Added Iphone support (untested)
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99ed0692e1
commit
08bce778c8
2 changed files with 112 additions and 29 deletions
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@ -22,8 +22,6 @@
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#import <UIKit/UIKit.h>
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#include "SDL_stdinc.h"
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#include "SDL_mouse.h"
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#include "SDL_mouse_c.h"
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#include "SDL_events.h"
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#if SDL_IPHONE_MULTIPLE_MICE
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@ -38,8 +36,14 @@
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#else
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@interface SDL_uikitview : UIView {
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#endif
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#if FIXME_MULTITOUCH
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SDL_Mouse mice[MAX_SIMULTANEOUS_TOUCHES];
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#endif
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#if FIXED_MULTITOUCH
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int touchId;
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#endif
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#if SDL_IPHONE_KEYBOARD
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UITextField *textField;
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@ -22,8 +22,10 @@
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#import "SDL_uikitview.h"
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#include "../../events/SDL_keyboard_c.h"
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#include "../../events/SDL_mouse_c.h"
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#if SDL_IPHONE_KEYBOARD
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#import "SDL_keyboard_c.h"
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#import "keyinfotable.h"
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#import "SDL_uikitappdelegate.h"
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#import "SDL_uikitwindow.h"
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@ -33,7 +35,6 @@
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- (void)dealloc {
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#if SDL_IPHONE_KEYBOARD
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SDL_DelKeyboard(0);
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[textField release];
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#endif
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[super dealloc];
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@ -47,6 +48,7 @@
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[self initializeKeyboard];
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#endif
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#if FIXME_MULTITOUCH
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int i;
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for (i=0; i<MAX_SIMULTANEOUS_TOUCHES; i++) {
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mice[i].id = i;
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@ -54,6 +56,27 @@
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SDL_AddMouse(&mice[i], "Mouse", 0, 0, 1);
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}
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self.multipleTouchEnabled = YES;
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#endif
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#if FIXED_MULTITOUCH
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SDL_Touch touch;
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touch.id = 0; //TODO: Should be -1?
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//touch.driverdata = SDL_malloc(sizeof(EventTouchData));
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//EventTouchData* data = (EventTouchData*)(touch.driverdata);
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touch.x_min = 0;
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touch.x_max = frame.size.width;
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touch.xres = touch.x_max - touch.x_min;
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touch.y_min = 0;
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touch.y_max = frame.size.height;
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touch.yres = touch.y_max - touch.y_min;
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touch.pressure_min = 0;
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touch.pressure_max = 1;
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touch.pressureres = touch.pressure_max - touch.pressure_min;
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touchId = SDL_AddTouch(&touch, "IPHONE SCREEN");
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#endif
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return self;
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@ -62,8 +85,9 @@
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- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
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NSEnumerator *enumerator = [touches objectEnumerator];
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UITouch *touch =(UITouch*)[enumerator nextObject];
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UITouch *touch = (UITouch*)[enumerator nextObject];
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#if FIXME_MULTITOUCH
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/* associate touches with mice, so long as we have slots */
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int i;
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int found = 0;
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@ -98,21 +122,43 @@
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/* re-calibrate relative mouse motion */
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SDL_GetRelativeMouseState(i, NULL, NULL);
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/* grab next touch */
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touch = (UITouch*)[enumerator nextObject];
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/* switch back to our old mouse */
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SDL_SelectMouse(oldMouse);
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}
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/* grab next touch */
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touch = (UITouch*)[enumerator nextObject];
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}
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#else
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if (touch) {
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CGPoint locationInView = [touch locationInView: self];
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/* send moved event */
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SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y);
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/* send mouse down event */
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SDL_SendMouseButton(NULL, SDL_PRESSED, SDL_BUTTON_LEFT);
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}
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#endif
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#if FIXED_MULTITOUCH
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while(touch) {
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CGPoint locationInView = [touch locationInView: self];
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SDL_SendFingerDown(touchId,(int)touch,
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SDL_TRUE,locationInView.x,locationInView.y,
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1);
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touch = (UITouch*)[enumerator nextObject];
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}
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#endif
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}
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- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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NSEnumerator *enumerator = [touches objectEnumerator];
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UITouch *touch=nil;
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UITouch *touch = (UITouch*)[enumerator nextObject];
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while(touch = (UITouch *)[enumerator nextObject]) {
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#if FIXME_MULTITOUCH
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while(touch) {
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/* search for the mouse slot associated with this touch */
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int i, found = NO;
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for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) {
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@ -126,7 +172,26 @@
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found = YES;
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}
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}
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/* grab next touch */
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touch = (UITouch*)[enumerator nextObject];
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}
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#else
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if (touch) {
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/* send mouse up */
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SDL_SendMouseButton(NULL, SDL_RELEASED, SDL_BUTTON_LEFT);
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}
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#endif
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#if FIXED_MULTITOUCH
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while(touch) {
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CGPoint locationInView = [touch locationInView: self];
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SDL_SendFingerDown(touchId,(int)touch,
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SDL_FALSE,locationInView.x,locationInView.y,
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1);
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touch = (UITouch*)[enumerator nextObject];
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}
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#endif
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}
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- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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@ -141,9 +206,10 @@
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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NSEnumerator *enumerator = [touches objectEnumerator];
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UITouch *touch=nil;
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UITouch *touch = (UITouch*)[enumerator nextObject];
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while(touch = (UITouch *)[enumerator nextObject]) {
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#if FIXME_MULTITOUCH
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while(touch) {
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/* try to find the mouse associated with this touch */
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int i, found = NO;
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for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) {
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@ -156,7 +222,29 @@
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found = YES;
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}
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}
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/* grab next touch */
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touch = (UITouch*)[enumerator nextObject];
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}
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#else
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if (touch) {
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CGPoint locationInView = [touch locationInView: self];
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/* send moved event */
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SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y);
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}
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#endif
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#if FIXED_MULTITOUCH
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while(touch) {
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CGPoint locationInView = [touch locationInView: self];
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SDL_SendTouchMotion(touchId,(int)touch,
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SDL_FALSE,locationInView.x,locationInView.y,
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1);
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touch = (UITouch*)[enumerator nextObject];
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}
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#endif
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}
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/*
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keyboardVisible = NO;
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/* add the UITextField (hidden) to our view */
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[self addSubview: textField];
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/* create our SDL_Keyboard */
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SDL_Keyboard keyboard;
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SDL_zero(keyboard);
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SDL_AddKeyboard(&keyboard, 0);
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SDLKey keymap[SDL_NUM_SCANCODES];
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SDL_GetDefaultKeymap(keymap);
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SDL_SetKeymap(0, 0, keymap, SDL_NUM_SCANCODES);
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}
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/* reveal onscreen virtual keyboard */
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@ -218,8 +297,8 @@
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if ([string length] == 0) {
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/* it wants to replace text with nothing, ie a delete */
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SDL_SendKeyboardKey( 0, SDL_PRESSED, SDL_SCANCODE_DELETE);
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SDL_SendKeyboardKey( 0, SDL_RELEASED, SDL_SCANCODE_DELETE);
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SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_DELETE);
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SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_DELETE);
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}
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else {
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/* go through all the characters in the string we've been sent
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if (mod & KMOD_SHIFT) {
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/* If character uses shift, press shift down */
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SDL_SendKeyboardKey( 0, SDL_PRESSED, SDL_SCANCODE_LSHIFT);
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SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_LSHIFT);
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}
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/* send a keydown and keyup even for the character */
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SDL_SendKeyboardKey( 0, SDL_PRESSED, code);
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SDL_SendKeyboardKey( 0, SDL_RELEASED, code);
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SDL_SendKeyboardKey(SDL_PRESSED, code);
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SDL_SendKeyboardKey(SDL_RELEASED, code);
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if (mod & KMOD_SHIFT) {
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/* If character uses shift, press shift back up */
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SDL_SendKeyboardKey( 0, SDL_RELEASED, SDL_SCANCODE_LSHIFT);
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SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_LSHIFT);
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}
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}
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}
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