I'm facing a real puzzle that might have an easy answer.  I've ported my game 
development software dim3 to iOS.  Works fine, but I'm having a problem with 
the application moving to the background.  My problem is twice as complex 
because I'm trying to figure out what changes might be required in SDL to make 
this work properly.

My biggest problem is this:  My game runs in a tight loop.  When I get 
applicationWillResignActive (after the home button is pushed), I immediately 
put up a flag to stop the loop BUT the loop could be in ANY place.  In physics, 
in rendering, etc.  What I need to do is let the loop complete another complete 
revolution so it finishes everything it needs to do and then get held up at the 
flag that halts it.  Without this, I can't save, and the restart will happen at 
a random place.

The problem is applicationDidEnterBackground gets called immediately without 
any more time given to my application.  I can't save state because state might 
be in a strange place!

The easy solution is to block between the callbacks.  This blocking will be in 
the milliseconds.  But my application gets no additional time between the two 
calls (as far as I can tell, it's hard to debug these calls.)

Another good solution would be someway that when I get into 
applicationDidEnterBackground I can tell it to recall me and then return.

[Additional notes: I *suspect* I'm only getting applicationWillResignActive etc 
when events are pumped; the problem is SDL has a number of routines that 
auto-pump events which means I could receive this message at numerous places in 
the loop].

[>] Brian



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