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Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
#include "../../SDL_internal.h"
#include "../../events/SDL_events_c.h"
#include "SDL_uikitvideo.h"
#include "SDL_uikitevents.h"
#include "SDL_uikitopengles.h"
#import <Foundation/Foundation.h>
static BOOL UIKit_EventPumpEnabled = YES;
SDL_iPhoneSetEventPump(SDL_bool enabled)
UIKit_EventPumpEnabled = enabled;
if (!UIKit_EventPumpEnabled) {
/* 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);
/* See the comment in the function definition. */
/* vi: set ts=4 sw=4 expandtab: */