shithub: cstory

ref: dc0f242f251e59fd2bebf2a1c4dd7a8dc2677f5d
dir: /external/SDL2/src/video/uikit/SDL_uikitevents.m/

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/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"

#if SDL_VIDEO_DRIVER_UIKIT

#include "../../events/SDL_events_c.h"

#include "SDL_uikitvideo.h"
#include "SDL_uikitevents.h"
#include "SDL_uikitopengles.h"

#import <Foundation/Foundation.h>

static BOOL UIKit_EventPumpEnabled = YES;

void
SDL_iPhoneSetEventPump(SDL_bool enabled)
{
    UIKit_EventPumpEnabled = enabled;
}

void
UIKit_PumpEvents(_THIS)
{
    if (!UIKit_EventPumpEnabled) {
        return;
    }

    /* Let the run loop run for a short amount of time: long enough for
       touch events to get processed (which is important to get certain
       elements of Game Center's GKLeaderboardViewController to respond
       to touch input), but not long enough to introduce a significant
       delay in the rest of the app.
    */
    const CFTimeInterval seconds = 0.000002;

    /* Pump most event types. */
    SInt32 result;
    do {
        result = CFRunLoopRunInMode(kCFRunLoopDefaultMode, seconds, TRUE);
    } while (result == kCFRunLoopRunHandledSource);

    /* Make sure UIScrollView objects scroll properly. */
    do {
        result = CFRunLoopRunInMode((CFStringRef)UITrackingRunLoopMode, seconds, TRUE);
    } while(result == kCFRunLoopRunHandledSource);

    /* See the comment in the function definition. */
    UIKit_GL_RestoreCurrentContext();
}

#endif /* SDL_VIDEO_DRIVER_UIKIT */

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