Removed the codepath that gets compiled if IPHONE_TOUCH_EFFICIENT_DANGEROUS is not defined.
The "dangerous" codepath relies on the fact that UITouch objects are persistent for the entire touch sequence, which is always guaranteed by Apple.main
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a0481bb10c
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d89620a809
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@ -24,12 +24,6 @@
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#include "SDL_touch.h"
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#define IPHONE_TOUCH_EFFICIENT_DANGEROUS
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#ifndef IPHONE_TOUCH_EFFICIENT_DANGEROUS
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#define MAX_SIMULTANEOUS_TOUCHES 5
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#endif
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#if SDL_IPHONE_KEYBOARD
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@interface SDL_uikitview : UIView <UITextFieldDelegate>
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#else
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@ -41,9 +41,6 @@ void _uikit_keyboard_init();
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SDL_TouchID touchId;
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UITouch *leftFingerDown;
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#ifndef IPHONE_TOUCH_EFFICIENT_DANGEROUS
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UITouch *finger[MAX_SIMULTANEOUS_TOUCHES];
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#endif
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#if SDL_IPHONE_KEYBOARD
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UITextField *textField;
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@ -99,24 +96,8 @@ void _uikit_keyboard_init();
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}
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CGPoint locationInView = [self touchLocation:touch shouldNormalize:YES];
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#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
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/* FIXME: TODO: Using touch as the fingerId is potentially dangerous
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* It is also much more efficient than storing the UITouch pointer
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* and comparing it to the incoming event.
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*/
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SDL_SendTouch(touchId, (SDL_FingerID)((size_t)touch),
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SDL_TRUE, locationInView.x, locationInView.y, 1.0f);
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#else
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int i;
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for(i = 0; i < MAX_SIMULTANEOUS_TOUCHES; i++) {
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if (finger[i] == NULL) {
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finger[i] = touch;
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SDL_SendTouch(touchId, i,
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SDL_TRUE, locationInView.x, locationInView.y, 1.0f);
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break;
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}
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}
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#endif
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}
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}
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@ -130,20 +111,8 @@ void _uikit_keyboard_init();
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}
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CGPoint locationInView = [self touchLocation:touch shouldNormalize:YES];
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#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
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SDL_SendTouch(touchId, (SDL_FingerID)((size_t)touch),
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SDL_FALSE, locationInView.x, locationInView.y, 1.0f);
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#else
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int i;
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for (i = 0; i < MAX_SIMULTANEOUS_TOUCHES; i++) {
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if (finger[i] == touch) {
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SDL_SendTouch(touchId, i,
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SDL_FALSE, locationInView.x, locationInView.y, 1.0f);
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finger[i] = NULL;
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break;
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}
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}
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#endif
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}
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}
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@ -168,19 +137,8 @@ void _uikit_keyboard_init();
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}
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CGPoint locationInView = [self touchLocation:touch shouldNormalize:YES];
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#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
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SDL_SendTouchMotion(touchId, (SDL_FingerID)((size_t)touch),
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locationInView.x, locationInView.y, 1.0f);
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#else
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int i;
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for (i = 0; i < MAX_SIMULTANEOUS_TOUCHES; i++) {
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if (finger[i] == touch) {
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SDL_SendTouchMotion(touchId, i,
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locationInView.x, locationInView.y, 1.0f);
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break;
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}
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}
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#endif
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}
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}
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