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https://github.com/bryanthaboi/gen1recomp.git
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Respect the device rotation lock on Android
The manifest asks for android:screenOrientation="fullUser", but SDL overrides it at window creation: SDLActivity.setOrientationBis, given a resizable window and no SDL_HINT_ORIENTATIONS -- which is what conf.lua produces on Android -- requests SCREEN_ORIENTATION_FULL_SENSOR. The *_SENSOR constants follow the accelerometer even when the player has turned auto-rotate off, so the game rotated anyway on a locked device. Override setOrientationBis in GameActivity to remap SDL's request onto the matching *_USER constant after super has run. The same orientations stay allowed and SDL keeps deciding which ones those are; only the tie-break changes, from the sensor to the system rotation setting.
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@@ -54,7 +54,10 @@ function love.conf(t)
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-- the game follow the device. The renderer letterboxes the 160x144
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-- viewport into whatever size results, and the on-screen touch controls
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-- re-lay themselves out from the new window size, so both orientations
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-- just work. iOS follows the Info.plist orientations
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-- just work. FULL_SENSOR ignores the device's rotation lock, so
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-- GameActivity.setOrientationBis remaps it to FULL_USER after SDL has
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-- run: same orientations allowed, but auto-rotate being off now wins.
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-- iOS follows the Info.plist orientations
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-- (see mobile/ios/overlays/love-ios.plist, now portrait + landscape).
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t.window.resizable = true
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-- Starting size is a tall portrait hint; the OS resizes to the real
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+1
-1
@@ -79,7 +79,7 @@ scripts, tests, and mobile build sources are excluded.
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| --- | --- |
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| `app.application_id` | `com.theboisclub.pokemonred` |
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| `app.name` | Pokemon Red |
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| `app.orientation` | `portrait` |
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| `app.orientation` | `fullUser`. This is only the manifest default: SDL requests FULL_SENSOR at window creation (resizable window, no `SDL_HINT_ORIENTATIONS`), and `GameActivity.setOrientationBis` remaps that to FULL_USER so the device's rotation lock is honoured. |
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| `app.version_name` / `app.version_code` | set from `--version X.Y.Z` (code = major*10000 + minor*100 + patch); left as-is if `--version` is omitted |
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| Permissions | INTERNET / RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH kept |
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@@ -41,6 +41,7 @@ import android.app.AlertDialog;
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import android.content.Context;
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import android.content.DialogInterface;
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import android.content.Intent;
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import android.content.pm.ActivityInfo;
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import android.content.pm.ApplicationInfo;
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import android.content.res.AssetManager;
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import android.media.AudioManager;
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@@ -299,6 +300,54 @@ public class GameActivity extends SDLActivity {
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super.onResume();
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}
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/**
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* SDL decides the activity's requested orientation at window creation
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* (SDLActivity.setOrientationBis). With a resizable window and no
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* SDL_HINT_ORIENTATIONS -- exactly what conf.lua produces on Android --
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* it asks for SCREEN_ORIENTATION_FULL_SENSOR, and that request overrides
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* the android:screenOrientation="fullUser" set in the manifest. The
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* *_SENSOR constants follow the accelerometer even when the player has
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* turned auto-rotate off, so the game kept rotating on a device whose
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* rotation was locked.
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*
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* Remap SDL's choice onto the matching *_USER constant, which allows the
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* same orientations but defers to the system rotation setting. Applied
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* after super so SDL keeps deciding *which* orientations the window may
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* take; this only changes who breaks the tie, the sensor or the player.
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*/
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@Override
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public void setOrientationBis(int w, int h, boolean resizable, String hint) {
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super.setOrientationBis(w, h, resizable, hint);
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// The *_USER constants only exist from API 18; below that the sensor
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// ones are all there is, so leave SDL's request alone.
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if (android.os.Build.VERSION.SDK_INT < 18) {
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return;
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}
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int requested = getRequestedOrientation();
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int userRequested;
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switch (requested) {
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case ActivityInfo.SCREEN_ORIENTATION_FULL_SENSOR:
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userRequested = ActivityInfo.SCREEN_ORIENTATION_FULL_USER;
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break;
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case ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE:
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userRequested = ActivityInfo.SCREEN_ORIENTATION_USER_LANDSCAPE;
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break;
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case ActivityInfo.SCREEN_ORIENTATION_SENSOR_PORTRAIT:
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userRequested = ActivityInfo.SCREEN_ORIENTATION_USER_PORTRAIT;
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break;
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default:
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// SENSOR / plain LANDSCAPE / PORTRAIT etc: either already
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// explicit or never produced by setOrientationBis.
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return;
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}
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Log.d("GameActivity", "requestedOrientation " + requested + " -> " + userRequested
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+ " (honour the device rotation lock)");
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setRequestedOrientation(userRequested);
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}
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@Keep
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public void setImmersiveMode(boolean immersive_mode) {
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if (android.os.Build.VERSION.SDK_INT >= 28) {
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