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>
date Tue, 24 Nov 2009 04:48:12 +0000
parents b93965a16fe0
children 64ce267332c6
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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 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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diff changeset
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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diff changeset
381 return -1;
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diff changeset
382 }
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383
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diff changeset
384 int SDL_iPhoneKeyboardHide(SDL_WindowID windowID) {
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diff changeset
385 SDL_SetError("Not compiled with keyboard support");
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parents:
diff changeset
386 return -1;
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Sam Lantinga <slouken@libsdl.org>
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diff changeset
387 }
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Sam Lantinga <slouken@libsdl.org>
parents:
diff changeset
388
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diff changeset
389 SDL_bool SDL_iPhoneKeyboardIsShown(SDL_WindowID windowID) {
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diff changeset
390 return 0;
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parents:
diff changeset
391 }
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parents:
diff changeset
392
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diff changeset
393 int SDL_iPhoneKeyboardToggle(SDL_WindowID windowID) {
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diff changeset
394 SDL_SetError("Not compiled with keyboard support");
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diff changeset
395 return -1;
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Sam Lantinga <slouken@libsdl.org>
parents:
diff changeset
396 }
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parents:
diff changeset
397
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diff changeset
398
2859
99210400e8b9 Updated copyright date
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diff changeset
399 #endif /* SDL_IPHONE_KEYBOARD */