerminate:(UIApplication *)application {
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- (void)applicationWillTerminate:(UIApplication *)application {
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if (fatalExitGroup != nil) {
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if (fatalExitGroup != nil) {
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dispatch_group_leave(fatalExitGroup);
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dispatch_group_leave(fatalExitGroup);
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@@ -29,21 +29,18 @@
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- (void)sceneDidBecomeActive:(UIScene *)scene {
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- (void)sceneDidBecomeActive:(UIScene *)scene {
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// Called when the scene has moved from an inactive state to an active state.
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// Called when the scene has moved from an inactive state to an active state.
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// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
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// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
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CallbackBridge_setWindowAttrib(GLFW_FOCUSED, 1);
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}
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}
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- (void)sceneWillResignActive:(UIScene *)scene {
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- (void)sceneWillResignActive:(UIScene *)scene {
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// Called when the scene will move from an active state to an inactive state.
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// Called when the scene will move from an active state to an inactive state.
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// This may occur due to temporary interruptions (ex. an incoming phone call).
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// This may occur due to temporary interruptions (ex. an incoming phone call).
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CallbackBridge_setWindowAttrib(GLFW_FOCUSED, 0);
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}
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}
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- (void)sceneWillEnterForeground:(UIScene *)scene {
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- (void)sceneWillEnterForeground:(UIScene *)scene {
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// Called as the scene transitions from the background to the foreground.
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// Called as the scene transitions from the background to the foreground.
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// Use this method to undo the changes made on entering the background.
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// Use this method to undo the changes made on entering the background.
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CallbackBridge_setWindowAttrib(GLFW_VISIBLE, 1);
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}
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}
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@@ -51,7 +48,6 @@
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// Called as the scene transitions from the foreground to the background.
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// Called as the scene transitions from the foreground to the background.
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// Use this method to save data, release shared resources, and store enough scene-specific state information
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// Use this method to save data, release shared resources, and store enough scene-specific state information
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// to restore the scene back to its current state.
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// to restore the scene back to its current state.
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CallbackBridge_setWindowAttrib(GLFW_VISIBLE, 0);
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}
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}
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@end
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@end
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