Updated iOSSampleApp and related files.
Removed include guard in SkTime_Unix.cpp, which the iOSSampleApp now uses.


git-svn-id: http://skia.googlecode.com/svn/trunk@1820 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/utils/ios/SkOSWindow_iOS.mm b/src/utils/ios/SkOSWindow_iOS.mm
index 3611ba6..629cb3d 100755
--- a/src/utils/ios/SkOSWindow_iOS.mm
+++ b/src/utils/ios/SkOSWindow_iOS.mm
@@ -1,16 +1,16 @@
 #import <UIKit/UIKit.h>
 #import <OpenGLES/EAGL.h>
 #import <OpenGLES/ES1/gl.h>
-#include "SkTypes.h"
-#include "SkWindow.h"
 #include "SkCanvas.h"
+#include "SkGraphics.h"
+#import "SkIOSNotifier.h"
 #include "SkOSMenu.h"
 #include "SkTime.h"
-#include "SkGraphics.h"
+#include "SkTypes.h"
+#import "SkUIView_shell.h"
+#include "SkWindow.h"
 
 #define kINVAL_UIVIEW_EventType "inval-uiview"
-#include "SkIOSNotifier.h"
-#import "SkUIView_shell.h"
 
 SkOSWindow::SkOSWindow(void* hWnd) : fHWND(hWnd) {
     fInvalEventIsPending = false;
@@ -37,16 +37,19 @@
     if ([(SkUIView_shell*)fHWND onHandleEvent:evt]) {
         return true;
     }
-    return INHERITED::onEvent(evt);
+    return this->INHERITED::onEvent(evt);
+}
+
+bool SkOSWindow::onDispatchClick(int x, int y, Click::State state, void* owner) {
+    return this->INHERITED::onDispatchClick(x, y, state, owner);
 }
 
 void SkOSWindow::onSetTitle(const char title[]) {
     [(SkUIView_shell*)fHWND setSkTitle:title];
 }
 
-void SkOSWindow::onAddMenu(const SkOSMenu* sk_menu)
-{
-    
+void SkOSWindow::onAddMenu(const SkOSMenu* sk_menu) {
+
 }
 
 ///////////////////////////////////////////////////////////////////////////////////////
@@ -54,16 +57,16 @@
  #if 1
  static void NonEmptyCallback(CFRunLoopTimerRef timer, void*) {
  //    printf("------- event queue depth = %d\n", SkEvent::CountEventsOnQueue());
- 
+
  if (!SkEvent::ProcessEvent()) {
  CFRunLoopTimerInvalidate(timer);
  }
  }
- 
+
  void SkEvent::SignalNonEmptyQueue() {
  double tinyDelay = 1.0 / 60;
  CFRunLoopTimerRef timer;
- 
+
  timer = CFRunLoopTimerCreate(NULL,
  CACurrentMediaTime() + tinyDelay,
  tinyDelay,
@@ -85,7 +88,7 @@
  static CFRunLoopSourceRef gNonEmptySource;
  static CFRunLoopRef gNoneEmptyRunLoop;
  static bool gAlreadySignaled;
- 
+
  static void signal_nonempty() {
  if (!gAlreadySignaled) {
  NONE_EMPTY_CODE(printf("--- before resignal\n");)
@@ -95,7 +98,7 @@
  NONE_EMPTY_CODE(printf("--- after resignal\n");)
  }
  }
- 
+
  static void NonEmptySourceCallback(void*) {
  gAlreadySignaled = false;
  NONE_EMPTY_CODE(printf("---- service NonEmptySourceCallback %d\n", SkEvent::CountEventsOnQueue());)
@@ -104,11 +107,11 @@
  }
  NONE_EMPTY_CODE(printf("----- after service\n");)
  }
- 
+
  void SkEvent::SignalNonEmptyQueue() {
  if (NULL == gNonEmptySource) {
  gNoneEmptyRunLoop = CFRunLoopGetMain();
- 
+
  CFIndex order = 0;  // should this be lower, to not start UIEvents?
  CFRunLoopSourceContext context;
  sk_bzero(&context, sizeof(context));
@@ -117,7 +120,7 @@
  // our perform callback
  context.perform = NonEmptySourceCallback;
  gNonEmptySource = CFRunLoopSourceCreate(NULL, order, &context);
- 
+
  CFRunLoopAddSource(gNoneEmptyRunLoop,
  gNonEmptySource,
  kCFRunLoopCommonModes);
@@ -128,20 +131,20 @@
  @interface NonEmptyHandler : NSObject {}
  - (void)signalNonEmptyQ;
  @end
- 
+
  @implementation NonEmptyHandler
- 
+
  - (void)callProccessEvent {
  //    printf("----- callProcessEvent\n");
  if (SkEvent::ProcessEvent()) {
  [self signalNonEmptyQ];
  }
  }
- 
+
  - (void)signalNonEmptyQ {
  [self performSelectorOnMainThread:@selector(callProccessEvent) withObject:nil waitUntilDone:NO];
  }
- 
+
  void SkEvent::SignalNonEmptyQueue() {
  static id gNonEmptyQueueObject;
  if (nil == gNonEmptyQueueObject) {
@@ -149,32 +152,32 @@
  }
  [gNonEmptyQueueObject signalNonEmptyQ];
  }
- 
+
  @end
- 
+
  #endif
- 
+
  ///////////////////////////////////////////////////////////////////////////////
- 
+
  static CFRunLoopTimerRef gTimer;
- 
+
  static void TimerCallback(CFRunLoopTimerRef timer, void* info) {
  gTimer = NULL;
  SkEvent::ServiceQueueTimer();
  }
- 
+
  void SkEvent::SignalQueueTimer(SkMSec delay)
  {
  //We always release the timer right after we've added it to our RunLoop,
  //thus we don't worry about freeing it later: if it fires our callback,
  //it gets automatically freed, as it does if we call invalidate()
- 
+
  if (gTimer) {
  // our callback wasn't called, so invalidate it
  CFRunLoopTimerInvalidate(gTimer);
  gTimer = NULL;
  }
- 
+
  if (delay) {
  gTimer = CFRunLoopTimerCreate(NULL,
  CACurrentMediaTime() + delay/1000.0,
@@ -205,4 +208,3 @@
 void SkOSWindow::presentGL() {
     glFlush();
 }
-