annotate src/video/uikit/SDL_uikitview.m @ 4465:3e69e077cb95

Removed multi-mouse / multi-keyboard support in anticipation of a real multi-mouse and multi-touch API. Plus, this lets me start implementing cursor support.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 09 May 2010 20:47:22 -0700
parents 64ce267332c6
children 6dc6a2bdd55e
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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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 #if SDL_IPHONE_KEYBOARD
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26 #import "SDL_keyboard_c.h"
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27 #import "keyinfotable.h"
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28 #import "SDL_uikitappdelegate.h"
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29 #import "SDL_uikitwindow.h"
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30 #endif
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31
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32 @implementation SDL_uikitview
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33
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34 - (void)dealloc {
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35 #if SDL_IPHONE_KEYBOARD
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36 SDL_DelKeyboard(0);
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37 [textField release];
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38 #endif
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39 [super dealloc];
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40 }
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41
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42 - (id)initWithFrame:(CGRect)frame {
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43
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44 self = [super initWithFrame: frame];
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45
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46 #if SDL_IPHONE_KEYBOARD
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47 [self initializeKeyboard];
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48 #endif
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49
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50 #if FIXME_MULTITOUCH
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51 int i;
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52 for (i=0; i<MAX_SIMULTANEOUS_TOUCHES; i++) {
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53 mice[i].id = i;
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54 mice[i].driverdata = NULL;
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55 SDL_AddMouse(&mice[i], "Mouse", 0, 0, 1);
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56 }
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57 self.multipleTouchEnabled = YES;
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58 #endif
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59
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60 return self;
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61
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62 }
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63
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64 - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
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65
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66 NSEnumerator *enumerator = [touches objectEnumerator];
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67 UITouch *touch =(UITouch*)[enumerator nextObject];
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68
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69 #if FIXME_MULTITOUCH
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70 /* associate touches with mice, so long as we have slots */
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71 int i;
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72 int found = 0;
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73 for(i=0; touch && i < MAX_SIMULTANEOUS_TOUCHES; i++) {
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74
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75 /* check if this mouse is already tracking a touch */
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76 if (mice[i].driverdata != NULL) {
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77 continue;
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78 }
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79 /*
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80 mouse not associated with anything right now,
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81 associate the touch with this mouse
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82 */
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83 found = 1;
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84
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85 /* save old mouse so we can switch back */
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86 int oldMouse = SDL_SelectMouse(-1);
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87
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88 /* select this slot's mouse */
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89 SDL_SelectMouse(i);
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90 CGPoint locationInView = [touch locationInView: self];
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91
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92 /* set driver data to touch object, we'll use touch object later */
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93 mice[i].driverdata = [touch retain];
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94
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95 /* send moved event */
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96 SDL_SendMouseMotion(i, 0, locationInView.x, locationInView.y, 0);
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97
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98 /* send mouse down event */
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99 SDL_SendMouseButton(i, SDL_PRESSED, SDL_BUTTON_LEFT);
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100
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101 /* re-calibrate relative mouse motion */
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102 SDL_GetRelativeMouseState(i, NULL, NULL);
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103
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104 /* grab next touch */
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105 touch = (UITouch*)[enumerator nextObject];
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106
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107 /* switch back to our old mouse */
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108 SDL_SelectMouse(oldMouse);
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109
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110 }
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111 #endif
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112 }
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113
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114 - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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115
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116 NSEnumerator *enumerator = [touches objectEnumerator];
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117 UITouch *touch=nil;
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118
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119 #if FIXME_MULTITOUCH
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120 while(touch = (UITouch *)[enumerator nextObject]) {
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121 /* search for the mouse slot associated with this touch */
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122 int i, found = NO;
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123 for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) {
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124 if (mice[i].driverdata == touch) {
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125 /* found the mouse associate with the touch */
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126 [(UITouch*)(mice[i].driverdata) release];
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127 mice[i].driverdata = NULL;
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128 /* send mouse up */
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129 SDL_SendMouseButton(i, SDL_RELEASED, SDL_BUTTON_LEFT);
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130 /* discontinue search for this touch */
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131 found = YES;
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132 }
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133 }
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134 }
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135 #endif
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136 }
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137
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138 - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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139 /*
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140 this can happen if the user puts more than 5 touches on the screen
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141 at once, or perhaps in other circumstances. Usually (it seems)
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142 all active touches are canceled.
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143 */
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144 [self touchesEnded: touches withEvent: event];
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145 }
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146
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147 - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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148
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149 NSEnumerator *enumerator = [touches objectEnumerator];
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150 UITouch *touch=nil;
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151
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152 #if FIXME_MULTITOUCH
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153 while(touch = (UITouch *)[enumerator nextObject]) {
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154 /* try to find the mouse associated with this touch */
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155 int i, found = NO;
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156 for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) {
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157 if (mice[i].driverdata == touch) {
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158 /* found proper mouse */
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159 CGPoint locationInView = [touch locationInView: self];
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160 /* send moved event */
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161 SDL_SendMouseMotion(i, 0, locationInView.x, locationInView.y, 0);
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162 /* discontinue search */
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163 found = YES;
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164 }
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165 }
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166 }
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167 #endif
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168 }
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169
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170 /*
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171 ---- Keyboard related functionality below this line ----
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172 */
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173 #if SDL_IPHONE_KEYBOARD
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174
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175 /* Is the iPhone virtual keyboard visible onscreen? */
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176 - (BOOL)keyboardVisible {
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177 return keyboardVisible;
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178 }
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179
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180 /* Set ourselves up as a UITextFieldDelegate */
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181 - (void)initializeKeyboard {
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182
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183 textField = [[[UITextField alloc] initWithFrame: CGRectZero] autorelease];
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184 textField.delegate = self;
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185 /* placeholder so there is something to delete! */
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186 textField.text = @" ";
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187
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188 /* set UITextInputTrait properties, mostly to defaults */
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189 textField.autocapitalizationType = UITextAutocapitalizationTypeNone;
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190 textField.autocorrectionType = UITextAutocorrectionTypeNo;
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191 textField.enablesReturnKeyAutomatically = NO;
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192 textField.keyboardAppearance = UIKeyboardAppearanceDefault;
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193 textField.keyboardType = UIKeyboardTypeDefault;
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194 textField.returnKeyType = UIReturnKeyDefault;
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195 textField.secureTextEntry = NO;
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196
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197 textField.hidden = YES;
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198 keyboardVisible = NO;
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199 /* add the UITextField (hidden) to our view */
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200 [self addSubview: textField];
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201
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202 /* create our SDL_Keyboard */
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203 SDL_Keyboard keyboard;
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204 SDL_zero(keyboard);
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205 SDL_AddKeyboard(&keyboard, 0);
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206 SDLKey keymap[SDL_NUM_SCANCODES];
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207 SDL_GetDefaultKeymap(keymap);
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208 SDL_SetKeymap(0, 0, keymap, SDL_NUM_SCANCODES);
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209
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210 }
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211
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212 /* reveal onscreen virtual keyboard */
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213 - (void)showKeyboard {
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214 keyboardVisible = YES;
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215 [textField becomeFirstResponder];
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216 }
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217
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218 /* hide onscreen virtual keyboard */
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219 - (void)hideKeyboard {
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220 keyboardVisible = NO;
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221 [textField resignFirstResponder];
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222 }
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223
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224 /* UITextFieldDelegate method. Invoked when user types something. */
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225 - (BOOL)textField:(UITextField *)_textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string {
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226
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227 if ([string length] == 0) {
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228 /* it wants to replace text with nothing, ie a delete */
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229 SDL_SendKeyboardKey( 0, SDL_PRESSED, SDL_SCANCODE_DELETE);
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230 SDL_SendKeyboardKey( 0, SDL_RELEASED, SDL_SCANCODE_DELETE);
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231 }
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232 else {
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233 /* go through all the characters in the string we've been sent
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234 and convert them to key presses */
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235 int i;
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236 for (i=0; i<[string length]; i++) {
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237
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238 unichar c = [string characterAtIndex: i];
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239
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240 Uint16 mod = 0;
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241 SDL_scancode code;
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242
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243 if (c < 127) {
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244 /* figure out the SDL_scancode and SDL_keymod for this unichar */
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245 code = unicharToUIKeyInfoTable[c].code;
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246 mod = unicharToUIKeyInfoTable[c].mod;
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247 }
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248 else {
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249 /* we only deal with ASCII right now */
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250 code = SDL_SCANCODE_UNKNOWN;
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251 mod = 0;
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252 }
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253
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254 if (mod & KMOD_SHIFT) {
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255 /* If character uses shift, press shift down */
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256 SDL_SendKeyboardKey( 0, SDL_PRESSED, SDL_SCANCODE_LSHIFT);
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257 }
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258 /* send a keydown and keyup even for the character */
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259 SDL_SendKeyboardKey( 0, SDL_PRESSED, code);
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260 SDL_SendKeyboardKey( 0, SDL_RELEASED, code);
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261 if (mod & KMOD_SHIFT) {
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262 /* If character uses shift, press shift back up */
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263 SDL_SendKeyboardKey( 0, SDL_RELEASED, SDL_SCANCODE_LSHIFT);
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264 }
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265 }
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266 }
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267 return NO; /* don't allow the edit! (keep placeholder text there) */
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268 }
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269
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270 /* Terminates the editing session */
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271 - (BOOL)textFieldShouldReturn:(UITextField*)_textField {
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272 [self hideKeyboard];
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273 return YES;
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274 }
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275
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276 #endif
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277
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278 @end
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279
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280 /* iPhone keyboard addition functions */
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281 #if SDL_IPHONE_KEYBOARD
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282
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64ce267332c6 Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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283 int SDL_iPhoneKeyboardShow(SDL_Window * window) {
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284
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285 SDL_WindowData *data;
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286 SDL_uikitview *view;
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287
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288 if (NULL == window) {
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289 SDL_SetError("Window does not exist");
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290 return -1;
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291 }
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292
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293 data = (SDL_WindowData *)window->driverdata;
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294 view = data->view;
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295
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296 if (nil == view) {
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297 SDL_SetError("Window has no view");
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298 return -1;
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299 }
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300 else {
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301 [view showKeyboard];
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302 return 0;
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303 }
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304 }
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305
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306 int SDL_iPhoneKeyboardHide(SDL_Window * window) {
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307
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308 SDL_WindowData *data;
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309 SDL_uikitview *view;
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310
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311 if (NULL == window) {
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312 SDL_SetError("Window does not exist");
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313 return -1;
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314 }
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315
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316 data = (SDL_WindowData *)window->driverdata;
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317 view = data->view;
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318
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319 if (NULL == view) {
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320 SDL_SetError("Window has no view");
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321 return -1;
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322 }
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323 else {
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324 [view hideKeyboard];
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325 return 0;
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326 }
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327 }
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328
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329 SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window) {
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330
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331 SDL_WindowData *data;
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332 SDL_uikitview *view;
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333
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334 if (NULL == window) {
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335 SDL_SetError("Window does not exist");
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336 return -1;
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337 }
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338
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339 data = (SDL_WindowData *)window->driverdata;
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340 view = data->view;
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341
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342 if (NULL == view) {
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343 SDL_SetError("Window has no view");
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344 return 0;
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345 }
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346 else {
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347 return view.keyboardVisible;
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348 }
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349 }
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350
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351 int SDL_iPhoneKeyboardToggle(SDL_Window * window) {
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352
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353 SDL_WindowData *data;
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354 SDL_uikitview *view;
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355
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356 if (NULL == window) {
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357 SDL_SetError("Window does not exist");
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358 return -1;
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359 }
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360
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361 data = (SDL_WindowData *)window->driverdata;
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362 view = data->view;
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363
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364 if (NULL == view) {
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365 SDL_SetError("Window has no view");
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366 return -1;
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367 }
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368 else {
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369 if (SDL_iPhoneKeyboardIsShown(window)) {
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370 SDL_iPhoneKeyboardHide(window);
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371 }
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372 else {
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373 SDL_iPhoneKeyboardShow(window);
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374 }
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375 return 0;
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376 }
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377 }
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378
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379 #else
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380
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381 /* stubs, used if compiled without keyboard support */
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382
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383 int SDL_iPhoneKeyboardShow(SDL_Window * window) {
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diff changeset
384 SDL_SetError("Not compiled with keyboard support");
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diff changeset
385 return -1;
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diff changeset
386 }
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diff changeset
387
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388 int SDL_iPhoneKeyboardHide(SDL_Window * window) {
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diff changeset
389 SDL_SetError("Not compiled with keyboard support");
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diff changeset
390 return -1;
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diff changeset
391 }
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diff changeset
392
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diff changeset
393 SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window) {
2765
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diff changeset
394 return 0;
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diff changeset
395 }
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diff changeset
396
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diff changeset
397 int SDL_iPhoneKeyboardToggle(SDL_Window * window) {
2765
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diff changeset
398 SDL_SetError("Not compiled with keyboard support");
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parents:
diff changeset
399 return -1;
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parents:
diff changeset
400 }
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parents:
diff changeset
401
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diff changeset
402
2859
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diff changeset
403 #endif /* SDL_IPHONE_KEYBOARD */