diff --git a/src/video/uikit/SDL_uikitevents.m b/src/video/uikit/SDL_uikitevents.m index e7f0dcc63..71b261de3 100644 --- a/src/video/uikit/SDL_uikitevents.m +++ b/src/video/uikit/SDL_uikitevents.m @@ -57,25 +57,25 @@ UIKit_PumpEvents(_THIS) */ if (setjmp(*jump_env()) == 0) { /* if we're setting the jump, rather than jumping back */ - - /* Let the run loop run for a short amount of time: long enough for - touch events to get processed (which is important to get certain - elements of Game Center's GKLeaderboardViewController to respond - to touch input), but not long enough to introduce a significant - delay in the rest of the app. - */ - const CFTimeInterval seconds = 0.000002; - - /* Pump most event types. */ + + /* Let the run loop run for a short amount of time: long enough for + touch events to get processed (which is important to get certain + elements of Game Center's GKLeaderboardViewController to respond + to touch input), but not long enough to introduce a significant + delay in the rest of the app. + */ + const CFTimeInterval seconds = 0.000002; + + /* Pump most event types. */ SInt32 result; do { result = CFRunLoopRunInMode(kCFRunLoopDefaultMode, seconds, TRUE); } while (result == kCFRunLoopRunHandledSource); - - /* Make sure UIScrollView objects scroll properly. */ - do { - result = CFRunLoopRunInMode((CFStringRef)UITrackingRunLoopMode, seconds, TRUE); - } while(result == kCFRunLoopRunHandledSource); + + /* Make sure UIScrollView objects scroll properly. */ + do { + result = CFRunLoopRunInMode((CFStringRef)UITrackingRunLoopMode, seconds, TRUE); + } while(result == kCFRunLoopRunHandledSource); } }