mirror of https://github.com/encounter/SDL.git
Improve iOS keyboard demo code a bit.
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@ -10,17 +10,16 @@
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#define GLYPH_SIZE_IMAGE 16 /* size of glyphs (characters) in the bitmap font file */
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#define GLYPH_SIZE_SCREEN 32 /* size of glyphs (characters) as shown on the screen */
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static SDL_Texture *texture; /* texture where we'll hold our font */
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#define MAX_CHARS 1024
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/* function declarations */
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void cleanup(void);
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void drawBlank(int x, int y);
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static SDL_Texture *texture; /* texture where we'll hold our font */
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static SDL_Renderer *renderer;
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static int numChars = 0; /* number of characters we've typed so far */
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static SDL_bool lastCharWasColon = 0; /* we use this to detect sequences such as :) */
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static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */
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static int glyphs[MAX_CHARS];
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/* this structure maps a scancode to an index in our bitmap font.
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it also contains data about under which modifiers the mapping is valid
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(for example, we don't want shift + 1 to produce the character '1',
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@ -107,7 +106,7 @@ fontMapping map[TABLE_SIZE] = {
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If there is no entry for the key, -1 is returned
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*/
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int
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keyToIndex(SDL_Keysym key)
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keyToGlyphIndex(SDL_Keysym key)
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{
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int i, index = -1;
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for (i = 0; i < TABLE_SIZE; i++) {
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@ -141,55 +140,19 @@ getPositionForCharNumber(int n, int *x, int *y)
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int max_x_chars = (renderW - 2 * x_padding) / GLYPH_SIZE_SCREEN;
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int line_separation = 5; /* pixels between each line */
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*x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
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*y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) +
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y_padding;
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*y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) + y_padding;
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}
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void
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drawIndex(int index)
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drawGlyph(int glyph, int positionIndex)
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{
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int x, y;
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getPositionForCharNumber(numChars, &x, &y);
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SDL_Rect srcRect =
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{ GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
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getPositionForCharNumber(positionIndex, &x, &y);
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SDL_Rect srcRect = { GLYPH_SIZE_IMAGE * glyph, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
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SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
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drawBlank(x, y);
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SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
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}
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/* draws the cursor icon at the current end position of the text */
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void
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drawCursor(void)
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{
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drawIndex(29); /* cursor is at index 29 in the bitmap font */
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}
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/* paints over a glyph sized region with the background color
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in effect it erases the area
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*/
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void
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drawBlank(int x, int y)
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{
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SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
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SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
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SDL_RenderFillRect(renderer, &rect);
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}
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/* moves backwards one character, erasing the last one put down */
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void
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backspace(void)
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{
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int x, y;
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if (numChars > 0) {
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getPositionForCharNumber(numChars, &x, &y);
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drawBlank(x, y);
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numChars--;
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getPositionForCharNumber(numChars, &x, &y);
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drawBlank(x, y);
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drawCursor();
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}
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}
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/* this function loads our font into an SDL_Texture and returns the SDL_Texture */
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SDL_Texture*
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loadFont(void)
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@ -214,8 +177,7 @@ loadFont(void)
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Bmask, Amask);
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SDL_BlitSurface(surface, NULL, converted, NULL);
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/* create our texture */
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texture =
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SDL_CreateTextureFromSurface(renderer, converted);
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texture = SDL_CreateTextureFromSurface(renderer, converted);
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if (texture == 0) {
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printf("texture creation failed: %s\n", SDL_GetError());
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} else {
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@ -228,13 +190,27 @@ loadFont(void)
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}
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}
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void
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draw()
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{
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SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
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SDL_RenderClear(renderer);
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for (int i = 0; i < numChars; i++) {
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drawGlyph(glyphs[i], i);
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}
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drawGlyph(29, numChars); /* cursor is at index 29 in the bitmap font */
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SDL_RenderPresent(renderer);
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}
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int
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main(int argc, char *argv[])
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{
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int index; /* index of last key we pushed in the bitmap font */
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SDL_Window *window;
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SDL_Event event; /* last event received */
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SDL_Keymod mod; /* key modifiers of last key we pushed */
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SDL_Scancode scancode; /* scancode of last key we pushed */
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int width;
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int height;
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@ -245,7 +221,7 @@ main(int argc, char *argv[])
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/* create window */
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window = SDL_CreateWindow("iPhone keyboard test", 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
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/* create renderer */
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renderer = SDL_CreateRenderer(window, -1, 0);
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC);
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SDL_GetWindowSize(window, &width, &height);
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SDL_RenderSetLogicalSize(renderer, width, height);
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@ -253,46 +229,27 @@ main(int argc, char *argv[])
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/* load up our font */
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loadFont();
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/* draw the background, we'll just paint over it */
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SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
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SDL_RenderFillRect(renderer, NULL);
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SDL_RenderPresent(renderer);
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int done = 0;
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/* loop till we get SDL_Quit */
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while (!done && SDL_WaitEvent(&event)) {
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while (!done) {
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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done = 1;
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break;
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case SDL_TEXTINPUT:
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break;
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case SDL_KEYDOWN:
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index = keyToIndex(event.key.keysym);
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scancode = event.key.keysym.scancode;
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mod = event.key.keysym.mod;
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if (scancode == SDL_SCANCODE_DELETE) {
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/* if user hit delete, delete the last character */
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backspace();
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lastCharWasColon = 0;
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} else if (lastCharWasColon && scancode == SDL_SCANCODE_0
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&& (mod & KMOD_SHIFT)) {
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/* if our last key was a colon and this one is a close paren, the make a hoppy face */
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backspace();
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drawIndex(32); /* index for happy face */
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numChars++;
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drawCursor();
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lastCharWasColon = 0;
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} else if (index != -1) {
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/* if we aren't doing a happy face, then just draw the normal character */
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drawIndex(index);
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numChars++;
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drawCursor();
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lastCharWasColon =
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(event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON
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&& (event.key.keysym.mod & KMOD_SHIFT));
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if (event.key.keysym.scancode == SDL_SCANCODE_BACKSPACE) {
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if (numChars > 0) {
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numChars--;
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}
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} else if (numChars + 1 < MAX_CHARS) {
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int index = keyToGlyphIndex(event.key.keysym);
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if (index >= 0) {
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glyphs[numChars++] = index;
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}
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}
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/* check if the key was a colon */
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/* draw our updates to the screen */
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SDL_RenderPresent(renderer);
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break;
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case SDL_MOUSEBUTTONUP:
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/* mouse up toggles onscreen keyboard visibility */
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@ -304,14 +261,13 @@ main(int argc, char *argv[])
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break;
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}
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}
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cleanup();
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draw();
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SDL_Delay(15);
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}
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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return 0;
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}
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/* clean up after ourselves like a good kiddy */
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void
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cleanup(void)
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{
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SDL_DestroyTexture(texture);
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SDL_Quit();
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}
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@ -179,15 +179,13 @@ UIKit_ComputeViewFrame(SDL_Window *window, UIScreen *screen)
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#if !TARGET_OS_TV && (__IPHONE_OS_VERSION_MIN_REQUIRED < __IPHONE_7_0)
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BOOL hasiOS7 = UIKit_IsSystemVersionAtLeast(7.0);
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if (hasiOS7 || (window->flags & (SDL_WINDOW_BORDERLESS|SDL_WINDOW_FULLSCREEN))) {
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/* The view should always show behind the status bar in iOS 7+. */
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return screen.bounds;
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} else {
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if (!hasiOS7 && !(window->flags & (SDL_WINDOW_BORDERLESS|SDL_WINDOW_FULLSCREEN))) {
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return screen.applicationFrame;
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}
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#else
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return screen.bounds;
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#endif
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return screen.bounds;
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}
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/*
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