v0.8.2a: removed some redundant work in onCreate
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@ -50,27 +50,30 @@ public class AndroidGame extends AndroidApplication {
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protected void onCreate (Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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//there are some things we only need to set up on first launch
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if (instance == null) {
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instance = this;
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try {
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Game.version = getPackageManager().getPackageInfo( getPackageName(), 0 ).versionName;
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Game.version = getPackageManager().getPackageInfo(getPackageName(), 0).versionName;
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} catch (PackageManager.NameNotFoundException e) {
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Game.version = "???";
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}
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try {
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Game.versionCode = getPackageManager().getPackageInfo( getPackageName(), 0 ).versionCode;
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Game.versionCode = getPackageManager().getPackageInfo(getPackageName(), 0).versionCode;
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} catch (PackageManager.NameNotFoundException e) {
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Game.versionCode = 0;
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}
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if (UpdateImpl.supportsUpdates()){
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if (UpdateImpl.supportsUpdates()) {
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Updates.service = UpdateImpl.getUpdateService();
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}
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if (NewsImpl.supportsNews()){
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if (NewsImpl.supportsNews()) {
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News.service = NewsImpl.getNewsService();
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}
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FileUtils.setDefaultFileProperties( Files.FileType.Local, "" );
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FileUtils.setDefaultFileProperties(Files.FileType.Local, "");
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// grab preferences directly using our instance first
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// so that we don't need to rely on Gdx.app, which isn't initialized yet.
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@ -78,9 +81,13 @@ public class AndroidGame extends AndroidApplication {
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// this is the default prefs filename given to an android app (.xml is automatically added to it)
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SPDSettings.set(instance.getPreferences("ShatteredPixelDungeon"));
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} else {
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instance = this;
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}
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//set desired orientation (if it exists) before initializing the app.
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if (SPDSettings.landscape() != null) {
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AndroidGame.instance.setRequestedOrientation( SPDSettings.landscape() ?
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instance.setRequestedOrientation( SPDSettings.landscape() ?
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ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE :
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ActivityInfo.SCREEN_ORIENTATION_SENSOR_PORTRAIT );
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}
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@ -131,6 +131,10 @@ public class SPDAction extends GameAction {
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public static void loadBindings(){
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if (!KeyBindings.getAllBindings().isEmpty()){
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return;
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}
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try {
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Bundle b = FileUtils.bundleFromFile(BINDINGS_FILE);
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