Mercurial > sdl-ios-xcode
annotate src/video/uikit/SDL_uikitview.m @ 3485:e77a69aae239
Mason Wheeler to sdl
I updated SDL, and suddenly my SDL frames stopped working. They'd "initialize" full of gibberish, and I couldn't render anything to them. After a bit of digging, I found a problem: the renderer initialization routine in my SDL frame code wasn't getting called anymore.
procedure TSdlFrame.Paint;
begin
if SDL_SelectRenderer(FWindowID) = -1 then
CreateRenderer;
SDL_RenderPresent;
end;
function TSdlFrame.CreateRenderer: boolean;
const
pf: tagPIXELFORMATDESCRIPTOR = (nSize: sizeof(pf); nVersion: 1;
dwFlags: PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER;
iPixelType: PFD_TYPE_RGBA; cColorBits: 24; cAlphaBits: 8;
iLayerType: PFD_MAIN_PLANE);
RENDERERS: array[TRendererType] of AnsiString = ('software', 'gdi', 'opengl', 'd3d');
var
pFormat: integer;
begin
if (SDL_SelectRenderer(FWindowID) = 0) then
begin
result := true;
Exit;
end;
if FRendererType = rtOpenGL then
begin
pFormat := ChoosePixelFormat(canvas.Handle, @pf);
if not SetPixelFormat(canvas.Handle, pFormat, @pf) then
outputDebugString(PChar(SysErrorMessage(GetLastError)));
if wglCreateContext(canvas.Handle) = 0 then
outputDebugString(PChar(SysErrorMessage(GetLastError)));
end;
if (SDL_CreateRenderer(FWindowID, SDL_RendererIndex(RENDERERS[FRendererType]), [sdlrPresentFlip3, sdlrAccelerated]) = 0) then
begin
SDL_ShowWindow(FWindowID);
assert(SDL_SetRenderDrawColor(0, 0, 0, 255) = 0);
FFlags := SDL_GetWindowFlags(FWindowID);
if assigned(FOnAvailable) then
FOnAvailable(self);
end
else outputDebugString(pChar(format('SDL_CreateRenderer failed: %s', [sdl_GetError])));
result := SDL_SelectRenderer(FWindowID) = 0;
end;
This is a critical issue. The Paint method gets called when the control receives a WM_PAINT message from Windows. I can't create the renderer before then, or it will fail and cause trouble. And when I do create it, it needs to be created with certain parameters. So imagine my surprise when I started debugging into the DLL and found that SDL_SelectRenderer was trying to be "helpful" by creating the renderer for me if it didn't already exist! Now not only does my initialization code not get called, I end up with the wrong renderer and so things don't render as expected when I try to use the window.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 24 Nov 2009 04:48:12 +0000 |
parents | b93965a16fe0 |
children | 64ce267332c6 |
rev | line source |
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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 #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 int i; |
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51 for (i=0; i<MAX_SIMULTANEOUS_TOUCHES; i++) { |
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52 mice[i].id = i; |
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53 mice[i].driverdata = NULL; |
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54 SDL_AddMouse(&mice[i], "Mouse", 0, 0, 1); |
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55 } |
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56 self.multipleTouchEnabled = YES; |
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57 |
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58 return self; |
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59 |
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60 } |
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61 |
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62 - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { |
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63 |
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64 NSEnumerator *enumerator = [touches objectEnumerator]; |
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65 UITouch *touch =(UITouch*)[enumerator nextObject]; |
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66 |
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67 /* associate touches with mice, so long as we have slots */ |
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68 int i; |
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69 int found = 0; |
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70 for(i=0; touch && i < MAX_SIMULTANEOUS_TOUCHES; i++) { |
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71 |
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72 /* check if this mouse is already tracking a touch */ |
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73 if (mice[i].driverdata != NULL) { |
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74 continue; |
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75 } |
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76 /* |
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77 mouse not associated with anything right now, |
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78 associate the touch with this mouse |
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79 */ |
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80 found = 1; |
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81 |
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82 /* save old mouse so we can switch back */ |
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83 int oldMouse = SDL_SelectMouse(-1); |
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84 |
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85 /* select this slot's mouse */ |
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86 SDL_SelectMouse(i); |
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87 CGPoint locationInView = [touch locationInView: self]; |
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88 |
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89 /* set driver data to touch object, we'll use touch object later */ |
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90 mice[i].driverdata = [touch retain]; |
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91 |
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92 /* send moved event */ |
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93 SDL_SendMouseMotion(i, 0, locationInView.x, locationInView.y, 0); |
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94 |
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95 /* send mouse down event */ |
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96 SDL_SendMouseButton(i, SDL_PRESSED, SDL_BUTTON_LEFT); |
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97 |
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98 /* re-calibrate relative mouse motion */ |
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99 SDL_GetRelativeMouseState(i, NULL, NULL); |
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100 |
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101 /* grab next touch */ |
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102 touch = (UITouch*)[enumerator nextObject]; |
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103 |
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104 /* switch back to our old mouse */ |
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105 SDL_SelectMouse(oldMouse); |
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106 |
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107 } |
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108 } |
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109 |
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110 - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { |
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111 |
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112 NSEnumerator *enumerator = [touches objectEnumerator]; |
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113 UITouch *touch=nil; |
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114 |
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115 while(touch = (UITouch *)[enumerator nextObject]) { |
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116 /* search for the mouse slot associated with this touch */ |
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117 int i, found = NO; |
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118 for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) { |
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119 if (mice[i].driverdata == touch) { |
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120 /* found the mouse associate with the touch */ |
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121 [(UITouch*)(mice[i].driverdata) release]; |
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122 mice[i].driverdata = NULL; |
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123 /* send mouse up */ |
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124 SDL_SendMouseButton(i, SDL_RELEASED, SDL_BUTTON_LEFT); |
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125 /* discontinue search for this touch */ |
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126 found = YES; |
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127 } |
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128 } |
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129 } |
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130 } |
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131 |
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132 - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { |
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133 /* |
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134 this can happen if the user puts more than 5 touches on the screen |
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135 at once, or perhaps in other circumstances. Usually (it seems) |
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136 all active touches are canceled. |
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137 */ |
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138 [self touchesEnded: touches withEvent: event]; |
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139 } |
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140 |
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141 - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { |
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142 |
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143 NSEnumerator *enumerator = [touches objectEnumerator]; |
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144 UITouch *touch=nil; |
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145 |
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146 while(touch = (UITouch *)[enumerator nextObject]) { |
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147 /* try to find the mouse associated with this touch */ |
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148 int i, found = NO; |
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149 for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) { |
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150 if (mice[i].driverdata == touch) { |
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151 /* found proper mouse */ |
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152 CGPoint locationInView = [touch locationInView: self]; |
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153 /* send moved event */ |
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154 SDL_SendMouseMotion(i, 0, locationInView.x, locationInView.y, 0); |
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155 /* discontinue search */ |
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156 found = YES; |
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157 } |
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158 } |
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159 } |
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160 } |
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161 |
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162 /* |
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163 ---- Keyboard related functionality below this line ---- |
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164 */ |
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165 #if SDL_IPHONE_KEYBOARD |
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166 |
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167 /* Is the iPhone virtual keyboard visible onscreen? */ |
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168 - (BOOL)keyboardVisible { |
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169 return keyboardVisible; |
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170 } |
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171 |
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172 /* Set ourselves up as a UITextFieldDelegate */ |
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173 - (void)initializeKeyboard { |
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174 |
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175 textField = [[[UITextField alloc] initWithFrame: CGRectZero] autorelease]; |
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176 textField.delegate = self; |
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177 /* placeholder so there is something to delete! */ |
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178 textField.text = @" "; |
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179 |
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180 /* set UITextInputTrait properties, mostly to defaults */ |
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181 textField.autocapitalizationType = UITextAutocapitalizationTypeNone; |
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182 textField.autocorrectionType = UITextAutocorrectionTypeNo; |
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183 textField.enablesReturnKeyAutomatically = NO; |
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184 textField.keyboardAppearance = UIKeyboardAppearanceDefault; |
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185 textField.keyboardType = UIKeyboardTypeDefault; |
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186 textField.returnKeyType = UIReturnKeyDefault; |
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187 textField.secureTextEntry = NO; |
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188 |
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189 textField.hidden = YES; |
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190 keyboardVisible = NO; |
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191 /* add the UITextField (hidden) to our view */ |
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192 [self addSubview: textField]; |
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193 |
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194 /* create our SDL_Keyboard */ |
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195 SDL_Keyboard keyboard; |
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196 SDL_zero(keyboard); |
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197 SDL_AddKeyboard(&keyboard, 0); |
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198 SDLKey keymap[SDL_NUM_SCANCODES]; |
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199 SDL_GetDefaultKeymap(keymap); |
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200 SDL_SetKeymap(0, 0, keymap, SDL_NUM_SCANCODES); |
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201 |
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202 } |
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203 |
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204 /* reveal onscreen virtual keyboard */ |
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205 - (void)showKeyboard { |
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206 keyboardVisible = YES; |
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207 [textField becomeFirstResponder]; |
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208 } |
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209 |
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210 /* hide onscreen virtual keyboard */ |
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211 - (void)hideKeyboard { |
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212 keyboardVisible = NO; |
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213 [textField resignFirstResponder]; |
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214 } |
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215 |
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216 /* UITextFieldDelegate method. Invoked when user types something. */ |
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217 - (BOOL)textField:(UITextField *)_textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { |
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218 |
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219 if ([string length] == 0) { |
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220 /* it wants to replace text with nothing, ie a delete */ |
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221 SDL_SendKeyboardKey( 0, SDL_PRESSED, SDL_SCANCODE_DELETE); |
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222 SDL_SendKeyboardKey( 0, SDL_RELEASED, SDL_SCANCODE_DELETE); |
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223 } |
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224 else { |
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225 /* go through all the characters in the string we've been sent |
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226 and convert them to key presses */ |
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227 int i; |
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228 for (i=0; i<[string length]; i++) { |
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229 |
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230 unichar c = [string characterAtIndex: i]; |
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231 |
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232 Uint16 mod = 0; |
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233 SDL_scancode code; |
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234 |
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235 if (c < 127) { |
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236 /* figure out the SDL_scancode and SDL_keymod for this unichar */ |
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237 code = unicharToUIKeyInfoTable[c].code; |
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238 mod = unicharToUIKeyInfoTable[c].mod; |
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239 } |
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240 else { |
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241 /* we only deal with ASCII right now */ |
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242 code = SDL_SCANCODE_UNKNOWN; |
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243 mod = 0; |
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244 } |
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245 |
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246 if (mod & KMOD_SHIFT) { |
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247 /* If character uses shift, press shift down */ |
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248 SDL_SendKeyboardKey( 0, SDL_PRESSED, SDL_SCANCODE_LSHIFT); |
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249 } |
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250 /* send a keydown and keyup even for the character */ |
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251 SDL_SendKeyboardKey( 0, SDL_PRESSED, code); |
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252 SDL_SendKeyboardKey( 0, SDL_RELEASED, code); |
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253 if (mod & KMOD_SHIFT) { |
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254 /* If character uses shift, press shift back up */ |
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255 SDL_SendKeyboardKey( 0, SDL_RELEASED, SDL_SCANCODE_LSHIFT); |
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256 } |
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257 } |
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258 } |
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259 return NO; /* don't allow the edit! (keep placeholder text there) */ |
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260 } |
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261 |
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262 /* Terminates the editing session */ |
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263 - (BOOL)textFieldShouldReturn:(UITextField*)_textField { |
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264 [self hideKeyboard]; |
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265 return YES; |
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266 } |
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267 |
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268 #endif |
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269 |
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270 @end |
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271 |
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272 /* iPhone keyboard addition functions */ |
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273 #if SDL_IPHONE_KEYBOARD |
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274 |
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275 int SDL_iPhoneKeyboardShow(SDL_WindowID windowID) { |
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276 |
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277 SDL_Window *window = SDL_GetWindowFromID(windowID); |
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278 SDL_WindowData *data; |
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279 SDL_uikitview *view; |
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280 |
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281 if (NULL == window) { |
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282 SDL_SetError("Window does not exist"); |
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283 return -1; |
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284 } |
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285 |
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286 data = (SDL_WindowData *)window->driverdata; |
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287 view = data->view; |
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288 |
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289 if (nil == view) { |
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290 SDL_SetError("Window has no view"); |
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291 return -1; |
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292 } |
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293 else { |
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294 [view showKeyboard]; |
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295 return 0; |
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296 } |
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297 } |
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298 |
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299 int SDL_iPhoneKeyboardHide(SDL_WindowID windowID) { |
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300 |
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301 SDL_Window *window = SDL_GetWindowFromID(windowID); |
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302 SDL_WindowData *data; |
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303 SDL_uikitview *view; |
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304 |
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305 if (NULL == window) { |
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306 SDL_SetError("Window does not exist"); |
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307 return -1; |
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308 } |
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309 |
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310 data = (SDL_WindowData *)window->driverdata; |
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311 view = data->view; |
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312 |
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313 if (NULL == view) { |
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314 SDL_SetError("Window has no view"); |
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315 return -1; |
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316 } |
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317 else { |
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318 [view hideKeyboard]; |
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319 return 0; |
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320 } |
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321 } |
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322 |
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323 SDL_bool SDL_iPhoneKeyboardIsShown(SDL_WindowID windowID) { |
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324 |
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325 SDL_Window *window = SDL_GetWindowFromID(windowID); |
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326 SDL_WindowData *data; |
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327 SDL_uikitview *view; |
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328 |
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329 if (NULL == window) { |
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330 SDL_SetError("Window does not exist"); |
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331 return -1; |
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332 } |
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333 |
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334 data = (SDL_WindowData *)window->driverdata; |
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335 view = data->view; |
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336 |
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337 if (NULL == view) { |
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338 SDL_SetError("Window has no view"); |
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339 return 0; |
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340 } |
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341 else { |
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342 return view.keyboardVisible; |
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343 } |
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344 } |
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345 |
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346 int SDL_iPhoneKeyboardToggle(SDL_WindowID windowID) { |
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347 |
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348 SDL_Window *window = SDL_GetWindowFromID(windowID); |
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349 SDL_WindowData *data; |
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350 SDL_uikitview *view; |
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351 |
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352 if (NULL == window) { |
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353 SDL_SetError("Window does not exist"); |
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354 return -1; |
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355 } |
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356 |
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357 data = (SDL_WindowData *)window->driverdata; |
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358 view = data->view; |
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359 |
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360 if (NULL == view) { |
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361 SDL_SetError("Window has no view"); |
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362 return -1; |
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363 } |
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364 else { |
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365 if (SDL_iPhoneKeyboardIsShown(windowID)) { |
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366 SDL_iPhoneKeyboardHide(windowID); |
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367 } |
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368 else { |
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369 SDL_iPhoneKeyboardShow(windowID); |
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370 } |
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371 return 0; |
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372 } |
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373 } |
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374 |
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375 #else |
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376 |
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377 /* stubs, used if compiled without keyboard support */ |
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378 |
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379 int SDL_iPhoneKeyboardShow(SDL_WindowID windowID) { |
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380 SDL_SetError("Not compiled with keyboard support"); |
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381 return -1; |
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382 } |
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383 |
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384 int SDL_iPhoneKeyboardHide(SDL_WindowID windowID) { |
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385 SDL_SetError("Not compiled with keyboard support"); |
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386 return -1; |
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387 } |
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388 |
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389 SDL_bool SDL_iPhoneKeyboardIsShown(SDL_WindowID windowID) { |
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390 return 0; |
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391 } |
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392 |
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393 int SDL_iPhoneKeyboardToggle(SDL_WindowID windowID) { |
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394 SDL_SetError("Not compiled with keyboard support"); |
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395 return -1; |
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396 } |
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397 |
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398 |
2859 | 399 #endif /* SDL_IPHONE_KEYBOARD */ |