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
33static BOOL UIKit_EventPumpEnabled = YES;
34
35void
36SDL_iPhoneSetEventPump(SDL_bool enabled)
37{
38    UIKit_EventPumpEnabled = enabled;
39}
40
41void
42UIKit_PumpEvents(_THIS)
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: */
76