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An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
70 lines
2.1 KiB
Objective-C
70 lines
2.1 KiB
Objective-C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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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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}
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#endif /* SDL_VIDEO_DRIVER_UIKIT */
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/* vi: set ts=4 sw=4 expandtab: */
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