Updated iPhone keyboard code (which builds and runs on the iPad and iPhone simulator now)

Updated iPhone demos (which build and run again)
This commit is contained in:
Sam Lantinga 2010-07-07 18:58:51 -07:00
parent 2c5a878c4e
commit 99b869fe2e
10 changed files with 55 additions and 39 deletions

View file

@ -430,9 +430,7 @@ main(int argc, char *argv[])
done = 1;
}
if (event.type == SDL_MOUSEBUTTONDOWN) {
int which = event.button.which;
int x, y;
SDL_SelectMouse(which);
SDL_GetMouseState(&x, &y);
spawnEmitterParticle(x, y);
}

View file

@ -124,10 +124,9 @@ handleMouseButtonDown(SDL_Event * event)
int x, y, mouseIndex, i, drumIndex;
mouseIndex = event->button.which;
mouseIndex = 0;
drumIndex = -1;
SDL_SelectMouse(mouseIndex);
SDL_GetMouseState(&x, &y);
/* check if we hit any of the drum buttons */
for (i = 0; i < NUM_DRUMS; i++) {
@ -153,7 +152,7 @@ void
handleMouseButtonUp(SDL_Event * event)
{
int i;
int mouseIndex = event->button.which;
int mouseIndex = 0;
/* check if this should cause any of the buttons to become unpressed */
for (i = 0; i < NUM_DRUMS; i++) {
if (buttons[i].touchIndex == mouseIndex) {

View file

@ -106,7 +106,6 @@ main(int argc, char *argv[])
done = 1;
break;
case SDL_MOUSEMOTION:
SDL_SelectMouse(event.motion.which); /* select 'mouse' (touch) that moved */
state = SDL_GetMouseState(&x, &y); /* get its location */
SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */
if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */