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JPEG | |
PNG | |
GIF | |
Animated GIF | |
WebP | |
Animated WebP | |
BMP | |
WBMP |
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com.adobe.photoshop-image | |
com.adobe.raw-image | |
com.apple.atx | |
com.apple.icns | |
com.apple.pict | |
com.canon.cr2-raw-image | |
com.canon.cr3-raw-image | |
com.canon.crw-raw-image | |
com.canon.tif-raw-image | |
com.compuserve.gif |
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#include <assert.h> | |
#include <chrono> | |
#include <embedder.h> | |
#include <glfw3.h> | |
#include <iostream> | |
static_assert(FLUTTER_ENGINE_VERSION == 1, ""); | |
static const size_t kInitialWindowWidth = 800; |
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BULLETTRAIN_IS_SSH_CLIENT="true" | |
BULLETTRAIN_CUSTOM_BG="green" | |
BULLETTRAIN_CUSTOM_MSG="Cloudtop\ Linux" | |
BULLETTRAIN_CONTEXT_DEFAULT_USER=$USER | |
BULLETTRAIN_STATUS_EXIT_SHOW=true | |
BULLETTRAIN_TIME_12HR=true | |
BULLETTRAIN_EXEC_TIME_ELAPSED=2 | |
BULLETTRAIN_EXEC_TIME_FG=white | |
BULLETTRAIN_EXEC_TIME_BG=blue | |
BULLETTRAIN_DIR_EXTENDED=1 |
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# Flutter (https://flutter.io) Developement Environment for Linux | |
# =============================================================== | |
# | |
# This environment passes all Linux Flutter Doctor checks and is sufficient | |
# for building Android applications and running Flutter tests. | |
# | |
# To build iOS applications, a Mac development environment is necessary. | |
# | |
FROM debian:stretch |
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import 'package:flutter/services.dart'; // for shell | |
import 'package:sky_services/flutter/platform/uri_launcher.mojom.dart' as mojo; | |
static mojo.UriLauncherProxy _initLauncherService() => | |
shell.connectToApplicationService( | |
mojo.UriLauncher.serviceName, | |
mojo.UriLauncher.connectToService); | |
static mojo.UriLauncherProxy _launcherService = _initLauncherService(); |
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CGImageRef imageRef = CGWindowListCreateImage(CGRectInfinite, kCGWindowListOptionAll, kCGNullWindowID, kCGWindowImageDefault); | |
CFMutableDataRef dataRef = CFDataCreateMutable(kCFAllocatorDefault, 0); | |
CGImageDestinationRef dest = CGImageDestinationCreateWithData(dataRef, kUTTypePNG, 1, NULL); | |
CGImageDestinationAddImage(dest, imageRef, NULL); | |
CGImageDestinationFinalize(dest); | |
CFRelease(dest); | |
CGImageRelease(imageRef); |
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{ | |
"build_systems": [ | |
{ | |
"name": "GN Build All", | |
"shell_cmd": "ninja -j999", | |
"working_dir": "${project_path}/out/host_debug_unopt", | |
"file_regex": "(.*):([\\d]+):([\\d]+)?:? ?((?:error|warning|note): ?.*)", | |
"shell": true, | |
} | |
], |
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1. The texture target needs to be GLES20.GL_TEXTURE_EXTERNAL_OES instead of GL_TEXTURE_2D, e.g. in the glBindTexture calls and glTexParameteri calls. | |
2. In the fragment shader define a requirement to use the extension: | |
#extension GL_OES_EGL_image_external : require | |
3. For the texture sampler used in the fragment shader, use samplerExternalOES instead of sampler2D. | |
Everything below here is all in the C code, no more Java. | |
4. In the C code, use glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, eglImage) to specify where the data is, instead of using glTexImage2D family of functions. |
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diff --git a/shell/platform/darwin/ios/framework/Source/FlutterViewController.mm b/shell/platform/darwin/ios/framework/Source/FlutterViewController.mm | |
index bc8f4c457..ee1df602c 100644 | |
--- a/shell/platform/darwin/ios/framework/Source/FlutterViewController.mm | |
+++ b/shell/platform/darwin/ios/framework/Source/FlutterViewController.mm | |
@@ -489,6 +489,11 @@ static void sendFakeTouchEvent(FlutterEngine* engine, | |
// NotifyCreated/NotifyDestroyed are synchronous and require hops between the UI and raster | |
// thread. | |
if (appeared) { | |
+ if ([UIApplication sharedApplication].applicationState != UIApplicationStateActive) { | |
+ NSLog(@"Attempted to call surface appeared while still in the background. Ignoring."); |
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