Commit c9c3d038 authored by Sam Lantinga's avatar Sam Lantinga

Fixed spacing

parent 3a83076d
......@@ -37,69 +37,68 @@ static char **forward_argv;
int main(int argc, char **argv) {
int i;
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
/* store arguments */
forward_argc = argc;
forward_argv = (char **)malloc((argc+1) * sizeof(char *));
for (i=0; i<argc; i++) {
forward_argv[i] = malloc( (strlen(argv[i])+1) * sizeof(char));
strcpy(forward_argv[i], argv[i]);
}
forward_argv[i] = NULL;
/* Give over control to run loop, SDLUIKitDelegate will handle most things from here */
UIApplicationMain(argc, argv, NULL, @"SDLUIKitDelegate");
[pool release];
int i;
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
/* store arguments */
forward_argc = argc;
forward_argv = (char **)malloc((argc+1) * sizeof(char *));
for (i=0; i<argc; i++) {
forward_argv[i] = malloc( (strlen(argv[i])+1) * sizeof(char));
strcpy(forward_argv[i], argv[i]);
}
forward_argv[i] = NULL;
/* Give over control to run loop, SDLUIKitDelegate will handle most things from here */
UIApplicationMain(argc, argv, NULL, @"SDLUIKitDelegate");
[pool release];
}
@implementation SDLUIKitDelegate
/* convenience method */
+(SDLUIKitDelegate *)sharedAppDelegate {
/* the delegate is set in UIApplicationMain(), which is garaunteed to be called before this method */
return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate];
/* the delegate is set in UIApplicationMain(), which is garaunteed to be called before this method */
return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate];
}
- (id)init {
self = [super init];
return self;
self = [super init];
return self;
}
- (void)postFinishLaunch {
/* run the user's application, passing argc and argv */
int exit_status = SDL_main(forward_argc, forward_argv);
/* free the memory we used to hold copies of argc and argv */
int i;
for (i=0; i<forward_argc; i++) {
free(forward_argv[i]);
}
free(forward_argv);
/* exit, passing the return status from the user's application */
exit(exit_status);
/* run the user's application, passing argc and argv */
int exit_status = SDL_main(forward_argc, forward_argv);
/* free the memory we used to hold copies of argc and argv */
int i;
for (i=0; i<forward_argc; i++) {
free(forward_argv[i]);
}
free(forward_argv);
/* exit, passing the return status from the user's application */
exit(exit_status);
}
- (void)applicationDidFinishLaunching:(UIApplication *)application {
/* Set working directory to resource path */
[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]];
[self performSelector:@selector(postFinishLaunch) withObject:nil
/* Set working directory to resource path */
[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]];
[self performSelector:@selector(postFinishLaunch) withObject:nil
afterDelay:0.0];
}
- (void)applicationWillTerminate:(UIApplication *)application {
SDL_SendQuit();
/* hack to prevent automatic termination. See SDL_uikitevents.m for details */
longjmp(*(jump_env()), 1);
SDL_SendQuit();
/* hack to prevent automatic termination. See SDL_uikitevents.m for details */
longjmp(*(jump_env()), 1);
}
- (void) applicationWillResignActive:(UIApplication*)application
......
......@@ -32,25 +32,24 @@
void
UIKit_PumpEvents(_THIS)
{
/*
When the user presses the 'home' button on the iPod
the application exits -- immediatly.
Unlike in Mac OS X, it appears there is no way to cancel the termination.
This doesn't give the SDL user's application time to respond to an SDL_Quit event.
So what we do is that in the UIApplicationDelegate class (SDLUIApplicationDelegate),
when the delegate receives the ApplicationWillTerminate message, we execute
a longjmp statement to get back here, preventing an immediate exit.
*/
if (setjmp(*jump_env()) == 0) {
/* if we're setting the jump, rather than jumping back */
SInt32 result;
do {
result = CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE);
} while(result == kCFRunLoopRunHandledSource);
}
/*
When the user presses the 'home' button on the iPod
the application exits -- immediatly.
Unlike in Mac OS X, it appears there is no way to cancel the termination.
This doesn't give the SDL user's application time to respond to an SDL_Quit event.
So what we do is that in the UIApplicationDelegate class (SDLUIApplicationDelegate),
when the delegate receives the ApplicationWillTerminate message, we execute
a longjmp statement to get back here, preventing an immediate exit.
*/
if (setjmp(*jump_env()) == 0) {
/* if we're setting the jump, rather than jumping back */
SInt32 result;
do {
result = CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE);
} while(result == kCFRunLoopRunHandledSource);
}
}
/* vi: set ts=4 sw=4 expandtab: */
......@@ -35,42 +35,42 @@ static int UIKit_GL_Initialize(_THIS);
void *
UIKit_GL_GetProcAddress(_THIS, const char *proc)
{
/* Look through all SO's for the proc symbol. Here's why:
-Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator.
-We don't know that the path won't change in the future.
*/
{
/* Look through all SO's for the proc symbol. Here's why:
-Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator.
-We don't know that the path won't change in the future.
*/
return SDL_LoadFunction(RTLD_DEFAULT, proc);
}
/*
note that SDL_GL_Delete context makes it current without passing the window
note that SDL_GL_Delete context makes it current without passing the window
*/
int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
{
if (context) {
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
[data->view setCurrentContext];
}
else {
[EAGLContext setCurrentContext: nil];
}
if (context) {
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
[data->view setCurrentContext];
}
else {
[EAGLContext setCurrentContext: nil];
}
return 0;
}
int
UIKit_GL_LoadLibrary(_THIS, const char *path)
{
/*
shouldn't be passing a path into this function
why? Because we've already loaded the library
and because the SDK forbids loading an external SO
*/
/*
shouldn't be passing a path into this function
why? Because we've already loaded the library
and because the SDK forbids loading an external SO
*/
if (path != NULL) {
SDL_SetError("iPhone GL Load Library just here for compatibility");
return -1;
SDL_SetError("iPhone GL Load Library just here for compatibility");
return -1;
}
return 0;
}
......@@ -84,65 +84,63 @@ void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
SDL_UIKit_UpdateBatteryMonitoring();
#endif
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
if (nil == data->view) {
return;
}
[data->view swapBuffers];
/* since now we've got something to draw
make the window visible */
[data->uiwindow makeKeyAndVisible];
/* we need to let the event cycle run, or the OS won't update the OpenGL view! */
SDL_PumpEvents();
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
if (nil == data->view) {
return;
}
[data->view swapBuffers];
/* since now we've got something to draw
make the window visible */
[data->uiwindow makeKeyAndVisible];
/* we need to let the event cycle run, or the OS won't update the OpenGL view! */
SDL_PumpEvents();
}
SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
{
SDL_uikitopenglview *view;
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
SDL_uikitopenglview *view;
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
UIScreen *uiscreen = (UIScreen *) window->display->driverdata;
UIWindow *uiwindow = data->uiwindow;
UIWindow *uiwindow = data->uiwindow;
/* construct our view, passing in SDL's OpenGL configuration data */
view = [[SDL_uikitopenglview alloc] initWithFrame: [uiwindow bounds] \
retainBacking: _this->gl_config.retained_backing \
rBits: _this->gl_config.red_size \
gBits: _this->gl_config.green_size \
bBits: _this->gl_config.blue_size \
aBits: _this->gl_config.alpha_size \
depthBits: _this->gl_config.depth_size];
data->view = view;
/* add the view to our window */
[uiwindow addSubview: view ];
/* Don't worry, the window retained the view */
[view release];
if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) {
retainBacking: _this->gl_config.retained_backing \
rBits: _this->gl_config.red_size \
gBits: _this->gl_config.green_size \
bBits: _this->gl_config.blue_size \
aBits: _this->gl_config.alpha_size \
depthBits: _this->gl_config.depth_size];
data->view = view;
/* add the view to our window */
[uiwindow addSubview: view ];
/* Don't worry, the window retained the view */
[view release];
if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) {
UIKit_GL_DeleteContext(_this, view);
return NULL;
}
/* Make this window the current mouse focus for touch input */
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
/* Make this window the current mouse focus for touch input */
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
return view;
return view;
}
void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
{
/* the delegate has retained the view, this will release him */
SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
/* this will also delete it */
[view removeFromSuperview];
return;
/* the delegate has retained the view, this will release him */
SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
/* this will also delete it */
[view removeFromSuperview];
}
......@@ -56,7 +56,7 @@ BOOL SDL_UIKit_supports_multiple_displays = NO;
static int
UIKit_Available(void)
{
return (1);
return (1);
}
static void UIKit_DeleteDevice(SDL_VideoDevice * device)
......@@ -85,22 +85,22 @@ UIKit_CreateDevice(int devindex)
device->GetDisplayModes = UIKit_GetDisplayModes;
device->SetDisplayMode = UIKit_SetDisplayMode;
device->PumpEvents = UIKit_PumpEvents;
device->CreateWindow = UIKit_CreateWindow;
device->DestroyWindow = UIKit_DestroyWindow;
device->CreateWindow = UIKit_CreateWindow;
device->DestroyWindow = UIKit_DestroyWindow;
device->GetWindowWMInfo = UIKit_GetWindowWMInfo;
/* OpenGL (ES) functions */
device->GL_MakeCurrent = UIKit_GL_MakeCurrent;
device->GL_SwapWindow = UIKit_GL_SwapWindow;
device->GL_CreateContext = UIKit_GL_CreateContext;
device->GL_DeleteContext = UIKit_GL_DeleteContext;
device->GL_GetProcAddress = UIKit_GL_GetProcAddress;
device->GL_LoadLibrary = UIKit_GL_LoadLibrary;
device->free = UIKit_DeleteDevice;
device->gl_config.accelerated = 1;
/* OpenGL (ES) functions */
device->GL_MakeCurrent = UIKit_GL_MakeCurrent;
device->GL_SwapWindow = UIKit_GL_SwapWindow;
device->GL_CreateContext = UIKit_GL_CreateContext;
device->GL_DeleteContext = UIKit_GL_DeleteContext;
device->GL_GetProcAddress = UIKit_GL_GetProcAddress;
device->GL_LoadLibrary = UIKit_GL_LoadLibrary;
device->free = UIKit_DeleteDevice;
device->gl_config.accelerated = 1;
return device;
}
......
......@@ -35,271 +35,271 @@
@implementation SDL_uikitview
- (void)dealloc {
[super dealloc];
[super dealloc];
}
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame: frame];
self = [super initWithFrame: frame];
#if SDL_IPHONE_KEYBOARD
[self initializeKeyboard];
#endif
[self initializeKeyboard];
#endif
#ifdef FIXED_MULTITOUCH
SDL_Touch touch;
touch.id = 0; //TODO: Should be -1?
//touch.driverdata = SDL_malloc(sizeof(EventTouchData));
//EventTouchData* data = (EventTouchData*)(touch.driverdata);
touch.x_min = 0;
touch.x_max = frame.size.width;
touch.native_xres = touch.x_max - touch.x_min;
touch.y_min = 0;
touch.y_max = frame.size.height;
touch.native_yres = touch.y_max - touch.y_min;
touch.pressure_min = 0;
touch.pressure_max = 1;
touch.native_pressureres = touch.pressure_max - touch.pressure_min;
touchId = SDL_AddTouch(&touch, "IPHONE SCREEN");
SDL_Touch touch;
touch.id = 0; //TODO: Should be -1?
//touch.driverdata = SDL_malloc(sizeof(EventTouchData));
//EventTouchData* data = (EventTouchData*)(touch.driverdata);
touch.x_min = 0;
touch.x_max = frame.size.width;
touch.native_xres = touch.x_max - touch.x_min;
touch.y_min = 0;
touch.y_max = frame.size.height;
touch.native_yres = touch.y_max - touch.y_min;
touch.pressure_min = 0;
touch.pressure_max = 1;
touch.native_pressureres = touch.pressure_max - touch.pressure_min;
touchId = SDL_AddTouch(&touch, "IPHONE SCREEN");
#endif
return self;
return self;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
//NSLog("Click");
if (touch) {
CGPoint locationInView = [touch locationInView: self];
/* send moved event */
SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y);
/* send mouse down event */
SDL_SendMouseButton(NULL, SDL_PRESSED, SDL_BUTTON_LEFT);
}
NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
//NSLog("Click");
if (touch) {
CGPoint locationInView = [touch locationInView: self];
/* send moved event */
SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y);
/* send mouse down event */
SDL_SendMouseButton(NULL, SDL_PRESSED, SDL_BUTTON_LEFT);
}
#ifdef FIXED_MULTITOUCH
while(touch) {
CGPoint locationInView = [touch locationInView: self];
while(touch) {
CGPoint locationInView = [touch locationInView: self];
#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
//FIXME: TODO: Using touch as the fingerId is potentially dangerous
//It is also much more efficient than storing the UITouch pointer
//and comparing it to the incoming event.
SDL_SendFingerDown(touchId,(long)touch,
SDL_TRUE,locationInView.x,locationInView.y,
1);
//FIXME: TODO: Using touch as the fingerId is potentially dangerous
//It is also much more efficient than storing the UITouch pointer
//and comparing it to the incoming event.
SDL_SendFingerDown(touchId,(long)touch,
SDL_TRUE,locationInView.x,locationInView.y,
1);
#else
int i;
for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) {
if(finger[i] == NULL) {
finger[i] = touch;
SDL_SendFingerDown(touchId,i,
SDL_TRUE,locationInView.x,locationInView.y,
1);
break;
}
}
int i;
for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) {
if(finger[i] == NULL) {
finger[i] = touch;
SDL_SendFingerDown(touchId,i,
SDL_TRUE,locationInView.x,locationInView.y,
1);
break;
}
}
#endif
touch = (UITouch*)[enumerator nextObject];
}
touch = (UITouch*)[enumerator nextObject];
}
#endif
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
if (touch) {
/* send mouse up */
SDL_SendMouseButton(NULL, SDL_RELEASED, SDL_BUTTON_LEFT);
}
NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
if (touch) {
/* send mouse up */
SDL_SendMouseButton(NULL, SDL_RELEASED, SDL_BUTTON_LEFT);
}
#ifdef FIXED_MULTITOUCH
while(touch) {
CGPoint locationInView = [touch locationInView: self];
while(touch) {
CGPoint locationInView = [touch locationInView: self];
#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
SDL_SendFingerDown(touchId,(long)touch,
SDL_FALSE,locationInView.x,locationInView.y,
1);
SDL_SendFingerDown(touchId,(long)touch,
SDL_FALSE,locationInView.x,locationInView.y,
1);
#else
int i;
for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) {
if(finger[i] == touch) {
SDL_SendFingerDown(touchId,i,
SDL_FALSE,locationInView.x,locationInView.y,
1);
break;
}
}
int i;
for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) {
if(finger[i] == touch) {
SDL_SendFingerDown(touchId,i,
SDL_FALSE,locationInView.x,locationInView.y,
1);
break;
}
}
#endif
touch = (UITouch*)[enumerator nextObject];
}
touch = (UITouch*)[enumerator nextObject];
}
#endif
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
/*
this can happen if the user puts more than 5 touches on the screen
at once, or perhaps in other circumstances. Usually (it seems)
all active touches are canceled.
*/
[self touchesEnded: touches withEvent: event];
/*
this can happen if the user puts more than 5 touches on the screen
at once, or perhaps in other circumstances. Usually (it seems)
all active touches are canceled.
*/
[self touchesEnded: touches withEvent: event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
if (touch) {
CGPoint locationInView = [touch locationInView: self];
NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
if (touch) {
CGPoint locationInView = [touch locationInView: self];
/* send moved event */
SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y);
}
/* send moved event */
SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y);
}
#ifdef FIXED_MULTITOUCH
while(touch) {
CGPoint locationInView = [touch locationInView: self];
while(touch) {
CGPoint locationInView = [touch locationInView: self];
#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
SDL_SendTouchMotion(touchId,(long)touch,
SDL_FALSE,locationInView.x,locationInView.y,
1);
SDL_SendTouchMotion(touchId,(long)touch,
SDL_FALSE,locationInView.x,locationInView.y,
1);
#else
int i;
for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) {
if(finger[i] == touch) {
SDL_SendTouchMotion(touchId,i,
SDL_FALSE,locationInView.x,locationInView.y,
1);
break;
}
}
int i;
for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) {
if(finger[i] == touch) {
SDL_SendTouchMotion(touchId,i,
SDL_FALSE,locationInView.x,locationInView.y,
1);
break;
}
}
#endif
touch = (UITouch*)[enumerator nextObject];
}
touch = (UITouch*)[enumerator nextObject];
}
#endif
}
/*
---- Keyboard related functionality below this line ----
---- Keyboard related functionality below this line ----
*/
#if SDL_IPHONE_KEYBOARD
/* Is the iPhone virtual keyboard visible onscreen? */
- (BOOL)keyboardVisible {
return keyboardVisible;
return keyboardVisible;
}
/* Set ourselves up as a UITextFieldDelegate */
- (void)initializeKeyboard {
textField = [[UITextField alloc] initWithFrame: CGRectZero];
textField.delegate = self;
/* placeholder so there is something to delete! */
textField.text = @" ";
/* set UITextInputTrait properties, mostly to defaults */
textField.autocapitalizationType = UITextAutocapitalizationTypeNone;
textField.autocorrectionType = UITextAutocorrectionTypeNo;
textField.enablesReturnKeyAutomatically = NO;
textField.keyboardAppearance = UIKeyboardAppearanceDefault;
textField.keyboardType = UIKeyboardTypeDefault;
textField.returnKeyType = UIReturnKeyDefault;
textField.secureTextEntry = NO;
textField.hidden = YES;
keyboardVisible = NO;
/* add the UITextField (hidden) to our view */
[self addSubview: textField];
[textField release];
textField = [[UITextField alloc] initWithFrame: CGRectZero];
textField.delegate = self;
/* placeholder so there is something to delete! */
textField.text = @" ";
/* set UITextInputTrait properties, mostly to defaults */
textField.autocapitalizationType = UITextAutocapitalizationTypeNone;
textField.autocorrectionType = UITextAutocorrectionTypeNo;
textField.enablesReturnKeyAutomatically = NO;
textField.keyboardAppearance = UIKeyboardAppearanceDefault;
textField.keyboardType = UIKeyboardTypeDefault;
textField.returnKeyType = UIReturnKeyDefault;
textField.secureTextEntry = NO;
textField.hidden = YES;
keyboardVisible = NO;
/* add the UITextField (hidden) to our view */
[self addSubview: textField];
[textField release];
}
/* reveal onscreen virtual keyboard */
- (void)showKeyboard {
keyboardVisible = YES;
[textField becomeFirstResponder];
keyboardVisible = YES;
[textField becomeFirstResponder];
}
/* hide onscreen virtual keyboard */
- (void)hideKeyboard {
keyboardVisible = NO;
[textField resignFirstResponder];
keyboardVisible = NO;
[textField resignFirstResponder];
}
/* UITextFieldDelegate method. Invoked when user types something. */
- (BOOL)textField:(UITextField *)_textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string {
if ([string length] == 0) {
/* it wants to replace text with nothing, ie a delete */
SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_DELETE);
SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_DELETE);
}
else {
/* go through all the characters in the string we've been sent
and convert them to key presses */
int i;
for (i=0; i<[string length]; i++) {
unichar c = [string characterAtIndex: i];
Uint16 mod = 0;
SDL_ScanCode code;
if (c < 127) {
/* figure out the SDL_ScanCode and SDL_keymod for this unichar */
code = unicharToUIKeyInfoTable[c].code;
mod = unicharToUIKeyInfoTable[c].mod;
}
else {
/* we only deal with ASCII right now */
code = SDL_SCANCODE_UNKNOWN;
mod = 0;
}
if (mod & KMOD_SHIFT) {
/* If character uses shift, press shift down */
SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_LSHIFT);
}
/* send a keydown and keyup even for the character */
SDL_SendKeyboardKey(SDL_PRESSED, code);
SDL_SendKeyboardKey(SDL_RELEASED, code);
if (mod & KMOD_SHIFT) {
/* If character uses shift, press shift back up */
SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_LSHIFT);
}
}
}
return NO; /* don't allow the edit! (keep placeholder text there) */
if ([string length] == 0) {
/* it wants to replace text with nothing, ie a delete */
SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_DELETE);
SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_DELETE);
}
else {
/* go through all the characters in the string we've been sent
and convert them to key presses */
int i;
for (i=0; i<[string length]; i++) {
unichar c = [string characterAtIndex: i];
Uint16 mod = 0;
SDL_ScanCode code;
if (c < 127) {
/* figure out the SDL_ScanCode and SDL_keymod for this unichar */
code = unicharToUIKeyInfoTable[c].code;
mod = unicharToUIKeyInfoTable[c].mod;
}
else {
/* we only deal with ASCII right now */
code = SDL_SCANCODE_UNKNOWN;
mod = 0;
}
if (mod & KMOD_SHIFT) {
/* If character uses shift, press shift down */
SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_LSHIFT);
}
/* send a keydown and keyup even for the character */
SDL_SendKeyboardKey(SDL_PRESSED, code);
SDL_SendKeyboardKey(SDL_RELEASED, code);
if (mod & KMOD_SHIFT) {
/* If character uses shift, press shift back up */
SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_LSHIFT);
}
}
}
return NO; /* don't allow the edit! (keep placeholder text there) */
}
/* Terminates the editing session */
- (BOOL)textFieldShouldReturn:(UITextField*)_textField {
[self hideKeyboard];
return YES;
[self hideKeyboard];
return YES;
}
#endif
......@@ -310,99 +310,99 @@
#if SDL_IPHONE_KEYBOARD
int SDL_iPhoneKeyboardShow(SDL_Window * window) {
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (nil == view) {
SDL_SetError("Window has no view");
return -1;
}
else {
[view showKeyboard];
return 0;
}
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (nil == view) {
SDL_SetError("Window has no view");
return -1;
}
else {
[view showKeyboard];
return 0;
}
}
int SDL_iPhoneKeyboardHide(SDL_Window * window) {
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (NULL == view) {
SDL_SetError("Window has no view");
return -1;
}
else {
[view hideKeyboard];
return 0;
}
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (NULL == view) {
SDL_SetError("Window has no view");
return -1;
}
else {
[view hideKeyboard];
return 0;
}
}
SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window) {
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (NULL == view) {
SDL_SetError("Window has no view");
return 0;
}
else {
return view.keyboardVisible;
}
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (NULL == view) {
SDL_SetError("Window has no view");
return 0;
}
else {
return view.keyboardVisible;
}
}
int SDL_iPhoneKeyboardToggle(SDL_Window * window) {
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (NULL == view) {
SDL_SetError("Window has no view");
return -1;
}
else {
if (SDL_iPhoneKeyboardIsShown(window)) {
SDL_iPhoneKeyboardHide(window);
}
else {
SDL_iPhoneKeyboardShow(window);
}
return 0;
}
SDL_WindowData *data;
SDL_uikitview *view;
if (NULL == window) {
SDL_SetError("Window does not exist");
return -1;
}
data = (SDL_WindowData *)window->driverdata;
view = data->view;
if (NULL == view) {
SDL_SetError("Window has no view");
return -1;
}
else {
if (SDL_iPhoneKeyboardIsShown(window)) {
SDL_iPhoneKeyboardHide(window);
}
else {
SDL_iPhoneKeyboardShow(window);
}
return 0;
}
}
#else
......@@ -410,22 +410,22 @@ int SDL_iPhoneKeyboardToggle(SDL_Window * window) {
/* stubs, used if compiled without keyboard support */
int SDL_iPhoneKeyboardShow(SDL_Window * window) {
SDL_SetError("Not compiled with keyboard support");
return -1;
SDL_SetError("Not compiled with keyboard support");
return -1;
}
int SDL_iPhoneKeyboardHide(SDL_Window * window) {
SDL_SetError("Not compiled with keyboard support");
return -1;
SDL_SetError("Not compiled with keyboard support");
return -1;
}
SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window) {
return 0;
return 0;
}
int SDL_iPhoneKeyboardToggle(SDL_Window * window) {
SDL_SetError("Not compiled with keyboard support");
return -1;
SDL_SetError("Not compiled with keyboard support");
return -1;
}
......
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