Mercurial > sdl-ios-xcode
annotate src/video/uikit/SDL_uikitview.m @ 4525:3abf0b9cafad
pelya 2010-07-12 03:53:48 PDT
In function GLES_RenderCopy() in SDL_renderer_gles.c:819 there is one memcpy()
that can be avoided if we're updating whole texture.
Because of that the SDL 1.3 in compatibility mode is working even slower than
software rendering in SDL 1.2.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 14 Jul 2010 07:31:35 -0700 |
parents | 06c7423f8c60 |
children | 95352c671a6e 03dcb795c583 |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
2859 | 3 Copyright (C) 1997-2009 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 |
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23 #import "SDL_uikitview.h" |
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24 |
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25 #include "../../events/SDL_keyboard_c.h" |
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26 #include "../../events/SDL_mouse_c.h" |
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27 |
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28 #if SDL_IPHONE_KEYBOARD |
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29 #import "keyinfotable.h" |
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30 #import "SDL_uikitappdelegate.h" |
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31 #import "SDL_uikitwindow.h" |
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32 #endif |
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33 |
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34 @implementation SDL_uikitview |
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35 |
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36 - (void)dealloc { |
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37 #if SDL_IPHONE_KEYBOARD |
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38 [textField release]; |
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39 #endif |
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40 [super dealloc]; |
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41 } |
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42 |
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43 - (id)initWithFrame:(CGRect)frame { |
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44 |
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45 self = [super initWithFrame: frame]; |
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46 |
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47 #if SDL_IPHONE_KEYBOARD |
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48 [self initializeKeyboard]; |
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49 #endif |
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50 |
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51 #if FIXME_MULTITOUCH |
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52 int i; |
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53 for (i=0; i<MAX_SIMULTANEOUS_TOUCHES; i++) { |
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54 mice[i].id = i; |
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55 mice[i].driverdata = NULL; |
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56 SDL_AddMouse(&mice[i], "Mouse", 0, 0, 1); |
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57 } |
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58 self.multipleTouchEnabled = YES; |
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59 #endif |
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60 |
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61 return self; |
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62 |
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63 } |
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64 |
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65 - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { |
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66 |
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67 NSEnumerator *enumerator = [touches objectEnumerator]; |
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68 UITouch *touch = (UITouch*)[enumerator nextObject]; |
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69 |
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70 #if FIXME_MULTITOUCH |
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71 /* associate touches with mice, so long as we have slots */ |
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72 int i; |
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73 int found = 0; |
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74 for(i=0; touch && i < MAX_SIMULTANEOUS_TOUCHES; i++) { |
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75 |
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76 /* check if this mouse is already tracking a touch */ |
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77 if (mice[i].driverdata != NULL) { |
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78 continue; |
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79 } |
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80 /* |
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81 mouse not associated with anything right now, |
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82 associate the touch with this mouse |
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83 */ |
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84 found = 1; |
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85 |
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86 /* save old mouse so we can switch back */ |
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87 int oldMouse = SDL_SelectMouse(-1); |
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88 |
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89 /* select this slot's mouse */ |
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90 SDL_SelectMouse(i); |
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91 CGPoint locationInView = [touch locationInView: self]; |
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92 |
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93 /* set driver data to touch object, we'll use touch object later */ |
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94 mice[i].driverdata = [touch retain]; |
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95 |
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96 /* send moved event */ |
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97 SDL_SendMouseMotion(i, 0, locationInView.x, locationInView.y, 0); |
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98 |
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99 /* send mouse down event */ |
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100 SDL_SendMouseButton(i, SDL_PRESSED, SDL_BUTTON_LEFT); |
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101 |
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102 /* re-calibrate relative mouse motion */ |
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103 SDL_GetRelativeMouseState(i, NULL, NULL); |
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104 |
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105 /* switch back to our old mouse */ |
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106 SDL_SelectMouse(oldMouse); |
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107 |
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108 /* grab next touch */ |
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109 touch = (UITouch*)[enumerator nextObject]; |
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110 } |
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111 #else |
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112 if (touch) { |
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113 CGPoint locationInView = [touch locationInView: self]; |
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114 |
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115 /* send moved event */ |
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116 SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y); |
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117 |
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118 /* send mouse down event */ |
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119 SDL_SendMouseButton(NULL, SDL_PRESSED, SDL_BUTTON_LEFT); |
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120 } |
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121 #endif |
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122 } |
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123 |
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124 - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { |
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125 |
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126 NSEnumerator *enumerator = [touches objectEnumerator]; |
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127 UITouch *touch = (UITouch*)[enumerator nextObject]; |
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128 |
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129 #if FIXME_MULTITOUCH |
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130 while(touch) { |
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131 /* search for the mouse slot associated with this touch */ |
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132 int i, found = NO; |
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133 for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) { |
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134 if (mice[i].driverdata == touch) { |
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135 /* found the mouse associate with the touch */ |
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136 [(UITouch*)(mice[i].driverdata) release]; |
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137 mice[i].driverdata = NULL; |
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138 /* send mouse up */ |
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139 SDL_SendMouseButton(i, SDL_RELEASED, SDL_BUTTON_LEFT); |
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140 /* discontinue search for this touch */ |
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141 found = YES; |
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142 } |
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143 } |
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144 |
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145 /* grab next touch */ |
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146 touch = (UITouch*)[enumerator nextObject]; |
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147 } |
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148 #else |
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149 if (touch) { |
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150 /* send mouse up */ |
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151 SDL_SendMouseButton(NULL, SDL_RELEASED, SDL_BUTTON_LEFT); |
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152 } |
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153 #endif |
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154 } |
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155 |
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156 - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { |
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157 /* |
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158 this can happen if the user puts more than 5 touches on the screen |
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159 at once, or perhaps in other circumstances. Usually (it seems) |
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160 all active touches are canceled. |
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161 */ |
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162 [self touchesEnded: touches withEvent: event]; |
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163 } |
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164 |
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165 - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { |
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166 |
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167 NSEnumerator *enumerator = [touches objectEnumerator]; |
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168 UITouch *touch = (UITouch*)[enumerator nextObject]; |
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169 |
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170 #if FIXME_MULTITOUCH |
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171 while(touch) { |
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172 /* try to find the mouse associated with this touch */ |
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173 int i, found = NO; |
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174 for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) { |
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175 if (mice[i].driverdata == touch) { |
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176 /* found proper mouse */ |
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177 CGPoint locationInView = [touch locationInView: self]; |
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178 /* send moved event */ |
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179 SDL_SendMouseMotion(i, 0, locationInView.x, locationInView.y, 0); |
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180 /* discontinue search */ |
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181 found = YES; |
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182 } |
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183 } |
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184 |
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185 /* grab next touch */ |
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186 touch = (UITouch*)[enumerator nextObject]; |
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187 } |
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188 #else |
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189 if (touch) { |
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190 CGPoint locationInView = [touch locationInView: self]; |
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191 |
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192 /* send moved event */ |
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193 SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y); |
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194 } |
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195 #endif |
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196 } |
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197 |
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198 /* |
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199 ---- Keyboard related functionality below this line ---- |
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200 */ |
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201 #if SDL_IPHONE_KEYBOARD |
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202 |
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203 /* Is the iPhone virtual keyboard visible onscreen? */ |
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204 - (BOOL)keyboardVisible { |
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205 return keyboardVisible; |
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206 } |
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207 |
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208 /* Set ourselves up as a UITextFieldDelegate */ |
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209 - (void)initializeKeyboard { |
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210 |
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211 textField = [[[UITextField alloc] initWithFrame: CGRectZero] autorelease]; |
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212 textField.delegate = self; |
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213 /* placeholder so there is something to delete! */ |
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214 textField.text = @" "; |
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215 |
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216 /* set UITextInputTrait properties, mostly to defaults */ |
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217 textField.autocapitalizationType = UITextAutocapitalizationTypeNone; |
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218 textField.autocorrectionType = UITextAutocorrectionTypeNo; |
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219 textField.enablesReturnKeyAutomatically = NO; |
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220 textField.keyboardAppearance = UIKeyboardAppearanceDefault; |
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221 textField.keyboardType = UIKeyboardTypeDefault; |
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222 textField.returnKeyType = UIReturnKeyDefault; |
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223 textField.secureTextEntry = NO; |
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224 |
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225 textField.hidden = YES; |
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226 keyboardVisible = NO; |
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227 /* add the UITextField (hidden) to our view */ |
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228 [self addSubview: textField]; |
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229 } |
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230 |
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231 /* reveal onscreen virtual keyboard */ |
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232 - (void)showKeyboard { |
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233 keyboardVisible = YES; |
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234 [textField becomeFirstResponder]; |
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235 } |
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236 |
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237 /* hide onscreen virtual keyboard */ |
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238 - (void)hideKeyboard { |
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239 keyboardVisible = NO; |
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240 [textField resignFirstResponder]; |
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241 } |
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242 |
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243 /* UITextFieldDelegate method. Invoked when user types something. */ |
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244 - (BOOL)textField:(UITextField *)_textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { |
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245 |
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246 if ([string length] == 0) { |
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247 /* it wants to replace text with nothing, ie a delete */ |
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248 SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_DELETE); |
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249 SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_DELETE); |
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250 } |
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251 else { |
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252 /* go through all the characters in the string we've been sent |
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253 and convert them to key presses */ |
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254 int i; |
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255 for (i=0; i<[string length]; i++) { |
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256 |
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257 unichar c = [string characterAtIndex: i]; |
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258 |
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259 Uint16 mod = 0; |
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260 SDL_scancode code; |
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261 |
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262 if (c < 127) { |
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263 /* figure out the SDL_scancode and SDL_keymod for this unichar */ |
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264 code = unicharToUIKeyInfoTable[c].code; |
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265 mod = unicharToUIKeyInfoTable[c].mod; |
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266 } |
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267 else { |
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268 /* we only deal with ASCII right now */ |
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269 code = SDL_SCANCODE_UNKNOWN; |
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270 mod = 0; |
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271 } |
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272 |
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273 if (mod & KMOD_SHIFT) { |
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274 /* If character uses shift, press shift down */ |
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275 SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_LSHIFT); |
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276 } |
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277 /* send a keydown and keyup even for the character */ |
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278 SDL_SendKeyboardKey(SDL_PRESSED, code); |
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279 SDL_SendKeyboardKey(SDL_RELEASED, code); |
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280 if (mod & KMOD_SHIFT) { |
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281 /* If character uses shift, press shift back up */ |
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282 SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_LSHIFT); |
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283 } |
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284 } |
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285 } |
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286 return NO; /* don't allow the edit! (keep placeholder text there) */ |
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287 } |
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288 |
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289 /* Terminates the editing session */ |
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290 - (BOOL)textFieldShouldReturn:(UITextField*)_textField { |
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291 [self hideKeyboard]; |
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292 return YES; |
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293 } |
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294 |
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295 #endif |
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296 |
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297 @end |
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298 |
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299 /* iPhone keyboard addition functions */ |
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300 #if SDL_IPHONE_KEYBOARD |
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301 |
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302 int SDL_iPhoneKeyboardShow(SDL_Window * window) { |
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303 |
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304 SDL_WindowData *data; |
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305 SDL_uikitview *view; |
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306 |
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307 if (NULL == window) { |
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308 SDL_SetError("Window does not exist"); |
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309 return -1; |
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310 } |
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311 |
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312 data = (SDL_WindowData *)window->driverdata; |
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313 view = data->view; |
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314 |
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315 if (nil == view) { |
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316 SDL_SetError("Window has no view"); |
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317 return -1; |
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318 } |
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319 else { |
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320 [view showKeyboard]; |
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321 return 0; |
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322 } |
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323 } |
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324 |
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325 int SDL_iPhoneKeyboardHide(SDL_Window * window) { |
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326 |
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327 SDL_WindowData *data; |
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328 SDL_uikitview *view; |
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329 |
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330 if (NULL == window) { |
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331 SDL_SetError("Window does not exist"); |
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332 return -1; |
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333 } |
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334 |
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335 data = (SDL_WindowData *)window->driverdata; |
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336 view = data->view; |
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337 |
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338 if (NULL == view) { |
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339 SDL_SetError("Window has no view"); |
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340 return -1; |
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341 } |
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342 else { |
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343 [view hideKeyboard]; |
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344 return 0; |
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345 } |
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346 } |
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347 |
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348 SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window) { |
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349 |
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350 SDL_WindowData *data; |
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351 SDL_uikitview *view; |
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352 |
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353 if (NULL == window) { |
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354 SDL_SetError("Window does not exist"); |
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355 return -1; |
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356 } |
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357 |
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358 data = (SDL_WindowData *)window->driverdata; |
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359 view = data->view; |
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360 |
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361 if (NULL == view) { |
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362 SDL_SetError("Window has no view"); |
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363 return 0; |
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364 } |
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365 else { |
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366 return view.keyboardVisible; |
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367 } |
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368 } |
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369 |
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370 int SDL_iPhoneKeyboardToggle(SDL_Window * window) { |
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371 |
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372 SDL_WindowData *data; |
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373 SDL_uikitview *view; |
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374 |
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375 if (NULL == window) { |
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376 SDL_SetError("Window does not exist"); |
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377 return -1; |
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378 } |
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379 |
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380 data = (SDL_WindowData *)window->driverdata; |
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381 view = data->view; |
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382 |
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383 if (NULL == view) { |
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384 SDL_SetError("Window has no view"); |
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385 return -1; |
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386 } |
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387 else { |
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388 if (SDL_iPhoneKeyboardIsShown(window)) { |
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389 SDL_iPhoneKeyboardHide(window); |
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390 } |
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391 else { |
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392 SDL_iPhoneKeyboardShow(window); |
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393 } |
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394 return 0; |
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395 } |
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396 } |
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397 |
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398 #else |
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399 |
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400 /* stubs, used if compiled without keyboard support */ |
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401 |
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402 int SDL_iPhoneKeyboardShow(SDL_Window * window) { |
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403 SDL_SetError("Not compiled with keyboard support"); |
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404 return -1; |
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405 } |
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406 |
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407 int SDL_iPhoneKeyboardHide(SDL_Window * window) { |
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408 SDL_SetError("Not compiled with keyboard support"); |
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409 return -1; |
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410 } |
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411 |
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412 SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window) { |
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413 return 0; |
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414 } |
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415 |
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416 int SDL_iPhoneKeyboardToggle(SDL_Window * window) { |
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417 SDL_SetError("Not compiled with keyboard support"); |
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418 return -1; |
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419 } |
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420 |
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421 |
2859 | 422 #endif /* SDL_IPHONE_KEYBOARD */ |