--- a/src/video/uikit/SDL_uikitevents.m Mon Feb 11 20:56:34 2013 -0800
+++ b/src/video/uikit/SDL_uikitevents.m Fri Jan 04 16:38:05 2013 -0500
@@ -57,25 +57,25 @@
*/
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);
}
}