|
@@ -242,7 +242,7 @@ not give you any processing time after the events are delivered.
|
|
|
|
|
|
e.g.
|
|
|
|
|
|
- int HandleAppEvents(void *userdata, SDL_Event *event)
|
|
|
+ bool HandleAppEvents(void *userdata, SDL_Event *event)
|
|
|
{
|
|
|
switch (event->type)
|
|
|
{
|
|
@@ -250,12 +250,12 @@ e.g.
|
|
|
/* Terminate the app.
|
|
|
Shut everything down before returning from this function.
|
|
|
*/
|
|
|
- return 0;
|
|
|
+ return false;
|
|
|
case SDL_EVENT_LOW_MEMORY:
|
|
|
/* You will get this when your app is paused and iOS wants more memory.
|
|
|
Release as much memory as possible.
|
|
|
*/
|
|
|
- return 0;
|
|
|
+ return false;
|
|
|
case SDL_EVENT_WILL_ENTER_BACKGROUND:
|
|
|
/* Prepare your app to go into the background. Stop loops, etc.
|
|
|
This gets called when the user hits the home button, or gets a call.
|
|
@@ -264,15 +264,15 @@ e.g.
|
|
|
in addition, you should set the render target to NULL, if you're using
|
|
|
it, e.g. call SDL_SetRenderTarget(renderer, NULL).
|
|
|
*/
|
|
|
- return 0;
|
|
|
+ return false;
|
|
|
case SDL_EVENT_DID_ENTER_BACKGROUND:
|
|
|
/* Your app is NOT active at this point. */
|
|
|
- return 0;
|
|
|
+ return false;
|
|
|
case SDL_EVENT_WILL_ENTER_FOREGROUND:
|
|
|
/* This call happens when your app is coming back to the foreground.
|
|
|
Restore all your state here.
|
|
|
*/
|
|
|
- return 0;
|
|
|
+ return false;
|
|
|
case SDL_EVENT_DID_ENTER_FOREGROUND:
|
|
|
/* Restart your loops here.
|
|
|
Your app is interactive and getting CPU again.
|
|
@@ -283,10 +283,10 @@ e.g.
|
|
|
event SDL_EVENT_RENDER_DEVICE_RESET and recreate your OpenGL context and
|
|
|
restore your textures when you get it, or quit the app.
|
|
|
*/
|
|
|
- return 0;
|
|
|
+ return false;
|
|
|
default:
|
|
|
/* No special processing, add it to the event queue */
|
|
|
- return 1;
|
|
|
+ return true;
|
|
|
}
|
|
|
}
|
|
|
|