Fix crash on exit or resume on iOS 13
Fixes #7966.
(cherry picked from commit 29bde8cd74
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@ -330,7 +330,6 @@ static void clear_touches() {
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[self destroyFramebuffer];
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[self destroyFramebuffer];
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[self createFramebuffer];
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[self createFramebuffer];
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[self drawView];
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[self drawView];
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[self drawView];
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}
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}
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- (BOOL)createFramebuffer {
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- (BOOL)createFramebuffer {
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@ -446,22 +445,22 @@ static void clear_touches() {
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// Updates the OpenGL view when the timer fires
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// Updates the OpenGL view when the timer fires
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- (void)drawView {
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- (void)drawView {
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if (useCADisplayLink) {
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// Pause the CADisplayLink to avoid recursion
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[displayLink setPaused:YES];
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// Process all input events
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while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE) == kCFRunLoopRunHandledSource)
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;
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// We are good to go, resume the CADisplayLink
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[displayLink setPaused:NO];
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}
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if (!active) {
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if (!active) {
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printf("draw view not active!\n");
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printf("draw view not active!\n");
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return;
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return;
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};
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};
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if (useCADisplayLink) {
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// Pause the CADisplayLink to avoid recursion
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[displayLink setPaused:YES];
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// Process all input events
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while (CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.0, TRUE) == kCFRunLoopRunHandledSource)
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;
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// We are good to go, resume the CADisplayLink
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[displayLink setPaused:NO];
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}
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// Make sure that you are drawing to the current context
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// Make sure that you are drawing to the current context
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[EAGLContext setCurrentContext:context];
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[EAGLContext setCurrentContext:context];
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