SDL  2.0
SDL_uikitevents.m
Go to the documentation of this file.
1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
4 
5  This software is provided 'as-is', without any express or implied
6  warranty. In no event will the authors be held liable for any damages
7  arising from the use of this software.
8 
9  Permission is granted to anyone to use this software for any purpose,
10  including commercial applications, and to alter it and redistribute it
11  freely, subject to the following restrictions:
12 
13  1. The origin of this software must not be misrepresented; you must not
14  claim that you wrote the original software. If you use this software
15  in a product, an acknowledgment in the product documentation would be
16  appreciated but is not required.
17  2. Altered source versions must be plainly marked as such, and must not be
18  misrepresented as being the original software.
19  3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../../SDL_internal.h"
22 
23 #if SDL_VIDEO_DRIVER_UIKIT
24 
25 #include "../../events/SDL_events_c.h"
26 
27 #include "SDL_uikitvideo.h"
28 #include "SDL_uikitevents.h"
29 #include "SDL_uikitopengles.h"
30 
31 #import <Foundation/Foundation.h>
32 
33 static BOOL UIKit_EventPumpEnabled = YES;
34 
35 void
37 {
38  UIKit_EventPumpEnabled = enabled;
39 }
40 
41 void
43 {
44  if (!UIKit_EventPumpEnabled) {
45  return;
46  }
47 
48  /* Let the run loop run for a short amount of time: long enough for
49  touch events to get processed (which is important to get certain
50  elements of Game Center's GKLeaderboardViewController to respond
51  to touch input), but not long enough to introduce a significant
52  delay in the rest of the app.
53  */
54  const CFTimeInterval seconds = 0.000002;
55 
56  /* Pump most event types. */
57  SInt32 result;
58  do {
59  result = CFRunLoopRunInMode(kCFRunLoopDefaultMode, seconds, TRUE);
60  } while (result == kCFRunLoopRunHandledSource);
61 
62  /* Make sure UIScrollView objects scroll properly. */
63  do {
64  result = CFRunLoopRunInMode((CFStringRef)UITrackingRunLoopMode, seconds, TRUE);
65  } while(result == kCFRunLoopRunHandledSource);
66 
67  /* See the comment in the function definition. */
68 #if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
69  UIKit_GL_RestoreCurrentContext();
70 #endif
71 }
72 
73 #endif /* SDL_VIDEO_DRIVER_UIKIT */
74 
75 /* vi: set ts=4 sw=4 expandtab: */
SDL_uikitvideo.h
TRUE
#define TRUE
Definition: edid-parse.c:33
result
GLuint64EXT * result
Definition: SDL_opengl_glext.h:9435
UIKit_PumpEvents
void UIKit_PumpEvents(_THIS)
SDL_uikitevents.h
_THIS
#define _THIS
Definition: SDL_alsa_audio.h:31
SDL_uikitopengles.h
enabled
GLenum GLenum GLsizei const GLuint GLboolean enabled
Definition: SDL_opengl_glext.h:2482
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:162
SDL_iPhoneSetEventPump
#define SDL_iPhoneSetEventPump
Definition: SDL_dynapi_overrides.h:48