Updated iPhone keyboard code (which builds and runs on the iPad and iPhone simulator now)
Updated iPhone demos (which build and run again)
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2c5a878c4e
commit
99b869fe2e
10 changed files with 55 additions and 39 deletions
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@ -430,9 +430,7 @@ main(int argc, char *argv[])
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done = 1;
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}
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if (event.type == SDL_MOUSEBUTTONDOWN) {
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int which = event.button.which;
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int x, y;
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SDL_SelectMouse(which);
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SDL_GetMouseState(&x, &y);
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spawnEmitterParticle(x, y);
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}
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@ -124,10 +124,9 @@ handleMouseButtonDown(SDL_Event * event)
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int x, y, mouseIndex, i, drumIndex;
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mouseIndex = event->button.which;
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mouseIndex = 0;
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drumIndex = -1;
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SDL_SelectMouse(mouseIndex);
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SDL_GetMouseState(&x, &y);
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/* check if we hit any of the drum buttons */
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for (i = 0; i < NUM_DRUMS; i++) {
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@ -153,7 +152,7 @@ void
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handleMouseButtonUp(SDL_Event * event)
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{
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int i;
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int mouseIndex = event->button.which;
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int mouseIndex = 0;
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/* check if this should cause any of the buttons to become unpressed */
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for (i = 0; i < NUM_DRUMS; i++) {
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if (buttons[i].touchIndex == mouseIndex) {
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@ -106,7 +106,6 @@ main(int argc, char *argv[])
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done = 1;
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break;
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case SDL_MOUSEMOTION:
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SDL_SelectMouse(event.motion.which); /* select 'mouse' (touch) that moved */
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state = SDL_GetMouseState(&x, &y); /* get its location */
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SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */
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if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */
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