2015-06-21 17:33:46 +02:00
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/*
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Simple DirectMedia Layer
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2016-01-02 19:10:34 +01:00
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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2015-06-21 17:33:46 +02:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_UIKIT
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#include "../../events/SDL_events_c.h"
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#include "SDL_uikitvideo.h"
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#include "SDL_uikitevents.h"
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#import <Foundation/Foundation.h>
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static BOOL UIKit_EventPumpEnabled = YES;
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void
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SDL_iPhoneSetEventPump(SDL_bool enabled)
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{
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UIKit_EventPumpEnabled = enabled;
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}
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void
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UIKit_PumpEvents(_THIS)
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{
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if (!UIKit_EventPumpEnabled) {
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return;
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}
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/* Let the run loop run for a short amount of time: long enough for
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touch events to get processed (which is important to get certain
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elements of Game Center's GKLeaderboardViewController to respond
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to touch input), but not long enough to introduce a significant
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delay in the rest of the app.
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*/
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const CFTimeInterval seconds = 0.000002;
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/* Pump most event types. */
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SInt32 result;
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do {
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result = CFRunLoopRunInMode(kCFRunLoopDefaultMode, seconds, TRUE);
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} while (result == kCFRunLoopRunHandledSource);
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/* Make sure UIScrollView objects scroll properly. */
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do {
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result = CFRunLoopRunInMode((CFStringRef)UITrackingRunLoopMode, seconds, TRUE);
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} while(result == kCFRunLoopRunHandledSource);
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2016-04-02 00:18:50 +02:00
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@autoreleasepool {
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/* Some iOS system functionality (such as Dictation on the on-screen
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keyboard) uses its own OpenGL ES context but doesn't restore the
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previous one when it's done. This is a workaround to make sure the
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expected SDL-created OpenGL ES context is active after the OS is
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finished running its own code for the frame. If this isn't done, the
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app may crash or have other nasty symptoms when Dictation is used.
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*/
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EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
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if (context != NULL && [EAGLContext currentContext] != context) {
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[EAGLContext setCurrentContext:context];
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}
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}
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2015-06-21 17:33:46 +02:00
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}
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#endif /* SDL_VIDEO_DRIVER_UIKIT */
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/* vi: set ts=4 sw=4 expandtab: */
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