src/video/uikit/SDL_uikitview.h
Fri, 30 Jul 2010 23:18:35 +0400 Upgraded touchId/fingerId to long. Changed position variables to floats.
Tue, 13 Jul 2010 18:31:09 -0400 Added alternative finger tracking method. Still prefer IPHONE_TOUCH_EFFICIENT_DANGEROUS.
Mon, 12 Jul 2010 21:09:23 -0700 Merged changes from the main SDL codebase
Mon, 12 Jul 2010 22:03:25 -0400 Added Iphone support (untested)
Wed, 07 Jul 2010 18:58:51 -0700 Updated iPhone keyboard code (which builds and runs on the iPad and iPhone simulator now)
Tue, 06 Jul 2010 22:08:19 -0700 Re-implemented single mouse touches on the iPhone/iPad
Sun, 09 May 2010 20:47:22 -0700 Removed multi-mouse / multi-keyboard support in anticipation of a real multi-mouse and multi-touch API.
Sun, 24 Jan 2010 21:10:53 +0000 Fixed bug #926
Tue, 24 Nov 2009 08:12:32 +0000 Eric Wing to Sam, hfutrell
Mon, 08 Dec 2008 00:27:32 +0000 Updated copyright date
Sat, 04 Oct 2008 06:46:59 +0000 Final merge of Google Summer of Code 2008 work...
Sat, 16 Aug 2008 00:16:32 +0000 Added comments, view now deletes keyboard upon dealloc, function declarations for iPhone keyboard additions now moved to SDL_uikitkeyboard.h.
Fri, 15 Aug 2008 00:42:14 +0000 Removed log messages (printf and NSLog)
Wed, 13 Aug 2008 23:14:36 +0000 Originally keyboard support was in the form of a category of the class SDL_uikitview. It turns out this can cause problems with compilation where the code is not actually included and doesn't fail until dynamic dispatch. This is just awful, so I've moved to the code into the SDL_uikitview class itself.
Tue, 29 Jul 2008 17:33:24 +0000 This is the header file for SDL_uikitview.m ... somehow this file was not committed.
Tue, 22 Jul 2008 23:05:40 +0000 Added standard SDL header comments
Thu, 17 Jul 2008 22:43:09 +0000 SDL_uikitview is just a generic view class which SDL_uikitopenglview inherits from. The functionality found in this class relates to (right now) mouse/touch input support. The reason for putting it here is that if someone wanted to write a render driver for iPhone based around CoreGraphics rather than OpenGL ES, they could make their Core Graphics view inherit from this class as well.