[11902] Import Recast Navigation

Import Recast Navigation as third party dependency
Credits go to Mikko Mononen memon at inside dot org
This commit is contained in:
faramir118 2012-01-29 21:35:05 +01:00 committed by Schmoozerd
parent 97cb838de1
commit 136c0ba618
399 changed files with 142994 additions and 1 deletions

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<HTML
><HEAD
><TITLE
>Audio</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
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TITLE="SDL Reference"
HREF="reference.html"><LINK
REL="PREVIOUS"
TITLE="SDL_JoystickClose"
HREF="sdljoystickclose.html"><LINK
REL="NEXT"
TITLE="SDL_AudioSpec"
HREF="sdlaudiospec.html"><META
NAME="KEYWORD"
CONTENT="audio"><META
NAME="KEYWORD"
CONTENT="function"></HEAD
><BODY
CLASS="CHAPTER"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TR
><TH
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ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
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><A
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>Prev</A
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><TD
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ACCESSKEY="N"
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></TD
></TR
></TABLE
><HR
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WIDTH="100%"></DIV
><DIV
CLASS="CHAPTER"
><H1
><A
NAME="AUDIO"
></A
>Chapter 10. Audio</H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlaudiospec.html"
>SDL_AudioSpec</A
>&nbsp;--&nbsp;Audio Specification Structure</DT
><DT
><A
HREF="sdlopenaudio.html"
>SDL_OpenAudio</A
>&nbsp;--&nbsp;Opens the audio device with the desired parameters.</DT
><DT
><A
HREF="sdlpauseaudio.html"
>SDL_PauseAudio</A
>&nbsp;--&nbsp;Pauses and unpauses the audio callback processing</DT
><DT
><A
HREF="sdlgetaudiostatus.html"
>SDL_GetAudioStatus</A
>&nbsp;--&nbsp;Get the current audio state</DT
><DT
><A
HREF="sdlloadwav.html"
>SDL_LoadWAV</A
>&nbsp;--&nbsp;Load a WAVE file</DT
><DT
><A
HREF="sdlfreewav.html"
>SDL_FreeWAV</A
>&nbsp;--&nbsp;Frees previously opened WAV data</DT
><DT
><A
HREF="sdlaudiocvt.html"
>SDL_AudioCVT</A
>&nbsp;--&nbsp;Audio Conversion Structure</DT
><DT
><A
HREF="sdlbuildaudiocvt.html"
>SDL_BuildAudioCVT</A
>&nbsp;--&nbsp;Initializes a SDL_AudioCVT structure for conversion</DT
><DT
><A
HREF="sdlconvertaudio.html"
>SDL_ConvertAudio</A
>&nbsp;--&nbsp;Convert audio data to a desired audio format.</DT
><DT
><A
HREF="sdlmixaudio.html"
>SDL_MixAudio</A
>&nbsp;--&nbsp;Mix audio data</DT
><DT
><A
HREF="sdllockaudio.html"
>SDL_LockAudio</A
>&nbsp;--&nbsp;Lock out the callback function</DT
><DT
><A
HREF="sdlunlockaudio.html"
>SDL_UnlockAudio</A
>&nbsp;--&nbsp;Unlock the callback function</DT
><DT
><A
HREF="sdlcloseaudio.html"
>SDL_CloseAudio</A
>&nbsp;--&nbsp;Shuts down audio processing and closes the audio device.</DT
></DL
></DIV
><P
>Sound on the computer is translated from waves that you hear into a series of
values, or samples, each representing the amplitude of the wave. When these
samples are sent in a stream to a sound card, an approximation of the original
wave can be recreated. The more bits used to represent the amplitude, and the
greater frequency these samples are gathered, the closer the approximated
sound is to the original, and the better the quality of sound.</P
><P
>This library supports both 8 and 16 bit signed and unsigned sound samples,
at frequencies ranging from 11025 Hz to 44100 Hz, depending on the
underlying hardware. If the hardware doesn't support the desired audio
format or frequency, it can be emulated if desired (See
<A
HREF="sdlopenaudio.html"
><TT
CLASS="FUNCTION"
>SDL_OpenAudio()</TT
></A
>)</P
><P
>A commonly supported audio format is 16 bits per sample at 22050 Hz.</P
></DIV
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<HTML
><HEAD
><TITLE
>CD-ROM</TITLE
><META
NAME="GENERATOR"
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"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
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HREF="reference.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CloseAudio"
HREF="sdlcloseaudio.html"><LINK
REL="NEXT"
TITLE="SDL_CDNumDrives"
HREF="sdlcdnumdrives.html"><META
NAME="KEYWORD"
CONTENT="cdrom"><META
NAME="KEYWORD"
CONTENT="function"></HEAD
><BODY
CLASS="CHAPTER"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
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><TH
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ALIGN="center"
>SDL Library Documentation</TH
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><TR
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><A
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>Prev</A
></TD
><TD
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>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="CHAPTER"
><H1
><A
NAME="CDROM"
></A
>Chapter 11. CD-ROM</H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlcdnumdrives.html"
>SDL_CDNumDrives</A
>&nbsp;--&nbsp;Returns the number of CD-ROM drives on the system.</DT
><DT
><A
HREF="sdlcdname.html"
>SDL_CDName</A
>&nbsp;--&nbsp;Returns a human-readable, system-dependent identifier for the CD-ROM.</DT
><DT
><A
HREF="sdlcdopen.html"
>SDL_CDOpen</A
>&nbsp;--&nbsp;Opens a CD-ROM drive for access.</DT
><DT
><A
HREF="sdlcdstatus.html"
>SDL_CDStatus</A
>&nbsp;--&nbsp;Returns the current status of the given drive.</DT
><DT
><A
HREF="sdlcdplay.html"
>SDL_CDPlay</A
>&nbsp;--&nbsp;Play a CD</DT
><DT
><A
HREF="sdlcdplaytracks.html"
>SDL_CDPlayTracks</A
>&nbsp;--&nbsp;Play the given CD track(s)</DT
><DT
><A
HREF="sdlcdpause.html"
>SDL_CDPause</A
>&nbsp;--&nbsp;Pauses a CDROM</DT
><DT
><A
HREF="sdlcdresume.html"
>SDL_CDResume</A
>&nbsp;--&nbsp;Resumes a CDROM</DT
><DT
><A
HREF="sdlcdstop.html"
>SDL_CDStop</A
>&nbsp;--&nbsp;Stops a CDROM</DT
><DT
><A
HREF="sdlcdeject.html"
>SDL_CDEject</A
>&nbsp;--&nbsp;Ejects a CDROM</DT
><DT
><A
HREF="sdlcdclose.html"
>SDL_CDClose</A
>&nbsp;--&nbsp;Closes a SDL_CD handle</DT
><DT
><A
HREF="sdlcd.html"
>SDL_CD</A
>&nbsp;--&nbsp;CDROM Drive Information</DT
><DT
><A
HREF="sdlcdtrack.html"
>SDL_CDtrack</A
>&nbsp;--&nbsp;CD Track Information Structure</DT
></DL
></DIV
><P
>SDL supports audio control of up to 32 local CD-ROM drives at once.</P
><P
>You use this API to perform all the basic functions of a CD player,
including listing the tracks, playing, stopping, and ejecting the CD-ROM.
(Currently, multi-changer CD drives are not supported.)</P
><P
>Before you call any of the SDL CD-ROM functions, you must first call
"<TT
CLASS="FUNCTION"
>SDL_Init(SDL_INIT_CDROM)</TT
>", which scans the system for
CD-ROM drives, and sets the program up for audio control. Check the
return code, which should be <SPAN
CLASS="RETURNVALUE"
>0</SPAN
>, to see if there
were any errors in starting up.</P
><P
>After you have initialized the library, you can find out how many drives
are available using the <TT
CLASS="FUNCTION"
>SDL_CDNumDrives()</TT
> function.
The first drive listed is the system default CD-ROM drive. After you have
chosen a drive, and have opened it with <TT
CLASS="FUNCTION"
>SDL_CDOpen()</TT
>,
you can check the status and start playing if there's a CD in the drive.</P
><P
>A CD-ROM is organized into one or more tracks, each consisting of a certain
number of "frames". Each frame is ~2K in size, and at normal playing speed,
a CD plays 75 frames per second. SDL works with the number of frames on a
CD, but this can easily be converted to the more familiar minutes/seconds
format by using the <TT
CLASS="FUNCTION"
>FRAMES_TO_MSF()</TT
> macro.</P
></DIV
><DIV
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<HTML
><HEAD
><TITLE
>Events</TITLE
><META
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><H1
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>Chapter 8. Events</H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="event.html#AEN3691"
>Introduction</A
></DT
><DT
><A
HREF="eventstructures.html"
>SDL Event Structures.</A
></DT
><DT
><A
HREF="eventfunctions.html"
>Event Functions.</A
></DT
></DL
></DIV
><DIV
CLASS="SECT1"
><H1
CLASS="SECT1"
><A
NAME="AEN3691"
></A
>Introduction</H1
><P
>Event handling allows your application to receive input from the user. Event handling is initalised (along with video) with a call to:
<PRE
CLASS="PROGRAMLISTING"
>SDL_Init(SDL_INIT_VIDEO);</PRE
>
Internally, SDL stores all the events waiting to be handled in an event queue. Using functions like <A
HREF="sdlpollevent.html"
><TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
></A
> and <A
HREF="sdlpeepevents.html"
><TT
CLASS="FUNCTION"
>SDL_PeepEvents</TT
></A
> you can observe and handle waiting input events.</P
><P
>The key to event handling in SDL is the <A
HREF="sdlevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
></A
> union. The event queue itself is composed of a series of <SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
> unions, one for each waiting event. <SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
> unions are read from the queue with the <TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
> function and it is then up to the application to process the information stored with them.</P
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<HTML
><HEAD
><TITLE
>Event Functions.</TITLE
><META
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>Event Functions.</H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlpumpevents.html"
>SDL_PumpEvents</A
>&nbsp;--&nbsp;Pumps the event loop, gathering events from the input devices.</DT
><DT
><A
HREF="sdlpeepevents.html"
>SDL_PeepEvents</A
>&nbsp;--&nbsp;Checks the event queue for messages and optionally returns them.</DT
><DT
><A
HREF="sdlpollevent.html"
>SDL_PollEvent</A
>&nbsp;--&nbsp;Polls for currently pending events.</DT
><DT
><A
HREF="sdlwaitevent.html"
>SDL_WaitEvent</A
>&nbsp;--&nbsp;Waits indefinitely for the next available event.</DT
><DT
><A
HREF="sdlpushevent.html"
>SDL_PushEvent</A
>&nbsp;--&nbsp;Pushes an event onto the event queue</DT
><DT
><A
HREF="sdlseteventfilter.html"
>SDL_SetEventFilter</A
>&nbsp;--&nbsp;Sets up a filter to process all events before they are posted
to the event queue.</DT
><DT
><A
HREF="sdlgeteventfilter.html"
>SDL_GetEventFilter</A
>&nbsp;--&nbsp;Retrieves a pointer to he event filter</DT
><DT
><A
HREF="sdleventstate.html"
>SDL_EventState</A
>&nbsp;--&nbsp;This function allows you to set the state of processing certain events.</DT
><DT
><A
HREF="sdlgetkeystate.html"
>SDL_GetKeyState</A
>&nbsp;--&nbsp;Get a snapshot of the current keyboard state</DT
><DT
><A
HREF="sdlgetmodstate.html"
>SDL_GetModState</A
>&nbsp;--&nbsp;Get the state of modifier keys.</DT
><DT
><A
HREF="sdlsetmodstate.html"
>SDL_SetModState</A
>&nbsp;--&nbsp;Set the current key modifier state</DT
><DT
><A
HREF="sdlgetkeyname.html"
>SDL_GetKeyName</A
>&nbsp;--&nbsp;Get the name of an SDL virtual keysym</DT
><DT
><A
HREF="sdlenableunicode.html"
>SDL_EnableUNICODE</A
>&nbsp;--&nbsp;Enable UNICODE translation</DT
><DT
><A
HREF="sdlenablekeyrepeat.html"
>SDL_EnableKeyRepeat</A
>&nbsp;--&nbsp;Set keyboard repeat rate.</DT
><DT
><A
HREF="sdlgetmousestate.html"
>SDL_GetMouseState</A
>&nbsp;--&nbsp;Retrieve the current state of the mouse</DT
><DT
><A
HREF="sdlgetrelativemousestate.html"
>SDL_GetRelativeMouseState</A
>&nbsp;--&nbsp;Retrieve the current state of the mouse</DT
><DT
><A
HREF="sdlgetappstate.html"
>SDL_GetAppState</A
>&nbsp;--&nbsp;Get the state of the application</DT
><DT
><A
HREF="sdljoystickeventstate.html"
>SDL_JoystickEventState</A
>&nbsp;--&nbsp;Enable/disable joystick event polling</DT
></DL
></DIV
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN5312"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlpumpevents.html"
>SDL_PumpEvents</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Pumps the event loop, gathering events from the input devices</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlpeepevents.html"
>SDL_PeepEvents</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Checks the event queue for messages and optionally returns them</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlpollevent.html"
>SDL_PollEvent</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Polls for currently pending events</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlwaitevent.html"
>SDL_WaitEvent</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Waits indefinitely for the next available event</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlpushevent.html"
>SDL_PushEvent</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Pushes an event onto the event queue</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlseteventfilter.html"
>SDL_SetEventFilter</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Sets up a filter to process all events</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdleventstate.html"
>SDL_EventState</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Allows you to set the state of processing certain events</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlgetkeystate.html"
>SDL_GetKeyState</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Get a snapshot of the current keyboard state</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlgetmodstate.html"
>SDL_GetModState</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Get the state of modifier keys</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlsetmodstate.html"
>SDL_SetModState</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Set the state of modifier keys</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlgetkeyname.html"
>SDL_GetKeyName</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Get the name of an SDL virtual keysym</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlenableunicode.html"
>SDL_EnableUNICODE</A
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Enable UNICODE translation</TD
></TR
><TR
><TD
ALIGN="LEFT"
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> SDL_AudioSpec wanted;
extern void fill_audio(void *udata, Uint8 *stream, int len);
/* Set the audio format */
wanted.freq = 22050;
wanted.format = AUDIO_S16;
wanted.channels = 2; /* 1 = mono, 2 = stereo */
wanted.samples = 1024; /* Good low-latency value for callback */
wanted.callback = fill_audio;
wanted.userdata = NULL;
/* Open the audio device, forcing the desired format */
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return(0);</PRE
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> static Uint8 *audio_chunk;
static Uint32 audio_len;
static Uint8 *audio_pos;
/* The audio function callback takes the following parameters:
stream: A pointer to the audio buffer to be filled
len: The length (in bytes) of the audio buffer
*/
void fill_audio(void *udata, Uint8 *stream, int len)
{
/* Only play if we have data left */
if ( audio_len == 0 )
return;
/* Mix as much data as possible */
len = ( len &#62; audio_len ? audio_len : len );
SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME);
audio_pos += len;
audio_len -= len;
}
/* Load the audio data ... */
;;;;;
audio_pos = audio_chunk;
/* Let the callback function play the audio chunk */
SDL_PauseAudio(0);
/* Do some processing */
;;;;;
/* Wait for sound to complete */
while ( audio_len &#62; 0 ) {
SDL_Delay(100); /* Sleep 1/10 second */
}
SDL_CloseAudio();</PRE
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><P
>SDL is composed of eight subsystems - Audio, CDROM, Event Handling, File I/O, Joystick Handling, Threading, Timers and Video. Before you can use any of these subsystems they must be initialized by calling <A
HREF="sdlinit.html"
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></A
> (or <A
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><TT
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></A
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CLASS="FUNCTION"
>SDL_Init</TT
> must be called before any other SDL function. It automatically initializes the Event Handling, File I/O and Threading subsystems and it takes a parameter specifying which other subsystems to initialize. So, to initialize the default subsystems and the Video subsystems you would call:
<PRE
CLASS="PROGRAMLISTING"
> SDL_Init ( SDL_INIT_VIDEO );</PRE
>
To initialize the default subsystems, the Video subsystem and the Timers subsystem you would call:
<PRE
CLASS="PROGRAMLISTING"
> SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER );</PRE
></P
><P
><TT
CLASS="FUNCTION"
>SDL_Init</TT
> is complemented by <A
HREF="sdlquit.html"
><TT
CLASS="FUNCTION"
>SDL_Quit</TT
></A
> (and <A
HREF="sdlquitsubsystem.html"
><TT
CLASS="FUNCTION"
>SDL_QuitSubSystem</TT
></A
>). <TT
CLASS="FUNCTION"
>SDL_Quit</TT
> shuts down all subsystems, including the default ones. It should always be called before a SDL application exits.</P
><P
>With <TT
CLASS="FUNCTION"
>SDL_Init</TT
> and <TT
CLASS="FUNCTION"
>SDL_Quit</TT
> firmly embedded in your programmers toolkit you can write your first and most basic SDL application. However, we must be prepare to handle errors. Many SDL functions return a value and indicates whether the function has succeeded or failed, <TT
CLASS="FUNCTION"
>SDL_Init</TT
>, for instance, returns -1 if it could not initialize a subsystem. SDL provides a useful facility that allows you to determine exactly what the problem was, every time an error occurs within SDL an error message is stored which can be retrieved using <TT
CLASS="FUNCTION"
>SDL_GetError</TT
>. Use this often, you can never know too much about an error.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN60"
></A
><P
><B
>Example 1-1. Initializing SDL</B
></P
><PRE
CLASS="PROGRAMLISTING"
>#include "SDL.h" /* All SDL App's need this */
#include &#60;stdio.h&#62;
int main(int argc, char *argv[]) {
printf("Initializing SDL.\n");
/* Initialize defaults, Video and Audio */
if((SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO)==-1)) {
printf("Could not initialize SDL: %s.\n", SDL_GetError());
exit(-1);
}
printf("SDL initialized.\n");
printf("Quiting SDL.\n");
/* Shutdown all subsystems */
SDL_Quit();
printf("Quiting....\n");
exit(0);
}&#13;</PRE
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><P
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><H2
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><A
NAME="AEN393"
></A
>Listing CD-ROM drives</H2
><P
><PRE
CLASS="PROGRAMLISTING"
> #include "SDL.h"
/* Initialize SDL first */
if ( SDL_Init(SDL_INIT_CDROM) &#60; 0 ) {
fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
exit(1);
}
atexit(SDL_Quit);
/* Find out how many CD-ROM drives are connected to the system */
printf("Drives available: %d\n", SDL_CDNumDrives());
for ( i=0; i&#60;SDL_CDNumDrives(); ++i ) {
printf("Drive %d: \"%s\"\n", i, SDL_CDName(i));
}</PRE
></P
></DIV
><DIV
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><H2
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><A
NAME="AEN397"
></A
>Opening the default drive</H2
><P
><PRE
CLASS="PROGRAMLISTING"
> SDL_CD *cdrom;
CDstatus status;
char *status_str;
cdrom = SDL_CDOpen(0);
if ( cdrom == NULL ) {
fprintf(stderr, "Couldn't open default CD-ROM drive: %s\n",
SDL_GetError());
exit(2);
}
status = SDL_CDStatus(cdrom);
switch (status) {
case CD_TRAYEMPTY:
status_str = "tray empty";
break;
case CD_STOPPED:
status_str = "stopped";
break;
case CD_PLAYING:
status_str = "playing";
break;
case CD_PAUSED:
status_str = "paused";
break;
case CD_ERROR:
status_str = "error state";
break;
}
printf("Drive status: %s\n", status_str);
if ( status &#62;= CD_PLAYING ) {
int m, s, f;
FRAMES_TO_MSF(cdrom-&#62;cur_frame, &#38;m, &#38;s, &#38;f);
printf("Currently playing track %d, %d:%2.2d\n",
cdrom-&#62;track[cdrom-&#62;cur_track].id, m, s);
}</PRE
></P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN401"
></A
>Listing the tracks on a CD</H2
><P
><PRE
CLASS="PROGRAMLISTING"
> SDL_CD *cdrom; /* Assuming this has already been set.. */
int i;
int m, s, f;
SDL_CDStatus(cdrom);
printf("Drive tracks: %d\n", cdrom-&#62;numtracks);
for ( i=0; i&#60;cdrom-&#62;numtracks; ++i ) {
FRAMES_TO_MSF(cdrom-&#62;track[i].length, &#38;m, &#38;s, &#38;f);
if ( f &#62; 0 )
++s;
printf("\tTrack (index %d) %d: %d:%2.2d\n", i,
cdrom-&#62;track[i].id, m, s);
}</PRE
></P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN405"
></A
>Play an entire CD</H2
><P
><PRE
CLASS="PROGRAMLISTING"
> SDL_CD *cdrom; /* Assuming this has already been set.. */
// Play entire CD:
if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )
SDL_CDPlayTracks(cdrom, 0, 0, 0, 0);
// Play last track:
if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) {
SDL_CDPlayTracks(cdrom, cdrom-&#62;numtracks-1, 0, 0, 0);
}
// Play first and second track and 10 seconds of third track:
if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )
SDL_CDPlayTracks(cdrom, 0, 0, 2, CD_FPS * 10);</PRE
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><A
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></A
>Filtering and Handling Events</H2
><P
><PRE
CLASS="PROGRAMLISTING"
>#include &#60;stdio.h&#62;
#include &#60;stdlib.h&#62;
#include "SDL.h"
/* This function may run in a separate event thread */
int FilterEvents(const SDL_Event *event) {
static int boycott = 1;
/* This quit event signals the closing of the window */
if ( (event-&#62;type == SDL_QUIT) &#38;&#38; boycott ) {
printf("Quit event filtered out -- try again.\n");
boycott = 0;
return(0);
}
if ( event-&#62;type == SDL_MOUSEMOTION ) {
printf("Mouse moved to (%d,%d)\n",
event-&#62;motion.x, event-&#62;motion.y);
return(0); /* Drop it, we've handled it */
}
return(1);
}
int main(int argc, char *argv[])
{
SDL_Event event;
/* Initialize the SDL library (starts the event loop) */
if ( SDL_Init(SDL_INIT_VIDEO) &#60; 0 ) {
fprintf(stderr,
"Couldn't initialize SDL: %s\n", SDL_GetError());
exit(1);
}
/* Clean up on exit, exit on window close and interrupt */
atexit(SDL_Quit);
/* Ignore key events */
SDL_EventState(SDL_KEYDOWN, SDL_IGNORE);
SDL_EventState(SDL_KEYUP, SDL_IGNORE);
/* Filter quit and mouse motion events */
SDL_SetEventFilter(FilterEvents);
/* The mouse isn't much use unless we have a display for reference */
if ( SDL_SetVideoMode(640, 480, 8, 0) == NULL ) {
fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
SDL_GetError());
exit(1);
}
/* Loop waiting for ESC+Mouse_Button */
while ( SDL_WaitEvent(&#38;event) &#62;= 0 ) {
switch (event.type) {
case SDL_ACTIVEEVENT: {
if ( event.active.state &#38; SDL_APPACTIVE ) {
if ( event.active.gain ) {
printf("App activated\n");
} else {
printf("App iconified\n");
}
}
}
break;
case SDL_MOUSEBUTTONDOWN: {
Uint8 *keys;
keys = SDL_GetKeyState(NULL);
if ( keys[SDLK_ESCAPE] == SDL_PRESSED ) {
printf("Bye bye...\n");
exit(0);
}
printf("Mouse button pressed\n");
}
break;
case SDL_QUIT: {
printf("Quit requested, quitting.\n");
exit(0);
}
break;
}
}
/* This should never happen */
printf("SDL_WaitEvent error: %s\n", SDL_GetError());
exit(1);
}</PRE
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></A
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><P
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><DIV
CLASS="CHAPTER"
><H1
><A
NAME="GUIDEINPUT"
></A
>Chapter 3. Input handling</H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="guideinput.html#GUIDEINPUTJOYSTICK"
>Handling Joysticks</A
></DT
><DT
><A
HREF="guideinputkeyboard.html"
>Handling the Keyboard</A
></DT
></DL
></DIV
><DIV
CLASS="SECT1"
><H1
CLASS="SECT1"
><A
NAME="GUIDEINPUTJOYSTICK"
></A
>Handling Joysticks</H1
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN135"
></A
>Initialization</H2
><P
>The first step in using a joystick in a SDL program is to initialize the Joystick subsystems of SDL. This done by passing the <TT
CLASS="LITERAL"
>SDL_INIT_JOYSTICK</TT
> flag to <A
HREF="sdlinit.html"
><TT
CLASS="FUNCTION"
>SDL_Init</TT
></A
>. The joystick flag will usually be used in conjunction with other flags (like the video flag) because the joystick is usually used to control something.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN141"
></A
><P
><B
>Example 3-1. Initializing SDL with Joystick Support</B
></P
><PRE
CLASS="PROGRAMLISTING"
> if (SDL_Init( SDL_INIT_VIDEO | SDL_INIT_JOYSTICK ) &#60; 0)
{
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
exit(1);
}</PRE
></DIV
><P
>This will attempt to start SDL with both the video and the joystick subsystems activated.</P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN145"
></A
>Querying</H2
><P
>If we have reached this point then we can safely assume that the SDL library has been initialized and that the Joystick subsystem is active. We can now call some video and/or sound functions to get things going before we need the joystick. Eventually we have to make sure that there is actually a joystick to work with. It's wise to always check even if you know a joystick will be present on the system because it can also help detect when the joystick is unplugged. The function used to check for joysticks is <A
HREF="sdlnumjoysticks.html"
><TT
CLASS="FUNCTION"
>SDL_NumJoysticks</TT
></A
>.</P
><P
>This function simply returns the number of joysticks available on the system. If it is at least one then we are in good shape. The next step is to determine which joystick the user wants to use. If the number of joysticks available is only one then it is safe to assume that one joystick is the one the user wants to use. SDL has a function to get the name of the joysticks as assigned by the operations system and that function is <A
HREF="sdljoystickname.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickName</TT
></A
>. The joystick is specified by an index where 0 is the first joystick and the last joystick is the number returned by <TT
CLASS="FUNCTION"
>SDL_NumJoysticks</TT
> - 1. In the demonstration a list of all available joysticks is printed to stdout.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN154"
></A
><P
><B
>Example 3-2. Querying the Number of Available Joysticks</B
></P
><PRE
CLASS="PROGRAMLISTING"
> printf("%i joysticks were found.\n\n", SDL_NumJoysticks() );
printf("The names of the joysticks are:\n");
for( i=0; i &#60; SDL_NumJoysticks(); i++ )
{
printf(" %s\n", SDL_JoystickName(i));
}</PRE
></DIV
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN157"
></A
>Opening a Joystick and Receiving Joystick Events</H2
><P
>SDL's event driven architecture makes working with joysticks a snap. Joysticks can trigger 4 different types of events:
<P
></P
><TABLE
BORDER="0"
><TBODY
><TR
><TD
><A
HREF="sdljoyaxisevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_JoyAxisEvent</SPAN
></A
></TD
><TD
>Occurs when an axis changes</TD
></TR
><TR
><TD
><A
HREF="sdljoyballevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_JoyBallEvent</SPAN
></A
></TD
><TD
>Occurs when a joystick trackball's position changes</TD
></TR
><TR
><TD
><A
HREF="sdljoyhatevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_JoyHatEvent</SPAN
></A
></TD
><TD
>Occurs when a hat's position changes</TD
></TR
><TR
><TD
><A
HREF="sdljoybuttonevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_JoyButtonEvent</SPAN
></A
></TD
><TD
>Occurs when a button is pressed or released</TD
></TR
></TBODY
></TABLE
><P
></P
></P
><P
>Events are received from all joysticks opened. The first thing that needs to be done in order to receive joystick events is to call <A
HREF="sdljoystickeventstate.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickEventState</TT
></A
> with the <TT
CLASS="LITERAL"
>SDL_ENABLE</TT
> flag. Next you must open the joysticks that you want to receive envents from. This is done with the <A
HREF="sdljoystickopen.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickOpen</TT
></A
> function. For the example we are only interested in events from the first joystick on the system, regardless of what it may be. To receive events from it we would do this:</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN183"
></A
><P
><B
>Example 3-3. Opening a Joystick</B
></P
><PRE
CLASS="PROGRAMLISTING"
> SDL_Joystick *joystick;
SDL_JoystickEventState(SDL_ENABLE);
joystick = SDL_JoystickOpen(0);</PRE
></DIV
><P
>If we wanted to receive events for other joysticks we would open them with calls to <TT
CLASS="FUNCTION"
>SDL_JoystickOpen</TT
> just like we opened joystick 0, except we would store the <SPAN
CLASS="STRUCTNAME"
>SDL_Joystick</SPAN
> structure they return in a different pointer. We only need the joystick pointer when we are querying the joysticks or when we are closing the joystick.</P
><P
>Up to this point all the code we have is used just to initialize the joysticks in order to read values at run time. All we need now is an event loop, which is something that all SDL programs should have anyway to receive the systems quit events. We must now add code to check the event loop for at least some of the above mentioned events. Let's assume our event loop looks like this:
<PRE
CLASS="PROGRAMLISTING"
> SDL_Event event;
/* Other initializtion code goes here */
/* Start main game loop here */
while(SDL_PollEvent(&#38;event))
{
switch(event.type)
{
case SDL_KEYDOWN:
/* handle keyboard stuff here */
break;
case SDL_QUIT:
/* Set whatever flags are necessary to */
/* end the main game loop here */
break;
}
}
/* End loop here */</PRE
>
To handle Joystick events we merely add cases for them, first we'll add axis handling code. Axis checks can get kinda of tricky because alot of the joystick events received are junk. Joystick axis have a tendency to vary just a little between polling due to the way they are designed. To compensate for this you have to set a threshold for changes and ignore the events that have'nt exceeded the threshold. 10% is usually a good threshold value. This sounds a lot more complicated than it is. Here is the Axis event handler:</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN191"
></A
><P
><B
>Example 3-4. Joystick Axis Events</B
></P
><PRE
CLASS="PROGRAMLISTING"
> case SDL_JOYAXISMOTION: /* Handle Joystick Motion */
if ( ( event.jaxis.value &#60; -3200 ) || (event.jaxis.value &#62; 3200 ) )
{
/* code goes here */
}
break;</PRE
></DIV
><P
>Another trick with axis events is that up-down and left-right movement are two different sets of axes. The most important axis is axis 0 (left-right) and axis 1 (up-down). To handle them seperatly in the code we do the following:</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN195"
></A
><P
><B
>Example 3-5. More Joystick Axis Events</B
></P
><PRE
CLASS="PROGRAMLISTING"
> case SDL_JOYAXISMOTION: /* Handle Joystick Motion */
if ( ( event.jaxis.value &#60; -3200 ) || (event.jaxis.value &#62; 3200 ) )
{
if( event.jaxis.axis == 0)
{
/* Left-right movement code goes here */
}
if( event.jaxis.axis == 1)
{
/* Up-Down movement code goes here */
}
}
break;</PRE
></DIV
><P
>Ideally the code here should use <TT
CLASS="STRUCTFIELD"
><I
>event.jaxis.value</I
></TT
> to scale something. For example lets assume you are using the joystick to control the movement of a spaceship. If the user is using an analog joystick and they push the stick a little bit they expect to move less than if they pushed it a lot. Designing your code for this situation is preferred because it makes the experience for users of analog controls better and remains the same for users of digital controls.</P
><P
>If your joystick has any additional axis then they may be used for other sticks or throttle controls and those axis return values too just with different <TT
CLASS="STRUCTFIELD"
><I
>event.jaxis.axis</I
></TT
> values.</P
><P
>Button handling is simple compared to the axis checking.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN203"
></A
><P
><B
>Example 3-6. Joystick Button Events</B
></P
><PRE
CLASS="PROGRAMLISTING"
> case SDL_JOYBUTTONDOWN: /* Handle Joystick Button Presses */
if ( event.jbutton.button == 0 )
{
/* code goes here */
}
break;</PRE
></DIV
><P
>Button checks are simpler than axis checks because a button can only be pressed or not pressed. The <TT
CLASS="LITERAL"
>SDL_JOYBUTTONDOWN</TT
> event is triggered when a button is pressed and the <TT
CLASS="LITERAL"
>SDL_JOYBUTTONUP</TT
> event is fired when a button is released. We do have to know what button was pressed though, that is done by reading the <TT
CLASS="STRUCTFIELD"
><I
>event.jbutton.button</I
></TT
> field.</P
><P
>Lastly when we are through using our joysticks we should close them with a call to <A
HREF="sdljoystickclose.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickClose</TT
></A
>. To close our opened joystick 0 we would do this at the end of our program:
<PRE
CLASS="PROGRAMLISTING"
> SDL_JoystickClose(joystick);</PRE
></P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN214"
></A
>Advanced Joystick Functions</H2
><P
>That takes care of the controls that you can count on being on every joystick under the sun, but there are a few extra things that SDL can support. Joyballs are next on our list, they are alot like axis with a few minor differences. Joyballs store relative changes unlike the the absolute postion stored in a axis event. Also one trackball event contains both the change in x and they change in y. Our case for it is as follows:</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN217"
></A
><P
><B
>Example 3-7. Joystick Ball Events</B
></P
><PRE
CLASS="PROGRAMLISTING"
> case SDL_JOYBALLMOTION: /* Handle Joyball Motion */
if( event.jball.ball == 0 )
{
/* ball handling */
}
break;</PRE
></DIV
><P
>The above checks the first joyball on the joystick. The change in position will be stored in <TT
CLASS="STRUCTFIELD"
><I
>event.jball.xrel</I
></TT
> and <TT
CLASS="STRUCTFIELD"
><I
>event.jball.yrel</I
></TT
>.</P
><P
>Finally we have the hat event. Hats report only the direction they are pushed in. We check hat's position with the bitmasks:
<P
></P
><TABLE
BORDER="0"
><TBODY
><TR
><TD
><TT
CLASS="LITERAL"
>SDL_HAT_CENTERED</TT
></TD
></TR
><TR
><TD
><TT
CLASS="LITERAL"
>SDL_HAT_UP</TT
></TD
></TR
><TR
><TD
><TT
CLASS="LITERAL"
>SDL_HAT_RIGHT</TT
></TD
></TR
><TR
><TD
><TT
CLASS="LITERAL"
>SDL_HAT_DOWN</TT
></TD
></TR
><TR
><TD
><TT
CLASS="LITERAL"
>SDL_HAT_LEFT</TT
></TD
></TR
></TBODY
></TABLE
><P
></P
>
Also there are some predefined combinations of the above:
<P
></P
><TABLE
BORDER="0"
><TBODY
><TR
><TD
><TT
CLASS="LITERAL"
>SDL_HAT_RIGHTUP</TT
></TD
></TR
><TR
><TD
><TT
CLASS="LITERAL"
>SDL_HAT_RIGHTDOWN</TT
></TD
></TR
><TR
><TD
><TT
CLASS="LITERAL"
>SDL_HAT_LEFTUP</TT
></TD
></TR
><TR
><TD
><TT
CLASS="LITERAL"
>SDL_HAT_LEFTDOWN</TT
></TD
></TR
></TBODY
></TABLE
><P
></P
>
Our case for the hat may resemble the following:</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN244"
></A
><P
><B
>Example 3-8. Joystick Hat Events</B
></P
><PRE
CLASS="PROGRAMLISTING"
> case SDL_JOYHATMOTION: /* Handle Hat Motion */
if ( event.jhat.value &#38; SDL_HAT_UP )
{
/* Do up stuff here */
}
if ( event.jhat.value &#38; SDL_HAT_LEFT )
{
/* Do left stuff here */
}
if ( event.jhat.value &#38; SDL_HAT_RIGHTDOWN )
{
/* Do right and down together stuff here */
}
break;</PRE
></DIV
><P
>In addition to the queries for number of joysticks on the system and their names there are additional functions to query the capabilities of attached joysticks:
<P
></P
><TABLE
BORDER="0"
><TBODY
><TR
><TD
><A
HREF="sdljoysticknumaxes.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickNumAxes</TT
></A
></TD
><TD
>Returns the number of joysitck axes</TD
></TR
><TR
><TD
><A
HREF="sdljoysticknumbuttons.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickNumButtons</TT
></A
></TD
><TD
>Returns the number of joysitck buttons</TD
></TR
><TR
><TD
><A
HREF="sdljoysticknumballs.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickNumBalls</TT
></A
></TD
><TD
>Returns the number of joysitck balls</TD
></TR
><TR
><TD
><A
HREF="sdljoysticknumhats.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickNumHats</TT
></A
></TD
><TD
>Returns the number of joysitck hats</TD
></TR
></TBODY
></TABLE
><P
></P
>
To use these functions we just have to pass in the joystick structure we got when we opened the joystick. For Example:</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN265"
></A
><P
><B
>Example 3-9. Querying Joystick Characteristics</B
></P
><PRE
CLASS="PROGRAMLISTING"
> int number_of_buttons;
SDL_Joystick *joystick;
joystick = SDL_JoystickOpen(0);
number_of_buttons = SDL_JoystickNumButtons(joystick);</PRE
></DIV
><P
>This block of code would get the number of buttons on the first joystick in the system. </P
></DIV
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>Handling the Keyboard</H1
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN271"
></A
>Keyboard Related Structures</H2
><P
>It should make it a lot easier to understand this tutorial is you are familiar with the data types involved in keyboard access, so I'll explain them first.</P
><DIV
CLASS="SECT3"
><H3
CLASS="SECT3"
><A
NAME="AEN274"
></A
>SDLKey</H3
><P
><SPAN
CLASS="STRUCTNAME"
>SDLKey</SPAN
> is an enumerated type defined in SDL/include/SDL_keysym.h and detailed <A
HREF="sdlkey.html"
>here</A
>. Each <SPAN
CLASS="STRUCTNAME"
>SDLKey</SPAN
> symbol represents a key, <TT
CLASS="LITERAL"
>SDLK_a</TT
> corresponds to the 'a' key on a keyboard, <TT
CLASS="LITERAL"
>SDLK_SPACE</TT
> corresponds to the space bar, and so on.</P
></DIV
><DIV
CLASS="SECT3"
><H3
CLASS="SECT3"
><A
NAME="AEN282"
></A
>SDLMod</H3
><P
>SDLMod is an enumerated type, similar to <SPAN
CLASS="STRUCTNAME"
>SDLKey</SPAN
>, however it enumerates keyboard modifiers (Control, Alt, Shift). The full list of modifier symbols is <A
HREF="sdlkey.html#SDLMOD"
>here</A
>. <SPAN
CLASS="STRUCTNAME"
>SDLMod</SPAN
> values can be AND'd together to represent several modifiers.</P
></DIV
><DIV
CLASS="SECT3"
><H3
CLASS="SECT3"
><A
NAME="AEN288"
></A
>SDL_keysym</H3
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
Uint8 scancode;
SDLKey sym;
SDLMod mod;
Uint16 unicode;
} SDL_keysym;</PRE
><P
>The <SPAN
CLASS="STRUCTNAME"
>SDL_keysym</SPAN
> structure describes a key press or a key release. The <TT
CLASS="STRUCTFIELD"
><I
>scancode</I
></TT
> field is hardware specific and should be ignored unless you know what your doing. The <TT
CLASS="STRUCTFIELD"
><I
>sym</I
></TT
> field is the <SPAN
CLASS="STRUCTNAME"
>SDLKey</SPAN
> value of the key being pressed or released. The <TT
CLASS="STRUCTFIELD"
><I
>mod</I
></TT
> field describes the state of the keyboard modifiers at the time the key press or release occurred. So a value of <TT
CLASS="LITERAL"
>KMOD_NUM | KMOD_CAPS | KMOD_LSHIFT</TT
> would mean that Numlock, Capslock and the left shift key were all press (or enabled in the case of the lock keys). Finally, the <TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
> field stores the 16-bit unicode value of the key.</P
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>It should be noted and understood that this field is only valid when the <SPAN
CLASS="STRUCTNAME"
>SDL_keysym</SPAN
> is describing a key press, not a key release. Unicode values only make sense on a key press because the unicode value describes an international character and only key presses produce characters. More information on Unicode can be found at <A
HREF="http://www.unicode.org"
TARGET="_top"
>www.unicode.org</A
></P
></BLOCKQUOTE
></DIV
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>Unicode translation must be enabled using the <A
HREF="sdlenableunicode.html"
><TT
CLASS="FUNCTION"
>SDL_EnableUNICODE</TT
></A
> function.</P
></BLOCKQUOTE
></DIV
></DIV
><DIV
CLASS="SECT3"
><H3
CLASS="SECT3"
><A
NAME="AEN307"
></A
>SDL_KeyboardEvent</H3
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
Uint8 type;
Uint8 state;
SDL_keysym keysym;
} SDL_KeyboardEvent;</PRE
><P
>The <SPAN
CLASS="STRUCTNAME"
>SDL_KeyboardEvent</SPAN
> describes a keyboard event (obviously). The <TT
CLASS="STRUCTFIELD"
><I
>key</I
></TT
> member of the <A
HREF="sdlevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
></A
> union is a <SPAN
CLASS="STRUCTNAME"
>SDL_KeyboardEvent</SPAN
> structure. The <TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
> field specifies whether the event is a key release (<TT
CLASS="LITERAL"
>SDL_KEYUP</TT
>) or a key press (<TT
CLASS="LITERAL"
>SDL_KEYDOWN</TT
>) event. The <TT
CLASS="STRUCTFIELD"
><I
>state</I
></TT
> is largely redundant, it reports the same information as the <TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
> field but uses different values (<TT
CLASS="LITERAL"
>SDL_RELEASED</TT
> and <TT
CLASS="LITERAL"
>SDL_PRESSED</TT
>). The <TT
CLASS="STRUCTFIELD"
><I
>keysym</I
></TT
> contains information of the key press or release that this event represents (see above).</P
></DIV
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN324"
></A
>Reading Keyboard Events</H2
><P
>Reading keybaord events from the event queue is quite simple (the event queue and using it is described <A
HREF="sdlevent.html"
>here</A
>). We read events using <A
HREF="sdlpollevent.html"
><TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
></A
> in a <TT
CLASS="LITERAL"
>while()</TT
> loop and check for <TT
CLASS="LITERAL"
>SDL_KEYUP</TT
> and <TT
CLASS="LITERAL"
>SDL_KEYDOWN</TT
> events using a <TT
CLASS="LITERAL"
>switch</TT
> statement, like so:</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN334"
></A
><P
><B
>Example 3-10. Reading Keyboard Events</B
></P
><PRE
CLASS="PROGRAMLISTING"
> SDL_Event event;
.
.
/* Poll for events. SDL_PollEvent() returns 0 when there are no */
/* more events on the event queue, our while loop will exit when */
/* that occurs. */
while( SDL_PollEvent( &#38;event ) ){
/* We are only worried about SDL_KEYDOWN and SDL_KEYUP events */
switch( event.type ){
case SDL_KEYDOWN:
printf( "Key press detected\n" );
break;
case SDL_KEYUP:
printf( "Key release detected\n" );
break;
default:
break;
}
}
.
.</PRE
></DIV
><P
>This is a very basic example. No information about the key press or release is interpreted. We will explore the other extreme out our first full example below - reporting all available information about a keyboard event.</P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN338"
></A
>A More Detailed Look</H2
><P
>Before we can read events SDL must be initialised with <A
HREF="sdlinit.html"
><TT
CLASS="FUNCTION"
>SDL_Init</TT
></A
> and a video mode must be set using <A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
>. There are, however, two other functions we must use to obtain all the information required. We must enable unicode translation by calling <TT
CLASS="FUNCTION"
>SDL_EnableUNICODE(1)</TT
> and we must convert <SPAN
CLASS="STRUCTNAME"
>SDLKey</SPAN
> values into something printable, using <A
HREF="sdlgetkeyname.html"
><TT
CLASS="FUNCTION"
>SDL_GetKeyName</TT
></A
></P
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>It is useful to note that unicode values &#60; 0x80 translate directly a characters ASCII value. THis is used in the example below</P
></BLOCKQUOTE
></DIV
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN351"
></A
><P
><B
>Example 3-11. Interpreting Key Event Information</B
></P
><PRE
CLASS="PROGRAMLISTING"
>&#13; #include "SDL.h"
/* Function Prototypes */
void PrintKeyInfo( SDL_KeyboardEvent *key );
void PrintModifiers( SDLMod mod );
/* main */
int main( int argc, char *argv[] ){
SDL_Event event;
int quit = 0;
/* Initialise SDL */
if( SDL_Init( SDL_INIT_VIDEO ) &#60; 0){
fprintf( stderr, "Could not initialise SDL: %s\n", SDL_GetError() );
exit( -1 );
}
/* Set a video mode */
if( !SDL_SetVideoMode( 320, 200, 0, 0 ) ){
fprintf( stderr, "Could not set video mode: %s\n", SDL_GetError() );
SDL_Quit();
exit( -1 );
}
/* Enable Unicode translation */
SDL_EnableUNICODE( 1 );
/* Loop until an SDL_QUIT event is found */
while( !quit ){
/* Poll for events */
while( SDL_PollEvent( &#38;event ) ){
switch( event.type ){
/* Keyboard event */
/* Pass the event data onto PrintKeyInfo() */
case SDL_KEYDOWN:
case SDL_KEYUP:
PrintKeyInfo( &#38;event.key );
break;
/* SDL_QUIT event (window close) */
case SDL_QUIT:
quit = 1;
break;
default:
break;
}
}
}
/* Clean up */
SDL_Quit();
exit( 0 );
}
/* Print all information about a key event */
void PrintKeyInfo( SDL_KeyboardEvent *key ){
/* Is it a release or a press? */
if( key-&#62;type == SDL_KEYUP )
printf( "Release:- " );
else
printf( "Press:- " );
/* Print the hardware scancode first */
printf( "Scancode: 0x%02X", key-&#62;keysym.scancode );
/* Print the name of the key */
printf( ", Name: %s", SDL_GetKeyName( key-&#62;keysym.sym ) );
/* We want to print the unicode info, but we need to make */
/* sure its a press event first (remember, release events */
/* don't have unicode info */
if( key-&#62;type == SDL_KEYDOWN ){
/* If the Unicode value is less than 0x80 then the */
/* unicode value can be used to get a printable */
/* representation of the key, using (char)unicode. */
printf(", Unicode: " );
if( key-&#62;keysym.unicode &#60; 0x80 &#38;&#38; key-&#62;keysym.unicode &#62; 0 ){
printf( "%c (0x%04X)", (char)key-&#62;keysym.unicode,
key-&#62;keysym.unicode );
}
else{
printf( "? (0x%04X)", key-&#62;keysym.unicode );
}
}
printf( "\n" );
/* Print modifier info */
PrintModifiers( key-&#62;keysym.mod );
}
/* Print modifier info */
void PrintModifiers( SDLMod mod ){
printf( "Modifers: " );
/* If there are none then say so and return */
if( mod == KMOD_NONE ){
printf( "None\n" );
return;
}
/* Check for the presence of each SDLMod value */
/* This looks messy, but there really isn't */
/* a clearer way. */
if( mod &#38; KMOD_NUM ) printf( "NUMLOCK " );
if( mod &#38; KMOD_CAPS ) printf( "CAPSLOCK " );
if( mod &#38; KMOD_LCTRL ) printf( "LCTRL " );
if( mod &#38; KMOD_RCTRL ) printf( "RCTRL " );
if( mod &#38; KMOD_RSHIFT ) printf( "RSHIFT " );
if( mod &#38; KMOD_LSHIFT ) printf( "LSHIFT " );
if( mod &#38; KMOD_RALT ) printf( "RALT " );
if( mod &#38; KMOD_LALT ) printf( "LALT " );
if( mod &#38; KMOD_CTRL ) printf( "CTRL " );
if( mod &#38; KMOD_SHIFT ) printf( "SHIFT " );
if( mod &#38; KMOD_ALT ) printf( "ALT " );
printf( "\n" );
}</PRE
></DIV
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN354"
></A
>Game-type Input</H2
><P
>I have found that people using keyboard events for games and other interactive applications don't always understand one fundemental point.</P
><A
NAME="AEN357"
></A
><BLOCKQUOTE
CLASS="BLOCKQUOTE"
><P
>Keyboard events <SPAN
CLASS="emphasis"
><I
CLASS="EMPHASIS"
>only</I
></SPAN
> take place when a keys state changes from being unpressed to pressed, and vice versa.</P
></BLOCKQUOTE
><P
>Imagine you have an image of an alien that you wish to move around using the cursor keys: when you pressed the left arrow key you want him to slide over to the left, and when you press the down key you want him to slide down the screen. Examine the following code; it highlights an error that many people have made.
<PRE
CLASS="PROGRAMLISTING"
> /* Alien screen coordinates */
int alien_x=0, alien_y=0;
.
.
/* Initialise SDL and video modes and all that */
.
/* Main game loop */
/* Check for events */
while( SDL_PollEvent( &#38;event ) ){
switch( event.type ){
/* Look for a keypress */
case SDL_KEYDOWN:
/* Check the SDLKey values and move change the coords */
switch( event.key.keysym.sym ){
case SDLK_LEFT:
alien_x -= 1;
break;
case SDLK_RIGHT:
alien_x += 1;
break;
case SDLK_UP:
alien_y -= 1;
break;
case SDLK_DOWN:
alien_y += 1;
break;
default:
break;
}
}
}
}
.
.</PRE
>
At first glance you may think this is a perfectly reasonable piece of code for the task, but it isn't. Like I said keyboard events only occur when a key changes state, so the user would have to press and release the left cursor key 100 times to move the alien 100 pixels to the left.</P
><P
>To get around this problem we must not use the events to change the position of the alien, we use the events to set flags which are then used in a seperate section of code to move the alien. Something like this:</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN363"
></A
><P
><B
>Example 3-12. Proper Game Movement</B
></P
><PRE
CLASS="PROGRAMLISTING"
> /* Alien screen coordinates */
int alien_x=0, alien_y=0;
int alien_xvel=0, alien_yvel=0;
.
.
/* Initialise SDL and video modes and all that */
.
/* Main game loop */
/* Check for events */
while( SDL_PollEvent( &#38;event ) ){
switch( event.type ){
/* Look for a keypress */
case SDL_KEYDOWN:
/* Check the SDLKey values and move change the coords */
switch( event.key.keysym.sym ){
case SDLK_LEFT:
alien_xvel = -1;
break;
case SDLK_RIGHT:
alien_xvel = 1;
break;
case SDLK_UP:
alien_yvel = -1;
break;
case SDLK_DOWN:
alien_yvel = 1;
break;
default:
break;
}
break;
/* We must also use the SDL_KEYUP events to zero the x */
/* and y velocity variables. But we must also be */
/* careful not to zero the velocities when we shouldn't*/
case SDL_KEYUP:
switch( event.key.keysym.sym ){
case SDLK_LEFT:
/* We check to make sure the alien is moving */
/* to the left. If it is then we zero the */
/* velocity. If the alien is moving to the */
/* right then the right key is still press */
/* so we don't tocuh the velocity */
if( alien_xvel &#60; 0 )
alien_xvel = 0;
break;
case SDLK_RIGHT:
if( alien_xvel &#62; 0 )
alien_xvel = 0;
break;
case SDLK_UP:
if( alien_yvel &#60; 0 )
alien_yvel = 0;
break;
case SDLK_DOWN:
if( alien_yvel &#62; 0 )
alien_yvel = 0;
break;
default:
break;
}
break;
default:
break;
}
}
.
.
/* Update the alien position */
alien_x += alien_xvel;
alien_y += alien_yvel;</PRE
></DIV
><P
>As can be seen, we use two extra variables, alien_xvel and alien_yvel, which represent the motion of the ship, it is these variables that we update when we detect keypresses and releases.</P
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>#define TICK_INTERVAL 30
static Uint32 next_time;
Uint32 time_left(void)
{
Uint32 now;
now = SDL_GetTicks();
if(next_time &#60;= now)
return 0;
else
return next_time - now;
}
/* main game loop */
next_time = SDL_GetTicks() + TICK_INTERVAL;
while ( game_running ) {
update_game_state();
SDL_Delay(time_left());
next_time += TICK_INTERVAL;
}&#13;</PRE
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><H2
CLASS="SECT2"
><A
NAME="AEN68"
></A
>Initializing the Video Display</H2
><P
>This is what almost all SDL programs have to do in one way or
another.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN71"
></A
><P
><B
>Example 2-1. Initializing the Video Display</B
></P
><PRE
CLASS="PROGRAMLISTING"
> SDL_Surface *screen;
/* Initialize the SDL library */
if( SDL_Init(SDL_INIT_VIDEO) &#60; 0 ) {
fprintf(stderr,
"Couldn't initialize SDL: %s\n", SDL_GetError());
exit(1);
}
/* Clean up on exit */
atexit(SDL_Quit);
/*
* Initialize the display in a 640x480 8-bit palettized mode,
* requesting a software surface
*/
screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
if ( screen == NULL ) {
fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
SDL_GetError());
exit(1);
}</PRE
></DIV
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN74"
></A
>Initializing the Best Video Mode</H2
><P
>If you have a preference for a certain pixel depth but will accept any
other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also
use SDL_VideoModeOK() to find the native video mode that is closest to
the mode you request.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN77"
></A
><P
><B
>Example 2-2. Initializing the Best Video Mode</B
></P
><PRE
CLASS="PROGRAMLISTING"
> /* Have a preference for 8-bit, but accept any depth */
screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);
if ( screen == NULL ) {
fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
SDL_GetError());
exit(1);
}
printf("Set 640x480 at %d bits-per-pixel mode\n",
screen-&#62;format-&#62;BitsPerPixel);</PRE
></DIV
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN80"
></A
>Loading and Displaying a BMP File</H2
><P
>The following function loads and displays a BMP file given as
argument, once SDL is initialised and a video mode has been set.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN83"
></A
><P
><B
>Example 2-3. Loading and Displaying a BMP File</B
></P
><PRE
CLASS="PROGRAMLISTING"
>void display_bmp(char *file_name)
{
SDL_Surface *image;
/* Load the BMP file into a surface */
image = SDL_LoadBMP(file_name);
if (image == NULL) {
fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
return;
}
/*
* Palettized screen modes will have a default palette (a standard
* 8*8*4 colour cube), but if the image is palettized as well we can
* use that palette for a nicer colour matching
*/
if (image-&#62;format-&#62;palette &#38;&#38; screen-&#62;format-&#62;palette) {
SDL_SetColors(screen, image-&#62;format-&#62;palette-&#62;colors, 0,
image-&#62;format-&#62;palette-&#62;ncolors);
}
/* Blit onto the screen surface */
if(SDL_BlitSurface(image, NULL, screen, NULL) &#60; 0)
fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());
SDL_UpdateRect(screen, 0, 0, image-&#62;w, image-&#62;h);
/* Free the allocated BMP surface */
SDL_FreeSurface(image);
}</PRE
></DIV
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN86"
></A
>Drawing Directly to the Display</H2
><P
>The following two functions can be used to get and set single
pixels of a surface. They are carefully written to work with any depth
currently supported by SDL. Remember to lock the surface before
calling them, and to unlock it before calling any other SDL
functions.</P
><P
>To convert between pixel values and their red, green, blue
components, use SDL_GetRGB() and SDL_MapRGB().</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN90"
></A
><P
><B
>Example 2-4. getpixel()</B
></P
><PRE
CLASS="PROGRAMLISTING"
>/*
* Return the pixel value at (x, y)
* NOTE: The surface must be locked before calling this!
*/
Uint32 getpixel(SDL_Surface *surface, int x, int y)
{
int bpp = surface-&#62;format-&#62;BytesPerPixel;
/* Here p is the address to the pixel we want to retrieve */
Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;
switch(bpp) {
case 1:
return *p;
case 2:
return *(Uint16 *)p;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] &#60;&#60; 16 | p[1] &#60;&#60; 8 | p[2];
else
return p[0] | p[1] &#60;&#60; 8 | p[2] &#60;&#60; 16;
case 4:
return *(Uint32 *)p;
default:
return 0; /* shouldn't happen, but avoids warnings */
}
}</PRE
></DIV
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN93"
></A
><P
><B
>Example 2-5. putpixel()</B
></P
><PRE
CLASS="PROGRAMLISTING"
>/*
* Set the pixel at (x, y) to the given value
* NOTE: The surface must be locked before calling this!
*/
void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
{
int bpp = surface-&#62;format-&#62;BytesPerPixel;
/* Here p is the address to the pixel we want to set */
Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;
switch(bpp) {
case 1:
*p = pixel;
break;
case 2:
*(Uint16 *)p = pixel;
break;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
p[0] = (pixel &#62;&#62; 16) &#38; 0xff;
p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
p[2] = pixel &#38; 0xff;
} else {
p[0] = pixel &#38; 0xff;
p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
p[2] = (pixel &#62;&#62; 16) &#38; 0xff;
}
break;
case 4:
*(Uint32 *)p = pixel;
break;
}
}</PRE
></DIV
><P
>The following code uses the putpixel() function above to set a
yellow pixel in the middle of the screen.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN97"
></A
><P
><B
>Example 2-6. Using putpixel()</B
></P
><PRE
CLASS="PROGRAMLISTING"
>&#13; /* Code to set a yellow pixel at the center of the screen */
int x, y;
Uint32 yellow;
/* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)
Note: If the display is palettized, you must set the palette first.
*/
yellow = SDL_MapRGB(screen-&#62;format, 0xff, 0xff, 0x00);
x = screen-&#62;w / 2;
y = screen-&#62;h / 2;
/* Lock the screen for direct access to the pixels */
if ( SDL_MUSTLOCK(screen) ) {
if ( SDL_LockSurface(screen) &#60; 0 ) {
fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError());
return;
}
}
putpixel(screen, x, y, yellow);
if ( SDL_MUSTLOCK(screen) ) {
SDL_UnlockSurface(screen);
}
/* Update just the part of the display that we've changed */
SDL_UpdateRect(screen, x, y, 1, 1);
return;&#13;</PRE
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CLASS="SECT1"
><H1
CLASS="SECT1"
><A
NAME="GUIDEVIDEOOPENGL"
></A
>Using OpenGL With SDL</H1
><P
>SDL has the ability to create and use OpenGL contexts on several platforms(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, Mac OS X, FreeBSD/X11 and Solaris/X11). This allows you to use SDL's audio, event handling, threads and times in your OpenGL applications (a function often performed by GLUT).</P
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN103"
></A
>Initialisation</H2
><P
>Initialising SDL to use OpenGL is not very different to initialising SDL normally. There are three differences; you must pass <TT
CLASS="LITERAL"
>SDL_OPENGL</TT
> to <A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
>, you must specify several GL attributes (depth buffer size, framebuffer sizes) using <A
HREF="sdlglsetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_SetAttribute</TT
></A
> and finally, if you wish to use double buffering you must specify it as a GL attribute, <SPAN
CLASS="emphasis"
><I
CLASS="EMPHASIS"
>not</I
></SPAN
> by passing the <TT
CLASS="LITERAL"
>SDL_DOUBLEBUF</TT
> flag to <TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
>.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN114"
></A
><P
><B
>Example 2-7. Initializing SDL with OpenGL</B
></P
><PRE
CLASS="PROGRAMLISTING"
> /* Information about the current video settings. */
const SDL_VideoInfo* info = NULL;
/* Dimensions of our window. */
int width = 0;
int height = 0;
/* Color depth in bits of our window. */
int bpp = 0;
/* Flags we will pass into SDL_SetVideoMode. */
int flags = 0;
/* First, initialize SDL's video subsystem. */
if( SDL_Init( SDL_INIT_VIDEO ) &#60; 0 ) {
/* Failed, exit. */
fprintf( stderr, "Video initialization failed: %s\n",
SDL_GetError( ) );
quit_tutorial( 1 );
}
/* Let's get some video information. */
info = SDL_GetVideoInfo( );
if( !info ) {
/* This should probably never happen. */
fprintf( stderr, "Video query failed: %s\n",
SDL_GetError( ) );
quit_tutorial( 1 );
}
/*
* Set our width/height to 640/480 (you would
* of course let the user decide this in a normal
* app). We get the bpp we will request from
* the display. On X11, VidMode can't change
* resolution, so this is probably being overly
* safe. Under Win32, ChangeDisplaySettings
* can change the bpp.
*/
width = 640;
height = 480;
bpp = info-&#62;vfmt-&#62;BitsPerPixel;
/*
* Now, we want to setup our requested
* window attributes for our OpenGL window.
* We want *at least* 5 bits of red, green
* and blue. We also want at least a 16-bit
* depth buffer.
*
* The last thing we do is request a double
* buffered window. '1' turns on double
* buffering, '0' turns it off.
*
* Note that we do not use SDL_DOUBLEBUF in
* the flags to SDL_SetVideoMode. That does
* not affect the GL attribute state, only
* the standard 2D blitting setup.
*/
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
/*
* We want to request that SDL provide us
* with an OpenGL window, in a fullscreen
* video mode.
*
* EXERCISE:
* Make starting windowed an option, and
* handle the resize events properly with
* glViewport.
*/
flags = SDL_OPENGL | SDL_FULLSCREEN;
/*
* Set the video mode
*/
if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
/*
* This could happen for a variety of reasons,
* including DISPLAY not being set, the specified
* resolution not being available, etc.
*/
fprintf( stderr, "Video mode set failed: %s\n",
SDL_GetError( ) );
quit_tutorial( 1 );
}</PRE
></DIV
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN117"
></A
>Drawing</H2
><P
>Apart from initialisation, using OpenGL within SDL is the same as using OpenGL
with any other API, e.g. GLUT. You still use all the same function calls and
data types. However if you are using a double-buffered display, then you must
use
<A
HREF="sdlglswapbuffers.html"
><TT
CLASS="FUNCTION"
>SDL_GL_SwapBuffers()</TT
></A
>
to swap the buffers and update the display. To request double-buffering
with OpenGL, use
<A
HREF="sdlglsetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_SetAttribute</TT
></A
>
with <TT
CLASS="LITERAL"
>SDL_GL_DOUBLEBUFFER</TT
>, and use
<A
HREF="sdlglgetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_GetAttribute</TT
></A
>
to see if you actually got it.</P
><P
>A full example code listing is now presented below.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN128"
></A
><P
><B
>Example 2-8. SDL and OpenGL</B
></P
><PRE
CLASS="PROGRAMLISTING"
>/*
* SDL OpenGL Tutorial.
* (c) Michael Vance, 2000
* briareos@lokigames.com
*
* Distributed under terms of the LGPL.
*/
#include &#60;SDL/SDL.h&#62;
#include &#60;GL/gl.h&#62;
#include &#60;GL/glu.h&#62;
#include &#60;stdio.h&#62;
#include &#60;stdlib.h&#62;
static GLboolean should_rotate = GL_TRUE;
static void quit_tutorial( int code )
{
/*
* Quit SDL so we can release the fullscreen
* mode and restore the previous video settings,
* etc.
*/
SDL_Quit( );
/* Exit program. */
exit( code );
}
static void handle_key_down( SDL_keysym* keysym )
{
/*
* We're only interested if 'Esc' has
* been presssed.
*
* EXERCISE:
* Handle the arrow keys and have that change the
* viewing position/angle.
*/
switch( keysym-&#62;sym ) {
case SDLK_ESCAPE:
quit_tutorial( 0 );
break;
case SDLK_SPACE:
should_rotate = !should_rotate;
break;
default:
break;
}
}
static void process_events( void )
{
/* Our SDL event placeholder. */
SDL_Event event;
/* Grab all the events off the queue. */
while( SDL_PollEvent( &#38;event ) ) {
switch( event.type ) {
case SDL_KEYDOWN:
/* Handle key presses. */
handle_key_down( &#38;event.key.keysym );
break;
case SDL_QUIT:
/* Handle quit requests (like Ctrl-c). */
quit_tutorial( 0 );
break;
}
}
}
static void draw_screen( void )
{
/* Our angle of rotation. */
static float angle = 0.0f;
/*
* EXERCISE:
* Replace this awful mess with vertex
* arrays and a call to glDrawElements.
*
* EXERCISE:
* After completing the above, change
* it to use compiled vertex arrays.
*
* EXERCISE:
* Verify my windings are correct here ;).
*/
static GLfloat v0[] = { -1.0f, -1.0f, 1.0f };
static GLfloat v1[] = { 1.0f, -1.0f, 1.0f };
static GLfloat v2[] = { 1.0f, 1.0f, 1.0f };
static GLfloat v3[] = { -1.0f, 1.0f, 1.0f };
static GLfloat v4[] = { -1.0f, -1.0f, -1.0f };
static GLfloat v5[] = { 1.0f, -1.0f, -1.0f };
static GLfloat v6[] = { 1.0f, 1.0f, -1.0f };
static GLfloat v7[] = { -1.0f, 1.0f, -1.0f };
static GLubyte red[] = { 255, 0, 0, 255 };
static GLubyte green[] = { 0, 255, 0, 255 };
static GLubyte blue[] = { 0, 0, 255, 255 };
static GLubyte white[] = { 255, 255, 255, 255 };
static GLubyte yellow[] = { 0, 255, 255, 255 };
static GLubyte black[] = { 0, 0, 0, 255 };
static GLubyte orange[] = { 255, 255, 0, 255 };
static GLubyte purple[] = { 255, 0, 255, 0 };
/* Clear the color and depth buffers. */
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
/* We don't want to modify the projection matrix. */
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
/* Move down the z-axis. */
glTranslatef( 0.0, 0.0, -5.0 );
/* Rotate. */
glRotatef( angle, 0.0, 1.0, 0.0 );
if( should_rotate ) {
if( ++angle &#62; 360.0f ) {
angle = 0.0f;
}
}
/* Send our triangle data to the pipeline. */
glBegin( GL_TRIANGLES );
glColor4ubv( red );
glVertex3fv( v0 );
glColor4ubv( green );
glVertex3fv( v1 );
glColor4ubv( blue );
glVertex3fv( v2 );
glColor4ubv( red );
glVertex3fv( v0 );
glColor4ubv( blue );
glVertex3fv( v2 );
glColor4ubv( white );
glVertex3fv( v3 );
glColor4ubv( green );
glVertex3fv( v1 );
glColor4ubv( black );
glVertex3fv( v5 );
glColor4ubv( orange );
glVertex3fv( v6 );
glColor4ubv( green );
glVertex3fv( v1 );
glColor4ubv( orange );
glVertex3fv( v6 );
glColor4ubv( blue );
glVertex3fv( v2 );
glColor4ubv( black );
glVertex3fv( v5 );
glColor4ubv( yellow );
glVertex3fv( v4 );
glColor4ubv( purple );
glVertex3fv( v7 );
glColor4ubv( black );
glVertex3fv( v5 );
glColor4ubv( purple );
glVertex3fv( v7 );
glColor4ubv( orange );
glVertex3fv( v6 );
glColor4ubv( yellow );
glVertex3fv( v4 );
glColor4ubv( red );
glVertex3fv( v0 );
glColor4ubv( white );
glVertex3fv( v3 );
glColor4ubv( yellow );
glVertex3fv( v4 );
glColor4ubv( white );
glVertex3fv( v3 );
glColor4ubv( purple );
glVertex3fv( v7 );
glColor4ubv( white );
glVertex3fv( v3 );
glColor4ubv( blue );
glVertex3fv( v2 );
glColor4ubv( orange );
glVertex3fv( v6 );
glColor4ubv( white );
glVertex3fv( v3 );
glColor4ubv( orange );
glVertex3fv( v6 );
glColor4ubv( purple );
glVertex3fv( v7 );
glColor4ubv( green );
glVertex3fv( v1 );
glColor4ubv( red );
glVertex3fv( v0 );
glColor4ubv( yellow );
glVertex3fv( v4 );
glColor4ubv( green );
glVertex3fv( v1 );
glColor4ubv( yellow );
glVertex3fv( v4 );
glColor4ubv( black );
glVertex3fv( v5 );
glEnd( );
/*
* EXERCISE:
* Draw text telling the user that 'Spc'
* pauses the rotation and 'Esc' quits.
* Do it using vetors and textured quads.
*/
/*
* Swap the buffers. This this tells the driver to
* render the next frame from the contents of the
* back-buffer, and to set all rendering operations
* to occur on what was the front-buffer.
*
* Double buffering prevents nasty visual tearing
* from the application drawing on areas of the
* screen that are being updated at the same time.
*/
SDL_GL_SwapBuffers( );
}
static void setup_opengl( int width, int height )
{
float ratio = (float) width / (float) height;
/* Our shading model--Gouraud (smooth). */
glShadeModel( GL_SMOOTH );
/* Culling. */
glCullFace( GL_BACK );
glFrontFace( GL_CCW );
glEnable( GL_CULL_FACE );
/* Set the clear color. */
glClearColor( 0, 0, 0, 0 );
/* Setup our viewport. */
glViewport( 0, 0, width, height );
/*
* Change to the projection matrix and set
* our viewing volume.
*/
glMatrixMode( GL_PROJECTION );
glLoadIdentity( );
/*
* EXERCISE:
* Replace this with a call to glFrustum.
*/
gluPerspective( 60.0, ratio, 1.0, 1024.0 );
}
int main( int argc, char* argv[] )
{
/* Information about the current video settings. */
const SDL_VideoInfo* info = NULL;
/* Dimensions of our window. */
int width = 0;
int height = 0;
/* Color depth in bits of our window. */
int bpp = 0;
/* Flags we will pass into SDL_SetVideoMode. */
int flags = 0;
/* First, initialize SDL's video subsystem. */
if( SDL_Init( SDL_INIT_VIDEO ) &#60; 0 ) {
/* Failed, exit. */
fprintf( stderr, "Video initialization failed: %s\n",
SDL_GetError( ) );
quit_tutorial( 1 );
}
/* Let's get some video information. */
info = SDL_GetVideoInfo( );
if( !info ) {
/* This should probably never happen. */
fprintf( stderr, "Video query failed: %s\n",
SDL_GetError( ) );
quit_tutorial( 1 );
}
/*
* Set our width/height to 640/480 (you would
* of course let the user decide this in a normal
* app). We get the bpp we will request from
* the display. On X11, VidMode can't change
* resolution, so this is probably being overly
* safe. Under Win32, ChangeDisplaySettings
* can change the bpp.
*/
width = 640;
height = 480;
bpp = info-&#62;vfmt-&#62;BitsPerPixel;
/*
* Now, we want to setup our requested
* window attributes for our OpenGL window.
* We want *at least* 5 bits of red, green
* and blue. We also want at least a 16-bit
* depth buffer.
*
* The last thing we do is request a double
* buffered window. '1' turns on double
* buffering, '0' turns it off.
*
* Note that we do not use SDL_DOUBLEBUF in
* the flags to SDL_SetVideoMode. That does
* not affect the GL attribute state, only
* the standard 2D blitting setup.
*/
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
/*
* We want to request that SDL provide us
* with an OpenGL window, in a fullscreen
* video mode.
*
* EXERCISE:
* Make starting windowed an option, and
* handle the resize events properly with
* glViewport.
*/
flags = SDL_OPENGL | SDL_FULLSCREEN;
/*
* Set the video mode
*/
if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
/*
* This could happen for a variety of reasons,
* including DISPLAY not being set, the specified
* resolution not being available, etc.
*/
fprintf( stderr, "Video mode set failed: %s\n",
SDL_GetError( ) );
quit_tutorial( 1 );
}
/*
* At this point, we should have a properly setup
* double-buffered window for use with OpenGL.
*/
setup_opengl( width, height );
/*
* Now we want to begin our normal app process--
* an event loop with a lot of redrawing.
*/
while( 1 ) {
/* Process incoming events. */
process_events( );
/* Draw the screen. */
draw_screen( );
}
/*
* EXERCISE:
* Record timings using SDL_GetTicks() and
* and print out frames per second at program
* end.
*/
/* Never reached. */
return 0;
}</PRE
></DIV
></DIV
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<HTML
><HEAD
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><HR
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><DIV
CLASS="CHAPTER"
><H1
><A
NAME="JOYSTICK"
></A
>Chapter 9. Joystick</H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlnumjoysticks.html"
>SDL_NumJoysticks</A
>&nbsp;--&nbsp;Count available joysticks.</DT
><DT
><A
HREF="sdljoystickname.html"
>SDL_JoystickName</A
>&nbsp;--&nbsp;Get joystick name.</DT
><DT
><A
HREF="sdljoystickopen.html"
>SDL_JoystickOpen</A
>&nbsp;--&nbsp;Opens a joystick for use.</DT
><DT
><A
HREF="sdljoystickopened.html"
>SDL_JoystickOpened</A
>&nbsp;--&nbsp;Determine if a joystick has been opened</DT
><DT
><A
HREF="sdljoystickindex.html"
>SDL_JoystickIndex</A
>&nbsp;--&nbsp;Get the index of an SDL_Joystick.</DT
><DT
><A
HREF="sdljoysticknumaxes.html"
>SDL_JoystickNumAxes</A
>&nbsp;--&nbsp;Get the number of joystick axes</DT
><DT
><A
HREF="sdljoysticknumballs.html"
>SDL_JoystickNumBalls</A
>&nbsp;--&nbsp;Get the number of joystick trackballs</DT
><DT
><A
HREF="sdljoysticknumhats.html"
>SDL_JoystickNumHats</A
>&nbsp;--&nbsp;Get the number of joystick hats</DT
><DT
><A
HREF="sdljoysticknumbuttons.html"
>SDL_JoystickNumButtons</A
>&nbsp;--&nbsp;Get the number of joysitck buttons</DT
><DT
><A
HREF="sdljoystickupdate.html"
>SDL_JoystickUpdate</A
>&nbsp;--&nbsp;Updates the state of all joysticks</DT
><DT
><A
HREF="sdljoystickgetaxis.html"
>SDL_JoystickGetAxis</A
>&nbsp;--&nbsp;Get the current state of an axis</DT
><DT
><A
HREF="sdljoystickgethat.html"
>SDL_JoystickGetHat</A
>&nbsp;--&nbsp;Get the current state of a joystick hat</DT
><DT
><A
HREF="sdljoystickgetbutton.html"
>SDL_JoystickGetButton</A
>&nbsp;--&nbsp;Get the current state of a given button on a given joystick</DT
><DT
><A
HREF="sdljoystickgetball.html"
>SDL_JoystickGetBall</A
>&nbsp;--&nbsp;Get relative trackball motion</DT
><DT
><A
HREF="sdljoystickclose.html"
>SDL_JoystickClose</A
>&nbsp;--&nbsp;Closes a previously opened joystick</DT
></DL
></DIV
><P
>Joysticks, and other similar input devices, have a very strong role in game playing and SDL provides comprehensive support for them. Axes, Buttons, POV Hats and trackballs are all supported.</P
><P
>Joystick support is initialized by passed the <TT
CLASS="LITERAL"
>SDL_INIT_JOYSTICK</TT
> flag to <A
HREF="sdlinit.html"
><TT
CLASS="FUNCTION"
>SDL_Init</TT
></A
>. Once initilized joysticks must be opened using <A
HREF="sdljoystickopen.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickOpen</TT
></A
>.</P
><P
>While using the functions describe in this secton may seem like the best way to access and read from joysticks, in most cases they aren't. Ideally joysticks should be read using the <A
HREF="event.html"
>event</A
> system. To enable this, you must set the joystick event processing state with <A
HREF="sdljoystickeventstate.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickEventState</TT
></A
>. Joysticks must be <A
HREF="sdljoystickopen.html"
>opened</A
> before they can be used of course.</P
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>If you are <SPAN
CLASS="emphasis"
><I
CLASS="EMPHASIS"
>not</I
></SPAN
> handling the joystick via the event queue then you must explicitly request a joystick update by calling <A
HREF="sdljoystickupdate.html"
><TT
CLASS="FUNCTION"
>SDL_JoystickUpdate</TT
></A
>.</P
></BLOCKQUOTE
></DIV
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>Force Feedback is not yet support. Sam (slouken@libsdl.org) is soliciting suggestions from people with force-feedback experience on the best wat to desgin the API.</P
></BLOCKQUOTE
></DIV
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<HTML
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>SDL_ActiveEvent</H1
><DIV
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></A
><H2
>Name</H2
>SDL_ActiveEvent&nbsp;--&nbsp;Application visibility event structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3958"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
Uint8 type;
Uint8 gain;
Uint8 state;
} SDL_ActiveEvent;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3961"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN3963"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
></TD
><TD
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VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_ACTIVEEVENT.</TT
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>gain</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>0 if the event is a loss or 1 if it is a gain.</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>state</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_APPMOUSEFOCUS</TT
> if mouse focus was gained or lost, <TT
CLASS="LITERAL"
>SDL_APPINPUTFOCUS</TT
> if input focus was gained or lost, or <TT
CLASS="LITERAL"
>SDL_APPACTIVE</TT
> if the application was iconified (<TT
CLASS="STRUCTFIELD"
><I
>gain</I
></TT
>=0) or restored(<TT
CLASS="STRUCTFIELD"
><I
>gain</I
></TT
>=1).</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3984"
></A
><H2
>Description</H2
><P
><SPAN
CLASS="STRUCTNAME"
>SDL_ActiveEvent</SPAN
> is a member of the <A
HREF="sdlevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
></A
> union and is used when an event of type <TT
CLASS="LITERAL"
>SDL_ACTIVEEVENT</TT
> is reported.</P
><P
>When the mouse leaves or enters the window area a <TT
CLASS="LITERAL"
>SDL_APPMOUSEFOCUS</TT
> type activation event occurs, if the mouse entered the window then <TT
CLASS="STRUCTFIELD"
><I
>gain</I
></TT
> will be 1, otherwise <TT
CLASS="STRUCTFIELD"
><I
>gain</I
></TT
> will be 0. A <TT
CLASS="LITERAL"
>SDL_APPINPUTFOCUS</TT
> type activation event occurs when the application loses or gains keyboard focus. This usually occurs when another application is made active. Finally, a <TT
CLASS="LITERAL"
>SDL_APPACTIVE</TT
> type event occurs when the application is either minimised/iconified (<TT
CLASS="STRUCTFIELD"
><I
>gain</I
></TT
>=0) or restored.</P
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>This event does not occur when an application window is first created.</P
></BLOCKQUOTE
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4000"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
></A
>,
<A
HREF="sdlgetappstate.html"
><TT
CLASS="FUNCTION"
>SDL_GetAppState</TT
></A
></P
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></A
>SDL_AddTimer</H1
><DIV
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><A
NAME="AEN8482"
></A
><H2
>Name</H2
>SDL_AddTimer&nbsp;--&nbsp;Add a timer which will call a callback after the specified number of milliseconds has
elapsed.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN8485"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN8486"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_TimerID <B
CLASS="FSFUNC"
>SDL_AddTimer</B
></CODE
>(Uint32 interval, SDL_NewTimerCallback callback, void *param);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="SDLNEWTIMERCALLBACK"
></A
><H2
>Callback</H2
><PRE
CLASS="PROGRAMLISTING"
>/* type definition for the "new" timer callback function */
typedef Uint32 (*SDL_NewTimerCallback)(Uint32 interval, void *param);</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8495"
></A
><H2
>Description</H2
><P
>Adds a callback function to be run after the specified number of
milliseconds has elapsed. The callback function is passed the current
timer interval and the user supplied parameter from the
<TT
CLASS="FUNCTION"
>SDL_AddTimer</TT
> call and returns the next timer
interval. If the returned value from the callback is the same as the one
passed in, the periodic alarm continues, otherwise a new alarm is
scheduled.</P
><P
>To cancel a currently running timer call
<A
HREF="sdlremovetimer.html"
>SDL_RemoveTimer</A
> with the
timer ID returned from
<TT
CLASS="FUNCTION"
>SDL_AddTimer</TT
>.</P
><P
>The timer callback function may run in a different thread than your
main program, and so shouldn't call any functions from within itself.
You may always call <A
HREF="sdlpushevent.html"
>SDL_PushEvent</A
>, however.</P
><P
>The granularity of the timer is platform-dependent, but you should count
on it being at least 10 ms as this is the most common number.
This means that if
you request a 16 ms timer, your callback will run approximately 20 ms
later on an unloaded system. If you wanted to set a flag signaling
a frame update at 30 frames per second (every 33 ms), you might set a
timer for 30 ms (see example below).
If you use this function, you need to pass <TT
CLASS="LITERAL"
>SDL_INIT_TIMER</TT
>
to <A
HREF="sdlinit.html"
>SDL_Init</A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8507"
></A
><H2
>Return Value</H2
><P
>Returns an ID value for the added timer or
<SPAN
CLASS="RETURNVALUE"
>NULL</SPAN
> if there was an error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8511"
></A
><H2
>Examples</H2
><P
><PRE
CLASS="PROGRAMLISTING"
>my_timer_id = SDL_AddTimer((33/10)*10, my_callbackfunc, my_callback_param);</PRE
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8515"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlremovetimer.html"
><TT
CLASS="FUNCTION"
>SDL_RemoveTimer</TT
></A
>,
<A
HREF="sdlpushevent.html"
><TT
CLASS="FUNCTION"
>SDL_PushEvent</TT
></A
></P
></DIV
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@ -0,0 +1,556 @@
<HTML
><HEAD
><TITLE
>SDL_AudioCVT</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
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><H1
><A
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></A
>SDL_AudioCVT</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6884"
></A
><H2
>Name</H2
>SDL_AudioCVT&nbsp;--&nbsp;Audio Conversion Structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6887"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
int needed;
Uint16 src_format;
Uint16 dest_format;
double rate_incr;
Uint8 *buf;
int len;
int len_cvt;
int len_mult;
double len_ratio;
void (*filters[10])(struct SDL_AudioCVT *cvt, Uint16 format);
int filter_index;
} SDL_AudioCVT;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6890"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN6892"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>needed</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Set to one if the conversion is possible</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>src_format</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Audio format of the source</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>dest_format</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Audio format of the destination</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>rate_incr</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Rate conversion increment</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>buf</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Audio buffer</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>len</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Length of the original audio buffer in bytes</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>len_cvt</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Length of converted audio buffer in bytes (calculated)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>len_mult</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>buf</I
></TT
> must be <TT
CLASS="STRUCTFIELD"
><I
>len</I
></TT
>*<TT
CLASS="STRUCTFIELD"
><I
>len_mult</I
></TT
> bytes in size(calculated)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>len_ratio</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Final audio size is <TT
CLASS="STRUCTFIELD"
><I
>len</I
></TT
>*<TT
CLASS="STRUCTFIELD"
><I
>len_ratio</I
></TT
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>filters[10](..)</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Pointers to functions needed for this conversion</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>filter_index</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Current conversion function</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6944"
></A
><H2
>Description</H2
><P
>The <SPAN
CLASS="STRUCTNAME"
>SDL_AudioCVT</SPAN
> is used to convert audio data between different formats. A <SPAN
CLASS="STRUCTNAME"
>SDL_AudioCVT</SPAN
> structure is created with the <A
HREF="sdlbuildaudiocvt.html"
><TT
CLASS="FUNCTION"
>SDL_BuildAudioCVT</TT
></A
> function, while the actual conversion is done by the <A
HREF="sdlconvertaudio.html"
><TT
CLASS="FUNCTION"
>SDL_ConvertAudio</TT
></A
> function.</P
><P
>Many of the fields in the <SPAN
CLASS="STRUCTNAME"
>SDL_AudioCVT</SPAN
> structure should be considered private and their function will not be discussed here.</P
><P
></P
><DIV
CLASS="VARIABLELIST"
><DL
><DT
><SPAN
CLASS="TYPE"
>Uint8 *</SPAN
><TT
CLASS="STRUCTFIELD"
><I
>buf</I
></TT
></DT
><DD
><P
>This points to the audio data that will be used in the conversion. It is both the source and the destination, which means the converted audio data overwrites the original data. It also means that the converted data may be larger than the original data (if you were converting from 8-bit to 16-bit, for instance), so you must ensure <TT
CLASS="STRUCTFIELD"
><I
>buf</I
></TT
> is large enough. See below.</P
></DD
><DT
><SPAN
CLASS="TYPE"
>int</SPAN
> <TT
CLASS="STRUCTFIELD"
><I
>len</I
></TT
></DT
><DD
><P
>This is the length of the original audio data in bytes.</P
></DD
><DT
><SPAN
CLASS="TYPE"
>int</SPAN
> <TT
CLASS="STRUCTFIELD"
><I
>len_mult</I
></TT
></DT
><DD
><P
>As explained above, the audio buffer needs to be big enough to store the converted data, which may be bigger than the original audio data. The length of <TT
CLASS="STRUCTFIELD"
><I
>buf</I
></TT
> should be <TT
CLASS="STRUCTFIELD"
><I
>len</I
></TT
>*<TT
CLASS="STRUCTFIELD"
><I
>len_mult</I
></TT
>.</P
></DD
><DT
><SPAN
CLASS="TYPE"
>double</SPAN
> <TT
CLASS="STRUCTFIELD"
><I
>len_ratio</I
></TT
></DT
><DD
><P
>When you have finished converting your audio data, you need to know how much of your audio buffer is valid. <TT
CLASS="STRUCTFIELD"
><I
>len</I
></TT
>*<TT
CLASS="STRUCTFIELD"
><I
>len_ratio</I
></TT
> is the size of the converted audio data in bytes. This is very similar to <TT
CLASS="STRUCTFIELD"
><I
>len_mult</I
></TT
>, however when the convert audio data is shorter than the original <TT
CLASS="STRUCTFIELD"
><I
>len_mult</I
></TT
> would be 1. <TT
CLASS="STRUCTFIELD"
><I
>len_ratio</I
></TT
>, on the other hand, would be a fractional number between 0 and 1.</P
></DD
></DL
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6989"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlbuildaudiocvt.html"
><TT
CLASS="FUNCTION"
>SDL_BuildAudioCVT</TT
></A
>,
<A
HREF="sdlconvertaudio.html"
><TT
CLASS="FUNCTION"
>SDL_ConvertAudio</TT
></A
>,
<A
HREF="sdlaudiospec.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_AudioSpec</SPAN
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
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WIDTH="100%"
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><TR
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><A
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><TD
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><TD
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>SDL_FreeWAV</TD
><TD
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><A
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ACCESSKEY="U"
>Up</A
></TD
><TD
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></TR
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></DIV
></BODY
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>

View file

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<HTML
><HEAD
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><H1
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></A
>SDL_AudioSpec</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6507"
></A
><H2
>Name</H2
>SDL_AudioSpec&nbsp;--&nbsp;Audio Specification Structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6510"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
int freq;
Uint16 format;
Uint8 channels;
Uint8 silence;
Uint16 samples;
Uint32 size;
void (*callback)(void *userdata, Uint8 *stream, int len);
void *userdata;
} SDL_AudioSpec;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6513"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN6515"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>freq</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Audio frequency in samples per second</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>format</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Audio data format</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>channels</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Number of channels: 1 mono, 2 stereo</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>silence</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Audio buffer silence value (calculated)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>samples</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Audio buffer size in samples</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>size</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Audio buffer size in bytes (calculated)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>callback(..)</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Callback function for filling the audio buffer</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>userdata</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Pointer the user data which is passed to the callback function</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6550"
></A
><H2
>Description</H2
><P
>The <SPAN
CLASS="STRUCTNAME"
>SDL_AudioSpec</SPAN
> structure is used to describe the format of some audio data. This structure is used by <A
HREF="sdlopenaudio.html"
><TT
CLASS="FUNCTION"
>SDL_OpenAudio</TT
></A
> and <A
HREF="sdlloadwav.html"
><TT
CLASS="FUNCTION"
>SDL_LoadWAV</TT
></A
>. While all fields are used by <TT
CLASS="FUNCTION"
>SDL_OpenAudio</TT
> only <TT
CLASS="STRUCTFIELD"
><I
>freq</I
></TT
>, <TT
CLASS="STRUCTFIELD"
><I
>format</I
></TT
>, <TT
CLASS="STRUCTFIELD"
><I
>samples</I
></TT
> and <TT
CLASS="STRUCTFIELD"
><I
>channels</I
></TT
> are used by <TT
CLASS="FUNCTION"
>SDL_LoadWAV</TT
>. We will detail these common members here.</P
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN6564"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>freq</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>The number of samples sent to the sound device every second. Common values are 11025, 22050 and 44100. The higher the better.</P
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>format</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>Specifies the size and type of each sample element
<P
></P
><DIV
CLASS="VARIABLELIST"
><DL
><DT
><TT
CLASS="LITERAL"
>AUDIO_U8</TT
></DT
><DD
><P
>Unsigned 8-bit samples</P
></DD
><DT
><TT
CLASS="LITERAL"
>AUDIO_S8</TT
></DT
><DD
><P
>Signed 8-bit samples</P
></DD
><DT
><TT
CLASS="LITERAL"
>AUDIO_U16</TT
> or <TT
CLASS="LITERAL"
>AUDIO_U16LSB</TT
></DT
><DD
><P
>Unsigned 16-bit little-endian samples</P
></DD
><DT
><TT
CLASS="LITERAL"
>AUDIO_S16</TT
> or <TT
CLASS="LITERAL"
>AUDIO_S16LSB</TT
></DT
><DD
><P
>Signed 16-bit little-endian samples</P
></DD
><DT
><TT
CLASS="LITERAL"
>AUDIO_U16MSB</TT
></DT
><DD
><P
>Unsigned 16-bit big-endian samples</P
></DD
><DT
><TT
CLASS="LITERAL"
>AUDIO_S16MSB</TT
></DT
><DD
><P
>Signed 16-bit big-endian samples</P
></DD
><DT
><TT
CLASS="LITERAL"
>AUDIO_U16SYS</TT
></DT
><DD
><P
>Either <TT
CLASS="LITERAL"
>AUDIO_U16LSB</TT
> or <TT
CLASS="LITERAL"
>AUDIO_U16MSB</TT
> depending on you systems endianness</P
></DD
><DT
><TT
CLASS="LITERAL"
>AUDIO_S16SYS</TT
></DT
><DD
><P
>Either <TT
CLASS="LITERAL"
>AUDIO_S16LSB</TT
> or <TT
CLASS="LITERAL"
>AUDIO_S16MSB</TT
> depending on you systems endianness</P
></DD
></DL
></DIV
></P
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>channels</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>The number of seperate sound channels. 1 is mono (single channel), 2 is stereo (dual channel).</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>samples</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>When used with <A
HREF="sdlopenaudio.html"
><TT
CLASS="FUNCTION"
>SDL_OpenAudio</TT
></A
> this refers to the size of the audio buffer in samples. A sample a chunk of audio data of the size specified in <TT
CLASS="PARAMETER"
><I
>format</I
></TT
> mulitplied by the number of channels. When the <SPAN
CLASS="STRUCTNAME"
>SDL_AudioSpec</SPAN
> is used with <A
HREF="sdlloadwav.html"
><TT
CLASS="FUNCTION"
>SDL_LoadWAV</TT
></A
> <TT
CLASS="STRUCTFIELD"
><I
>samples</I
></TT
> is set to 4096.</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6639"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlopenaudio.html"
><TT
CLASS="FUNCTION"
>SDL_OpenAudio</TT
></A
>,
<A
HREF="sdlloadwav.html"
><TT
CLASS="FUNCTION"
>SDL_LoadWAV</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
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><TR
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><A
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ACCESSKEY="P"
>Prev</A
></TD
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<HTML
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></A
>SDL_BlitSurface</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2299"
></A
><H2
>Name</H2
>SDL_BlitSurface&nbsp;--&nbsp;This performs a fast blit from the source surface to the destination surface.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2302"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2303"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_BlitSurface</B
></CODE
>(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2309"
></A
><H2
>Description</H2
><P
>This performs a fast blit from the source surface to the destination surface.</P
><P
>The width and height in <TT
CLASS="PARAMETER"
><I
>srcrect</I
></TT
> determine the
size of the copied rectangle. Only the position is used in the
<TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> (the width and height are ignored).</P
><P
>If <TT
CLASS="PARAMETER"
><I
>srcrect</I
></TT
> is <TT
CLASS="LITERAL"
>NULL</TT
>, the
entire surface is copied. If <TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> is
<TT
CLASS="LITERAL"
>NULL</TT
>, then the destination position (upper left
corner) is (0, 0).</P
><P
>The final blit rectangle is saved in
<TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> after all clipping is performed
(<TT
CLASS="PARAMETER"
><I
>srcrect</I
></TT
> is not modified).</P
><P
>The blit function should not be called on a locked surface.</P
><P
>The results of blitting operations vary greatly depending on whether <TT
CLASS="LITERAL"
>SDL_SRCAPLHA</TT
> is set or not. See <A
HREF="sdlsetalpha.html"
>SDL_SetAlpha</A
> for an explaination of how this affects your results. Colorkeying and alpha attributes also interact with surface blitting, as the following pseudo-code should hopefully explain.
<PRE
CLASS="PROGRAMLISTING"
>if (source surface has SDL_SRCALPHA set) {
if (source surface has alpha channel (that is, format-&#62;Amask != 0))
blit using per-pixel alpha, ignoring any colour key
else {
if (source surface has SDL_SRCCOLORKEY set)
blit using the colour key AND the per-surface alpha value
else
blit using the per-surface alpha value
}
} else {
if (source surface has SDL_SRCCOLORKEY set)
blit using the colour key
else
ordinary opaque rectangular blit
}</PRE
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2328"
></A
><H2
>Return Value</H2
><P
>If the blit is successful, it returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
>,
otherwise it returns <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
>.</P
><P
>If either of the surfaces were in video memory, and the blit returns
<SPAN
CLASS="RETURNVALUE"
>-2</SPAN
>, the video memory was lost, so it should be
reloaded with artwork and re-blitted:
<PRE
CLASS="PROGRAMLISTING"
> while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
while ( SDL_LockSurface(image)) &#60; 0 )
SDL_Delay(10);
-- Write image pixels to image-&#62;pixels --
SDL_UnlockSurface(image);
}</PRE
>
This happens under DirectX 5.0 when the system switches away from your
fullscreen application. Locking the surface will also fail until you
have access to the video memory again.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2336"
></A
><H2
>See Also</H2
><P
><A
HREF="sdllocksurface.html"
><TT
CLASS="FUNCTION"
>SDL_LockSurface</TT
></A
>,
<A
HREF="sdlfillrect.html"
><TT
CLASS="FUNCTION"
>SDL_FillRect</TT
></A
>,
<A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
>,
<A
HREF="sdlrect.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Rect</SPAN
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
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<HTML
><HEAD
><TITLE
>SDL_BuildAudioCVT</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
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REL="HOME"
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>SDL_BuildAudioCVT</H1
><DIV
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><A
NAME="AEN7002"
></A
><H2
>Name</H2
>SDL_BuildAudioCVT&nbsp;--&nbsp;Initializes a SDL_AudioCVT structure for conversion</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7005"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7006"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_BuildAudioCVT</B
></CODE
>(SDL_AudioCVT *cvt, Uint16 src_format, Uint8 src_channels, int src_rate, Uint16 dst_format, Uint8 dst_channels, int dst_rate);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7012"
></A
><H2
>Description</H2
><P
>Before an <A
HREF="sdlaudiocvt.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_AudioCVT</SPAN
></A
> structure can be used to convert audio data it must be initialized with source and destination information. </P
><P
><TT
CLASS="PARAMETER"
><I
>src_format</I
></TT
> and <TT
CLASS="PARAMETER"
><I
>dst_format</I
></TT
> are the source and destination format of the conversion. (For information on audio formats see <A
HREF="sdlaudiospec.html"
><SPAN
CLASS="STRUCTNAME"
> SDL_AudioSpec</SPAN
></A
>). <TT
CLASS="PARAMETER"
><I
>src_channels</I
></TT
> and <TT
CLASS="PARAMETER"
><I
>dst_channels</I
></TT
> are the number of channels in the source and destination formats. Finally, <TT
CLASS="PARAMETER"
><I
>src_rate</I
></TT
> and <TT
CLASS="PARAMETER"
><I
>dst_rate</I
></TT
> are the frequency or samples-per-second of the source and destination formats. Once again, see <A
HREF="sdlaudiospec.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_AudioSpec</SPAN
></A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7028"
></A
><H2
>Return Values</H2
><P
>Returns <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> if the filter could not be built or 1 if it could.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7032"
></A
><H2
>Examples</H2
><P
>See <A
HREF="sdlconvertaudio.html"
><TT
CLASS="FUNCTION"
>SDL_ConvertAudio</TT
></A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7037"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlconvertaudio.html"
><TT
CLASS="FUNCTION"
>SDL_ConvertAudio</TT
></A
>,
<A
HREF="sdlaudiocvt.html"
><TT
CLASS="FUNCTION"
>SDL_AudioCVT</TT
></A
></P
></DIV
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@ -0,0 +1,359 @@
<HTML
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></A
>SDL_CD</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7566"
></A
><H2
>Name</H2
>SDL_CD&nbsp;--&nbsp;CDROM Drive Information</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7569"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
int id;
CDstatus status;
int numtracks;
int cur_track;
int cur_frame;
SDL_CDtrack track[SDL_MAX_TRACKS+1];
} SDL_CD;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7572"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN7574"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>id</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Private drive identifier</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>status</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Drive <A
HREF="sdlcdstatus.html"
>status</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>numtracks</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Number of tracks on the CD</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>cur_track</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Current track</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>cur_frame</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Current frame offset within the track</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>track</I
></TT
>[SDL_MAX_TRACKS+1]</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Array of track descriptions. (see <A
HREF="sdlcdtrack.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CDtrack</SPAN
></A
>)</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7604"
></A
><H2
>Description</H2
><P
>An <SPAN
CLASS="STRUCTNAME"
>SDL_CD</SPAN
> structure is returned by <A
HREF="sdlcdopen.html"
><TT
CLASS="FUNCTION"
>SDL_CDOpen</TT
></A
>. It represents an opened CDROM device and stores information on the layout of the tracks on the disc.</P
><P
>A frame is the base data unit of a CD. <TT
CLASS="LITERAL"
>CD_FPS</TT
> frames is equal to 1 second of music. SDL provides two macros for converting between time and frames: <TT
CLASS="LITERAL"
>FRAMES_TO_MSF(f, M,S,F)</TT
> and <TT
CLASS="LITERAL"
>MSF_TO_FRAMES</TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7614"
></A
><H2
>Examples</H2
><PRE
CLASS="PROGRAMLISTING"
>int min, sec, frame;
int frame_offset;
FRAMES_TO_MSF(cdrom-&#62;cur_frame, &#38;min, &#38;sec, &#38;frame);
printf("Current Position: %d minutes, %d seconds, %d frames\n", min, sec, frame);
frame_offset=MSF_TO_FRAMES(min, sec, frame);</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7617"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdopen.html"
><TT
CLASS="FUNCTION"
>SDL_CDOpen</TT
></A
>,
<A
HREF="sdlcdtrack.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CDtrack</SPAN
></A
></P
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>SDL_CDClose</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7541"
></A
><H2
>Name</H2
>SDL_CDClose&nbsp;--&nbsp;Closes a SDL_CD handle</DIV
><DIV
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><A
NAME="AEN7544"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7545"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_CDClose</B
></CODE
>(SDL_CD *cdrom);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7551"
></A
><H2
>Description</H2
><P
>Closes the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
> handle.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7555"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdopen.html"
><TT
CLASS="FUNCTION"
>SDL_CDOpen</TT
></A
>,
<A
HREF="sdlcd.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CD</SPAN
></A
></P
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>SDL_CDEject</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7513"
></A
><H2
>Name</H2
>SDL_CDEject&nbsp;--&nbsp;Ejects a CDROM</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7516"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7517"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CDEject</B
></CODE
>(SDL_CD *cdrom);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7523"
></A
><H2
>Description</H2
><P
>Ejects the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7527"
></A
><H2
>Return Value</H2
><P
>Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success, or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7532"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcd.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CD</SPAN
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
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View file

@ -0,0 +1,239 @@
<HTML
><HEAD
><TITLE
>SDL_CDName</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
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TITLE="CD-ROM"
HREF="cdrom.html"><LINK
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TITLE="SDL_CDNumDrives"
HREF="sdlcdnumdrives.html"><LINK
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TITLE="SDL_CDOpen"
HREF="sdlcdopen.html"></HEAD
><BODY
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>Next</A
></TD
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><HR
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><H1
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NAME="SDLCDNAME"
></A
>SDL_CDName</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7240"
></A
><H2
>Name</H2
>SDL_CDName&nbsp;--&nbsp;Returns a human-readable, system-dependent identifier for the CD-ROM.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7243"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7244"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>const char *<B
CLASS="FSFUNC"
>SDL_CDName</B
></CODE
>(int drive);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7250"
></A
><H2
>Description</H2
><P
>Returns a human-readable, system-dependent identifier for the CD-ROM. <TT
CLASS="PARAMETER"
><I
>drive</I
></TT
> is the index of the drive. Drive indices start to 0 and end at <TT
CLASS="FUNCTION"
>SDL_CDNumDrives()</TT
>-1.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7255"
></A
><H2
>Examples</H2
><P
><P
></P
><UL
><LI
><P
>"/dev/cdrom"</P
></LI
><LI
><P
>"E:"</P
></LI
><LI
><P
>"/dev/disk/ide/1/master"</P
></LI
></UL
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7265"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdnumdrives.html"
><TT
CLASS="FUNCTION"
>SDL_CDNumDrives</TT
></A
></P
></DIV
><DIV
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@ -0,0 +1,205 @@
<HTML
><HEAD
><TITLE
>SDL_CDNumDrives</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
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HREF="cdrom.html"><LINK
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TITLE="CD-ROM"
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><BODY
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VLINK="#551a8b"
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><DIV
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><TABLE
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><TR
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>SDL Library Documentation</TH
></TR
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><TD
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>Prev</A
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>Next</A
></TD
></TR
></TABLE
><HR
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><H1
><A
NAME="SDLCDNUMDRIVES"
></A
>SDL_CDNumDrives</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7218"
></A
><H2
>Name</H2
>SDL_CDNumDrives&nbsp;--&nbsp;Returns the number of CD-ROM drives on the system.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7221"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7222"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CDNumDrives</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7228"
></A
><H2
>Description</H2
><P
>Returns the number of CD-ROM drives on the system.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7231"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdopen.html"
><TT
CLASS="FUNCTION"
>SDL_CDOpen</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
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@ -0,0 +1,275 @@
<HTML
><HEAD
><TITLE
>SDL_CDOpen</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
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TITLE="SDL Library Documentation"
HREF="index.html"><LINK
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TITLE="CD-ROM"
HREF="cdrom.html"><LINK
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TITLE="SDL_CDName"
HREF="sdlcdname.html"><LINK
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TITLE="SDL_CDStatus"
HREF="sdlcdstatus.html"></HEAD
><BODY
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TEXT="#000000"
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><TD
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>Next</A
></TD
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></TABLE
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><H1
><A
NAME="SDLCDOPEN"
></A
>SDL_CDOpen</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7274"
></A
><H2
>Name</H2
>SDL_CDOpen&nbsp;--&nbsp;Opens a CD-ROM drive for access.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7277"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7278"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_CD *<B
CLASS="FSFUNC"
>SDL_CDOpen</B
></CODE
>(int drive);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7284"
></A
><H2
>Description</H2
><P
>Opens a CD-ROM drive for access. It returns a <A
HREF="sdlcd.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CD</SPAN
></A
> structure on success, or <TT
CLASS="LITERAL"
>NULL</TT
> if the drive was invalid or busy. This newly opened CD-ROM becomes the default CD used when other CD functions are passed a <TT
CLASS="LITERAL"
>NULL</TT
> CD-ROM handle. </P
><P
>Drives are numbered starting with 0.
Drive 0 is the system default CD-ROM.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7292"
></A
><H2
>Examples</H2
><PRE
CLASS="PROGRAMLISTING"
>SDL_CD *cdrom;
int cur_track;
int min, sec, frame;
SDL_Init(SDL_INIT_CDROM);
atexit(SDL_Quit);
/* Check for CD drives */
if(!SDL_CDNumDrives()){
/* None found */
fprintf(stderr, "No CDROM devices available\n");
exit(-1);
}
/* Open the default drive */
cdrom=SDL_CDOpen(0);
/* Did if open? Check if cdrom is NULL */
if(!cdrom){
fprintf(stderr, "Couldn't open drive: %s\n", SDL_GetError());
exit(-1);
}
/* Print Volume info */
printf("Name: %s\n", SDL_CDName(0));
printf("Tracks: %d\n", cdrom-&#62;numtracks);
for(cur_track=0;cur_track &#60; cdrom-&#62;numtracks; cur_track++){
FRAMES_TO_MSF(cdrom-&#62;track[cur_track].length, &#38;min, &#38;sec, &#38;frame);
printf("\tTrack %d: Length %d:%d\n", cur_track, min, sec);
}
SDL_CDClose(cdrom);</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7295"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcd.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CD</SPAN
></A
>,
<A
HREF="sdlcdtrack.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CDtrack</SPAN
></A
>,
<A
HREF="sdlcdclose.html"
><TT
CLASS="FUNCTION"
>SDL_CDClose</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
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SUMMARY="Footer navigation table"
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><TR
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>Up</A
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>

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<HTML
><HEAD
><TITLE
>SDL_CDPause</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
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TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDPlayTracks"
HREF="sdlcdplaytracks.html"><LINK
REL="NEXT"
TITLE="SDL_CDResume"
HREF="sdlcdresume.html"></HEAD
><BODY
CLASS="REFENTRY"
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TEXT="#000000"
LINK="#0000ee"
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ALINK="#ff0000"
><DIV
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><TABLE
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BORDER="0"
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><TR
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ALIGN="center"
>SDL Library Documentation</TH
></TR
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><TD
WIDTH="10%"
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><A
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ACCESSKEY="P"
>Prev</A
></TD
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WIDTH="80%"
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ACCESSKEY="N"
>Next</A
></TD
></TR
></TABLE
><HR
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WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDPAUSE"
></A
>SDL_CDPause</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7425"
></A
><H2
>Name</H2
>SDL_CDPause&nbsp;--&nbsp;Pauses a CDROM</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7428"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7429"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CDPause</B
></CODE
>(SDL_CD *cdrom);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7435"
></A
><H2
>Description</H2
><P
>Pauses play on the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7439"
></A
><H2
>Return Value</H2
><P
>Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success, or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7444"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdplay.html"
><TT
CLASS="FUNCTION"
>SDL_CDPlay</TT
></A
>,
<A
HREF="sdlcdresume.html"
><TT
CLASS="FUNCTION"
>SDL_CDResume</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
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VALIGN="top"
><A
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>Prev</A
></TD
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></TD
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><TR
><TD
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><TD
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><A
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ACCESSKEY="U"
>Up</A
></TD
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></TR
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>

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@ -0,0 +1,243 @@
<HTML
><HEAD
><TITLE
>SDL_CDPlay</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDStatus"
HREF="sdlcdstatus.html"><LINK
REL="NEXT"
TITLE="SDL_CDPlayTracks"
HREF="sdlcdplaytracks.html"></HEAD
><BODY
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TEXT="#000000"
LINK="#0000ee"
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><DIV
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><TABLE
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WIDTH="100%"
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><TR
><TH
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>SDL Library Documentation</TH
></TR
><TR
><TD
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VALIGN="bottom"
><A
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ACCESSKEY="P"
>Prev</A
></TD
><TD
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ALIGN="center"
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></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdplaytracks.html"
ACCESSKEY="N"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDPLAY"
></A
>SDL_CDPlay</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7343"
></A
><H2
>Name</H2
>SDL_CDPlay&nbsp;--&nbsp;Play a CD</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7346"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7347"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CDPlay</B
></CODE
>(SDL_CD *cdrom, int start, int length);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7353"
></A
><H2
>Description</H2
><P
>Plays the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
>, starting a frame <TT
CLASS="PARAMETER"
><I
>start</I
></TT
> for <TT
CLASS="PARAMETER"
><I
>length</I
></TT
> frames.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7359"
></A
><H2
>Return Values</H2
><P
>Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success, or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7364"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdplaytracks.html"
><TT
CLASS="FUNCTION"
>SDL_CDPlayTracks</TT
></A
>,
<A
HREF="sdlcdstop.html"
><TT
CLASS="FUNCTION"
>SDL_CDStop</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
BORDER="0"
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><TR
><TD
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VALIGN="top"
><A
HREF="sdlcdstatus.html"
ACCESSKEY="P"
>Prev</A
></TD
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><TD
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>

View file

@ -0,0 +1,325 @@
<HTML
><HEAD
><TITLE
>SDL_CDPlayTracks</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDPlay"
HREF="sdlcdplay.html"><LINK
REL="NEXT"
TITLE="SDL_CDPause"
HREF="sdlcdpause.html"></HEAD
><BODY
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BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
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><A
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>Prev</A
></TD
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ACCESSKEY="N"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDPLAYTRACKS"
></A
>SDL_CDPlayTracks</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7375"
></A
><H2
>Name</H2
>SDL_CDPlayTracks&nbsp;--&nbsp;Play the given CD track(s)</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7378"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7379"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CDPlayTracks</B
></CODE
>(SDL_CD *cdrom, int start_track, int start_frame, int ntracks, int nframes));</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7385"
></A
><H2
>Description</H2
><P
><TT
CLASS="FUNCTION"
>SDL_CDPlayTracks</TT
> plays the given CD starting at track
<TT
CLASS="PARAMETER"
><I
>start_track</I
></TT
>, for <TT
CLASS="PARAMETER"
><I
>ntracks</I
></TT
> tracks. </P
><P
><TT
CLASS="PARAMETER"
><I
>start_frame</I
></TT
> is the frame offset, from the beginning of the <TT
CLASS="PARAMETER"
><I
>start_track</I
></TT
>, at which to start. <TT
CLASS="PARAMETER"
><I
>nframes</I
></TT
> is the frame offset, from the beginning of the last track (<TT
CLASS="PARAMETER"
><I
>start_track</I
></TT
>+<TT
CLASS="PARAMETER"
><I
>ntracks</I
></TT
>), at which to end playing.</P
><P
><TT
CLASS="FUNCTION"
>SDL_CDPlayTracks</TT
> should only be called after calling
<A
HREF="sdlcdstatus.html"
><TT
CLASS="FUNCTION"
>SDL_CDStatus</TT
></A
>
to get track information about the CD.</P
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>Data tracks are ignored.</P
></BLOCKQUOTE
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7403"
></A
><H2
>Return Value</H2
><P
>Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
>, or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
>
if there was an error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7408"
></A
><H2
>Examples</H2
><P
><PRE
CLASS="PROGRAMLISTING"
>/* assuming cdrom is a previously opened device */
/* Play the entire CD */
if(CD_INDRIVE(SDL_CDStatus(cdrom)))
SDL_CDPlayTracks(cdrom, 0, 0, 0, 0);
/* Play the first track */
if(CD_INDRIVE(SDL_CDStatus(cdrom)))
SDL_CDPlayTracks(cdrom, 0, 0, 1, 0);
/* Play first 15 seconds of the 2nd track */
if(CD_INDRIVE(SDL_CDStatus(cdrom)))
SDL_CDPlayTracks(cdrom, 1, 0, 0, CD_FPS*15);</PRE
>
&#13;</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7412"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdplay.html"
><TT
CLASS="FUNCTION"
>SDL_CDPlay</TT
></A
>,
<A
HREF="sdlcdstatus.html"
><TT
CLASS="FUNCTION"
>SDL_CDStatus</TT
></A
>,
<A
HREF="sdlcd.html"
><TT
CLASS="FUNCTION"
>SDL_CD</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdplay.html"
ACCESSKEY="P"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
ACCESSKEY="H"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdpause.html"
ACCESSKEY="N"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDPlay</TD
><TD
WIDTH="34%"
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><A
HREF="cdrom.html"
ACCESSKEY="U"
>Up</A
></TD
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></TR
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>

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@ -0,0 +1,233 @@
<HTML
><HEAD
><TITLE
>SDL_CDResume</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDPause"
HREF="sdlcdpause.html"><LINK
REL="NEXT"
TITLE="SDL_CDStop"
HREF="sdlcdstop.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TR
><TH
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>SDL Library Documentation</TH
></TR
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><TD
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ACCESSKEY="P"
>Prev</A
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WIDTH="80%"
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ACCESSKEY="N"
>Next</A
></TD
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></TABLE
><HR
ALIGN="LEFT"
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><H1
><A
NAME="SDLCDRESUME"
></A
>SDL_CDResume</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7455"
></A
><H2
>Name</H2
>SDL_CDResume&nbsp;--&nbsp;Resumes a CDROM</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7458"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7459"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CDResume</B
></CODE
>(SDL_CD *cdrom);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7465"
></A
><H2
>Description</H2
><P
>Resumes play on the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7469"
></A
><H2
>Return Value</H2
><P
>Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success, or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7474"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdplay.html"
><TT
CLASS="FUNCTION"
>SDL_CDPlay</TT
></A
>,
<A
HREF="sdlcdpause.html"
><TT
CLASS="FUNCTION"
>SDL_CDPause</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
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SUMMARY="Footer navigation table"
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>Prev</A
></TD
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><TD
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><A
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>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
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><TD
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><A
HREF="cdrom.html"
ACCESSKEY="U"
>Up</A
></TD
><TD
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></TR
></TABLE
></DIV
></BODY
></HTML
>

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@ -0,0 +1,273 @@
<HTML
><HEAD
><TITLE
>SDL_CDStatus</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDOpen"
HREF="sdlcdopen.html"><LINK
REL="NEXT"
TITLE="SDL_CDPlay"
HREF="sdlcdplay.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
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ALINK="#ff0000"
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><TR
><TH
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ACCESSKEY="P"
>Prev</A
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></TD
></TR
></TABLE
><HR
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><H1
><A
NAME="SDLCDSTATUS"
></A
>SDL_CDStatus</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7308"
></A
><H2
>Name</H2
>SDL_CDStatus&nbsp;--&nbsp;Returns the current status of the given drive.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7311"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7312"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>CDstatus <B
CLASS="FSFUNC"
>SDL_CDStatus</B
></CODE
>(SDL_CD *cdrom);</CODE
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>/* Given a status, returns true if there's a disk in the drive */
#define CD_INDRIVE(status) ((int)status &#62; 0)</PRE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7319"
></A
><H2
>Description</H2
><P
>This function returns the current status of the given drive. Status is described like so:
<PRE
CLASS="PROGRAMLISTING"
>typedef enum {
CD_TRAYEMPTY,
CD_STOPPED,
CD_PLAYING,
CD_PAUSED,
CD_ERROR = -1
} CDstatus;</PRE
></P
><P
>If the drive has a CD in it, the table of contents of the CD and current
play position of the CD will be stored in the SDL_CD structure.</P
><P
>The macro <TT
CLASS="LITERAL"
>CD_INDRIVE</TT
> is provided for convenience,
and given a status returns true if there's a disk in the drive.</P
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
><TT
CLASS="FUNCTION"
>SDL_CDStatus</TT
> also updates the <A
HREF="sdlcd.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CD</SPAN
></A
> structure passed to it.</P
></BLOCKQUOTE
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7331"
></A
><H2
>Example</H2
><PRE
CLASS="PROGRAMLISTING"
>int playTrack(int track)
{
int playing = 0;
if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) {
/* clamp to the actual number of tracks on the CD */
if (track &#62;= cdrom-&#62;numtracks) {
track = cdrom-&#62;numtracks-1;
}
if ( SDL_CDPlayTracks(cdrom, track, 0, 1, 0) == 0 ) {
playing = 1;
}
}
return playing;
}</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7334"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcd.html"
><TT
CLASS="FUNCTION"
>SDL_CD</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TR
><TD
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VALIGN="top"
><A
HREF="sdlcdopen.html"
ACCESSKEY="P"
>Prev</A
></TD
><TD
WIDTH="34%"
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><A
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></TD
><TD
WIDTH="33%"
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VALIGN="top"
><A
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></TD
></TR
><TR
><TD
WIDTH="33%"
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><TD
WIDTH="34%"
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VALIGN="top"
><A
HREF="cdrom.html"
ACCESSKEY="U"
>Up</A
></TD
><TD
WIDTH="33%"
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></TR
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>

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@ -0,0 +1,226 @@
<HTML
><HEAD
><TITLE
>SDL_CDStop</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDResume"
HREF="sdlcdresume.html"><LINK
REL="NEXT"
TITLE="SDL_CDEject"
HREF="sdlcdeject.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TR
><TH
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>SDL Library Documentation</TH
></TR
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><TD
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WIDTH="80%"
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></TD
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></TABLE
><HR
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><H1
><A
NAME="SDLCDSTOP"
></A
>SDL_CDStop</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7485"
></A
><H2
>Name</H2
>SDL_CDStop&nbsp;--&nbsp;Stops a CDROM</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7488"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7489"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CDStop</B
></CODE
>(SDL_CD *cdrom);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7495"
></A
><H2
>Description</H2
><P
>Stops play on the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7499"
></A
><H2
>Return Value</H2
><P
>Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success, or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7504"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdplay.html"
><TT
CLASS="FUNCTION"
>SDL_CDPlay</TT
></A
>,</P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
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>Prev</A
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><TR
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><TD
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></TD
><TD
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<HTML
><HEAD
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>SDL_CDtrack</TITLE
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></A
>SDL_CDtrack</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7628"
></A
><H2
>Name</H2
>SDL_CDtrack&nbsp;--&nbsp;CD Track Information Structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7631"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
Uint8 id;
Uint8 type;
Uint32 length;
Uint32 offset;
} SDL_CDtrack;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7634"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN7636"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>id</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Track number (0-99)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_AUDIO_TRACK</TT
> or <TT
CLASS="LITERAL"
>SDL_DATA_TRACK</TT
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>length</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Length, in frames, of this track</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>offset</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Frame offset to the beginning of this track</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7657"
></A
><H2
>Description</H2
><P
><SPAN
CLASS="STRUCTNAME"
>SDL_CDtrack</SPAN
> stores data on each track on a CD, its fields should be pretty self explainatory. It is a member a the <A
HREF="sdlcd.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CD</SPAN
></A
> structure.</P
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>Frames can be converted to standard timings. There are <TT
CLASS="LITERAL"
>CD_FPS</TT
> frames per second, so <SPAN
CLASS="STRUCTNAME"
>SDL_CDtrack</SPAN
>.<TT
CLASS="STRUCTFIELD"
><I
>length</I
></TT
>/<TT
CLASS="LITERAL"
>CD_FPS</TT
>=length_in_seconds.</P
></BLOCKQUOTE
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7669"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcd.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CD</SPAN
></A
></P
></DIV
><DIV
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<HTML
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><DIV
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><A
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><H2
>Name</H2
>SDL_CloseAudio&nbsp;--&nbsp;Shuts down audio processing and closes the audio device.</DIV
><DIV
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><A
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><H2
>Synopsis</H2
><DIV
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><A
NAME="AEN7184"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_CloseAudio</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
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></A
><H2
>Description</H2
><P
>This function shuts down audio processing and closes the audio device.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
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></A
><H2
>See Also</H2
><P
><A
HREF="sdlopenaudio.html"
><TT
CLASS="FUNCTION"
>SDL_OpenAudio</TT
></A
> </P
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<HTML
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>SDL_Color</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN3082"
></A
><H2
>Name</H2
>SDL_Color&nbsp;--&nbsp;Format independent color description</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3085"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
Uint8 r;
Uint8 g;
Uint8 b;
Uint8 unused;
} SDL_Color;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3088"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN3090"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>r</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Red intensity</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>g</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Green intensity</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>b</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Blue intensity</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>unused</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Unused</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3109"
></A
><H2
>Description</H2
><P
><SPAN
CLASS="STRUCTNAME"
>SDL_Color</SPAN
> describes a color in a format independent way. You can convert a <SPAN
CLASS="STRUCTNAME"
>SDL_Color</SPAN
> to a pixel value for a certain pixel format using <A
HREF="sdlmaprgb.html"
><TT
CLASS="FUNCTION"
>SDL_MapRGB</TT
></A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3116"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlpixelformat.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
></A
>,
<A
HREF="sdlsetcolors.html"
><TT
CLASS="FUNCTION"
>SDL_SetColors</TT
></A
>,
<A
HREF="sdlpalette.html"
><TT
CLASS="FUNCTION"
>SDL_Palette</TT
></A
></P
></DIV
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<HTML
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>SDL_CondBroadcast</H1
><DIV
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><A
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></A
><H2
>Name</H2
>SDL_CondBroadcast&nbsp;--&nbsp;Restart all threads waiting on a condition variable</DIV
><DIV
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><A
NAME="AEN8340"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN8341"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CondBroadcast</B
></CODE
>(SDL_cond *cond);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8347"
></A
><H2
>Description</H2
><P
>Restarts all threads that are waiting on the condition variable, <TT
CLASS="PARAMETER"
><I
>cond</I
></TT
>. Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success, or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8353"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcondsignal.html"
><TT
CLASS="FUNCTION"
>SDL_CondSignal</TT
></A
>,
<A
HREF="sdlcondwait.html"
><TT
CLASS="FUNCTION"
>SDL_CondWait</TT
></A
>&#13;</P
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<HTML
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>SDL_CondSignal</H1
><DIV
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><A
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></A
><H2
>Name</H2
>SDL_CondSignal&nbsp;--&nbsp;Restart a thread wait on a condition variable</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN8313"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN8314"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CondSignal</B
></CODE
>(SDL_cond *cond);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8320"
></A
><H2
>Description</H2
><P
>Restart one of the threads that are waiting on the condition variable, <TT
CLASS="PARAMETER"
><I
>cond</I
></TT
>. Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success of <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error.</P
></DIV
><DIV
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><A
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></A
><H2
>See Also</H2
><P
><A
HREF="sdlcondwait.html"
><TT
CLASS="FUNCTION"
>SDL_CondWait</TT
></A
>,
<A
HREF="sdlcondbroadcast.html"
><TT
CLASS="FUNCTION"
>SDL_CondBroadcast</TT
></A
></P
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>SDL_CondWait&nbsp;--&nbsp;Wait on a condition variable</DIV
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><DIV
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><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CondWait</B
></CODE
>(SDL_cond *cond, SDL_mutex *mut);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8374"
></A
><H2
>Description</H2
><P
>Wait on the condition variable <TT
CLASS="PARAMETER"
><I
>cond</I
></TT
> and unlock the provided mutex. The mutex must the locked before entering this function. Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> when it is signalled, or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error.</P
></DIV
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><H2
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><P
><A
HREF="sdlcondwaittimeout.html"
><TT
CLASS="FUNCTION"
>SDL_CondWaitTimeout</TT
></A
>,
<A
HREF="sdlcondsignal.html"
><TT
CLASS="FUNCTION"
>SDL_CondSignal</TT
></A
>,
<A
HREF="sdlmutexp.html"
><TT
CLASS="FUNCTION"
>SDL_mutexP</TT
></A
></P
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<HTML
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><DIV
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><A
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><H2
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>SDL_CondWaitTimeout&nbsp;--&nbsp;Wait on a condition variable, with timeout</DIV
><DIV
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><A
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></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN8397"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_CondWaitTimeout</B
></CODE
>(SDL_cond *cond, SDL_mutex *mutex, Uint32 ms);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8403"
></A
><H2
>Description</H2
><P
>Wait on the condition variable <TT
CLASS="PARAMETER"
><I
>cond</I
></TT
> for, at most, <TT
CLASS="PARAMETER"
><I
>ms</I
></TT
> milliseconds. <TT
CLASS="PARAMETER"
><I
>mut</I
></TT
> is unlocked so it must be locked when the function is called. Returns <TT
CLASS="LITERAL"
>SDL_MUTEX_TIMEDOUT</TT
> if the condition is not signalled in the allotted time, <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> if it was signalled or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error.</P
></DIV
><DIV
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><A
NAME="AEN8412"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcondwait.html"
><TT
CLASS="FUNCTION"
>SDL_CondWait</TT
></A
></P
></DIV
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<HTML
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>SDL_ConvertAudio</H1
><DIV
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><A
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><H2
>Name</H2
>SDL_ConvertAudio&nbsp;--&nbsp;Convert audio data to a desired audio format.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7051"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7052"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_ConvertAudio</B
></CODE
>(SDL_AudioCVT *cvt);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7058"
></A
><H2
>Description</H2
><P
><TT
CLASS="FUNCTION"
>SDL_ConvertAudio</TT
> takes one parameter, <TT
CLASS="PARAMETER"
><I
>cvt</I
></TT
>, which was previously initilized. Initilizing a <A
HREF="sdlaudiocvt.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_AudioCVT</SPAN
></A
> is a two step process. First of all, the structure must be passed to <A
HREF="sdlbuildaudiocvt.html"
><TT
CLASS="FUNCTION"
>SDL_BuildAudioCVT</TT
></A
> along with source and destination format parameters. Secondly, the <SPAN
CLASS="STRUCTNAME"
>cvt</SPAN
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>buf</I
></TT
> and <SPAN
CLASS="STRUCTNAME"
>cvt</SPAN
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>len</I
></TT
> fields must be setup. <SPAN
CLASS="STRUCTNAME"
>cvt</SPAN
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>buf</I
></TT
> should point to the audio data and <SPAN
CLASS="STRUCTNAME"
>cvt</SPAN
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>len</I
></TT
> should be set to the length of the audio data in bytes. Remember, the length of the buffer pointed to by <TT
CLASS="STRUCTFIELD"
><I
>buf</I
></TT
> show be <TT
CLASS="STRUCTFIELD"
><I
>len</I
></TT
>*<TT
CLASS="STRUCTFIELD"
><I
>len_mult</I
></TT
> bytes in length.</P
><P
>Once the <SPAN
CLASS="STRUCTNAME"
>SDL_AudioCVT</SPAN
>structure is initilized then we can pass it to <TT
CLASS="FUNCTION"
>SDL_ConvertAudio</TT
>, which will convert the audio data pointer to by <SPAN
CLASS="STRUCTNAME"
>cvt</SPAN
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>buf</I
></TT
>. If <TT
CLASS="FUNCTION"
>SDL_ConvertAudio</TT
> returned <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> then the conversion was completed successfully, otherwise <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> is returned.</P
><P
>If the conversion completed successfully then the converted audio data can be read from <SPAN
CLASS="STRUCTNAME"
>cvt</SPAN
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>buf</I
></TT
>. The amount of valid, converted, audio data in the buffer is equal to <SPAN
CLASS="STRUCTNAME"
>cvt</SPAN
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>len</I
></TT
>*<TT
CLASS="STRUCTFIELD"
><I
>cvt</I
></TT
>-&#62;<SPAN
CLASS="STRUCTNAME"
>len_ratio</SPAN
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7093"
></A
><H2
>Examples</H2
><PRE
CLASS="PROGRAMLISTING"
>/* Converting some WAV data to hardware format */
void my_audio_callback(void *userdata, Uint8 *stream, int len);
SDL_AudioSpec *desired, *obtained;
SDL_AudioSpec wav_spec;
SDL_AudioCVT wav_cvt;
Uint32 wav_len;
Uint8 *wav_buf;
int ret;
/* Allocated audio specs */
desired = malloc(sizeof(SDL_AudioSpec));
obtained = malloc(sizeof(SDL_AudioSpec));
/* Set desired format */
desired-&#62;freq=22050;
desired-&#62;format=AUDIO_S16LSB;
desired-&#62;samples=8192;
desired-&#62;callback=my_audio_callback;
desired-&#62;userdata=NULL;
/* Open the audio device */
if ( SDL_OpenAudio(desired, obtained) &#60; 0 ){
fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
exit(-1);
}
free(desired);
/* Load the test.wav */
if( SDL_LoadWAV("test.wav", &#38;wav_spec, &#38;wav_buf, &#38;wav_len) == NULL ){
fprintf(stderr, "Could not open test.wav: %s\n", SDL_GetError());
SDL_CloseAudio();
free(obtained);
exit(-1);
}
/* Build AudioCVT */
ret = SDL_BuildAudioCVT(&#38;wav_cvt,
wav_spec.format, wav_spec.channels, wav_spec.freq,
obtained-&#62;format, obtained-&#62;channels, obtained-&#62;freq);
/* Check that the convert was built */
if(ret==-1){
fprintf(stderr, "Couldn't build converter!\n");
SDL_CloseAudio();
free(obtained);
SDL_FreeWAV(wav_buf);
}
/* Setup for conversion */
wav_cvt.buf = malloc(wav_len * wav_cvt.len_mult);
wav_cvt.len = wav_len;
memcpy(wav_cvt.buf, wav_buf, wav_len);
/* We can delete to original WAV data now */
SDL_FreeWAV(wav_buf);
/* And now we're ready to convert */
SDL_ConvertAudio(&#38;wav_cvt);
/* do whatever */
.
.
.
.
&#13;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7096"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlbuildaudiocvt.html"
><TT
CLASS="FUNCTION"
>SDL_BuildAudioCVT</TT
></A
>,
<A
HREF="sdlaudiocvt.html"
><TT
CLASS="FUNCTION"
>SDL_AudioCVT</TT
></A
></P
></DIV
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>SDL_ConvertSurface</H1
><DIV
CLASS="REFNAMEDIV"
><A
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></A
><H2
>Name</H2
>SDL_ConvertSurface&nbsp;--&nbsp;Converts a surface to the same format as another surface.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2261"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2262"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL/SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Surface *<B
CLASS="FSFUNC"
>SDL_ConvertSurface</B
></CODE
>(SDL_Surface *src, SDL_PixelFormat *fmt, Uint32 flags);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2268"
></A
><H2
>Description</H2
><P
>Creates a new surface of the specified format, and then copies and maps
the given surface to it. If this function fails, it returns
<TT
CLASS="LITERAL"
>NULL</TT
>.</P
><P
>The <TT
CLASS="PARAMETER"
><I
>flags</I
></TT
> parameter is passed to
<A
HREF="sdlcreatergbsurface.html"
><TT
CLASS="FUNCTION"
>SDL_CreateRGBSurface</TT
></A
>
and has those semantics.</P
><P
>This function is used internally by
<A
HREF="sdldisplayformat.html"
><TT
CLASS="FUNCTION"
>SDL_DisplayFormat</TT
></A
>.</P
><P
>This function can only be called after SDL_Init.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2280"
></A
><H2
>Return Value</H2
><P
>Returns either a pointer to the new surface, or
<TT
CLASS="LITERAL"
>NULL</TT
> on error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2284"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatergbsurface.html"
><TT
CLASS="FUNCTION"
>SDL_CreateRGBSurface</TT
></A
>,
<A
HREF="sdldisplayformat.html"
><TT
CLASS="FUNCTION"
>SDL_DisplayFormat</TT
></A
>,
<A
HREF="sdlpixelformat.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
></A
>,
<A
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><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
></P
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>SDL_CreateCond</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN8259"
></A
><H2
>Name</H2
>SDL_CreateCond&nbsp;--&nbsp;Create a condition variable</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN8262"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN8263"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_cond *<B
CLASS="FSFUNC"
>SDL_CreateCond</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8269"
></A
><H2
>Description</H2
><P
>Creates a condition variable.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8272"
></A
><H2
>Examples</H2
><PRE
CLASS="PROGRAMLISTING"
>SDL_cond *cond;
cond=SDL_CreateCond();
.
.
/* Do stuff */
.
.
SDL_DestroyCond(cond);</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8275"
></A
><H2
>See Also</H2
><P
><A
HREF="sdldestroycond.html"
><TT
CLASS="FUNCTION"
>SDL_DestroyCond</TT
></A
>,
<A
HREF="sdlcondwait.html"
><TT
CLASS="FUNCTION"
>SDL_CondWait</TT
></A
>,
<A
HREF="sdlcondsignal.html"
><TT
CLASS="FUNCTION"
>SDL_CondSignal</TT
></A
></P
></DIV
><DIV
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@ -0,0 +1,398 @@
<HTML
><HEAD
><TITLE
>SDL_CreateCursor</TITLE
><META
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>SDL_CreateCursor</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2487"
></A
><H2
>Name</H2
>SDL_CreateCursor&nbsp;--&nbsp;Creates a new mouse cursor.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2490"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2491"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Cursor *<B
CLASS="FSFUNC"
>SDL_CreateCursor</B
></CODE
>(Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2497"
></A
><H2
>Description</H2
><P
>Create a cursor using the specified <TT
CLASS="PARAMETER"
><I
>data</I
></TT
> and <TT
CLASS="PARAMETER"
><I
>mask</I
></TT
> (in MSB format).
The cursor width must be a multiple of 8 bits.</P
><P
>The cursor is created in black and white according to the following:
<DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN2503"
></A
><P
></P
><TABLE
BORDER="1"
CLASS="CALSTABLE"
><THEAD
><TR
><TH
ALIGN="LEFT"
VALIGN="TOP"
>Data / Mask</TH
><TH
ALIGN="LEFT"
VALIGN="TOP"
>Resulting pixel on screen</TH
></TR
></THEAD
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
>0 / 1</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>White</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
>1 / 1</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Black</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
>0 / 0</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Transparent</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
>1 / 0</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Inverted color if possible, black if not.</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></P
><P
>Cursors created with this function must be freed with
<A
HREF="sdlfreecursor.html"
>SDL_FreeCursor</A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2524"
></A
><H2
>Example</H2
><PRE
CLASS="PROGRAMLISTING"
>/* Stolen from the mailing list */
/* Creates a new mouse cursor from an XPM */
/* XPM */
static const char *arrow[] = {
/* width height num_colors chars_per_pixel */
" 32 32 3 1",
/* colors */
"X c #000000",
". c #ffffff",
" c None",
/* pixels */
"X ",
"XX ",
"X.X ",
"X..X ",
"X...X ",
"X....X ",
"X.....X ",
"X......X ",
"X.......X ",
"X........X ",
"X.....XXXXX ",
"X..X..X ",
"X.X X..X ",
"XX X..X ",
"X X..X ",
" X..X ",
" X..X ",
" X..X ",
" XX ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
"0,0"
};
static SDL_Cursor *init_system_cursor(const char *image[])
{
int i, row, col;
Uint8 data[4*32];
Uint8 mask[4*32];
int hot_x, hot_y;
i = -1;
for ( row=0; row&#60;32; ++row ) {
for ( col=0; col&#60;32; ++col ) {
if ( col % 8 ) {
data[i] &#60;&#60;= 1;
mask[i] &#60;&#60;= 1;
} else {
++i;
data[i] = mask[i] = 0;
}
switch (image[4+row][col]) {
case 'X':
data[i] |= 0x01;
mask[i] |= 0x01;
break;
case '.':
mask[i] |= 0x01;
break;
case ' ':
break;
}
}
}
sscanf(image[4+row], "%d,%d", &#38;hot_x, &#38;hot_y);
return SDL_CreateCursor(data, mask, 32, 32, hot_x, hot_y);
}</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2527"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlfreecursor.html"
><TT
CLASS="FUNCTION"
>SDL_FreeCursor</TT
></A
>,
<A
HREF="sdlsetcursor.html"
><TT
CLASS="FUNCTION"
>SDL_SetCursor</TT
></A
>,
<A
HREF="sdlshowcursor.html"
><TT
CLASS="FUNCTION"
>SDL_ShowCursor</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
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WIDTH="100%"><TABLE
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@ -0,0 +1,249 @@
<HTML
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>SDL_CreateMutex</TITLE
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>SDL_CreateMutex</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7820"
></A
><H2
>Name</H2
>SDL_CreateMutex&nbsp;--&nbsp;Create a mutex</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7823"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7824"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_mutex *<B
CLASS="FSFUNC"
>SDL_CreateMutex</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7830"
></A
><H2
>Description</H2
><P
>Create a new, unlocked mutex.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7833"
></A
><H2
>Examples</H2
><PRE
CLASS="PROGRAMLISTING"
>SDL_mutex *mut;
mut=SDL_CreateMutex();
.
.
if(SDL_mutexP(mut)==-1){
fprintf(stderr, "Couldn't lock mutex\n");
exit(-1);
}
.
/* Do stuff while mutex is locked */
.
.
if(SDL_mutexV(mut)==-1){
fprintf(stderr, "Couldn't unlock mutex\n");
exit(-1);
}
SDL_DestroyMutex(mut);&#13;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7836"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlmutexp.html"
><TT
CLASS="FUNCTION"
>SDL_mutexP</TT
></A
>,
<A
HREF="sdlmutexv.html"
><TT
CLASS="FUNCTION"
>SDL_mutexV</TT
></A
>,
<A
HREF="sdldestroymutex.html"
><TT
CLASS="FUNCTION"
>SDL_DestroyMutex</TT
></A
></P
></DIV
><DIV
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@ -0,0 +1,458 @@
<HTML
><HEAD
><TITLE
>SDL_CreateRGBSurface</TITLE
><META
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TITLE="SDL_GetRGBA"
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></A
>SDL_CreateRGBSurface</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1773"
></A
><H2
>Name</H2
>SDL_CreateRGBSurface&nbsp;--&nbsp;Create an empty SDL_Surface</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1776"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1777"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Surface *<B
CLASS="FSFUNC"
>SDL_CreateRGBSurface</B
></CODE
>(Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1783"
></A
><H2
>Description</H2
><P
>Allocate an empty surface (must be called after <A
HREF="sdlsetvideomode.html"
>SDL_SetVideoMode</A
>)</P
><P
>If <TT
CLASS="PARAMETER"
><I
>depth</I
></TT
> is 8 bits an empty palette is allocated for the surface, otherwise a 'packed-pixel' <A
HREF="sdlpixelformat.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
></A
> is created using the <TT
CLASS="PARAMETER"
><I
>[RGBA]mask</I
></TT
>'s provided (see <A
HREF="sdlpixelformat.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
></A
>). The <TT
CLASS="PARAMETER"
><I
>flags</I
></TT
> specifies the type of surface that should be created, it is an OR'd combination of the following possible values.</P
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN1795"
></A
><P
></P
><TABLE
BORDER="1"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_SWSURFACE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>SDL will create the surface in system memory. This improves the performance of pixel level access, however you may not be able to take advantage of some types of hardware blitting.</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_HWSURFACE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>SDL will attempt to create the surface in video memory. This will allow SDL to take advantage of Video-&#62;Video blits (which are often accelerated).</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_SRCCOLORKEY</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>This flag turns on colourkeying for blits from this surface. If
<TT
CLASS="LITERAL"
>SDL_HWSURFACE</TT
> is also specified and colourkeyed blits
are hardware-accelerated, then SDL will attempt to place the surface in
video memory.
Use <A
HREF="sdlsetcolorkey.html"
><TT
CLASS="FUNCTION"
>SDL_SetColorKey</TT
></A
>
to set or clear this flag after surface creation.</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_SRCALPHA</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>This flag turns on alpha-blending for blits from this surface. If
<TT
CLASS="LITERAL"
>SDL_HWSURFACE</TT
> is also specified and alpha-blending blits
are hardware-accelerated, then the surface will be placed in video memory if
possible.
Use <A
HREF="sdlsetalpha.html"
><TT
CLASS="FUNCTION"
>SDL_SetAlpha</TT
></A
> to
set or clear this flag after surface creation.</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>If an alpha-channel is specified (that is, if <TT
CLASS="PARAMETER"
><I
>Amask</I
></TT
> is
nonzero), then the <TT
CLASS="LITERAL"
>SDL_SRCALPHA</TT
> flag is automatically
set. You may remove this flag by calling
<A
HREF="sdlsetalpha.html"
><TT
CLASS="FUNCTION"
>SDL_SetAlpha</TT
></A
>
after surface creation.</P
></BLOCKQUOTE
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1826"
></A
><H2
>Return Value</H2
><P
>Returns the created surface, or <SPAN
CLASS="RETURNVALUE"
>NULL</SPAN
> upon error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1830"
></A
><H2
>Example</H2
><PRE
CLASS="PROGRAMLISTING"
> /* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order,
as expected by OpenGL for textures */
SDL_Surface *surface;
Uint32 rmask, gmask, bmask, amask;
/* SDL interprets each pixel as a 32-bit number, so our masks must depend
on the endianness (byte order) of the machine */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x000000ff;
#else
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
#endif
surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
rmask, gmask, bmask, amask);
if(surface == NULL) {
fprintf(stderr, "CreateRGBSurface failed: %s\n", SDL_GetError());
exit(1);
}</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1833"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatergbsurfacefrom.html"
><TT
CLASS="FUNCTION"
>SDL_CreateRGBSurfaceFrom</TT
></A
>,
<A
HREF="sdlfreesurface.html"
><TT
CLASS="FUNCTION"
>SDL_FreeSurface</TT
></A
>,
<A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
>,
<A
HREF="sdllocksurface.html"
><TT
CLASS="FUNCTION"
>SDL_LockSurface</TT
></A
>,
<A
HREF="sdlpixelformat.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
></A
>,
<A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
>
<A
HREF="sdlsetalpha.html"
><TT
CLASS="FUNCTION"
>SDL_SetAlpha</TT
></A
>
<A
HREF="sdlsetcolorkey.html"
><TT
CLASS="FUNCTION"
>SDL_SetColorKey</TT
></A
></P
></DIV
><DIV
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><HR
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@ -0,0 +1,256 @@
<HTML
><HEAD
><TITLE
>SDL_CreateRGBSurfaceFrom</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
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><H1
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></A
>SDL_CreateRGBSurfaceFrom</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1856"
></A
><H2
>Name</H2
>SDL_CreateRGBSurfaceFrom&nbsp;--&nbsp;Create an SDL_Surface from pixel data</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1859"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1860"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Surface *<B
CLASS="FSFUNC"
>SDL_CreateRGBSurfaceFrom</B
></CODE
>(void *pixels, int width, int height, int depth, int pitch, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1866"
></A
><H2
>Description</H2
><P
>Creates an SDL_Surface from the provided pixel data.</P
><P
>The data stored in <TT
CLASS="PARAMETER"
><I
>pixels</I
></TT
> is assumed to be of the <TT
CLASS="PARAMETER"
><I
>depth</I
></TT
> specified in the parameter list. The pixel data is not copied into the <SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
> structure so it should not be freed until the surface has been freed with a called to <A
HREF="sdlfreesurface.html"
>SDL_FreeSurface</A
>. <TT
CLASS="PARAMETER"
><I
>pitch</I
></TT
> is the length of each scanline in bytes. </P
><P
>See <A
HREF="sdlcreatergbsurface.html"
><TT
CLASS="FUNCTION"
>SDL_CreateRGBSurface</TT
></A
> for a more detailed description of the other parameters.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1878"
></A
><H2
>Return Value</H2
><P
>Returns the created surface, or <SPAN
CLASS="RETURNVALUE"
>NULL</SPAN
> upon error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1882"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatergbsurface.html"
><TT
CLASS="FUNCTION"
>SDL_CreateRGBSurface</TT
></A
>,
<A
HREF="sdlfreesurface.html"
><TT
CLASS="FUNCTION"
>SDL_FreeSurface</TT
></A
></P
></DIV
><DIV
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><HR
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></TD
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><TR
><TD
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ALIGN="left"
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><TD
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><A
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ACCESSKEY="U"
>Up</A
></TD
><TD
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></TR
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>

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<HTML
><HEAD
><TITLE
>SDL_CreateSemaphore</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
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>SDL_CreateSemaphore</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7936"
></A
><H2
>Name</H2
>SDL_CreateSemaphore&nbsp;--&nbsp;Creates a new semaphore and assigns an initial value to it.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7939"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7940"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_sem *<B
CLASS="FSFUNC"
>SDL_CreateSemaphore</B
></CODE
>(Uint32 initial_value);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7946"
></A
><H2
>Description</H2
><P
><TT
CLASS="FUNCTION"
>SDL_CreateSemaphore()</TT
> creates a new semaphore and
initializes it with the value <TT
CLASS="PARAMETER"
><I
>initial_value</I
></TT
>.
Each locking operation on the semaphore by
<A
HREF="sdlsemwait.html"
>SDL_SemWait</A
>,
<A
HREF="sdlsemtrywait.html"
>SDL_SemTryWait</A
> or
<A
HREF="sdlsemwaittimeout.html"
>SDL_SemWaitTimeout</A
>
will atomically decrement the semaphore value. The locking operation will be blocked
if the semaphore value is not positive (greater than zero). Each unlock operation by
<A
HREF="sdlsempost.html"
>SDL_SemPost</A
>
will atomically increment the semaphore value.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7955"
></A
><H2
>Return Value</H2
><P
>Returns a pointer to an initialized semaphore or
<SPAN
CLASS="RETURNVALUE"
>NULL</SPAN
> if there was an error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7959"
></A
><H2
>Examples</H2
><P
><PRE
CLASS="PROGRAMLISTING"
>SDL_sem *my_sem;
my_sem = SDL_CreateSemaphore(INITIAL_SEM_VALUE);
if (my_sem == NULL) {
return CREATE_SEM_FAILED;
}</PRE
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7963"
></A
><H2
>See Also</H2
><P
><A
HREF="sdldestroysemaphore.html"
><TT
CLASS="FUNCTION"
>SDL_DestroySemaphore</TT
></A
>,
<A
HREF="sdlsemwait.html"
><TT
CLASS="FUNCTION"
>SDL_SemWait</TT
></A
>,
<A
HREF="sdlsemtrywait.html"
><TT
CLASS="FUNCTION"
>SDL_SemTryWait</TT
></A
>,
<A
HREF="sdlsemwaittimeout.html"
><TT
CLASS="FUNCTION"
>SDL_SemWaitTimeout</TT
></A
>,
<A
HREF="sdlsempost.html"
><TT
CLASS="FUNCTION"
>SDL_SemPost</TT
></A
>,
<A
HREF="sdlsemvalue.html"
><TT
CLASS="FUNCTION"
>SDL_SemValue</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TD
WIDTH="33%"
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VALIGN="top"
><A
HREF="sdlmutexv.html"
ACCESSKEY="P"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
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HREF="index.html"
ACCESSKEY="H"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdldestroysemaphore.html"
ACCESSKEY="N"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
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><TD
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></TR
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>

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<HTML
><HEAD
><TITLE
>SDL_CreateThread</TITLE
><META
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TITLE="Multi-threaded Programming"
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TITLE="SDL_ThreadID"
HREF="sdlthreadid.html"></HEAD
><BODY
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><H1
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></A
>SDL_CreateThread</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7701"
></A
><H2
>Name</H2
>SDL_CreateThread&nbsp;--&nbsp;Creates a new thread of execution that shares its parent's properties.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
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></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7705"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Thread *<B
CLASS="FSFUNC"
>SDL_CreateThread</B
></CODE
>(int (*fn)(void *), void *data);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7711"
></A
><H2
>Description</H2
><P
><TT
CLASS="FUNCTION"
>SDL_CreateThread</TT
> creates a new thread of execution
that shares all of its parent's global memory, signal handlers,
file descriptors, etc, and runs the function <TT
CLASS="PARAMETER"
><I
>fn</I
></TT
>
passed the void pointer <TT
CLASS="PARAMETER"
><I
>data</I
></TT
>
The thread quits when this function returns.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7717"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlkillthread.html"
><TT
CLASS="FUNCTION"
>SDL_KillThread</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
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ACCESSKEY="P"
>Prev</A
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><TR
><TD
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><TD
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></TR
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<HTML
><HEAD
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>SDL_CreateYUVOverlay</TITLE
><META
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>SDL_CreateYUVOverlay</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2808"
></A
><H2
>Name</H2
>SDL_CreateYUVOverlay&nbsp;--&nbsp;Create a YUV video overlay</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2811"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2812"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Overlay *<B
CLASS="FSFUNC"
>SDL_CreateYUVOverlay</B
></CODE
>(int width, int height, Uint32 format, SDL_Surface *display);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2818"
></A
><H2
>Description</H2
><P
><TT
CLASS="FUNCTION"
>SDL_CreateYUVOverlay</TT
> creates a YUV overlay of the specified <TT
CLASS="PARAMETER"
><I
>width</I
></TT
>, <TT
CLASS="PARAMETER"
><I
>height</I
></TT
> and <TT
CLASS="PARAMETER"
><I
>format</I
></TT
> (see <A
HREF="sdloverlay.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Overlay</SPAN
></A
> for a list of available formats), for the provided <TT
CLASS="PARAMETER"
><I
>display</I
></TT
>. A <A
HREF="sdloverlay.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Overlay</SPAN
></A
> structure is returned.</P
><P
>The term 'overlay' is a misnomer since, unless the overlay is created in hardware, the contents for the display surface underneath the area where the overlay is shown will be overwritten when the overlay is displayed.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2831"
></A
><H2
>See Also</H2
><P
><A
HREF="sdloverlay.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Overlay</SPAN
></A
>,
<A
HREF="sdldisplayyuvoverlay.html"
><TT
CLASS="FUNCTION"
>SDL_DisplayYUVOverlay</TT
></A
>,
<A
HREF="sdlfreeyuvoverlay.html"
><TT
CLASS="FUNCTION"
>SDL_FreeYUVOverlay</TT
></A
></P
></DIV
><DIV
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><HR
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>Prev</A
></TD
><TD
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></TD
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><A
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>Next</A
></TD
></TR
><TR
><TD
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><A
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></TD
><TD
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></TR
></TABLE
></DIV
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>

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@ -0,0 +1,231 @@
<HTML
><HEAD
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>SDL_Delay</TITLE
><META
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HREF="index.html"><LINK
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HREF="time.html"><LINK
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>SDL_Delay&nbsp;--&nbsp;Wait a specified number of milliseconds before returning.</DIV
><DIV
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><A
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><H2
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><DIV
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><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_Delay</B
></CODE
>(Uint32 ms);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8465"
></A
><H2
>Description</H2
><P
>Wait a specified number of milliseconds before returning. <TT
CLASS="FUNCTION"
>SDL_Delay</TT
> will wait at <SPAN
CLASS="emphasis"
><I
CLASS="EMPHASIS"
>least</I
></SPAN
> the specified time, but possible longer due to OS scheduling.</P
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>Count on a delay granularity of <SPAN
CLASS="emphasis"
><I
CLASS="EMPHASIS"
>at least</I
></SPAN
> 10 ms.
Some platforms have shorter clock ticks but this is the most common.</P
></BLOCKQUOTE
></DIV
></DIV
><DIV
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><A
NAME="AEN8473"
></A
><H2
>See Also</H2
><P
><A
HREF="sdladdtimer.html"
><TT
CLASS="FUNCTION"
>SDL_AddTimer</TT
></A
></P
></DIV
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<HTML
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>SDL_DestroyCond</H1
><DIV
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><A
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><H2
>Name</H2
>SDL_DestroyCond&nbsp;--&nbsp;Destroy a condition variable</DIV
><DIV
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NAME="AEN8291"
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><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
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></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_DestroyCond</B
></CODE
>(SDL_cond *cond);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8298"
></A
><H2
>Description</H2
><P
>Destroys a condition variable.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8301"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatecond.html"
><TT
CLASS="FUNCTION"
>SDL_CreateCond</TT
></A
></P
></DIV
><DIV
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<HTML
><HEAD
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>SDL_DestroyMutex</H1
><DIV
CLASS="REFNAMEDIV"
><A
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></A
><H2
>Name</H2
>SDL_DestroyMutex&nbsp;--&nbsp;Destroy a mutex</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7852"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7853"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_DestroyMutex</B
></CODE
>(SDL_mutex *mutex);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7859"
></A
><H2
>Description</H2
><P
>Destroy a previously <A
HREF="sdlcreatemutex.html"
>created</A
> mutex.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7863"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatemutex.html"
><TT
CLASS="FUNCTION"
>SDL_CreateMutex</TT
></A
></P
></DIV
><DIV
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<HTML
><HEAD
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></A
>SDL_DestroySemaphore</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7982"
></A
><H2
>Name</H2
>SDL_DestroySemaphore&nbsp;--&nbsp;Destroys a semaphore that was created by <A
HREF="sdlcreatesemaphore.html"
>SDL_CreateSemaphore</A
>.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7986"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7987"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_DestroySemaphore</B
></CODE
>(SDL_sem *sem);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7993"
></A
><H2
>Description</H2
><P
><TT
CLASS="FUNCTION"
>SDL_DestroySemaphore</TT
> destroys the semaphore pointed to
by <TT
CLASS="PARAMETER"
><I
>sem</I
></TT
> that was created by
<A
HREF="sdlcreatesemaphore.html"
><TT
CLASS="FUNCTION"
>SDL_CreateSemaphore</TT
></A
>.
It is not safe to destroy a semaphore if there are threads currently blocked
waiting on it.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8000"
></A
><H2
>Examples</H2
><P
><PRE
CLASS="PROGRAMLISTING"
>if (my_sem != NULL) {
SDL_DestroySemaphore(my_sem);
my_sem = NULL;
}</PRE
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN8004"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatesemaphore.html"
><TT
CLASS="FUNCTION"
>SDL_CreateSemaphore</TT
></A
>,
<A
HREF="sdlsemwait.html"
><TT
CLASS="FUNCTION"
>SDL_SemWait</TT
></A
>,
<A
HREF="sdlsemtrywait.html"
><TT
CLASS="FUNCTION"
>SDL_SemTryWait</TT
></A
>,
<A
HREF="sdlsemwaittimeout.html"
><TT
CLASS="FUNCTION"
>SDL_SemWaitTimeout</TT
></A
>,
<A
HREF="sdlsempost.html"
><TT
CLASS="FUNCTION"
>SDL_SemPost</TT
></A
>,
<A
HREF="sdlsemvalue.html"
><TT
CLASS="FUNCTION"
>SDL_SemValue</TT
></A
></P
></DIV
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>SDL_DisplayFormat</H1
><DIV
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><A
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></A
><H2
>Name</H2
>SDL_DisplayFormat&nbsp;--&nbsp;Convert a surface to the display format</DIV
><DIV
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><A
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></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
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></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Surface *<B
CLASS="FSFUNC"
>SDL_DisplayFormat</B
></CODE
>(SDL_Surface *surface);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2404"
></A
><H2
>Description</H2
><P
>This function takes a surface and copies it to a new surface of the
pixel format and colors of the video framebuffer, suitable for fast
blitting onto the display surface. It calls
<A
HREF="sdlconvertsurface.html"
>SDL_ConvertSurface</A
></P
><P
>If you want to take advantage of hardware colorkey or alpha blit
acceleration, you should set the colorkey and alpha value before
calling this function.</P
><P
>If you want an alpha channel, see <A
HREF="sdldisplayformatalpha.html"
>SDL_DisplayFormatAlpha</A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2411"
></A
><H2
>Return Value</H2
><P
>If the conversion fails or runs out of memory, it returns
<SPAN
CLASS="RETURNVALUE"
>NULL</SPAN
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2415"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlconvertsurface.html"
><TT
CLASS="FUNCTION"
>SDL_ConvertSurface</TT
></A
>,
<A
HREF="sdldisplayformatalpha.html"
><TT
CLASS="FUNCTION"
>SDL_DisplayFormatAlpha</TT
></A
>
<A
HREF="sdlsetalpha.html"
><TT
CLASS="FUNCTION"
>SDL_SetAlpha</TT
></A
>,
<A
HREF="sdlsetcolorkey.html"
><TT
CLASS="FUNCTION"
>SDL_SetColorKey</TT
></A
>,
<A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
></P
></DIV
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></TD
></TR
><TR
><TD
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VALIGN="top"
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><TD
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><A
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ACCESSKEY="U"
>Up</A
></TD
><TD
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ALIGN="right"
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></TR
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></A
>SDL_DisplayFormatAlpha</H1
><DIV
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><A
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></A
><H2
>Name</H2
>SDL_DisplayFormatAlpha&nbsp;--&nbsp;Convert a surface to the display format</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2435"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2436"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Surface *<B
CLASS="FSFUNC"
>SDL_DisplayFormatAlpha</B
></CODE
>(SDL_Surface *surface);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2442"
></A
><H2
>Description</H2
><P
>This function takes a surface and copies it to a new surface of the
pixel format and colors of the video framebuffer plus an alpha channel,
suitable for fast blitting onto the display surface. It calls
<A
HREF="sdlconvertsurface.html"
>SDL_ConvertSurface</A
></P
><P
>If you want to take advantage of hardware colorkey or alpha blit
acceleration, you should set the colorkey and alpha value before
calling this function.</P
><P
>This function can be used to convert a colourkey to an alpha channel,
if the <TT
CLASS="LITERAL"
>SDL_SRCCOLORKEY</TT
> flag is set on the surface.
The generated surface will then be transparent (alpha=0) where the
pixels match the colourkey, and opaque (alpha=255) elsewhere.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2449"
></A
><H2
>Return Value</H2
><P
>If the conversion fails or runs out of memory, it returns
<SPAN
CLASS="RETURNVALUE"
>NULL</SPAN
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2453"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlconvertsurface.html"
>SDL_ConvertSurface</A
>,
<A
HREF="sdlsetalpha.html"
>SDL_SetAlpha</A
>,
<A
HREF="sdlsetcolorkey.html"
>SDL_SetColorKey</A
>,
<A
HREF="sdldisplayformat.html"
>SDL_DisplayFormat</A
>,
<A
HREF="sdlsurface.html"
>SDL_Surface</A
></P
></DIV
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><HR
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><A
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ACCESSKEY="P"
>Prev</A
></TD
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<HTML
><HEAD
><TITLE
>SDL_DisplayYUVOverlay</TITLE
><META
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><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2908"
></A
><H2
>Name</H2
>SDL_DisplayYUVOverlay&nbsp;--&nbsp;Blit the overlay to the display</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2911"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2912"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_DisplayYUVOverlay</B
></CODE
>(SDL_Overlay *overlay, SDL_Rect *dstrect);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2918"
></A
><H2
>Description</H2
><P
>Blit the <TT
CLASS="PARAMETER"
><I
>overlay</I
></TT
> to the surface specified when it was <A
HREF="sdlcreateyuvoverlay.html"
>created</A
>. The <A
HREF="sdlrect.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Rect</SPAN
></A
> structure, <TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
>, specifies the position and size of the destination. If the <TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> is a larger or smaller than the overlay then the overlay will be scaled, this is optimized for 2x scaling.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2927"
></A
><H2
>Return Values</H2
><P
>Returns 0 on success</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2930"
></A
><H2
>See Also</H2
><P
><A
HREF="sdloverlay.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Overlay</SPAN
></A
>,
<A
HREF="sdlcreateyuvoverlay.html"
><TT
CLASS="FUNCTION"
>SDL_CreateYUVOverlay</TT
></A
></P
></DIV
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><TD
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>

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<HTML
><HEAD
><TITLE
>SDL_EnableKeyRepeat</TITLE
><META
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><BODY
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><DIV
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>SDL Library Documentation</TH
></TR
><TR
><TD
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><A
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></A
>SDL_EnableKeyRepeat</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5839"
></A
><H2
>Name</H2
>SDL_EnableKeyRepeat&nbsp;--&nbsp;Set keyboard repeat rate.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN5842"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5843"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_EnableKeyRepeat</B
></CODE
>(int delay, int interval);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5849"
></A
><H2
>Description</H2
><P
>Enables or disables the keyboard repeat rate. <TT
CLASS="PARAMETER"
><I
>delay</I
></TT
> specifies how long the key must be pressed before it begins repeating, it then repeats at the speed specified by <TT
CLASS="PARAMETER"
><I
>interval</I
></TT
>. Both <TT
CLASS="PARAMETER"
><I
>delay</I
></TT
> and <TT
CLASS="PARAMETER"
><I
>interval</I
></TT
> are expressed in milliseconds.</P
><P
>Setting <TT
CLASS="PARAMETER"
><I
>delay</I
></TT
> to 0 disables key repeating completely. Good default values are <TT
CLASS="LITERAL"
>SDL_DEFAULT_REPEAT_DELAY</TT
> and <SPAN
CLASS="SYMBOL"
>SDL_DEFAULT_REPEAT_INTERVAL</SPAN
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5860"
></A
><H2
>Return Value</H2
><P
>Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success and <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on failure.</P
></DIV
><DIV
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>

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<HTML
><HEAD
><TITLE
>SDL_EnableUNICODE</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
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HREF="index.html"><LINK
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HREF="eventfunctions.html"><LINK
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TITLE="SDL_GetKeyName"
HREF="sdlgetkeyname.html"><LINK
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TITLE="SDL_EnableKeyRepeat"
HREF="sdlenablekeyrepeat.html"></HEAD
><BODY
CLASS="REFENTRY"
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><DIV
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><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
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><TR
><TH
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>SDL Library Documentation</TH
></TR
><TR
><TD
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VALIGN="bottom"
><A
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></TD
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><HR
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><H1
><A
NAME="SDLENABLEUNICODE"
></A
>SDL_EnableUNICODE</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5805"
></A
><H2
>Name</H2
>SDL_EnableUNICODE&nbsp;--&nbsp;Enable UNICODE translation</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN5808"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5809"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_EnableUNICODE</B
></CODE
>(int enable);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5815"
></A
><H2
>Description</H2
><P
>Enables/Disables Unicode keyboard translation.</P
><P
>To obtain the character codes corresponding to received keyboard events,
Unicode translation must first be turned on using this function. The
translation incurs a slight overhead for each keyboard event and is therefore
disabled by default. For each subsequently received key down event, the
<TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
> member of the
<A
HREF="sdlkeysym.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_keysym</SPAN
></A
> structure
will then contain the corresponding character code, or zero for keysyms that do
not correspond to any character code.</P
><P
>A value of 1 for <TT
CLASS="PARAMETER"
><I
>enable</I
></TT
> enables Unicode translation;
0 disables it, and -1 leaves it unchanged (useful for querying the current
translation mode).</P
><P
>Note that only key press events will be translated, not release events.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5825"
></A
><H2
>Return Value</H2
><P
>Returns the previous translation mode (<SPAN
CLASS="RETURNVALUE"
>0</SPAN
> or <SPAN
CLASS="RETURNVALUE"
>1</SPAN
>).</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5830"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlkeysym.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_keysym</SPAN
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
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<HTML
><HEAD
><TITLE
>SDL_Event</TITLE
><META
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><BODY
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><H1
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></A
>SDL_Event</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN3711"
></A
><H2
>Name</H2
>SDL_Event&nbsp;--&nbsp;General event structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3714"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef union{
Uint8 type;
SDL_ActiveEvent active;
SDL_KeyboardEvent key;
SDL_MouseMotionEvent motion;
SDL_MouseButtonEvent button;
SDL_JoyAxisEvent jaxis;
SDL_JoyBallEvent jball;
SDL_JoyHatEvent jhat;
SDL_JoyButtonEvent jbutton;
SDL_ResizeEvent resize;
SDL_ExposeEvent expose;
SDL_QuitEvent quit;
SDL_UserEvent user;
SDL_SysWMEvent syswm;
} SDL_Event;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3717"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN3719"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>The type of event</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>active</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlactiveevent.html"
>Activation event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>key</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlkeyboardevent.html"
>Keyboard event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>motion</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlmousemotionevent.html"
>Mouse motion event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>button</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlmousebuttonevent.html"
>Mouse button event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>jaxis</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdljoyaxisevent.html"
>Joystick axis motion event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>jball</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdljoyballevent.html"
>Joystick trackball motion event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>jhat</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdljoyhatevent.html"
>Joystick hat motion event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>jbutton</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdljoybuttonevent.html"
>Joystick button event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>resize</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlresizeevent.html"
>Application window resize event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>expose</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlexposeevent.html"
>Application window expose event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>quit</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlquitevent.html"
>Application quit request event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>user</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdluserevent.html"
>User defined event</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>syswm</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlsyswmevent.html"
>Undefined window manager event</A
></TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3791"
></A
><H2
>Description</H2
><P
>The <SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
> union is the core to all event handling is SDL, its probably the most important structure after <SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
>. <SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
> is a union of all event structures used in SDL, using it is a simple matter of knowing which union member relates to which event <TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
>.</P
><P
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN3799"
></A
><P
></P
><TABLE
BORDER="1"
CLASS="CALSTABLE"
><THEAD
><TR
><TH
ALIGN="LEFT"
VALIGN="TOP"
>Event <TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
></TH
><TH
ALIGN="LEFT"
VALIGN="TOP"
>Event Structure</TH
></TR
></THEAD
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="MIDDLE"
><TT
CLASS="LITERAL"
>SDL_ACTIVEEVENT</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="MIDDLE"
><A
HREF="sdlactiveevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_ActiveEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_KEYDOWN/UP</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlkeyboardevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_KeyboardEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_MOUSEMOTION</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlmousemotionevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_MouseMotionEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_MOUSEBUTTONDOWN/UP</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlmousebuttonevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_MouseButtonEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_JOYAXISMOTION</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdljoyaxisevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_JoyAxisEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_JOYBALLMOTION</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdljoyballevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_JoyBallEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_JOYHATMOTION</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdljoyhatevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_JoyHatEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_JOYBUTTONDOWN/UP</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdljoybuttonevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_JoyButtonEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_QUIT</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlquitevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_QuitEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_SYSWMEVENT</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlsyswmevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_SysWMEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_VIDEORESIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlresizeevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_ResizeEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_VIDEOEXPOSE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdlexposeevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_ExposeEvent</SPAN
></A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_USEREVENT</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><A
HREF="sdluserevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_UserEvent</SPAN
></A
></TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3885"
></A
><H2
>Use</H2
><P
>The <SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
> structure has two uses</P
><P
></P
><UL
COMPACT="COMPACT"
><LI
><P
>Reading events on the event queue</P
></LI
><LI
><P
>Placing events on the event queue</P
></LI
></UL
><P
>Reading events from the event queue is done with either <A
HREF="sdlpollevent.html"
><TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
></A
> or <A
HREF="sdlpeepevents.html"
><TT
CLASS="FUNCTION"
>SDL_PeepEvents</TT
></A
>. We'll use <TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
> and step through an example.</P
><P
>First off, we create an empty <SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
> structure.
<PRE
CLASS="PROGRAMLISTING"
>SDL_Event test_event;</PRE
>
<TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
> removes the next event from the event queue, if there are no events on the queue it returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> otherwise it returns <SPAN
CLASS="RETURNVALUE"
>1</SPAN
>. We use a <TT
CLASS="FUNCTION"
>while</TT
> loop to process each event in turn.
<PRE
CLASS="PROGRAMLISTING"
>while(SDL_PollEvent(&#38;test_event)) {</PRE
>
The <TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
> function take a pointer to an <SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
> structure that is to be filled with event information. We know that if <TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
> removes an event from the queue then the event information will be placed in our <SPAN
CLASS="STRUCTNAME"
>test_event</SPAN
> structure, but we also know that the <SPAN
CLASS="emphasis"
><I
CLASS="EMPHASIS"
>type</I
></SPAN
> of event will be placed in the <TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
> member of <SPAN
CLASS="STRUCTNAME"
>test_event</SPAN
>. So to handle each event <TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
> seperately we use a <TT
CLASS="FUNCTION"
>switch</TT
> statement.
<PRE
CLASS="PROGRAMLISTING"
> switch(test_event.type) {</PRE
>
We need to know what kind of events we're looking for <SPAN
CLASS="emphasis"
><I
CLASS="EMPHASIS"
>and</I
></SPAN
> the event <TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
>'s of those events. So lets assume we want to detect where the user is moving the mouse pointer within our application. We look through our event types and notice that <TT
CLASS="LITERAL"
>SDL_MOUSEMOTION</TT
> is, more than likely, the event we're looking for. A little <A
HREF="sdlmousemotionevent.html"
>more</A
> research tells use that <TT
CLASS="LITERAL"
>SDL_MOUSEMOTION</TT
> events are handled within the <A
HREF="sdlmousemotionevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_MouseMotionEvent</SPAN
></A
> structure which is the <TT
CLASS="STRUCTFIELD"
><I
>motion</I
></TT
> member of <SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
>. We can check for the <TT
CLASS="LITERAL"
>SDL_MOUSEMOTION</TT
> event <TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
> within our <TT
CLASS="FUNCTION"
>switch</TT
> statement like so:
<PRE
CLASS="PROGRAMLISTING"
> case SDL_MOUSEMOTION:</PRE
>
All we need do now is read the information out of the <TT
CLASS="STRUCTFIELD"
><I
>motion</I
></TT
> member of <SPAN
CLASS="STRUCTNAME"
>test_event</SPAN
>.
<PRE
CLASS="PROGRAMLISTING"
> printf("We got a motion event.\n");
printf("Current mouse position is: (%d, %d)\n", test_event.motion.x, test_event.motion.y);
break;
default:
printf("Unhandled Event!\n");
break;
}
}
printf("Event queue empty.\n");</PRE
></P
><P
>It is also possible to push events onto the event queue and so use it as a two-way communication path. Both <A
HREF="sdlpushevent.html"
><TT
CLASS="FUNCTION"
>SDL_PushEvent</TT
></A
> and <A
HREF="sdlpeepevents.html"
><TT
CLASS="FUNCTION"
>SDL_PeepEvents</TT
></A
> allow you to place events onto the event queue. This is usually used to place a <TT
CLASS="LITERAL"
>SDL_USEREVENT</TT
> on the event queue, however you could use it to post fake input events if you wished. Creating your own events is a simple matter of choosing the event type you want, setting the <TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
> member and filling the appropriate member structure with information.
<PRE
CLASS="PROGRAMLISTING"
>SDL_Event user_event;
user_event.type=SDL_USEREVENT;
user_event.user.code=2;
user_event.user.data1=NULL;
user_event.user.data2=NULL;
SDL_PushEvent(&#38;user_event);</PRE
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3942"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlpollevent.html"
><TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
></A
>,
<A
HREF="sdlpushevent.html"
><TT
CLASS="FUNCTION"
>SDL_PushEvent</TT
></A
>,
<A
HREF="sdlpeepevents.html"
><TT
CLASS="FUNCTION"
>SDL_PeepEvents</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><A
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ACCESSKEY="P"
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></TD
><TD
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><A
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ACCESSKEY="H"
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></TD
><TD
WIDTH="33%"
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><A
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><TR
><TD
WIDTH="33%"
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>

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<HTML
><HEAD
><TITLE
>SDL_EventState</TITLE
><META
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>SDL_EventState</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5646"
></A
><H2
>Name</H2
>SDL_EventState&nbsp;--&nbsp;This function allows you to set the state of processing certain events.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN5649"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5650"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>Uint8 <B
CLASS="FSFUNC"
>SDL_EventState</B
></CODE
>(Uint8 type, int state);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5656"
></A
><H2
>Description</H2
><P
>This function allows you to set the state of processing certain event <TT
CLASS="PARAMETER"
><I
>type</I
></TT
>'s.</P
><P
>If <TT
CLASS="PARAMETER"
><I
>state</I
></TT
> is set to <TT
CLASS="LITERAL"
>SDL_IGNORE</TT
>,
that event <TT
CLASS="PARAMETER"
><I
>type</I
></TT
> will be automatically dropped from the event queue and will
not be filtered.</P
><P
>If <TT
CLASS="PARAMETER"
><I
>state</I
></TT
> is set to <TT
CLASS="LITERAL"
>SDL_ENABLE</TT
>,
that event <TT
CLASS="PARAMETER"
><I
>type</I
></TT
> will be processed normally.</P
><P
>If <TT
CLASS="PARAMETER"
><I
>state</I
></TT
> is set to <TT
CLASS="LITERAL"
>SDL_QUERY</TT
>,
<TT
CLASS="FUNCTION"
>SDL_EventState</TT
> will return the current processing
state of the specified event <TT
CLASS="PARAMETER"
><I
>type</I
></TT
>.</P
><P
>A list of event <TT
CLASS="PARAMETER"
><I
>type</I
></TT
>'s can be found in the <A
HREF="sdlevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
></A
> section.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5677"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
></A
></P
></DIV
><DIV
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><HR
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<HTML
><HEAD
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></A
>SDL_ExposeEvent</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN4503"
></A
><H2
>Name</H2
>SDL_ExposeEvent&nbsp;--&nbsp;Quit requested event</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4506"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
Uint8 type
} SDL_ExposeEvent;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4509"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN4511"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>type</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_VIDEOEXPOSE</TT
></TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4519"
></A
><H2
>Description</H2
><P
><SPAN
CLASS="STRUCTNAME"
>SDL_ExposeEvent</SPAN
> is a member of the <A
HREF="sdlevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
></A
> union and is used whan an event of type <TT
CLASS="LITERAL"
>SDL_VIDEOEXPOSE</TT
> is reported.</P
><P
>A VIDEOEXPOSE event is triggered when the screen has been modified
outside of the application, usually by the window manager and needs to
be redrawn.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN4527"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
></A
>,
<A
HREF="sdlseteventfilter.html"
><TT
CLASS="FUNCTION"
>SDL_SetEventFilter</TT
></A
></P
></DIV
><DIV
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<HTML
><HEAD
><TITLE
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><META
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"><LINK
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HREF="video.html"><LINK
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><H1
><A
NAME="SDLFILLRECT"
></A
>SDL_FillRect</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2351"
></A
><H2
>Name</H2
>SDL_FillRect&nbsp;--&nbsp;This function performs a fast fill of the given rectangle with some color</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2354"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2355"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_FillRect</B
></CODE
>(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2361"
></A
><H2
>Description</H2
><P
>This function performs a fast fill of the given rectangle with
<TT
CLASS="PARAMETER"
><I
>color</I
></TT
>. If <TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
>
is <TT
CLASS="LITERAL"
>NULL</TT
>, the whole surface will be filled with
<TT
CLASS="PARAMETER"
><I
>color</I
></TT
>.</P
><P
>The color should be a pixel of the format used by the surface, and
can be generated by the
<A
HREF="sdlmaprgb.html"
>SDL_MapRGB</A
> or <A
HREF="sdlmaprgba.html"
>SDL_MapRGBA</A
>
functions. If the color value contains an alpha value then the
destination is simply "filled" with that alpha information, no blending
takes place.</P
><P
>If there is a clip rectangle set on the destination (set via
<A
HREF="sdlsetcliprect.html"
>SDL_SetClipRect</A
>) then this
function will clip based on the intersection of the clip rectangle and
the <TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> rectangle and the dstrect rectangle
will be modified to represent the area actually filled.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2374"
></A
><H2
>Return Value</H2
><P
>This function returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success, or
<SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2379"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlmaprgb.html"
><TT
CLASS="FUNCTION"
>SDL_MapRGB</TT
></A
>,
<A
HREF="sdlmaprgb.html"
><TT
CLASS="FUNCTION"
>SDL_MapRGBA</TT
></A
>,
<A
HREF="sdlblitsurface.html"
><TT
CLASS="FUNCTION"
>SDL_BlitSurface</TT
></A
>,
<A
HREF="sdlrect.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Rect</SPAN
></A
></P
></DIV
><DIV
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><HR
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><TR
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>

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<HTML
><HEAD
><TITLE
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><H1
><A
NAME="SDLFLIP"
></A
>SDL_Flip</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1426"
></A
><H2
>Name</H2
>SDL_Flip&nbsp;--&nbsp;Swaps screen buffers</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1429"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1430"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_Flip</B
></CODE
>(SDL_Surface *screen);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1436"
></A
><H2
>Description</H2
><P
>On hardware that supports double-buffering, this function sets up a flip
and returns. The hardware will wait for vertical retrace, and then swap
video buffers before the next video surface blit or lock will return.
On hardware that doesn't support double-buffering, this is equivalent
to calling <A
HREF="sdlupdaterect.html"
>SDL_UpdateRect</A
><TT
CLASS="PARAMETER"
><I
>(screen, 0, 0, 0, 0)</I
></TT
></P
><P
>The <TT
CLASS="LITERAL"
>SDL_DOUBLEBUF</TT
> flag must have been passed to
<A
HREF="sdlsetvideomode.html"
>SDL_SetVideoMode</A
>,
when
setting the video mode for this function to perform hardware flipping.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1444"
></A
><H2
>Return Value</H2
><P
>This function returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> if successful, or
<SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> if there was an error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1449"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
>,
<A
HREF="sdlupdaterect.html"
><TT
CLASS="FUNCTION"
>SDL_UpdateRect</TT
></A
>,
<A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
></P
></DIV
><DIV
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><TD
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><TR
><TD
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><TD
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><A
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>

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@ -0,0 +1,209 @@
<HTML
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><H1
><A
NAME="SDLFREECURSOR"
></A
>SDL_FreeCursor</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2540"
></A
><H2
>Name</H2
>SDL_FreeCursor&nbsp;--&nbsp;Frees a cursor created with SDL_CreateCursor.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2543"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2544"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_FreeCursor</B
></CODE
>(SDL_Cursor *cursor);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2550"
></A
><H2
>Description</H2
><P
>Frees a <SPAN
CLASS="STRUCTNAME"
>SDL_Cursor</SPAN
> that was created using
<A
HREF="sdlcreatecursor.html"
>SDL_CreateCursor</A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2555"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatecursor.html"
>SDL_CreateCursor</A
></P
></DIV
><DIV
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ACCESSKEY="U"
>Up</A
></TD
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></TR
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>

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@ -0,0 +1,219 @@
<HTML
><HEAD
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><HR
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><H1
><A
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></A
>SDL_FreeSurface</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1893"
></A
><H2
>Name</H2
>SDL_FreeSurface&nbsp;--&nbsp;Frees (deletes) a SDL_Surface</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1896"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1897"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_FreeSurface</B
></CODE
>(SDL_Surface *surface);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1903"
></A
><H2
>Description</H2
><P
>Frees the resources used by a previously created <SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
>. If the surface was created using
<A
HREF="sdlcreatergbsurfacefrom.html"
>SDL_CreateRGBSurfaceFrom</A
> then the pixel data is not freed.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1908"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatergbsurface.html"
><TT
CLASS="FUNCTION"
>SDL_CreateRGBSurface</TT
></A
>
<A
HREF="sdlcreatergbsurfacefrom.html"
><TT
CLASS="FUNCTION"
>SDL_CreateRGBSurfaceFrom</TT
></A
></P
></DIV
><DIV
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@ -0,0 +1,222 @@
<HTML
><HEAD
><TITLE
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></TD
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></TABLE
><HR
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><H1
><A
NAME="SDLFREEWAV"
></A
>SDL_FreeWAV</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6857"
></A
><H2
>Name</H2
>SDL_FreeWAV&nbsp;--&nbsp;Frees previously opened WAV data</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6860"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6861"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_FreeWAV</B
></CODE
>(Uint8 *audio_buf);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6867"
></A
><H2
>Description</H2
><P
>After a WAVE file has been opened with <A
HREF="sdlloadwav.html"
><TT
CLASS="FUNCTION"
>SDL_LoadWAV</TT
></A
> its data can eventually be freed with <TT
CLASS="FUNCTION"
>SDL_FreeWAV</TT
>. <TT
CLASS="PARAMETER"
><I
>audio_buf</I
></TT
> is a pointer to the buffer created by <TT
CLASS="FUNCTION"
>SDL_LoadWAV</TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6875"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlloadwav.html"
><TT
CLASS="FUNCTION"
>SDL_LoadWAV</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
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@ -0,0 +1,233 @@
<HTML
><HEAD
><TITLE
>SDL_FreeYUVOverlay</TITLE
><META
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"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
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HREF="video.html"><LINK
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TITLE="SDL_DisplayYUVOverlay"
HREF="sdldisplayyuvoverlay.html"><LINK
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>SDL_FreeYUVOverlay</H1
><DIV
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><A
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></A
><H2
>Name</H2
>SDL_FreeYUVOverlay&nbsp;--&nbsp;Free a YUV video overlay</DIV
><DIV
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><A
NAME="AEN2944"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2945"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_FreeYUVOverlay</B
></CODE
>(SDL_Overlay *overlay);</CODE
></P
><P
></P
></DIV
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><DIV
CLASS="REFSECT1"
><A
NAME="AEN2951"
></A
><H2
>Description</H2
><P
>Frees and <A
HREF="sdloverlay.html"
><TT
CLASS="PARAMETER"
><I
>overlay</I
></TT
></A
> created by <A
HREF="sdlcreateyuvoverlay.html"
><TT
CLASS="FUNCTION"
>SDL_CreateYUVOverlay</TT
></A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2958"
></A
><H2
>See Also</H2
><P
><A
HREF="sdloverlay.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Overlay</SPAN
></A
>,
<A
HREF="sdldisplayyuvoverlay.html"
><TT
CLASS="FUNCTION"
>SDL_DisplayYUVOverlay</TT
></A
>,
<A
HREF="sdlcreateyuvoverlay.html"
><TT
CLASS="FUNCTION"
>SDL_FreeYUVOverlay</TT
></A
></P
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<HTML
><HEAD
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>SDL_GetAppState</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5931"
></A
><H2
>Name</H2
><TT
CLASS="FUNCTION"
>SDL_GetAppState</TT
>&nbsp;--&nbsp;Get the state of the application</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN5935"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5936"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>Uint8 <B
CLASS="FSFUNC"
>SDL_GetAppState</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5942"
></A
><H2
>Description</H2
><P
>This function returns the current state of the application. The value returned is a bitwise combination of:</P
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN5945"
></A
><P
></P
><TABLE
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CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_APPMOUSEFOCUS</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>The application has mouse focus.</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_APPINPUTFOCUS</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>The application has keyboard focus</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_APPACTIVE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>The application is visible</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5960"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlactiveevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_ActiveEvent</SPAN
></A
></P
></DIV
><DIV
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<HTML
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>SDL_GetAudioStatus</H1
><DIV
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><A
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></A
><H2
>Name</H2
>SDL_GetAudioStatus&nbsp;--&nbsp;Get the current audio state</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6793"
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><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6794"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_audiostatus<B
CLASS="FSFUNC"
>SDL_GetAudioStatus</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6800"
></A
><H2
>Description</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef enum{
SDL_AUDIO_STOPPED,
SDL_AUDIO_PAUSED,
SDL_AUDIO_PLAYING
} SDL_audiostatus;</PRE
><P
>Returns either <TT
CLASS="LITERAL"
>SDL_AUDIO_STOPPED</TT
>, <TT
CLASS="LITERAL"
>SDL_AUDIO_PAUSED</TT
> or <TT
CLASS="LITERAL"
>SDL_AUDIO_PLAYING</TT
> depending on the current audio state.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6807"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlpauseaudio.html"
><TT
CLASS="FUNCTION"
>SDL_PauseAudio</TT
></A
></P
></DIV
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<HTML
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>SDL_GetClipRect</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2230"
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><H2
>Name</H2
>SDL_GetClipRect&nbsp;--&nbsp;Gets the clipping rectangle for a surface.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2233"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2234"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_GetClipRect</B
></CODE
>(SDL_Surface *surface, SDL_Rect *rect);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2240"
></A
><H2
>Description</H2
><P
>Gets the clipping rectangle for a surface. When this surface is the
destination of a blit, only the area within the clip rectangle is
drawn into.</P
><P
>The rectangle pointed to by <TT
CLASS="PARAMETER"
><I
>rect</I
></TT
> will be
filled with the clipping rectangle of the surface.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2245"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlsetcliprect.html"
><TT
CLASS="FUNCTION"
>SDL_SetClipRect</TT
></A
>,
<A
HREF="sdlblitsurface.html"
><TT
CLASS="FUNCTION"
>SDL_BlitSurface</TT
></A
>,
<A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
></P
></DIV
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<HTML
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></A
>SDL_GetCursor</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2589"
></A
><H2
>Name</H2
>SDL_GetCursor&nbsp;--&nbsp;Get the currently active mouse cursor.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2592"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2593"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Cursor *<B
CLASS="FSFUNC"
>SDL_GetCursor</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2599"
></A
><H2
>Description</H2
><P
>Returns the currently active mouse cursor.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2602"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlsetcursor.html"
><TT
CLASS="FUNCTION"
>SDL_SetCursor</TT
></A
>,
<A
HREF="sdlcreatecursor.html"
><TT
CLASS="FUNCTION"
>SDL_CreateCursor</TT
></A
>,
<A
HREF="sdlshowcursor.html"
><TT
CLASS="FUNCTION"
>SDL_ShowCursor</TT
></A
></P
></DIV
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><TD
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@ -0,0 +1,205 @@
<HTML
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></A
>SDL_GetError</H1
><DIV
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><A
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></A
><H2
>Name</H2
>SDL_GetError&nbsp;--&nbsp;Get SDL error string</DIV
><DIV
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><A
NAME="AEN656"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN657"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL/SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>char *<B
CLASS="FSFUNC"
>SDL_GetError</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN663"
></A
><H2
>Description</H2
><P
><TT
CLASS="FUNCTION"
>SDL_GetError</TT
> returns a NULL terminated string containing information about the last internal SDL error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN667"
></A
><H2
>Return Value</H2
><P
><TT
CLASS="FUNCTION"
>SDL_GetError</TT
> returns a string containing the last error.</P
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>SDL_GetEventFilter</H1
><DIV
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><H2
>Name</H2
>SDL_GetEventFilter&nbsp;--&nbsp;Retrieves a pointer to he event filter</DIV
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><A
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><H2
>Synopsis</H2
><DIV
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><A
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></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_EventFilter <B
CLASS="FSFUNC"
>SDL_GetEventFilter</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5625"
></A
><H2
>Description</H2
><P
>This function retrieces a pointer to the event filter that was previously set using <A
HREF="sdlseteventfilter.html"
><TT
CLASS="FUNCTION"
>SDL_SetEventFilter</TT
></A
>. An SDL_EventFilter function is defined as:
<PRE
CLASS="PROGRAMLISTING"
>typedef int (*SDL_EventFilter)(const SDL_Event *event);</PRE
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5631"
></A
><H2
>Return Value</H2
><P
>Returns a pointer to the event filter or <TT
CLASS="LITERAL"
>NULL</TT
> if no filter has been set.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5635"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
></A
>,
<A
HREF="sdlseteventfilter.html"
><TT
CLASS="FUNCTION"
>SDL_SetEventFilter</TT
></A
></P
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<HTML
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><DIV
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><H2
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>SDL_GetGammaRamp&nbsp;--&nbsp;Gets the color gamma lookup tables for the display</DIV
><DIV
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>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
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></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_GetGammaRamp</B
></CODE
>(Uint16 *redtable, Uint16 *greentable, Uint16 *bluetable);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1608"
></A
><H2
>Description</H2
><P
>Gets the gamma translation lookup tables currently used by the display.
Each table is an array of 256 Uint16 values.</P
><P
>Not all display hardware is able to change gamma.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
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></A
><H2
>Return Value</H2
><P
>Returns -1 on error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1615"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlsetgamma.html"
>SDL_SetGamma</A
>
<A
HREF="sdlsetgammaramp.html"
>SDL_SetGammaRamp</A
></P
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<HTML
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>SDL_GetKeyName</H1
><DIV
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><A
NAME="AEN5780"
></A
><H2
>Name</H2
>SDL_GetKeyName&nbsp;--&nbsp;Get the name of an SDL virtual keysym</DIV
><DIV
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><A
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></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5784"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>char *<B
CLASS="FSFUNC"
>SDL_GetKeyName</B
></CODE
>(SDLKey key);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5790"
></A
><H2
>Description</H2
><P
>Returns the SDL-defined name of the <A
HREF="sdlkey.html"
><SPAN
CLASS="STRUCTNAME"
>SDLKey</SPAN
></A
> <TT
CLASS="PARAMETER"
><I
>key</I
></TT
>.</P
></DIV
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><A
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></A
><H2
>See Also</H2
><P
><A
HREF="sdlkey.html"
><SPAN
CLASS="STRUCTNAME"
>SDLKey</SPAN
></A
></P
></DIV
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></A
>SDL_GetKeyState</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5686"
></A
><H2
>Name</H2
>SDL_GetKeyState&nbsp;--&nbsp;Get a snapshot of the current keyboard state</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN5689"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5690"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>Uint8 *<B
CLASS="FSFUNC"
>SDL_GetKeyState</B
></CODE
>(int *numkeys);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5696"
></A
><H2
>Description</H2
><P
>Gets a snapshot of the current keyboard state. The current state is return as a pointer to an array, the size of this array is stored in <TT
CLASS="PARAMETER"
><I
>numkeys</I
></TT
>. The array is indexed by the <A
HREF="sdlkey.html"
><TT
CLASS="LITERAL"
>SDLK_*</TT
></A
> symbols. A value of 1 means the key is pressed and a value of 0 means its not. The pointer returned is a pointer to an internal SDL array and should not be freed by the caller.</P
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>Use <A
HREF="sdlpumpevents.html"
><TT
CLASS="FUNCTION"
>SDL_PumpEvents</TT
></A
> to update the state array.</P
></BLOCKQUOTE
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5706"
></A
><H2
>Example</H2
><P
><PRE
CLASS="PROGRAMLISTING"
>Uint8 *keystate = SDL_GetKeyState(NULL);
if ( keystate[SDLK_RETURN] ) printf("Return Key Pressed.\n");</PRE
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5710"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlkey.html"
><TT
CLASS="LITERAL"
>SDL Key Symbols</TT
></A
>,
<A
HREF="sdlpumpevents.html"
><TT
CLASS="FUNCTION"
>SDL_PumpEvents</TT
></A
></P
></DIV
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></A
>SDL_GetModState</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5721"
></A
><H2
>Name</H2
>SDL_GetModState&nbsp;--&nbsp;Get the state of modifier keys.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN5724"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5725"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDLMod <B
CLASS="FSFUNC"
>SDL_GetModState</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5731"
></A
><H2
>Description</H2
><P
>Returns the current state of the modifier keys (CTRL, ALT, etc.).</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5734"
></A
><H2
>Return Value</H2
><P
>The return value can be an OR'd combination of the SDLMod enum.</P
><P
><A
NAME="AEN5738"
></A
><BLOCKQUOTE
CLASS="BLOCKQUOTE"
><P
><B
>SDLMod</B
></P
><PRE
CLASS="PROGRAMLISTING"
>typedef enum {
KMOD_NONE = 0x0000,
KMOD_LSHIFT= 0x0001,
KMOD_RSHIFT= 0x0002,
KMOD_LCTRL = 0x0040,
KMOD_RCTRL = 0x0080,
KMOD_LALT = 0x0100,
KMOD_RALT = 0x0200,
KMOD_LMETA = 0x0400,
KMOD_RMETA = 0x0800,
KMOD_NUM = 0x1000,
KMOD_CAPS = 0x2000,
KMOD_MODE = 0x4000,
} SDLMod;</PRE
></BLOCKQUOTE
>
SDL also defines the following symbols for convenience:
<A
NAME="AEN5741"
></A
><BLOCKQUOTE
CLASS="BLOCKQUOTE"
><PRE
CLASS="PROGRAMLISTING"
>#define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL)
#define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT)
#define KMOD_ALT (KMOD_LALT|KMOD_RALT)
#define KMOD_META (KMOD_LMETA|KMOD_RMETA)</PRE
></BLOCKQUOTE
></P
></DIV
><DIV
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><A
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></A
><H2
>See Also</H2
><P
><A
HREF="sdlgetkeystate.html"
><TT
CLASS="FUNCTION"
>SDL_GetKeyState</TT
></A
></P
></DIV
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<HTML
><HEAD
><TITLE
>SDL_GetMouseState</TITLE
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>SDL_GetMouseState</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5869"
></A
><H2
>Name</H2
>SDL_GetMouseState&nbsp;--&nbsp;Retrieve the current state of the mouse</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN5872"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5873"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>Uint8 <B
CLASS="FSFUNC"
>SDL_GetMouseState</B
></CODE
>(int *x, int *y);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5879"
></A
><H2
>Description</H2
><P
>The current button state is returned as a button bitmask, which can
be tested using the <TT
CLASS="LITERAL"
>SDL_BUTTON(X)</TT
> macros, and <TT
CLASS="PARAMETER"
><I
>x</I
></TT
> and <TT
CLASS="PARAMETER"
><I
>y</I
></TT
> are set to the
current mouse cursor position. You can pass <TT
CLASS="LITERAL"
>NULL</TT
> for either <TT
CLASS="PARAMETER"
><I
>x</I
></TT
> or <TT
CLASS="PARAMETER"
><I
>y</I
></TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5888"
></A
><H2
>Example</H2
><PRE
CLASS="PROGRAMLISTING"
>SDL_PumpEvents();
if(SDL_GetMouseState(NULL, NULL)&#38;SDL_BUTTON(1))
printf("Mouse Button 1(left) is pressed.\n");</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5891"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlgetrelativemousestate.html"
><TT
CLASS="FUNCTION"
>SDL_GetRelativeMouseState</TT
></A
>,
<A
HREF="sdlpumpevents.html"
><TT
CLASS="FUNCTION"
>SDL_PumpEvents</TT
></A
></P
></DIV
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></A
>SDL_GetRelativeMouseState</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5902"
></A
><H2
>Name</H2
>SDL_GetRelativeMouseState&nbsp;--&nbsp;Retrieve the current state of the mouse</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN5905"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5906"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>Uint8 <B
CLASS="FSFUNC"
>SDL_GetRelativeMouseState</B
></CODE
>(int *x, int *y);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5912"
></A
><H2
>Description</H2
><P
>The current button state is returned as a button bitmask, which can
be tested using the <TT
CLASS="LITERAL"
>SDL_BUTTON(X)</TT
> macros, and <TT
CLASS="PARAMETER"
><I
>x</I
></TT
> and <TT
CLASS="PARAMETER"
><I
>y</I
></TT
> are set to the change in the mouse position since the last call to <TT
CLASS="FUNCTION"
>SDL_GetRelativeMouseState</TT
> or since event initialization. You can pass <TT
CLASS="LITERAL"
>NULL</TT
> for either <TT
CLASS="PARAMETER"
><I
>x</I
></TT
> or <TT
CLASS="PARAMETER"
><I
>y</I
></TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5922"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlgetmousestate.html"
><TT
CLASS="FUNCTION"
>SDL_GetMouseState</TT
></A
></P
></DIV
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<HTML
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></A
>SDL_GetRGB</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1718"
></A
><H2
>Name</H2
>SDL_GetRGB&nbsp;--&nbsp;Get RGB values from a pixel in the specified pixel format.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1721"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1722"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_GetRGB</B
></CODE
>(Uint32 pixel, SDL_PixelFormat *fmt, Uint8 *r, Uint8 *g, Uint8 *b);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1728"
></A
><H2
>Description</H2
><P
>Get RGB component values from a pixel stored in the specified pixel format.</P
><P
>This function uses the entire 8-bit [0..255] range when converting color
components from pixel formats with less than 8-bits per RGB component
(e.g., a completely white pixel in 16-bit RGB565 format would return
[0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1732"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlgetrgba.html"
><TT
CLASS="FUNCTION"
>SDL_GetRGBA</TT
></A
>,
<A
HREF="sdlmaprgb.html"
><TT
CLASS="FUNCTION"
>SDL_MapRGB</TT
></A
>,
<A
HREF="sdlmaprgba.html"
><TT
CLASS="FUNCTION"
>SDL_MapRGBA</TT
></A
>,
<A
HREF="sdlpixelformat.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
></A
></P
></DIV
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></A
>SDL_GetRGBA</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1747"
></A
><H2
>Name</H2
>SDL_GetRGBA&nbsp;--&nbsp;Get RGBA values from a pixel in the specified pixel format.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1750"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1751"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_GetRGBA</B
></CODE
>(Uint32 pixel, SDL_PixelFormat *fmt, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1757"
></A
><H2
>Description</H2
><P
>Get RGBA component values from a pixel stored in the specified pixel format.</P
><P
>This function uses the entire 8-bit [0..255] range when converting color
components from pixel formats with less than 8-bits per RGB component
(e.g., a completely white pixel in 16-bit RGB565 format would return
[0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).</P
><P
>If the surface has no alpha component, the alpha will be returned as 0xff
(100% opaque).</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1762"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlgetrgb.html"
>SDL_GetRGB</A
>,
<A
HREF="sdlmaprgb.html"
>SDL_MapRGB</A
>,
<A
HREF="sdlmaprgba.html"
>SDL_MapRGBA</A
>,
<A
HREF="sdlpixelformat.html"
>SDL_PixelFormat</A
></P
></DIV
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<HTML
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>SDL_GetThreadID</TITLE
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><H1
><A
NAME="SDLGETTHREADID"
></A
>SDL_GetThreadID</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7743"
></A
><H2
>Name</H2
>SDL_GetThreadID&nbsp;--&nbsp;Get the SDL thread ID of a SDL_Thread</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7746"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7747"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>Uint32 <B
CLASS="FSFUNC"
>SDL_GetThreadID</B
></CODE
>(SDL_Thread *thread);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7753"
></A
><H2
>Description</H2
><P
>Returns the ID of a <SPAN
CLASS="STRUCTNAME"
>SDL_Thread</SPAN
> created by <A
HREF="sdlcreatethread.html"
>SDL_CreateThread</A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7758"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatethread.html"
>SDL_CreateThread</A
></P
></DIV
><DIV
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><HR
ALIGN="LEFT"
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>Uint32 <B
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>SDL_GetTicks</B
></CODE
>(void);</CODE
></P
><P
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><H2
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><P
>Get the number of milliseconds since the SDL library initialization.
Note that this value wraps if the program runs for more than ~49 days.</P
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>SDL_Delay</TT
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><H2
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>SDL_GetVideoInfo&nbsp;--&nbsp;returns a pointer to information about the video hardware</DIV
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><P
></P
><PRE
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>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_VideoInfo *<B
CLASS="FSFUNC"
>SDL_GetVideoInfo</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
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><A
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></A
><H2
>Description</H2
><P
>This function returns a read-only pointer to <A
HREF="sdlvideoinfo.html"
>information</A
> about the video
hardware. If this is called before <A
HREF="sdlsetvideomode.html"
>SDL_SetVideoMode</A
>, the
<TT
CLASS="STRUCTFIELD"
><I
>vfmt</I
></TT
> member of the returned structure will contain the
pixel format of the "best" video mode.</P
></DIV
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><H2
>See Also</H2
><P
><A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
>,
<A
HREF="sdlvideoinfo.html"
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><H2
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>SDL_GetVideoSurface&nbsp;--&nbsp;returns a pointer to the current display surface</DIV
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><DIV
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><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Surface *<B
CLASS="FSFUNC"
>SDL_GetVideoSurface</B
></CODE
>(void);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1088"
></A
><H2
>Description</H2
><P
>This function returns a pointer to the current display surface.
If SDL is doing format conversion on the display surface, this
function returns the publicly visible surface, not the real video
surface.</P
></DIV
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><P
><A
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>SDL_Surface</SPAN
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<HTML
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>SDL_GLattr</H1
><DIV
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><A
NAME="AEN2971"
></A
><H2
>Name</H2
>SDL_GLattr&nbsp;--&nbsp;SDL GL Attributes</DIV
><DIV
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><A
NAME="AEN2974"
></A
><H2
>Attributes</H2
><DIV
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><A
NAME="AEN2976"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_RED_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer red component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_GREEN_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer green component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_BLUE_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer blue component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_ALPHA_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the framebuffer alpha component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_DOUBLEBUFFER</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>0 or 1, enable or disable double buffering</TD
></TR
><TR
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><TT
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>SDL_GL_BUFFER_SIZE</TT
></TD
><TD
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VALIGN="TOP"
>Size of the framebuffer, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
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>SDL_GL_DEPTH_SIZE</TT
></TD
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ALIGN="LEFT"
VALIGN="TOP"
>Size of the depth buffer, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
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>SDL_GL_STENCIL_SIZE</TT
></TD
><TD
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VALIGN="TOP"
>Size of the stencil buffer, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_RED_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the accumulation buffer red component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_GREEN_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the accumulation buffer green component, in bits</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_GL_ACCUM_BLUE_SIZE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Size of the accumulation buffer blue component, in bits</TD
></TR
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><TD
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VALIGN="TOP"
><TT
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></TD
><TD
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VALIGN="TOP"
>Size of the accumulation buffer alpha component, in bits</TD
></TR
></TBODY
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><P
></P
></DIV
></DIV
><DIV
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><A
NAME="AEN3027"
></A
><H2
>Description</H2
><P
>While you can set most OpenGL attributes normally, the attributes list above must be known <SPAN
CLASS="emphasis"
><I
CLASS="EMPHASIS"
>before</I
></SPAN
> SDL sets the video mode. These attributes a set and read with <A
HREF="sdlglsetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_SetAttribute</TT
></A
> and <A
HREF="sdlglgetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_GetAttribute</TT
></A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3035"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlglsetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_SetAttribute</TT
></A
>,
<A
HREF="sdlglgetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_GetAttribute</TT
></A
></P
></DIV
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><DIV
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NAME="AEN2708"
></A
><H2
>Name</H2
>SDL_GL_GetAttribute&nbsp;--&nbsp;Get the value of a special SDL/OpenGL attribute</DIV
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CLASS="REFSYNOPSISDIV"
><A
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></A
><H2
>Synopsis</H2
><DIV
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><A
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></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_GL_GetAttribute</B
></CODE
>(SDLGLattr attr, int *value);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
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><A
NAME="AEN2718"
></A
><H2
>Description</H2
><P
>Places the value of the SDL/OpenGL <A
HREF="sdlglattr.html"
>attribute</A
> <TT
CLASS="PARAMETER"
><I
>attr</I
></TT
> into <TT
CLASS="PARAMETER"
><I
>value</I
></TT
>. This is useful after a call to <A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
> to check whether your attributes have been <A
HREF="sdlglsetattribute.html"
>set</A
> as you expected.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2727"
></A
><H2
>Return Value</H2
><P
>Returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success, or <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> on an error.</P
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><H2
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><A
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CLASS="FUNCTION"
>SDL_GL_SetAttribute</TT
></A
>,
<A
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>GL Attributes</A
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<HTML
><HEAD
><TITLE
>SDL_GL_GetProcAddress</TITLE
><META
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>SDL_GL_GetProcAddress</H1
><DIV
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><A
NAME="AEN2678"
></A
><H2
>Name</H2
>SDL_GL_GetProcAddress&nbsp;--&nbsp;Get the address of a GL function</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2681"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2682"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void *<B
CLASS="FSFUNC"
>SDL_GL_GetProcAddress</B
></CODE
>(const char* proc);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2688"
></A
><H2
>Description</H2
><P
>Returns the address of the GL function <TT
CLASS="PARAMETER"
><I
>proc</I
></TT
>, or <SPAN
CLASS="RETURNVALUE"
>NULL</SPAN
> if the function is not found. If the GL library is loaded at runtime, with <A
HREF="sdlglloadlibrary.html"
><TT
CLASS="FUNCTION"
>SDL_GL_LoadLibrary</TT
></A
>, then <SPAN
CLASS="emphasis"
><I
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>all</I
></SPAN
> GL functions must be retrieved this way. Usually this is used to retrieve function pointers to OpenGL extensions.</P
></DIV
><DIV
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><A
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></A
><H2
>Example</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef void (*GL_ActiveTextureARB_Func)(unsigned int);
GL_ActiveTextureARB_Func glActiveTextureARB_ptr = 0;
int has_multitexture=1;
.
.
.
/* Get function pointer */
glActiveTextureARB_ptr=(GL_ActiveTextureARB_Func) SDL_GL_GetProcAddress("glActiveTextureARB");
/* Check for a valid function ptr */
if(!glActiveTextureARB_ptr){
fprintf(stderr, "Multitexture Extensions not present.\n");
has_multitexture=0;
}
.
.
.
.
if(has_multitexture){
glActiveTextureARB_ptr(GL_TEXTURE0_ARB);
.
.
}
else{
.
.
}</PRE
></DIV
><DIV
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><A
NAME="AEN2699"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlglloadlibrary.html"
><TT
CLASS="FUNCTION"
>SDL_GL_LoadLibrary</TT
></A
></P
></DIV
><DIV
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><H2
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>SDL_GL_LoadLibrary&nbsp;--&nbsp;Specify an OpenGL library</DIV
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></A
><H2
>Synopsis</H2
><DIV
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><A
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></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_GL_LoadLibrary</B
></CODE
>(const char *path);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2658"
></A
><H2
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><P
>If you wish, you may load the OpenGL library at runtime, this must be done before <A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
> is called. The <TT
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><I
>path</I
></TT
> of the GL library is passed to <TT
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>SDL_GL_LoadLibrary</TT
> and it returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
> on success, or <SPAN
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>-1</SPAN
> on an error. You must then use <A
HREF="sdlglgetprocaddress.html"
><TT
CLASS="FUNCTION"
>SDL_GL_GetProcAddress</TT
></A
> to retrieve function pointers to GL functions.</P
></DIV
><DIV
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><A
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></A
><H2
>See Also</H2
><P
><A
HREF="sdlglgetprocaddress.html"
><TT
CLASS="FUNCTION"
>SDL_GL_GetProcAddress</TT
></A
></P
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