Initial revision

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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401
This commit is contained in:
Sam Lantinga 2001-04-26 16:45:43 +00:00
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Makefile.in
configure
aclocal.m4
config.log
config.cache
libtool
config.status
Makefile
sdl-config
SDL.spec

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All:
Audio rate conversion is only implemented by multiplying or dividing
by a power of two. This is a side-effect of the requirement that the
raw audio buffer size be a power of two, and can hopefully be fixed.
This means 8 KHz audio converted to 22 KHz ends up being 16 KHz. :-/
When the implementation is writing directly to video memory the mouse
cursor doesn't work properly. Applications which do this should use
their own mouse cursor and call SDL_ShowCursor(0) to hide the system
cursor.
Linux:
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
The AAlib, GGI, and SVGAlib video drivers are not heavily tested.
Win32:
The MCI driver can't tell if the CD-ROM drive is paused or stopped.
The SDL_INIT_EVENTTHREAD flag is not supported on Win32
(Idea: create a separate DirectInput polling thread)
The main purpose of this flag is for smooth cursor motion in
fullscreen environments.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
This requires the ToUnicode() API which is only implemented on
Windows NT/2000, not on Windows 95/98.
Latin-1 keyboard input works fine.
Joysticks are only supported under the Win32 MultiMedia API,
DirectInput support is not yet implemented.
BeOS:
BePPC is not supported, apparently not even by Be Inc.
SDL_WM_GrabInput() is not implemented.
Does anyone know how to do this? SDL_WM_GrabInput() is designed
to prevent the user from switching input and mouse focus away from
the SDL application.
Continuous relative mouse motion is not implemented.
The CD driver doesn't detect SCSI CD-ROMs yet.
Wide UNICODE character input (Kanji, etc.) has not been tested.
Latin-1 keyboard input works fine.
MacOS:
Palette handling isn't implemented in windowed mode yet.
Audio hasn't been extensively tested, in particular the locking
isn't implemented and mixer routines may not call malloc() or free()
because they are called at interrupt time.
SDL_WM_GrabInput() is not implemented.
Does anyone know how to do this? SDL_WM_GrabInput() is designed
to prevent the user from switching input and mouse focus away from
the SDL application.
Continuous relative mouse motion is not implemented.
SDL_AddTimer() and SDL_RemoveTimer() haven't been implemented yet.
Not all of the keys are properly recognized on the keyboard.
MacOS X:
Fullscreen mode doesn't work - it requires the QuickTime framework
and that the new SDL window gets raised to the top of the Z order.
Palette handling isn't implemented in windowed mode yet.
Native sound and video routines are not finished, though Carbon
seems to work fairly well.
Joysticks and CD-ROM functions are not implemented yet.
SDL_WM_GrabInput() is not implemented.
Does anyone know how to do this? SDL_WM_GrabInput() is designed
to prevent the user from switching input and mouse focus away from
the SDL application.
Continuous relative mouse motion is not implemented.
Not all of the keys are properly recognized on the keyboard.
MacOS X seems to have a broken pthread_cancel() implementation.
FreeBSD:
pthread_cancel() isn't supported by FreeBSD 3.X, so threads don't
work on versions of FreeBSD earlier than 4.0.
The CD-ROM handling doesn't work completely.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
Solaris:
The joystick functions are not implemented yet.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
IRIX:
The CD-ROM handling doesn't work completely.
The joystick functions are not implemented yet.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
OpenBSD: -= NOT YET SUPPORTED =-
This is reported to work, but I haven't verified this.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
OSF/Tru64: -= NOT YET SUPPORTED =-
The audio functions are not implemented yet.
Joysticks and CD-ROM functions are not implemented yet.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
AIX: -= NOT YET SUPPORTED =-
This port has only been tested with AIX 4.3.3
The OpenGL support doesn't work yet.
The joystick subsystem isn't implemented yet.
Endian detection doesn't work yet - needs a unique CPP symbol.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
The AIX port was done by Carsten.Griwodz@KOM.tu-darmstadt.de
More information on this port is available at:
http://www.kom.e-technik.tu-darmstadt.de/~griff/SDL/
QNX: -= NOT YET SUPPORTED =-
Configuration doesn't work right, Makefiles still need to be
tweaked (need to add libraries to any apps that use sdl_config
to figure out what libs they need).
Only static libraries are being made, no shared ones.
The only hardware surface is the primary view surface.
Mouse events don't seem to be working right.
Fullscreen doesn't display correctly.
The software surfaces could use some speed up.
Many of the test apps segment violate on exit, and I'm not sure
they're all working either
It doesn't look like the OpenGL stuff is there. (did a grep for
PdCreateOpenGLContext, nothing found).
The mouse cursor doesn't look right.
AmigaOS: -= NOT YET SUPPORTED =-
The OpenGL support isn't implemented yet.
SDL_WM_GrabInput() is not implemented.
Does anyone know how to do this? SDL_WM_GrabInput() is designed
to prevent the user from switching input and mouse focus away from
the SDL application.
Continuous relative mouse motion is not implemented.
Audio can work, but isn't completely integrated in the CVS
version of SDL.
The joystick subsystem isn't implemented yet.
There's some confusion about the multi-threaded synchronization
primitives on AmigaOS, so mutexes and semaphores aren't correctly
implemented yet.
The AmigaOS port was done by Gabriele.Greco@galactica.it

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Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:
* Cliff Matthews, for giving me a reason to start this project. :)
-- Executor rocks! *grin*
* Scott Call, for making a home for SDL on the 'Net, Thanks! :)
* Michael Samuel and Loki Entertainment Software, for the SDL mailing list
* Patrick Trainor and Jim Boucher, for the QNX Neutrino port
* Gabriele Greco, for the Amiga port
* Stan Shebs, for the initial MacOS X port
* Carsten Griwodz for the AIX port
* Mattias Engdegerd, for help with the Solaris port and lots of other code
* Kent B Mein, for a place to do the IRIX port
* Ash, for a place to do the OSF/1 Alpha port
* David Sowsy, for help with the BeOS port
* Max Watson, Matt Slot, and Kyle for help with the MacOS port
* Jon Taylor for the GGI front-end
* Paulus Esterhazy, for the Visual C++ testing and libraries
* Brenda Tantzen, for Metrowerks CodeWarrior on MacOS
* Chris Nentwich, for the Hermes assembly blitters
* Michael Vance and Jim Kutter for the X11 OpenGL support
* Peter Wiklund, for the 1998 winning SDL logo,
and Arto Hamara, Steven Wong, and Kent Mein for other logo entries.
* Stephane Peter, for the AAlib front-end and multi-threaded timer idea.
And a big hand to everyone else who gave me appreciation, advice,
and suggestions, especially the good folks on the SDL mailing list.
THANKS! :)
-- Sam Lantinga <slouken@libsdl.org>

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To compile and install SDL:
1. Run './configure; make; make install'
If you are cross-compiling from Linux to Win32, you should read
the file README.Win32
If you are compiling using Visual C++ on Win32, you should read
the file VisualC.html
2. Look at the example programs in ./test, and check out the HTML
documentation in ./docs to see how to use the SDL library.
3. Join the SDL developer mailing list by sending E-mail to
majordomo@lokigames.com
and including the line "subscribe sdl" in the body.
That's it!
Sam Lantinga <slouken@libsdl.org>

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# The top-level input Makefile for SDL
# require automake 1.4
AUTOMAKE_OPTIONS = 1.4
## Any directories that you want built and installed should go here.
SUBDIRS = src include docs
## Any directories you want a part of the distribution should be listed
## here, as well as have a Makefile generated at the end of configure.in
##
## This only works for subdirectories one level deep.
DIST_SUBDIRS = $(SUBDIRS) docs
# SDL runtime configuration script
bin_SCRIPTS = sdl-config
# All the rest of the distributed files
EXTRA_DIST = \
BUGS \
TODO \
COPYING \
CREDITS \
INSTALL \
README \
README-SDL.txt \
README.Win32 \
README.WinCE \
README.MacOS \
README.MacOSX \
VisualC.html \
VisualC.zip \
MPWmake.sea.bin \
CWprojects.sea.bin \
WhatsNew \
docs.html \
sdl.m4 \
autogen.sh \
strip_fPIC.sh
# M4 macro file for inclusion with autoconf
m4datadir = $(datadir)/aclocal
m4data_DATA = sdl.m4
# Rule to build tar-gzipped distribution package
$(PACKAGE)-$(VERSION).tar.gz: dist
# Rule to build RPM distribution package
rpm: $(PACKAGE)-$(VERSION).tar.gz
cp $(PACKAGE)-$(VERSION).tar.gz /usr/src/redhat/SOURCES
rpm -ba SDL.spec
# Rule to rebuild the export lists for BeOS, MacOS and Win32.
exports:
(cd src/main/beos/exports; $(MAKE))
(cd src/main/macos/exports; $(MAKE))
(cd src/main/win32/exports; $(MAKE))
# Rule to force automake to rebuild the library
changed:
@echo "This build target is no longer necessary"
# Rule to install the libraries only - prevent rebuilding apps
install-lib:
cd src && $(MAKE) install-libLTLIBRARIES
# Run ldconfig after installing the library:
install-hook:
-ldconfig
# Grab the test programs for the distribution:
dist-hook:
if test -f test/Makefile; then (cd test; make distclean); fi
cp -rp test $(distdir)
rm -rf `find $(distdir) -type d -name CVS -print`
# Create a CVS snapshot that people can run update -d on
CVSROOT = :pserver:guest@cvs.lokigames.com:/cvs
snapshot:
cvs -d $(CVSROOT) login
cvs -d $(CVSROOT) checkout -r devel_1_1_0 SDL
(cd SDL && ./autogen.sh)
mv SDL SDL-1.2
tar zcvf $(HOME)/SDL-1.2.tar.gz SDL-1.2
rm -rf SDL-1.2

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Simple DirectMedia Layer
(SDL)
Version 1.2
---
http://www.libsdl.org/
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
and 2D framebuffer across multiple platforms.
SDL is written in C, but works with C++ natively, and has bindings to
several other languages, including Ada, Eiffel, ML, Perl, and Python.
The current version supports Linux, Windows, BeOS, MacOS, MacOS X,
FreeBSD, Solaris, and IRIX. The code contains support for Windows CE,
OpenBSD, NetBSD, AIX, OSF/Tru64, and QNX, but these are not yet
officially supported.
This library is distributed under GNU LGPL version 2, which can be
found in the file "COPYING". This license allows you to use SDL
freely in commercial programs as long as you link with the dynamic
library.
The best way to learn how to use SDL is to check out the header files in
the "include" subdirectory and the programs in the "test" subdirectory.
The header files and test programs are well commented and always up to date.
More documentation is available in HTML format in "./docs/index.html"
The test programs in the "test" subdirectory are in the public domain.
Frequently asked questions are answered online:
http://www.libsdl.org/faqs.html
If you need help with the library, or just want to discuss SDL related
issues, you can join the developers mailing list:
http://www.libsdl.org/mailing-list.html
Enjoy!
Sam Lantinga (slouken@libsdl.org)

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Please distribute this file with the SDL runtime environment:
The Simple DirectMedia Layer (SDL for short) is a cross-platfrom library
designed to make it easy to write multi-media software, such as games and
emulators.
The Simple DirectMedia Layer library source code is available from:
http://www.libsdl.org/
This library is distributed under the terms of the GNU LGPL license:
http://www.gnu.org/copyleft/lesser.html

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The latest development version of SDL is available via CVS:
cvs -d :pserver:guest@cvs.lokigames.com:/cvs login
# use the password "guest"
cvs -d :pserver:guest@cvs.lokigames.com:/cvs checkout SDL
When you check a fresh copy of SDL out of CVS, you need to generate
the files used by make by running the "autogen.sh" script, which will
run aclocal, automake, autoconf and then run configure.
There is a web interface to cvs at http://cvs.lokigames.com/

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==============================================================================
Using the Simple DirectMedia Layer with MacOS 7,8,9 on PPC
==============================================================================
These instructions are for people using the Apple MPW environment:
http://developer.apple.com/tools/mpw-tools/
CodeWarrior projects are available in the CWprojects directory.
==============================================================================
I. Building the Simple DirectMedia Layer libraries:
(This step isn't necessary if you have the SDL binary distribution)
First, unpack the MPWmake.sea.hqx archive and move SDL.make into the
SDL directory.
Start MPW
Set the current directory within MPW to the SDL toplevel directory.
Build "SDL" (Type Command-B and enter "SDL" in the dialog)
If everything compiles successfully, you now have the PPC libraries
"SDL" and "SDLmain.o" in the 'lib' subdirectory.
==============================================================================
II. Building the Simple DirectMedia Layer test programs:
First, unpack the MPWmake.sea.hqx archive, move the new rsrc directory to
the main SDL directory, and move the makefiles in the new test subdirectory
to the SDL 'test' subdirectory.
Start MPW
Set the current directory within MPW to the SDL 'test' subdirectory.
Build the programs that have an associated MPW makefile (file ending
with .make), including "testwin", "testalpha", and "graywin".
Copy the SDL library file into the test directory, and run!
==============================================================================
III. Building the Simple DirectMedia Layer demo programs:
Copy one of the test program Makefiles to the demo directory
and modify it to match the sources in the demo.
==============================================================================
IV. Enjoy! :)
If you have a project you'd like me to know about, or want to ask questions,
go ahead and join the SDL developer's mailing list by sending e-mail to:
majordomo@lokigames.com
and put the line "subscribe sdl" in the body of the message.
==============================================================================

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==============================================================================
Using the Simple DirectMedia Layer with Mac OS X
==============================================================================
These instructions are for people using Apple's Mac OS X (pronounced
"ten").
From the developer's point of view, OS X is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional
command line tools or Apple's IDE ProjectBuilder (PB).
To build using the command line, use the standard configure and make
process:
./configure
make
make install
(You may need to create the subdirs of /usr/local manually.)
For some reason, libtool doesn't run ranlib properly, so do this
manually:
ranlib /usr/local/lib/libSDL.a
To use the library once it's built, you need to use the "Carbon
framework", which is the port of the old Mac Toolbox to OS X.
To do this, use the -F and -framework arguments for compiling
and linking, respectively:
cc -c myprog.c -I/usr/local/include/SDL -F/System/Library/Frameworks/Carbon.framework
cc myprog.o -L/usr/local/lib -lSDL -framework Carbon
sdl-config knows about the linking path and -framework, so it's
recommended to use it to fill in your Makefile variables.
[Add instructions for how to build using PB]
As of this writing (Sep 2000), OS X is in public beta. This means
that while most of the APIs are frozen, things are still subject to
change, and many of the known problems will be resolved before the
final release comes out.
Known bugs are listed in the file "BUGS"

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==============================================================================
Using the Simple DirectMedia Layer with Windows 95,NT
==============================================================================
These instructions are for people using the GNU free compilers.
If you want to use Microsoft VC++ with SDL, read "VisualC.html"
==============================================================================
I. Building the Simple DirectMedia Layer libraries:
(This step isn't necessary if you have the SDL binary distribution)
First, get gcc compiler for Win32, which can be found at:
http://www.libsdl.org/Xmingw32/index.html
Grab the cross configure and make scripts, and then run:
sh cross-configure.sh
sh cross-make.sh install
If you have already built SDL natively, you must do "make distclean"
before you build for Win32.
If everything compiles successfully, you now have SDL.dll and gcc archive
libraries libSDLmain.a and libSDL.a installed in /usr/local/cross-tools/
==============================================================================
II. Building the Simple DirectMedia Layer test programs:
This is easy once you have built the libraries:
cd test; sh ../cross-configure.sh; sh ../cross-make.sh
==============================================================================
III. Building the Simple DirectMedia Layer demo programs:
Go to the directory containing the demo you want to build and type:
sh cross-configure.sh; sh cross-make.sh
Be sure to rename the demo to use the .exe extension, or Windows will
not be able to execute it.
==============================================================================
IV. Enjoy! :)
If you have a project you'd like me to know about, or want to ask questions,
go ahead and join the SDL developer's mailing list by sending e-mail to:
majordomo@lokigames.com
and put the line "subscribe sdl" in the body of the message.
==============================================================================

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NOTE:
SDL is NOT SUPPORTED on the WinCE platform! This is for experimental
purposes only.
There are several SDL features not available in the WinCE port of SDL.
- DirectX is not yet available
- Semaphores are not available
- Joystick support is not available
- CD-ROM control is not available
In addition, there are several features that run in "degraded" mode:
Preprocessor Symbol Effect
=================== =================================
SDL_systimer.c:
USE_GETTICKCOUNT Less accurate values for SDL time functions
USE_SETTIMER Use only a single marginally accurate timer
SDL_syswm.c:
DISABLE_ICON_SUPPORT Can't set the runtime window icon
SDL_sysmouse.c:
USE_STATIC_CURSOR Only the arrow cursor is available
SDL_sysevents.c:
NO_GETKEYBOARDSTATE Can't get modifier state on keyboard focus
SDL_dibevents.c:
NO_GETKEYBOARDSTATE Very limited keycode translation
SDL_dibvideo.c:
NO_GETDIBITS Can't distinguish between 15 bpp and 16 bpp
NO_CHANGEDISPLAYSETTINGS No fullscreen support
NO_GAMMA_SUPPORT Gamma correction not available

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%define name @PACKAGE@
%define version @VERSION@
%define release 1
Summary: Simple DirectMedia Layer
Name: %{name}
Version: %{version}
Release: %{release}
Source0: %{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
Copyright: LGPL
Group: System Environment/Libraries
BuildRoot: /var/tmp/%{name}-buildroot
Prefix: %{_prefix}
%description
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
%package devel
Summary: Libraries, includes and more to develop SDL applications.
Group: Development/Libraries
Requires: %{name}
%description devel
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
This is the libraries, include files and other resources you can use
to develop SDL applications.
%prep
rm -rf ${RPM_BUILD_ROOT}
%setup -q
%build
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{prefix} --disable-video-svga --disable-video-ggi --disable-video-aalib --disable-debug --enable-xfree86-glidehack
make
%install
rm -rf $RPM_BUILD_ROOT
make install prefix=$RPM_BUILD_ROOT/%{prefix}
%clean
rm -rf $RPM_BUILD_ROOT
%files
%defattr(-,root,root)
%doc README-SDL.txt COPYING CREDITS BUGS
%{prefix}/lib/lib*.so.*
%files devel
%defattr(-,root,root)
%doc README README-SDL.txt COPYING CREDITS BUGS WhatsNew docs.html
%doc docs/index.html docs/html
%{prefix}/bin/*-config
%{prefix}/lib/lib*.a
%{prefix}/lib/lib*.so
%{prefix}/include/SDL/
%{prefix}/man/man3/*
%{prefix}/share/aclocal/*
%changelog
* Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org>
- Re-integrated spec file into SDL distribution
- 'name' and 'version' come from configure
- Some of the documentation is devel specific
- Removed SMP support from %build - it doesn't work with libtool anyway
* Tue Jan 18 2000 Hakan Tandogan <hakan@iconsult.com>
- Hacked Mandrake sdl spec to build 1.1
* Sun Dec 19 1999 John Buswell <johnb@mandrakesoft.com>
- Build Release
* Sat Dec 18 1999 John Buswell <johnb@mandrakesoft.com>
- Add symlink for libSDL-1.0.so.0 required by sdlbomber
- Added docs
* Thu Dec 09 1999 Lenny Cartier <lenny@mandrakesoft.com>
- v 1.0.0
* Mon Nov 1 1999 Chmouel Boudjnah <chmouel@mandrakesoft.com>
- First spec file for Mandrake distribution.
# end of file

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TODO list for the 1.2 release:
* Use /etc/fb.modes, if available, like GGI does
Wish list for the 1.3 development branch:
* Add mousewheel events (new unified event architecture?)
* DirectInput joystick support needs to be implemented
* Be able to enumerate and select available audio and video drivers
* Fullscreen video mode support for MacOS X
* Explicit vertical retrace wait (maybe separate from SDL_Flip?)
* Shaped windows, windows without borders
* Multiple windows, multiple display support
* SDL_INIT_EVENTTHREAD on Windows and MacOS?
* Add a timestamp to events
* Use RDTSC for timer resolution on x86 hardware
* Add audio input API
In the jump from 1.2 to 1.3, we should change the SDL_Rect members to
int and evaluate all the rest of the datatypes. This is the only place
we should do it though, since the 1.2 series should not break binary
compatibility in this way.

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<HTML>
<HEAD>
<TITLE> Using SDL with Microsoft Visual C++ 5 and 6 </TITLE>
</HEAD>
<BODY>
<H1> Using SDL with Microsoft Visual C++ 5 and 6 </H1>
<H3>
by <A HREF="mailto:snowlion@sprynet.com"> Lion Kimbro </A>
</H3>
<p>
You can either use the precompiled libraries from
<A HREF="http://www.libsdl.org/download.html">
the SDL Download web site </A>,
or you can build SDL yourself.
</p>
<H3> Building SDL </H3>
<P>
Unzip the <CODE>VisualC.zip</CODE> file into the directory
that contains this file (<CODE>VisualC.html</CODE>).
</P>
<P>
Be certain that you unzip <CODE> VisualC.zip </CODE>
into <strong>this</strong> directory and not any other
directory. If you are using WinZip, be careful to
make sure that it extracts to <strong>this</strong>
folder, because it's convenient feature of
unzipping to a folder with the name of the
file currently being unzipped will get you in
trouble if you use it right now. And that's all
I have to say about that.
</P>
<P>
Now that it's unzipped, go into the VisualC directory
that is created, and double-click on the VC++
workspace file &quot;<CODE>SDL.dsw</CODE>&quot;.
This should open up VisualC.
</P>
<P>
You may be prompted at this point to upgrade the
workspace, should you be using a more recent version
of Visual C++. If so, allow the workspace to be
upgraded.
</P>
<P>
Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
</P>
<P>
This is done by right clicking on each project in turn
(Projects are listed in the Workspace panel in the
FileView tab), and selecting &quot;Build&quot;.
</P>
<P>
You may get a few warnings, but you should not get
any errors. You do have to have at least the DirectX
5 SDK installed, however. (I believe...) The latest
version of DirectX can be downloaded or purchased
on a cheap CD (my recommendation) from
<A HREF="http://www.microsoft.com"> Microsoft </A>.
</P>
<P>
Later, we will refer to the following .lib and .dll
files that have just been generated:
</P>
<list>
<li> SDL.dll
<li> SDL.lib
<li> SDLmain.lib
</list>
<P>
Search for these using the Windows Find (Windows-F)
utility, if you don't already know where they should be.
For those of you with a clue, look inside the Debug
or Release directories of the subdirectories of the
VisualC folder. (It might be easier to just use
Windows Find if this sounds confusing. And don't worry
about needing a clue; we all need visits from the
clue fairy frequently.)
</P>
<H3> Creating a Project with SDL </H3>
<P>
Create a project as a Win32 Application.
</P>
<P>
Create a C++ file for your project.
</P>
<P>
Set the C runtime to "Multi-threaded DLL" in the menu:
<CODE> Project|Settings|C/C++ tab|Code Generation|Runtime Library </CODE>.
</P>
<P>
Add the SDL <CODE>include</CODE> directory to your list
of includes in the menu:
<CODE> Project|Settings|C/C++ tab|Preprocessor|Additional include directories </CODE>.
</P>
<P>
The &quot;include directory&quot; I am referring to is the
<CODE>include</CODE> folder within the main SDL
directory (the one that this HTML file located
within.
</P>
<P>
Now we're going to use the files that we had created
earlier in the Build SDL step.
</P>
<P>
Copy the following files into your Project directory:
</P>
<list>
<li> SDL.dll </li>
</list>
<P>
Copy the following files into your Project directory,
and <em>add them to your Project</em> as well:
</P>
<list>
<li> SDL.lib </li>
<li> SDLmain.lib </li>
</list>
<P>
(To add them to your project, right click on your
project, and select &quot;Add files to project&quot;)
</P>
<P>
(I believe that it's not necessary to actually
copy the .lib files into your directory; you only
have to be certain that you add them to your Project.
If someone is so inclined, correct this document, or
<A HREF="mailto:snowlion@sprynet.com">
e-mail me </A>,
and I'll fix this document.)
</P>
<H3> SDL 101, First Day of Class </H3>
<P>
Now create the basic body of your project.
The body of your program should take the following form:
<CODE>
<PRE>
#include &quot;SDL.h&quot;
int main( int argc, char* argv[] )
{
// Body of the program goes here.
return 0;
}
</PRE>
</CODE>
</P>
<H3> That's it! </H3>
<P>
I hope that this document has helped you get
through the most difficult part of using the
SDL: installing it. Suggestions for improvements
to this document should be sent to the writers
of this document.
</P>
<P>
Thanks to Paulus Esterhazy (pesterhazy@gmx.net), for the work on VC++ port.
</P>
<P>
This document was originally called &quot;VisualC.txt&quot;,
and was written by
<A HREF="mailto:slouken@libsdl.org">Sam Lantinga</A>.
</P>
<P>
Later, it was converted to HTML and expanded into
the document that you see today by
<A HREF="mailto:snowlion@sprynet.com">Lion Kimbro</A>.
</P>
</BODY>
</HTML>

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This is a list of API changes in SDL's version history.
Version 1.0:
1.2.0:
Added SDL_VIDEOEXPOSE event to signal that the screen needs to
be redrawn. This is currently only delivered to OpenGL windows
on X11, though it may be delivered in the future when the video
memory is lost under DirectX.
1.1.8:
You can pass SDL_NOFRAME to SDL_VideoMode() to create a window
that has no title bar or frame decoration. Fullscreen video
modes automatically have this flag set.
Added a function to query the clipping rectangle for a surface:
void SDL_GetClipRect(SDL_Surface *surface, SDL_Rect *rect)
Added a function to query the current event filter:
SDL_EventFilter SDL_GetEventFilter(void)
If you pass -1 to SDL_ShowCursor(), it won't change the current
cursor visibility state, but will still return it.
SDL_LockSurface() and SDL_UnlockSurface() are recursive, meaning
you can nest them as deep as you want, as long as each lock call
has a matching unlock call. The surface remains locked until the
last matching unlock call.
Note that you may not blit to or from a locked surface.
1.1.7:
The SDL_SetGammaRamp() and SDL_GetGammaRamp() functions now take
arrays of Uint16 values instead of Uint8 values. For the most part,
you can just take your old values and shift them up 8 bits to get
new correct values for your gamma ramps.
You can pass SDL_RLEACCEL in flags passed to SDL_ConvertSurface()
and SDL will try to RLE accelerate colorkey and alpha blits in the
resulting surface.
1.1.6:
Added a function to return the thread ID of a specific thread:
Uint32 SDL_GetThreadID(SDL_Thread *thread)
If 'thread' is NULL, this function returns the id for this thread.
1.1.5:
The YUV overlay structure has been changed to use an array of
pitches and pixels representing the planes of a YUV image, to
better enable hardware acceleration. The YV12 and IYUV formats
each have three planes, corresponding to the Y, U, and V portions
of the image, while packed pixel YUV formats just have one plane.
For palettized mode (8bpp), the screen colormap is now split in
a physical and a logical palette. The physical palette determines
what colours the screen pixels will get when displayed, and the
logical palette controls the mapping from blits to/from the screen.
A new function, SDL_SetPalette() has been added to change
logical and physical palettes separately. SDL_SetColors() works
just as before, and is equivalent to calling SDL_SetPalette() with
a flag argument of (SDL_LOGPAL|SDL_PHYSPAL).
SDL_BlitSurface() no longer modifies the source rectangle, only the
destination rectangle. The width/height members of the destination
rectangle are ignored, only the position is used.
The old source clipping function SDL_SetClipping() has been replaced
with a more useful function to set the destination clipping rectangle:
SDL_bool SDL_SetClipRect(SDL_Surface *surface, SDL_Rect *rect)
Added a function to see what subsystems have been initialized:
Uint32 SDL_WasInit(Uint32 flags)
The Big Alpha Flip: SDL now treats alpha as opacity like everybody
else, and not as transparency:
A new cpp symbol: SDL_ALPHA_OPAQUE is defined as 255
A new cpp symbol: SDL_ALPHA_TRANSPARENT is defined as 0
Values between 0 and 255 vary from fully transparent to fully opaque.
New functions:
SDL_DisplayFormatAlpha()
Returns a surface converted to a format with alpha-channel
that can be blit efficiently to the screen. (In other words,
like SDL_DisplayFormat() but the resulting surface has
an alpha channel.) This is useful for surfaces with alpha.
SDL_MapRGBA()
Works as SDL_MapRGB() but takes an additional alpha parameter.
SDL_GetRGBA()
Works as SDL_GetRGB() but also returns the alpha value
(SDL_ALPHA_OPAQUE for formats without an alpha channel)
Both SDL_GetRGB() and SDL_GetRGBA() now always return values in
the [0..255] interval. Previously, SDL_GetRGB() would return
(0xf8, 0xfc, 0xf8) for a completely white pixel in RGB565 format.
(N.B.: This is broken for bit fields < 3 bits.)
SDL_MapRGB() returns pixels in which the alpha channel is set opaque.
SDL_SetAlpha() can now be used for both setting the per-surface
alpha, using the new way of thinking of alpha, and also to enable
and disable per-pixel alpha blending for surfaces with an alpha
channel:
To disable alpha blending:
SDL_SetAlpha(surface, 0, 0);
To re-enable alpha blending:
SDL_SetAlpha(surface, SDL_SRCALPHA, 0);
Surfaces with an alpha channel have blending enabled by default.
SDL_SetAlpha() now accepts SDL_RLEACCEL as a flag, which requests
RLE acceleration of blits, just as like with SDL_SetColorKey().
This flag can be set for both surfaces with an alpha channel
and surfaces with an alpha value set by SDL_SetAlpha().
As always, RLE surfaces must be locked before pixel access is
allowed, and unlocked before any other SDL operations are done
on it.
The blit semantics for surfaces with and without alpha and colorkey
have now been defined:
RGBA->RGB:
SDL_SRCALPHA set:
alpha-blend (using alpha-channel).
SDL_SRCCOLORKEY ignored.
SDL_SRCALPHA not set:
copy RGB.
if SDL_SRCCOLORKEY set, only copy the pixels matching the
RGB values of the source colour key, ignoring alpha in the
comparison.
RGB->RGBA:
SDL_SRCALPHA set:
alpha-blend (using the source per-surface alpha value);
set destination alpha to opaque.
SDL_SRCALPHA not set:
copy RGB, set destination alpha to opaque.
both:
if SDL_SRCCOLORKEY set, only copy the pixels matching the
source colour key.
RGBA->RGBA:
SDL_SRCALPHA set:
alpha-blend (using the source alpha channel) the RGB values;
leave destination alpha untouched. [Note: is this correct?]
SDL_SRCCOLORKEY ignored.
SDL_SRCALPHA not set:
copy all of RGBA to the destination.
if SDL_SRCCOLORKEY set, only copy the pixels matching the
RGB values of the source colour key, ignoring alpha in the
comparison.
RGB->RGB:
SDL_SRCALPHA set:
alpha-blend (using the source per-surface alpha value).
SDL_SRCALPHA not set:
copy RGB.
both:
if SDL_SRCCOLORKEY set, only copy the pixels matching the
source colour key.
As a special case, blits from surfaces with per-surface alpha
value of 128 (50% transparency) are optimised and much faster
than other alpha values. This does not apply to surfaces with
alpha channels (per-pixel alpha).
New functions for manipulating the gamma of the display have
been added:
int SDL_SetGamma(float red, float green, float blue);
int SDL_SetGammaRamp(Uint8 *red, Uint8 *green, Uint8 *blue);
int SDL_GetGammaRamp(Uint8 *red, Uint8 *green, Uint8 *blue);
Gamma ramps are tables with 256 entries which map the screen color
components into actually displayed colors. For an example of
implementing gamma correction and gamma fades, see test/testgamma.c
Gamma control is not supported on all hardware.
1.1.4:
The size of the SDL_CDtrack structure changed from 8 to 12 bytes
as the size of the length member was extended to 32 bits.
You can now use SDL for 2D blitting with a GL mode by passing the
SDL_OPENGLBLIT flag to SDL_SetVideoMode(). You can specify 16 or
32 bpp, and the data in the framebuffer is put into the GL scene
when you call SDL_UpdateRects(), and the scene will be visible
when you call SDL_GL_SwapBuffers().
Run the "testgl" test program with the -logo command line option
to see an example of this blending of 2D and 3D in SDL.
1.1.3:
Added SDL_FreeRW() to the API, to complement SDL_AllocRW()
Added resizable window support - just add SDL_RESIZABLE to the
SDL_SetVideoMode() flags, and then wait for SDL_VIDEORESIZE events.
See SDL_events.h for details on the new SDL_ResizeEvent structure.
Added condition variable support, based on mutexes and semaphores.
SDL_CreateCond()
SDL_DestroyCond()
SDL_CondSignal()
SDL_CondBroadcast()
SDL_CondWait()
SDL_CondTimedWait()
The new function prototypes are in SDL_mutex.h
Added counting semaphore support, based on the mutex primitive.
SDL_CreateSemaphore()
SDL_DestroySemaphore()
SDL_SemWait()
SDL_SemTryWait()
SDL_SemWaitTimeout()
SDL_SemPost()
SDL_SemValue()
The new function prototypes are in SDL_mutex.h
Added support for asynchronous blitting. To take advantage of this,
you must set the SDL_ASYNCBLIT flag when setting the video mode and
creating surfaces that you want accelerated in this way. You must
lock surfaces that have this flag set, and the lock will block until
any queued blits have completed.
Added YUV video overlay support.
The supported YUV formats are: YV12, IYUV, YUY2, UYVY, and YVYU.
This function creates an overlay surface:
SDL_CreateYUVOverlay()
You must lock and unlock the overlay to get access to the data:
SDL_LockYUVOverlay() SDL_UnlockYUVOverlay()
You can then display the overlay:
SDL_DisplayYUVOverlay()
You must free the overlay when you are done using it:
SDL_FreeYUVOverlay()
See SDL_video.h for the full function prototypes.
The joystick hat position constants have been changed:
Old constant New constant
------------ ------------
0 SDL_HAT_CENTERED
1 SDL_HAT_UP
2 SDL_HAT_RIGHTUP
3 SDL_HAT_RIGHT
4 SDL_HAT_RIGHTDOWN
5 SDL_HAT_DOWN
6 SDL_HAT_LEFTDOWN
7 SDL_HAT_LEFT
8 SDL_HAT_LEFTUP
The new constants are bitmasks, so you can check for the
individual axes like this:
if ( hat_position & SDL_HAT_UP ) {
}
and you'll catch left-up, up, and right-up.
1.1.2:
Added multiple timer support:
SDL_AddTimer() and SDL_RemoveTimer()
SDL_WM_SetIcon() now respects the icon colorkey if mask is NULL.
1.1.0:
Added initial OpenGL support.
First set GL attributes (such as RGB depth, alpha depth, etc.)
SDL_GL_SetAttribute()
Then call SDL_SetVideoMode() with the SDL_OPENGL flag.
Perform all of your normal GL drawing.
Finally swap the buffers with the new SDL function:
SDL_GL_SwapBuffers()
See the new 'testgl' test program for an example of using GL with SDL.
You can load GL extension functions by using the function:
SDL_GL_LoadProcAddress()
Added functions to initialize and cleanup specific SDL subsystems:
SDL_InitSubSystem() and SDL_QuitSubSystem()
Added user-defined event type:
typedef struct {
Uint8 type;
int code;
void *data1;
void *data2;
} SDL_UserEvent;
This structure is in the "user" member of an SDL_Event.
Added a function to push events into the event queue:
SDL_PushEvent()
Example of using the new SDL user-defined events:
{
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = my_event_code;
event.user.data1 = significant_data;
event.user.data2 = 0;
SDL_PushEvent(&event);
}
Added a function to get mouse deltas since last query:
SDL_GetRelativeMouseState()
Added a boolean datatype to SDL_types.h:
SDL_bool = { SDL_TRUE, SDL_FALSE }
Added a function to get the current audio status:
SDL_GetAudioState();
It returns one of:
SDL_AUDIO_STOPPED,
SDL_AUDIO_PLAYING,
SDL_AUDIO_PAUSED
Added an AAlib driver (ASCII Art) - by Stephane Peter.
1.0.6:
The input grab state is reset after each call to SDL_SetVideoMode().
The input is grabbed by default in fullscreen mode, and ungrabbed in
windowed mode. If you want to set input grab to a particular value,
you should set it after each call to SDL_SetVideoMode().
1.0.5:
Exposed SDL_AudioInit(), SDL_VideoInit()
Added SDL_AudioDriverName() and SDL_VideoDriverName()
Added new window manager function:
SDL_WM_ToggleFullScreen()
This is currently implemented only on Linux
The ALT-ENTER code has been removed - it's not appropriate for a
lib to bind keys when they aren't even emergency escape sequences.
ALT-ENTER functionality can be implemented with the following code:
int Handle_AltEnter(const SDL_Event *event)
{
if ( event->type == SDL_KEYDOWN ) {
if ( (event->key.keysym.sym == SDLK_RETURN) &&
(event->key.keysym.mod & KMOD_ALT) ) {
SDL_WM_ToggleFullScreen(SDL_GetVideoSurface());
return(0);
}
}
return(1);
}
SDL_SetEventFilter(Handle_AltEnter);
1.0.3:
Under X11, if you grab the input and hide the mouse cursor,
the mouse will go into a "relative motion" mode where you
will always get relative motion events no matter how far in
each direction you move the mouse - relative motion is not
bounded by the edges of the window (though the absolute values
of the mouse positions are clamped by the size of the window).
The SVGAlib, framebuffer console, and DirectInput drivers all
have this behavior naturally, and the GDI and BWindow drivers
never go into "relative motion" mode.
1.0.2:
Added a function to enable keyboard repeat:
SDL_EnableKeyRepeat()
Added a function to grab the mouse and keyboard input
SDL_WM_GrabInput()
Added a function to iconify the window.
SDL_WM_IconifyWindow()
If this function succeeds, the application will receive an event
signaling SDL_APPACTIVE event
1.0.1:
Added constants to SDL_audio.h for 16-bit native byte ordering:
AUDIO_U16SYS, AUDIO_S16SYS
1.0.0:
New public release
Version 0.11:
0.11.5:
A new function SDL_GetVideoSurface() has been added, and returns
a pointer to the current display surface.
SDL_AllocSurface() has been renamed SDL_CreateRGBSurface(), and
a new function SDL_CreateRGBSurfaceFrom() has been added to allow
creating an SDL surface from an existing pixel data buffer.
Added SDL_GetRGB() to the headers and documentation.
0.11.4:
SDL_SetLibraryPath() is no longer meaningful, and has been removed.
0.11.3:
A new flag for SDL_Init(), SDL_INIT_NOPARACHUTE, prevents SDL from
installing fatal signal handlers on operating systems that support
them.
Version 0.9:
0.9.15:
SDL_CreateColorCursor() has been removed. Color cursors should
be implemented as sprites, blitted by the application when the
cursor moves. To get smooth color cursor updates when the app
is busy, pass the SDL_INIT_EVENTTHREAD flag to SDL_Init(). This
allows you to handle the mouse motion in another thread from an
event filter function, but is currently only supported by Linux
and BeOS. Note that you'll have to protect the display surface
from multi-threaded access by using mutexes if you do this.
Thread-safe surface support has been removed from SDL.
This makes blitting somewhat faster, by removing SDL_MiddleBlit().
Code that used SDL_MiddleBlit() should use SDL_LowerBlit() instead.
You can make your surfaces thread-safe by allocating your own
mutex and making lock/unlock calls around accesses to your surface.
0.9.14:
SDL_GetMouseState() now takes pointers to int rather than Uint16.
If you set the SDL_WINDOWID environment variable under UNIX X11,
SDL will use that as the main window instead of creating it's own.
This is an unsupported extension to SDL, and not portable at all.
0.9.13:
Added a function SDL_SetLibraryPath() which can be used to specify
the directory containing the SDL dynamic libraries. This is useful
for commercial applications which ship with particular versions
of the libraries, and for security on multi-user systems.
If this function is not used, the default system directories are
searched using the native dynamic object loading mechanism.
In order to support C linkage under Visual C++, you must declare
main() without any return type:
main(int argc, char *argv[]) {
/* Do the program... */
return(0);
}
C++ programs should also return a value if compiled under VC++.
The blit_endian member of the SDL_VideoInfo struct has been removed.
SDL_SymToASCII() has been replaced with SDL_GetKeyName(), so there
is now no longer any function to translate a keysym to a character.
The SDL_keysym structure has been extended with a 'scancode' and
'unicode' member. The 'scancode' is a hardware specific scancode
for the key that was pressed, and may be 0. The 'unicode' member
is a 16-bit UNICODE translation of the key that was pressed along
with any modifiers or compose keys that have been pressed.
If no UNICODE translation exists for the key, 'unicode' will be 0.
Added a function SDL_EnableUNICODE() to enable/disable UNICODE
translation of character keypresses. Translation defaults off.
To convert existing code to use the new API, change code which
uses SDL_SymToASCII() to get the keyname to use SDL_GetKeyName(),
and change code which uses it to get the ASCII value of a sym to
use the 'unicode' member of the event keysym.
0.9.12:
There is partial support for 64-bit datatypes. I don't recommend
you use this if you have a choice, because 64-bit datatypes are not
supported on many platforms. On platforms for which it is supported,
the SDL_HAS_64BIT_TYPE C preprocessor define will be enabled, and
you can use the Uint64 and Sint64 datatypes.
Added functions to SDL_endian.h to support 64-bit datatypes:
SDL_SwapLE64(), SDL_SwapBE64(),
SDL_ReadLE64(), SDL_ReadBE64(), SDL_WriteLE64(), SDL_WriteBE64()
A new member "len_ratio" has been added to the SDL_AudioCVT structure,
and allows you to determine either the original buffer length or the
converted buffer length, given the other.
A new function SDL_FreeWAV() has been added to the API to free data
allocated by SDL_LoadWAV_RW(). This is necessary under Win32 since
the gcc compiled DLL uses a different heap than VC++ compiled apps.
SDL now has initial support for international keyboards using the
Latin character set.
If a particular mapping is desired, you can set the DEFAULT_KEYBOARD
compile-time variable, or you can set the environment variable
"SDL_KEYBOARD" to a string identifying the keyboard mapping you desire.
The valid values for these variables can be found in SDL_keyboard.c
Full support for German and French keyboards under X11 is implemented.
0.9.11:
The THREADED_EVENTS compile-time define has been replaced with the
SDL_INIT_EVENTTHREAD flag. If this flag is passed to SDL_Init(),
SDL will create a separate thread to perform input event handling.
If this flag is passed to SDL_Init(), and the OS doesn't support
event handling in a separate thread, SDL_Init() will fail.
Be sure to add calls to SDL_Delay() in your main thread to allow
the OS to schedule your event thread, or it may starve, leading
to slow event delivery and/or dropped events.
Currently MacOS and Win32 do not support this flag, while BeOS
and Linux do support it. I recommend that your application only
use this flag if absolutely necessary.
The SDL thread function passed to SDL_CreateThread() now returns a
status. This status can be retrieved by passing a non-NULL pointer
as the 'status' argument to SDL_WaitThread().
The volume parameter to SDL_MixAudio() has been increased in range
from (0-8) to (0-128)
SDL now has a data source abstraction which can encompass a file,
an area of memory, or any custom object you can envision. It uses
these abstractions, SDL_RWops, in the endian read/write functions,
and the built-in WAV and BMP file loaders. This means you can load
WAV chunks from memory mapped files, compressed archives, network
pipes, or anything else that has a data read abstraction.
There are three built-in data source abstractions:
SDL_RWFromFile(), SDL_RWFromFP(), SDL_RWFromMem()
along with a generic data source allocation function:
SDL_AllocRW()
These data sources can be used like stdio file pointers with the
following convenience functions:
SDL_RWseek(), SDL_RWread(), SDL_RWwrite(), SDL_RWclose()
These functions are defined in the new header file "SDL_rwops.h"
The endian swapping functions have been turned into macros for speed
and SDL_CalculateEndian() has been removed. SDL_endian.h now defines
SDL_BYTEORDER as either SDL_BIG_ENDIAN or SDL_LIL_ENDIAN depending on
the endianness of the host system.
The endian read/write functions now take an SDL_RWops pointer
instead of a stdio FILE pointer, to support the new data source
abstraction.
The SDL_*LoadWAV() functions have been replaced with a single
SDL_LoadWAV_RW() function that takes a SDL_RWops pointer as it's
first parameter, and a flag whether or not to automatically
free it as the second parameter. SDL_LoadWAV() is a macro for
backward compatibility and convenience:
SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
The SDL_*LoadBMP()/SDL_*SaveBMP() functions have each been replaced
with a single function that takes a SDL_RWops pointer as it's
first parameter, and a flag whether or not to automatically
free it as the second parameter. SDL_LoadBMP() and SDL_SaveBMP()
are macros for backward compatibility and convenience:
SDL_LoadBMP_RW(SDL_RWFromFile("sample.bmp", "rb"), 1, ...);
SDL_SaveBMP_RW(SDL_RWFromFile("sample.bmp", "wb"), 1, ...);
Note that these functions use SDL_RWseek() extensively, and should
not be used on pipes or other non-seekable data sources.
0.9.10:
The Linux SDL_SysWMInfo and SDL_SysWMMsg structures have been
extended to support multiple types of display drivers, as well as
safe access to the X11 display when THREADED_EVENTS is enabled.
The new structures are documented in the SDL_syswm.h header file.
Thanks to John Elliott <jce@seasip.demon.co.uk>, the UK keyboard
should now work properly, as well as the "Windows" keys on US
keyboards.
The Linux CD-ROM code now reads the CD-ROM devices from /etc/fstab
instead of trying to open each block device on the system.
The CD must be listed in /etc/fstab as using the iso9660 filesystem.
On Linux, if you define THREADED_EVENTS at compile time, a separate
thread will be spawned to gather X events asynchronously from the
graphics updates. This hasn't been extensively tested, but it does
provide a means of handling keyboard and mouse input in a separate
thread from the graphics thread. (This is now enabled by default.)
A special access function SDL_PeepEvents() allows you to manipulate
the event queue in a thread-safe manner, including peeking at events,
removing events of a specified type, and adding new events of arbitrary
type to the queue (use the new 'user' member of the SDL_Event type).
If you use SDL_PeepEvents() to gather events, then the main graphics
thread needs to call SDL_PumpEvents() periodically to drive the event
loop and generate input events. This is not necessary if SDL has been
compiled with THREADED_EVENTS defined, but doesn't hurt.
A new function SDL_ThreadID() returns the identifier associated with
the current thread.
0.9.9:
The AUDIO_STEREO format flag has been replaced with a new 'channels'
member of the SDL_AudioSpec structure. The channels are 1 for mono
audio, and 2 for stereo audio. In the future more channels may be
supported for 3D surround sound.
The SDL_MixAudio() function now takes an additional volume parameter,
which should be set to SDL_MIX_MAXVOLUME for compatibility with the
original function.
The CD-ROM functions which take a 'cdrom' parameter can now be
passed NULL, and will act on the last successfully opened CD-ROM.
0.9.8:
No changes, bugfixes only.
0.9.7:
No changes, bugfixes only.
0.9.6:
Added a fast rectangle fill function: SDL_FillRect()
Addition of a useful function for getting info on the video hardware:
const SDL_VideoInfo *SDL_GetVideoInfo(void)
This function replaces SDL_GetDisplayFormat().
Initial support for double-buffering:
Use the SDL_DOUBLEBUF flag in SDL_SetVideoMode()
Update the screen with a new function: SDL_Flip()
SDL_AllocSurface() takes two new flags:
SDL_SRCCOLORKEY means that the surface will be used for colorkey blits
and if the hardware supports hardware acceleration of colorkey blits
between two surfaces in video memory, to place the surface in video
memory if possible, otherwise it will be placed in system memory.
SDL_SRCALPHA means that the surface will be used for alpha blits and
if the hardware supports hardware acceleration of alpha blits between
two surfaces in video memory, to place the surface in video memory
if possible, otherwise it will be placed in system memory.
SDL_HWSURFACE now means that the surface will be created with the
same format as the display surface, since having surfaces in video
memory is only useful for fast blitting to the screen, and you can't
blit surfaces with different surface formats in video memory.
0.9.5:
You can now pass a NULL mask to SDL_WM_SetIcon(), and it will assume
that the icon consists of the entire image.
SDL_LowerBlit() is back -- but don't use it on the display surface.
It is exactly the same as SDL_MiddleBlit(), but doesn't check for
thread safety.
Added SDL_FPLoadBMP(), SDL_FPSaveBMP(), SDL_FPLoadWAV(), which take
a FILE pointer instead of a file name.
Added CD-ROM audio control API:
SDL_CDNumDrives()
SDL_CDName()
SDL_CDOpen()
SDL_CDStatus()
SDL_CDPlayTracks()
SDL_CDPlay()
SDL_CDPause()
SDL_CDResume()
SDL_CDStop()
SDL_CDEject()
SDL_CDClose()
0.9.4:
No changes, bugfixes only.
0.9.3:
Mouse motion event now includes relative motion information:
Sint16 event->motion.xrel, Sint16 event->motion.yrel
X11 keyrepeat handling can be disabled by defining IGNORE_X_KEYREPEAT
(Add -DIGNORE_X_KEYREPEAT to CFLAGS line in obj/x11Makefile)
0.9.2:
No changes, bugfixes only.
0.9.1:
Removed SDL_MapSurface() and SDL_UnmapSurface() -- surfaces are now
automatically mapped on blit.
0.8.0:
SDL stable release

619
acinclude.m4 Normal file
View file

@ -0,0 +1,619 @@
# Local macros for the SDL configure.in script
dnl Function to link an architecture specific file
dnl LINK_ARCH_SRC(source_dir, arch, source_file)
AC_DEFUN(COPY_ARCH_SRC,
[
echo "Copying $1/$2/$3 -> $1/$3"
old="$srcdir/$1/$2/$3"
new="$srcdir/$1/$3"
cat >$new <<__EOF__
/* WARNING: This file was automatically generated!
* Original: $old
*/
__EOF__
cat >>$new <$old
])
#
# --- esd.m4 ---
#
# Configure paths for ESD
# Manish Singh 98-9-30
# stolen back from Frank Belew
# stolen from Manish Singh
# Shamelessly stolen from Owen Taylor
dnl AM_PATH_ESD([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]])
dnl Test for ESD, and define ESD_CFLAGS and ESD_LIBS
dnl
AC_DEFUN(AM_PATH_ESD,
[dnl
dnl Get the cflags and libraries from the esd-config script
dnl
AC_ARG_WITH(esd-prefix,[ --with-esd-prefix=PFX Prefix where ESD is installed (optional)],
esd_prefix="$withval", esd_prefix="")
AC_ARG_WITH(esd-exec-prefix,[ --with-esd-exec-prefix=PFX Exec prefix where ESD is installed (optional)],
esd_exec_prefix="$withval", esd_exec_prefix="")
AC_ARG_ENABLE(esdtest, [ --disable-esdtest Do not try to compile and run a test ESD program],
, enable_esdtest=yes)
if test x$esd_exec_prefix != x ; then
esd_args="$esd_args --exec-prefix=$esd_exec_prefix"
if test x${ESD_CONFIG+set} != xset ; then
ESD_CONFIG=$esd_exec_prefix/bin/esd-config
fi
fi
if test x$esd_prefix != x ; then
esd_args="$esd_args --prefix=$esd_prefix"
if test x${ESD_CONFIG+set} != xset ; then
ESD_CONFIG=$esd_prefix/bin/esd-config
fi
fi
AC_PATH_PROG(ESD_CONFIG, esd-config, no)
min_esd_version=ifelse([$1], ,0.2.7,$1)
AC_MSG_CHECKING(for ESD - version >= $min_esd_version)
no_esd=""
if test "$ESD_CONFIG" = "no" ; then
no_esd=yes
else
ESD_CFLAGS=`$ESD_CONFIG $esdconf_args --cflags`
ESD_LIBS=`$ESD_CONFIG $esdconf_args --libs`
esd_major_version=`$ESD_CONFIG $esd_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'`
esd_minor_version=`$ESD_CONFIG $esd_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'`
esd_micro_version=`$ESD_CONFIG $esd_config_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'`
if test "x$enable_esdtest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $ESD_CFLAGS"
LIBS="$LIBS $ESD_LIBS"
dnl
dnl Now check if the installed ESD is sufficiently new. (Also sanity
dnl checks the results of esd-config to some extent
dnl
rm -f conf.esdtest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <esd.h>
char*
my_strdup (char *str)
{
char *new_str;
if (str)
{
new_str = malloc ((strlen (str) + 1) * sizeof(char));
strcpy (new_str, str);
}
else
new_str = NULL;
return new_str;
}
int main ()
{
int major, minor, micro;
char *tmp_version;
system ("touch conf.esdtest");
/* HP/UX 9 (%@#!) writes to sscanf strings */
tmp_version = my_strdup("$min_esd_version");
if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, &micro) != 3) {
printf("%s, bad version string\n", "$min_esd_version");
exit(1);
}
if (($esd_major_version > major) ||
(($esd_major_version == major) && ($esd_minor_version > minor)) ||
(($esd_major_version == major) && ($esd_minor_version == minor) && ($esd_micro_version >= micro)))
{
return 0;
}
else
{
printf("\n*** 'esd-config --version' returned %d.%d.%d, but the minimum version\n", $esd_major_version, $esd_minor_version, $esd_micro_version);
printf("*** of ESD required is %d.%d.%d. If esd-config is correct, then it is\n", major, minor, micro);
printf("*** best to upgrade to the required version.\n");
printf("*** If esd-config was wrong, set the environment variable ESD_CONFIG\n");
printf("*** to point to the correct copy of esd-config, and remove the file\n");
printf("*** config.cache before re-running configure\n");
return 1;
}
}
],, no_esd=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
fi
if test "x$no_esd" = x ; then
AC_MSG_RESULT(yes)
ifelse([$2], , :, [$2])
else
AC_MSG_RESULT(no)
if test "$ESD_CONFIG" = "no" ; then
echo "*** The esd-config script installed by ESD could not be found"
echo "*** If ESD was installed in PREFIX, make sure PREFIX/bin is in"
echo "*** your path, or set the ESD_CONFIG environment variable to the"
echo "*** full path to esd-config."
else
if test -f conf.esdtest ; then
:
else
echo "*** Could not run ESD test program, checking why..."
CFLAGS="$CFLAGS $ESD_CFLAGS"
LIBS="$LIBS $ESD_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include <esd.h>
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding ESD or finding the wrong"
echo "*** version of ESD. If it is not finding ESD, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means ESD was incorrectly installed"
echo "*** or that you have moved ESD since it was installed. In the latter case, you"
echo "*** may want to edit the esd-config script: $ESD_CONFIG" ])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
fi
ESD_CFLAGS=""
ESD_LIBS=""
ifelse([$3], , :, [$3])
fi
AC_SUBST(ESD_CFLAGS)
AC_SUBST(ESD_LIBS)
rm -f conf.esdtest
])
## libtool.m4 - Configure libtool for the target system. -*-Shell-script-*-
## Copyright (C) 1996-1999, 2000 Free Software Foundation, Inc.
## Originally by Gordon Matzigkeit <gord@gnu.ai.mit.edu>, 1996
##
## This program is free software; you can redistribute it and/or modify
## it under the terms of the GNU General Public License as published by
## the Free Software Foundation; either version 2 of the License, or
## (at your option) any later version.
##
## This program is distributed in the hope that it will be useful, but
## WITHOUT ANY WARRANTY; without even the implied warranty of
## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
## General Public License for more details.
##
## You should have received a copy of the GNU General Public License
## along with this program; if not, write to the Free Software
## Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
##
## As a special exception to the GNU General Public License, if you
## distribute this file as part of a program that contains a
## configuration script generated by Autoconf, you may include it under
## the same distribution terms that you use for the rest of that program.
# serial 40 AC_PROG_LIBTOOL
AC_DEFUN(AC_PROG_LIBTOOL,
[AC_REQUIRE([AC_LIBTOOL_SETUP])dnl
# Save cache, so that ltconfig can load it
AC_CACHE_SAVE
# Actually configure libtool. ac_aux_dir is where install-sh is found.
CC="$CC" CFLAGS="$CFLAGS" CPPFLAGS="$CPPFLAGS" \
LD="$LD" LDFLAGS="$LDFLAGS" LIBS="$LIBS" \
LN_S="$LN_S" NM="$NM" RANLIB="$RANLIB" \
DLLTOOL="$DLLTOOL" AS="$AS" OBJDUMP="$OBJDUMP" \
${CONFIG_SHELL-/bin/sh} $ac_aux_dir/ltconfig --no-reexec \
$libtool_flags --no-verify $ac_aux_dir/ltmain.sh $lt_target \
|| AC_MSG_ERROR([libtool configure failed])
# Reload cache, that may have been modified by ltconfig
AC_CACHE_LOAD
# This can be used to rebuild libtool when needed
LIBTOOL_DEPS="$ac_aux_dir/ltconfig $ac_aux_dir/ltmain.sh"
# Always use our own libtool.
LIBTOOL='$(SHELL) $(top_builddir)/libtool'
AC_SUBST(LIBTOOL)dnl
# Redirect the config.log output again, so that the ltconfig log is not
# clobbered by the next message.
exec 5>>./config.log
])
AC_DEFUN(AC_LIBTOOL_SETUP,
[AC_PREREQ(2.13)dnl
AC_REQUIRE([AC_ENABLE_SHARED])dnl
AC_REQUIRE([AC_ENABLE_STATIC])dnl
AC_REQUIRE([AC_ENABLE_FAST_INSTALL])dnl
AC_REQUIRE([AC_CANONICAL_HOST])dnl
AC_REQUIRE([AC_CANONICAL_BUILD])dnl
AC_REQUIRE([AC_PROG_RANLIB])dnl
AC_REQUIRE([AC_PROG_CC])dnl
AC_REQUIRE([AC_PROG_LD])dnl
AC_REQUIRE([AC_PROG_NM])dnl
AC_REQUIRE([AC_PROG_LN_S])dnl
dnl
case "$target" in
NONE) lt_target="$host" ;;
*) lt_target="$target" ;;
esac
# Check for any special flags to pass to ltconfig.
libtool_flags="--cache-file=$cache_file"
test "$enable_shared" = no && libtool_flags="$libtool_flags --disable-shared"
test "$enable_static" = no && libtool_flags="$libtool_flags --disable-static"
test "$enable_fast_install" = no && libtool_flags="$libtool_flags --disable-fast-install"
test "$ac_cv_prog_gcc" = yes && libtool_flags="$libtool_flags --with-gcc"
test "$ac_cv_prog_gnu_ld" = yes && libtool_flags="$libtool_flags --with-gnu-ld"
ifdef([AC_PROVIDE_AC_LIBTOOL_DLOPEN],
[libtool_flags="$libtool_flags --enable-dlopen"])
ifdef([AC_PROVIDE_AC_LIBTOOL_WIN32_DLL],
[libtool_flags="$libtool_flags --enable-win32-dll"])
AC_ARG_ENABLE(libtool-lock,
[ --disable-libtool-lock avoid locking (might break parallel builds)])
test "x$enable_libtool_lock" = xno && libtool_flags="$libtool_flags --disable-lock"
test x"$silent" = xyes && libtool_flags="$libtool_flags --silent"
# Some flags need to be propagated to the compiler or linker for good
# libtool support.
case "$lt_target" in
*-*-irix6*)
# Find out which ABI we are using.
echo '[#]line __oline__ "configure"' > conftest.$ac_ext
if AC_TRY_EVAL(ac_compile); then
case "`/usr/bin/file conftest.o`" in
*32-bit*)
LD="${LD-ld} -32"
;;
*N32*)
LD="${LD-ld} -n32"
;;
*64-bit*)
LD="${LD-ld} -64"
;;
esac
fi
rm -rf conftest*
;;
*-*-sco3.2v5*)
# On SCO OpenServer 5, we need -belf to get full-featured binaries.
SAVE_CFLAGS="$CFLAGS"
CFLAGS="$CFLAGS -belf"
AC_CACHE_CHECK([whether the C compiler needs -belf], lt_cv_cc_needs_belf,
[AC_TRY_LINK([],[],[lt_cv_cc_needs_belf=yes],[lt_cv_cc_needs_belf=no])])
if test x"$lt_cv_cc_needs_belf" != x"yes"; then
# this is probably gcc 2.8.0, egcs 1.0 or newer; no need for -belf
CFLAGS="$SAVE_CFLAGS"
fi
;;
ifdef([AC_PROVIDE_AC_LIBTOOL_WIN32_DLL],
[*-*-cygwin* | *-*-mingw*)
AC_CHECK_TOOL(DLLTOOL, dlltool, false)
AC_CHECK_TOOL(AS, as, false)
AC_CHECK_TOOL(OBJDUMP, objdump, false)
;;
])
esac
])
# AC_LIBTOOL_DLOPEN - enable checks for dlopen support
AC_DEFUN(AC_LIBTOOL_DLOPEN, [AC_BEFORE([$0],[AC_LIBTOOL_SETUP])])
# AC_LIBTOOL_WIN32_DLL - declare package support for building win32 dll's
AC_DEFUN(AC_LIBTOOL_WIN32_DLL, [AC_BEFORE([$0], [AC_LIBTOOL_SETUP])])
# AC_ENABLE_SHARED - implement the --enable-shared flag
# Usage: AC_ENABLE_SHARED[(DEFAULT)]
# Where DEFAULT is either `yes' or `no'. If omitted, it defaults to
# `yes'.
AC_DEFUN(AC_ENABLE_SHARED, [dnl
define([AC_ENABLE_SHARED_DEFAULT], ifelse($1, no, no, yes))dnl
AC_ARG_ENABLE(shared,
changequote(<<, >>)dnl
<< --enable-shared[=PKGS] build shared libraries [default=>>AC_ENABLE_SHARED_DEFAULT],
changequote([, ])dnl
[p=${PACKAGE-default}
case "$enableval" in
yes) enable_shared=yes ;;
no) enable_shared=no ;;
*)
enable_shared=no
# Look at the argument we got. We use all the common list separators.
IFS="${IFS= }"; ac_save_ifs="$IFS"; IFS="${IFS}:,"
for pkg in $enableval; do
if test "X$pkg" = "X$p"; then
enable_shared=yes
fi
done
IFS="$ac_save_ifs"
;;
esac],
enable_shared=AC_ENABLE_SHARED_DEFAULT)dnl
])
# AC_DISABLE_SHARED - set the default shared flag to --disable-shared
AC_DEFUN(AC_DISABLE_SHARED, [AC_BEFORE([$0],[AC_LIBTOOL_SETUP])dnl
AC_ENABLE_SHARED(no)])
# AC_ENABLE_STATIC - implement the --enable-static flag
# Usage: AC_ENABLE_STATIC[(DEFAULT)]
# Where DEFAULT is either `yes' or `no'. If omitted, it defaults to
# `yes'.
AC_DEFUN(AC_ENABLE_STATIC, [dnl
define([AC_ENABLE_STATIC_DEFAULT], ifelse($1, no, no, yes))dnl
AC_ARG_ENABLE(static,
changequote(<<, >>)dnl
<< --enable-static[=PKGS] build static libraries [default=>>AC_ENABLE_STATIC_DEFAULT],
changequote([, ])dnl
[p=${PACKAGE-default}
case "$enableval" in
yes) enable_static=yes ;;
no) enable_static=no ;;
*)
enable_static=no
# Look at the argument we got. We use all the common list separators.
IFS="${IFS= }"; ac_save_ifs="$IFS"; IFS="${IFS}:,"
for pkg in $enableval; do
if test "X$pkg" = "X$p"; then
enable_static=yes
fi
done
IFS="$ac_save_ifs"
;;
esac],
enable_static=AC_ENABLE_STATIC_DEFAULT)dnl
])
# AC_DISABLE_STATIC - set the default static flag to --disable-static
AC_DEFUN(AC_DISABLE_STATIC, [AC_BEFORE([$0],[AC_LIBTOOL_SETUP])dnl
AC_ENABLE_STATIC(no)])
# AC_ENABLE_FAST_INSTALL - implement the --enable-fast-install flag
# Usage: AC_ENABLE_FAST_INSTALL[(DEFAULT)]
# Where DEFAULT is either `yes' or `no'. If omitted, it defaults to
# `yes'.
AC_DEFUN(AC_ENABLE_FAST_INSTALL, [dnl
define([AC_ENABLE_FAST_INSTALL_DEFAULT], ifelse($1, no, no, yes))dnl
AC_ARG_ENABLE(fast-install,
changequote(<<, >>)dnl
<< --enable-fast-install[=PKGS] optimize for fast installation [default=>>AC_ENABLE_FAST_INSTALL_DEFAULT],
changequote([, ])dnl
[p=${PACKAGE-default}
case "$enableval" in
yes) enable_fast_install=yes ;;
no) enable_fast_install=no ;;
*)
enable_fast_install=no
# Look at the argument we got. We use all the common list separators.
IFS="${IFS= }"; ac_save_ifs="$IFS"; IFS="${IFS}:,"
for pkg in $enableval; do
if test "X$pkg" = "X$p"; then
enable_fast_install=yes
fi
done
IFS="$ac_save_ifs"
;;
esac],
enable_fast_install=AC_ENABLE_FAST_INSTALL_DEFAULT)dnl
])
# AC_ENABLE_FAST_INSTALL - set the default to --disable-fast-install
AC_DEFUN(AC_DISABLE_FAST_INSTALL, [AC_BEFORE([$0],[AC_LIBTOOL_SETUP])dnl
AC_ENABLE_FAST_INSTALL(no)])
# AC_PROG_LD - find the path to the GNU or non-GNU linker
AC_DEFUN(AC_PROG_LD,
[AC_ARG_WITH(gnu-ld,
[ --with-gnu-ld assume the C compiler uses GNU ld [default=no]],
test "$withval" = no || with_gnu_ld=yes, with_gnu_ld=no)
AC_REQUIRE([AC_PROG_CC])dnl
AC_REQUIRE([AC_CANONICAL_HOST])dnl
AC_REQUIRE([AC_CANONICAL_BUILD])dnl
ac_prog=ld
if test "$ac_cv_prog_gcc" = yes; then
# Check if gcc -print-prog-name=ld gives a path.
AC_MSG_CHECKING([for ld used by GCC])
ac_prog=`($CC -print-prog-name=ld | tr -d '\r') 2>&5`
case "$ac_prog" in
# Accept absolute paths.
changequote(,)dnl
[\\/]* | [A-Za-z]:[\\/]*)
re_direlt='/[^/][^/]*/\.\./'
changequote([,])dnl
# Canonicalize the path of ld
ac_prog=`echo $ac_prog| sed 's%\\\\%/%g'`
while echo $ac_prog | grep "$re_direlt" > /dev/null 2>&1; do
ac_prog=`echo $ac_prog| sed "s%$re_direlt%/%"`
done
test -z "$LD" && LD="$ac_prog"
;;
"")
# If it fails, then pretend we aren't using GCC.
ac_prog=ld
;;
*)
# If it is relative, then search for the first ld in PATH.
with_gnu_ld=unknown
;;
esac
elif test "$with_gnu_ld" = yes; then
AC_MSG_CHECKING([for GNU ld])
else
AC_MSG_CHECKING([for non-GNU ld])
fi
AC_CACHE_VAL(ac_cv_path_LD,
[if test -z "$LD"; then
IFS="${IFS= }"; ac_save_ifs="$IFS"; IFS="${IFS}${PATH_SEPARATOR-:}"
for ac_dir in $PATH; do
test -z "$ac_dir" && ac_dir=.
if test -f "$ac_dir/$ac_prog" || test -f "$ac_dir/$ac_prog$ac_exeext"; then
ac_cv_path_LD="$ac_dir/$ac_prog"
# Check to see if the program is GNU ld. I'd rather use --version,
# but apparently some GNU ld's only accept -v.
# Break only if it was the GNU/non-GNU ld that we prefer.
if "$ac_cv_path_LD" -v 2>&1 < /dev/null | egrep '(GNU|with BFD)' > /dev/null; then
test "$with_gnu_ld" != no && break
else
test "$with_gnu_ld" != yes && break
fi
fi
done
IFS="$ac_save_ifs"
else
ac_cv_path_LD="$LD" # Let the user override the test with a path.
fi])
LD="$ac_cv_path_LD"
if test -n "$LD"; then
AC_MSG_RESULT($LD)
else
AC_MSG_RESULT(no)
fi
test -z "$LD" && AC_MSG_ERROR([no acceptable ld found in \$PATH])
AC_PROG_LD_GNU
])
AC_DEFUN(AC_PROG_LD_GNU,
[AC_CACHE_CHECK([if the linker ($LD) is GNU ld], ac_cv_prog_gnu_ld,
[# I'd rather use --version here, but apparently some GNU ld's only accept -v.
if $LD -v 2>&1 </dev/null | egrep '(GNU|with BFD)' 1>&5; then
ac_cv_prog_gnu_ld=yes
else
ac_cv_prog_gnu_ld=no
fi])
])
# AC_PROG_NM - find the path to a BSD-compatible name lister
AC_DEFUN(AC_PROG_NM,
[AC_MSG_CHECKING([for BSD-compatible nm])
AC_CACHE_VAL(ac_cv_path_NM,
[if test -n "$NM"; then
# Let the user override the test.
ac_cv_path_NM="$NM"
else
IFS="${IFS= }"; ac_save_ifs="$IFS"; IFS="${IFS}${PATH_SEPARATOR-:}"
for ac_dir in $PATH /usr/ccs/bin /usr/ucb /bin; do
test -z "$ac_dir" && ac_dir=.
if test -f $ac_dir/nm || test -f $ac_dir/nm$ac_exeext ; then
# Check to see if the nm accepts a BSD-compat flag.
# Adding the `sed 1q' prevents false positives on HP-UX, which says:
# nm: unknown option "B" ignored
if ($ac_dir/nm -B /dev/null 2>&1 | sed '1q'; exit 0) | egrep /dev/null >/dev/null; then
ac_cv_path_NM="$ac_dir/nm -B"
break
elif ($ac_dir/nm -p /dev/null 2>&1 | sed '1q'; exit 0) | egrep /dev/null >/dev/null; then
ac_cv_path_NM="$ac_dir/nm -p"
break
else
ac_cv_path_NM=${ac_cv_path_NM="$ac_dir/nm"} # keep the first match, but
continue # so that we can try to find one that supports BSD flags
fi
fi
done
IFS="$ac_save_ifs"
test -z "$ac_cv_path_NM" && ac_cv_path_NM=nm
fi])
NM="$ac_cv_path_NM"
AC_MSG_RESULT([$NM])
])
# AC_CHECK_LIBM - check for math library
AC_DEFUN(AC_CHECK_LIBM,
[AC_REQUIRE([AC_CANONICAL_HOST])dnl
LIBM=
case "$lt_target" in
*-*-beos* | *-*-cygwin*)
# These system don't have libm
;;
*-ncr-sysv4.3*)
AC_CHECK_LIB(mw, _mwvalidcheckl, LIBM="-lmw")
AC_CHECK_LIB(m, main, LIBM="$LIBM -lm")
;;
*)
AC_CHECK_LIB(m, main, LIBM="-lm")
;;
esac
])
# AC_LIBLTDL_CONVENIENCE[(dir)] - sets LIBLTDL to the link flags for
# the libltdl convenience library and INCLTDL to the include flags for
# the libltdl header and adds --enable-ltdl-convenience to the
# configure arguments. Note that LIBLTDL and INCLTDL are not
# AC_SUBSTed, nor is AC_CONFIG_SUBDIRS called. If DIR is not
# provided, it is assumed to be `libltdl'. LIBLTDL will be prefixed
# with '${top_builddir}/' and INCLTDL will be prefixed with
# '${top_srcdir}/' (note the single quotes!). If your package is not
# flat and you're not using automake, define top_builddir and
# top_srcdir appropriately in the Makefiles.
AC_DEFUN(AC_LIBLTDL_CONVENIENCE, [AC_BEFORE([$0],[AC_LIBTOOL_SETUP])dnl
case "$enable_ltdl_convenience" in
no) AC_MSG_ERROR([this package needs a convenience libltdl]) ;;
"") enable_ltdl_convenience=yes
ac_configure_args="$ac_configure_args --enable-ltdl-convenience" ;;
esac
LIBLTDL='${top_builddir}/'ifelse($#,1,[$1],['libltdl'])/libltdlc.la
INCLTDL='-I${top_srcdir}/'ifelse($#,1,[$1],['libltdl'])
])
# AC_LIBLTDL_INSTALLABLE[(dir)] - sets LIBLTDL to the link flags for
# the libltdl installable library and INCLTDL to the include flags for
# the libltdl header and adds --enable-ltdl-install to the configure
# arguments. Note that LIBLTDL and INCLTDL are not AC_SUBSTed, nor is
# AC_CONFIG_SUBDIRS called. If DIR is not provided and an installed
# libltdl is not found, it is assumed to be `libltdl'. LIBLTDL will
# be prefixed with '${top_builddir}/' and INCLTDL will be prefixed
# with '${top_srcdir}/' (note the single quotes!). If your package is
# not flat and you're not using automake, define top_builddir and
# top_srcdir appropriately in the Makefiles.
# In the future, this macro may have to be called after AC_PROG_LIBTOOL.
AC_DEFUN(AC_LIBLTDL_INSTALLABLE, [AC_BEFORE([$0],[AC_LIBTOOL_SETUP])dnl
AC_CHECK_LIB(ltdl, main,
[test x"$enable_ltdl_install" != xyes && enable_ltdl_install=no],
[if test x"$enable_ltdl_install" = xno; then
AC_MSG_WARN([libltdl not installed, but installation disabled])
else
enable_ltdl_install=yes
fi
])
if test x"$enable_ltdl_install" = x"yes"; then
ac_configure_args="$ac_configure_args --enable-ltdl-install"
LIBLTDL='${top_builddir}/'ifelse($#,1,[$1],['libltdl'])/libltdl.la
INCLTDL='-I${top_srcdir}/'ifelse($#,1,[$1],['libltdl'])
else
ac_configure_args="$ac_configure_args --enable-ltdl-install=no"
LIBLTDL="-lltdl"
INCLTDL=
fi
])
dnl old names
AC_DEFUN(AM_PROG_LIBTOOL, [indir([AC_PROG_LIBTOOL])])dnl
AC_DEFUN(AM_ENABLE_SHARED, [indir([AC_ENABLE_SHARED], $@)])dnl
AC_DEFUN(AM_ENABLE_STATIC, [indir([AC_ENABLE_STATIC], $@)])dnl
AC_DEFUN(AM_DISABLE_SHARED, [indir([AC_DISABLE_SHARED], $@)])dnl
AC_DEFUN(AM_DISABLE_STATIC, [indir([AC_DISABLE_STATIC], $@)])dnl
AC_DEFUN(AM_PROG_LD, [indir([AC_PROG_LD])])dnl
AC_DEFUN(AM_PROG_NM, [indir([AC_PROG_NM])])dnl
dnl This is just to silence aclocal about the macro not being used
ifelse([AC_DISABLE_FAST_INSTALL])dnl

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#!/bin/sh
#
echo "Generating build information using aclocal, automake and autoconf"
echo "This may take a while ..."
# Touch the timestamps on all the files since CVS messes them up
directory=`dirname $0`
touch $directory/configure.in
# Regenerate configuration files
aclocal
automake --foreign --include-deps
autoconf
(cd test; aclocal; automake --foreign --include-deps; autoconf)
# Run configure for this platform
#./configure $*
echo "Now you are ready to run ./configure"

1368
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<HTML>
<HEAD><TITLE>SDL Stable Release</TITLE></HEAD>
<BODY BGCOLOR="#FFEBCD" TEXT="#000000">
<IMG SRC="docs/images/rainbow.gif" ALT="[separator]" WIDTH="100%">
<P>
This source is in development. It may contain API changes, and may not be
fully tested on all supported platforms. The current stable release may
be found at the <A HREF="http://www.libsdl.org/"> main SDL page</A>.
<P>
<H2> <A HREF="docs/index.html">API Documentation</A> </H2>
<P>
<H2>
Major changes since SDL 1.0.0:
</H2>
<UL>
<LI> 1.2.0: Added initial support for HP-UX (thanks Stephanie)
<LI> 1.2.0: Added initial support for BSDI (thanks Kurt)
<LI> 1.2.0: Fixed blitting 32-bit ARGB images to SDL_OPENGLBLIT screens
<LI> 1.2.0: Fixed automake build dependencies (thanks Markus!)
<LI> 1.2.0: Added 24 bpp support to software YUV display functions
<LI> 1.2.0: Don't bomb trying to get DGA mouse on XFree86 4.0
<LI> 1.2.0: Added initial support for OSF/Tru64 (thanks Anders)
<LI> 1.1.8: Fixed joystick hat motion on MacOS
<LI> 1.1.8: Don't detect mouse and keyboard as joystick on MacOS
<LI> 1.1.8: Check for OpenGL 1.2 before using 16-bit SDL_OPENGLBLIT
<LI> 1.1.8: Added support for /dev/sound/* in Linux 2.4
<LI> 1.1.8: Fixed crash when blitting to RLE encoded surfaces
<LI> 1.1.8: Fixed 8-bit audio on MacOS X
<LI> 1.1.8: Fixed keyboard handling on MacOS X and MacOS classic
<LI> 1.1.8: Fixed mouse cursor visibility when switching apps on MacOS
<LI> 1.1.8: Implemented semaphore support on MacOS X
<LI> 1.1.8: Worked around broken sem_getvalue() on MacOS X
<LI> 1.1.8: Fixed 16-bit big-endian audio on MacOS X and MacOS classic
<LI> 1.1.8: Fixed mutex locking on Linux glibc 2.0
<LI> 1.1.8: SDL_Quit() removes the parachute signal handlers
<LI> 1.1.8: Added NAS audio server support (thanks Erik!)
<LI> 1.1.8: Added SDL_NOFRAME for frameless windows (thanks Andreas)
<LI> 1.1.8: Added support for resizable windows on MacOS
<LI> 1.1.8: Added a function to query the surface clip rectangle
<LI> 1.1.8: Added a function to query the current event filter
<LI> 1.1.8: The X11 XVideo adapter is now locked (thanks Jeffrey)
<LI> 1.1.8: Improved the speed of fullscreen OpenGL on Windows
<LI> 1.1.8: Added ELO touchscreen support for fbcon (thanks Alex)
<LI> 1.1.8: Added accelerated MacOS X OpenGL support
<LI> 1.1.8: Surface lock and unlock operations can now be nested
<LI> 1.1.8: Optimized fillrect for PPC video memory (thanks Mattias)
<LI> 1.1.8: Work around "blackout" problem with XVideo acceleration
<LI> 1.1.8: Obtain correct key state on X11 focus (thanks Mattias)
<LI> 1.1.8: Fixed keyboard handling on the framebuffer console
<LI> 1.1.8: Added basic support for VGA16 framebuffer console
<LI> 1.1.8: Open a new virtual terminal if possible on fbcon
<LI> 1.1.8: Fixed default audio driver on FreeBSD (thanks Maxim)
<LI> 1.1.8: Fixed joystick crash on Windows (thanks Pete)
<LI> 1.1.7: Expanded documentation from the SDL Documentation Project
<LI> 1.1.7: Report X11 client message events if SYSWMEVENTS enabled
<LI> 1.1.7: Added support for a single hat on Windows joysticks
<LI> 1.1.7: The gamma ramp routines now take arrays of Uint16 values
<LI> 1.1.7: Added initial support for QNX RTP (thanks Patrick)
<LI> 1.1.7: Added ALSA sound driver (thanks Patrick Trainor)
<LI> 1.1.7: Added aRts UNIX sound driver (thanks Neil Stevens)
<LI> 1.1.7: Get keyboard modifier state on input focus on Win32
<LI> 1.1.7: SDL_ConvertSurface() now accepts SDL_RLEACCEL as a flag
<LI> 1.1.7: Added initial UnixWare 7 support (thanks rr)
<LI> 1.1.7: Added working YUY -> RGB conversion code (thanks Eugene)
<LI> 1.1.7: Fixed video initialization crash on IRIX
<LI> 1.1.7: Fixed MacOS fullscreen palette code (thanks Darrell)
<LI> 1.1.7: Fixed background brush flicker on Win32 (thanks Gautier)
<LI> 1.1.7: Fixed incorrect pitch when switching to window on Win32
<LI> 1.1.7: Fixed memory leak when switching video modes on Win32
<LI> 1.1.7: Init of fbcon shouldn't automatically set graphics mode
<LI> 1.1.6: Allow SDL_VIDEO_INIT when built without thread support
<LI> 1.1.6: Fixed palette problems with non-X11 fullscreen displays
<LI> 1.1.6: Fixed Win32 crash with SDL_OPENGLBLIT and GL functions
<LI> 1.1.6: Improved default MacOS millisecond time resolution
<LI> 1.1.6: Fixed X11 overlapping endian blit bug (thanks Mattias)
<LI> 1.1.6: Fixed starting directory on BeOS (thanks Samuel)
<LI> 1.1.6: Integrated FreeBSD SVGAlib support (thanks folks)
<LI> 1.1.6: Fixed middle-button handling on DirectInput
<LI> 1.1.6: Added SDL_GetThreadID() to get a specific thread's ID
<LI> 1.1.6: Worked around a crash in pthreads on RedHat 7
<LI> 1.1.6: Fixed a brown-bag crash in clipping code
<LI> 1.1.5: Convert from '/' to ':' opening files on MacOS
<LI> 1.1.5: Clean up empty output files on Win32 and MacOS
<LI> 1.1.5: Run command dialog if command key on startup on MacOS
<LI> 1.1.5: Initial NetBSD support (thanks Krister Walfridsson)
<LI> 1.1.5: Expanded the YUV overlay to handle odd (ATI) hardware
<LI> 1.1.5: Fixed MacOS GL attribute selection (thanks Darrell)
<LI> 1.1.5: Implemented gamma correction on 8-bit hardware displays
<LI> 1.1.5: Performed logical/physical palette split (thanks Mattias)
<LI> 1.1.5: Added initial MacOS X support (thanks Stan)
<LI> 1.1.5: SDL_WarpMouse() now works on BeOS (thanks Christian)
<LI> 1.1.5: Windows GDI driver now supports 565 modes (thanks Ben)
<LI> 1.1.5: Correctly load OpenGL extensions on Win32 (thanks Beosil)
<LI> 1.1.5: Fixed crash with some threaded audio drivers
<LI> 1.1.5: Audio is now closed in SDL_Quit(), if necessary
<LI> 1.1.5: Win32 version now uses MSVC multi-threaded DLL runtime
<LI> 1.1.5: Replaced useless SDL_SetClipping() with SDL_SetClipRect()
<LI> 1.1.5: Added a flag to YUV overlays to show hardware support
<LI> 1.1.5: Added SDL_WasInit() to see what is currently initialized
<LI> 1.1.5: YUV overlays can now be accelerated with DirectX
<LI> 1.1.5: YUV overlays now have working pitch (thanks Vivien)
<LI> 1.1.5: Prompt the user if MacOS mode change may damage hardware
<LI> 1.1.5: Fixed DrawSprocket video mode lists and mode changes
<LI> 1.1.5: Added DrawSprocket acceleration of colorkey blits
<LI> 1.1.5: MacOS event handling is much more responsive by default
<LI> 1.1.5: MacOS modifier keys now generate key events
<LI> 1.1.5: Mattias Engdegård did the "Great Alpha Flip"
<LI> 1.1.5: Added SDL_DisplayFormatAlpha() for fast alpha blits
<LI> 1.1.5: Added SDL_MapRGBA() and SDL_GetRGBA() to handle alpha
<LI> 1.1.5: SDL_SetAlpha() now accepts the SDL_RLEACCEL flag
<LI> 1.1.5: Blit semantics involving alpha are now well defined
<LI> 1.1.5: Added support for X11 DirectColor visuals for gamma API
<LI> 1.1.5: Added initial AmigaOS support (thanks Gabriele Greco)
<LI> 1.1.5: Added an initial gamma correction API (thanks Daniel)
<LI> 1.1.5: Disable DGA mouse while X11 application is iconified
<LI> 1.1.5: Allow 16-bit audio on Solaris (thanks Mattias)
<LI> 1.1.5: Added RLE acceleration of alpha blits (thanks Mattias)
<LI> 1.1.5: New documentation from the SDL Documentation Project
<LI> 1.1.4: Work around window resize bug in KDE 1.2
<LI> 1.1.4: Command-click is interpreted as right click on MacOS
<LI> 1.1.4: Removed ESounD detection on Solaris
<LI> 1.1.4: Updated to libtool 1.3.5 and latest config.guess
<LI> 1.1.4: testgl now works on 8-bit displays under X11
<LI> 1.1.4: SDL_WINDOWID hack now works with OpenGL on Linux
<LI> 1.1.4: Builds correctly on UNIX without X11 installed
<LI> 1.1.4: Fixed default GL driver loading on Win32
<LI> 1.1.4: Implemented fullscreen toggle on BeOS (thanks David)
<LI> 1.1.4: No longer use DirectDraw with OpenGL modes on Win32
<LI> 1.1.4: Added support for 320x200x8 in SVGAlib (thanks Michele)
<LI> 1.1.4: Implemented resizable windows on BeOS (thanks David)
<LI> 1.1.4: RLE colorkey encoding reduces memory use (thanks Mattias)
<LI> 1.1.4: The CD track length variable is now 32-bits (thanks Martin)
<LI> 1.1.4: Fixed crashing bug in Win32 semaphores (thanks Markus)
<LI> 1.1.4: Disabled aggresive gcc optimizations on X86
<LI> 1.1.4: Added support for blitting with GL (thanks Daniel Vogel)
<LI> 1.1.4: Improved the speed of the 16-bit colorkey copy blit
<LI> 1.1.4: Fixed pthread condition variable timeout
<LI> 1.1.3: Use timeGetTime() instead of GetTickCount() on Win32
<LI> 1.1.3: Release mouse when popped out of fullscreen on X11
<LI> 1.1.3: IRIX 6.5 and FreeBSD 4.0 are now officially supported
<LI> 1.1.3: Added optimization flags when compiling on x86 with gcc
<LI> 1.1.3: On BeOS, change to app directory when launched by Tracker
<LI> 1.1.3: Hold the option key on launch to get dialog on MacOS
<LI> 1.1.3: Added DrawSprockets on MacOS (thanks Darrell Walisser)
<LI> 1.1.3: Added support for Linux 2.4 input interface (HID)
<LI> 1.1.3: Fixed 24-bpp blits on big-endian systems (thanks Mattias)
<LI> 1.1.3: Don't try to use DGA mouse support on XFree86 4.00
<LI> 1.1.3: Don't create an X11 shared memory buffer for GL displays
<LI> 1.1.3: Framebuffer console acceleration disabled (broken) on G200
<LI> 1.1.3: Allow maximize on resizable Win32 surfaces (thanks Randi)
<LI> 1.1.3: Much faster RLE colorkey blit (thanks Xark and Mattias)
<LI> 1.1.3: Fixed some problems with iconification and focus in X11
<LI> 1.1.3: Added IMPS/2 protocol support for framebuffer console
<LI> 1.1.3: Added user-resizable video mode support
<LI> 1.1.3: Added arbitrary scaling of YUV overlay surfaces
<LI> 1.1.3: Added support for semaphores and condition variables
<LI> 1.1.3: Added SDL_ASYNCBLIT flag for asynchronous video updates
<LI> 1.1.3: Don't let the WM place window in X11 fullscreen mode
<LI> 1.1.3: Unload GL library after X11 display has closed
<LI> 1.1.3: Fixed X11 error when a clipped rectangle is updated
<LI> 1.1.3: Fixed crash when surface memory can't be allocated
<LI> 1.1.3: Added a check for DirectX 5 audio (thanks Markus)
<LI> 1.1.3: Added inline MMX assembly for YUV -> RGB conversion
<LI> 1.1.3: Fixed startup crash in X11_RefreshDisplay()
<LI> 1.1.3: SDL_Init(SDL_INIT_AUDIO) no longer fails with no soundcard
<LI> 1.1.3: Initial YUV video overlay support (supports XvImages)
<LI> 1.1.3: Fixed BadMatch X11 error with GLX 1.3
<LI> 1.1.3: Worked around incompatibilities with XFree86 4.0 vidmode
<LI> 1.1.3: The audio Makefile no longer takes forever to create
<LI> 1.1.3: The joystick hat positions changed to constants
<LI> 1.1.3: Fixed overlapping copy blit with odd widths
<LI> 1.1.3: Fix for SDL_WINDOWID crash contributed by Mattias
<LI> 1.1.3: Speeded up 32-bit alpha channel blits by nearly 100%
<LI> 1.1.3: Added experimental DGA 2.0 support (set SDL_VIDEODRIVER)
<LI> 1.1.2: Fixed crash running on NT with a read-only filesystem
<LI> 1.1.2: Re-use thread creation mutex on glibc-2.0 systems
<LI> 1.1.2: SDL_WM_SetIcon() now uses icon colorkey if mask is NULL
<LI> 1.1.2: Win32 relative mouse mode fixes (thanks Randi Relander)
<LI> 1.1.2: Not being able to set audio frags is no longer fatal
<LI> 1.1.2: Added support for multiple timers (thanks Stephane Peter)
<LI> 1.1.2: Copy blits optimized using inline assembly on x86 Linux
<LI> 1.1.2: Copy blit can now handle overlapping blits
<LI> 1.1.2: Fixed GL direct rendering on Utah GLX (thanks John Fulmer)
<LI> 1.1.2: Added unofficial support for AIX (thanks Carsten Griwodz)
<LI> 1.1.2: Enabled X11 VidMode extension on remote displays
<LI> 1.1.2: Load libGL.so.1 under X11 if an app isn't linked with GL
<LI> 1.1.2: Don't restack windows in the X11 environment
<LI> 1.1.2: Multiple X11 visual support (thanks Mattias Engdegård)
<LI> 1.1.0: Internal event state is updated before filter is called
<LI> 1.1.0: Worked around DGA mouse cursor bug in Voodoo X server
<LI> 1.1.0: Added SDL OpenGL documentation (thanks Nicholas Vining)
<LI> 1.1.0: Added AAlib video driver support (thanks Stephane Peter)
<LI> 1.1.0: Added fullscreen support for Win32 GDI video driver
<LI> 1.1.0: Added SDL_GetAudioState() to get current audio status
<LI> 1.1.0: Added SDL_GetRelativeMouseState() to get relative motion
<LI> 1.1.0: Added 32-bit PII MMX optimized blitters from Hermes
<LI> 1.1.0: Added SDL_bool datatype for functions returning true/false
<LI> 1.1.0: Improved alpha blend speed (thanks Alexandre Courbot)
<LI> 1.1.0: Added function to queue events: SDL_PushEvent()
<LI> 1.1.0: Added user-defined event type to SDL_Event structure
<LI> 1.1.0: Added SDL_InitSubSystem() and SDL_QuitSubSystem()
<LI> 1.1.0: Added BDirectWindow fullscreen support on BeOS
<LI> 1.1.0: Added initial joystick support (Linux, Win32, BeOS, MacOS)
<LI> 1.1.0: The timer now runs in a separate thread if possible
<LI> 1.1.0: Added initial OpenGL support (Linux, Win32, BeOS, MacOS)
<LI> 1.0.9: Avoid potential crash in Win32 mouse handling (thanks Cliff)
<LI> 1.0.9: Fixed bug where /dev/dsp was incorrectly marked available
<LI> 1.0.9: Fixed DirectX crash if video height is larger than width
<LI> 1.0.9: Fixed win32 timer error message typo (thanks Martin Dvorak)
<LI> 1.0.8: Fixed deadlock if SDL_LockAudio() called from audio thread
<LI> 1.0.8: Fixed a race condition in thread creation
<LI> 1.0.7: Added detection for Linux supermount CD-ROM drives
<LI> 1.0.6: Added --static-libs option to sdl-config
<LI> 1.0.6: Fixed a clipping bug in the RLE colorkey blitting
<LI> 1.0.6: Mouse window manager routines implemented on MacOS
<LI> 1.0.6: Fixed SDL_HWPALETTE in fullscreen X11 video driver
<LI> 1.0.6: Improved relative mouse warping in X11 video driver
<LI> 1.0.6: DGA mouse mode is now enabled by SDL_VIDEO_X11_DGAMOUSE
<LI> 1.0.6: Grab input by default in fullscreen mode
<LI> 1.0.6: Detect hanging (incorrectly configured) Linux soundcard
<LI> 1.0.6: If ESPEAKER env variable is set, use ESD audio driver
<LI> 1.0.5: Fixed audio structure alignment for packing compilers
<LI> 1.0.5: Exposed SDL_AudioInit() and SDL_VideoInit()
<LI> 1.0.5: Added SDL_WM_ToggleFullScreen(), implemented for X11
<LI> 1.0.5: Removed ALT-Enter functionality - should be in apps
<LI> 1.0.5: The DSP audio driver is used by default on Linux
<LI> 1.0.4: Added optional DMA support for the Linux audio driver
<LI> 1.0.4: Fixed CD-ROM opening on the iBook under MacOS
<LI> 1.0.4: Fixed a crash in 8-bit mode when using X11 video
<LI> 1.0.4: Initial audio support on MacOS (thanks Darrell Walisser)
<LI> 1.0.4: The audio thread runs at high priority on Win32
<LI> 1.0.4: ESD audio support is now a separate selectable driver
<LI> 1.0.4: Initial OpenBSD support (thanks Federico Schwindt)
<LI> 1.0.4: Fixed hang when closing audio on Windows 2000
<LI> 1.0.4: Warn about monochrome X displays (thanks Christian Bauer)
<LI> 1.0.4: Fixed spurious X11 mouse focus events at ALT-ENTER
<LI> 1.0.4: Perform input ungrab at video quit, just in case
<LI> 1.0.4: Corrected X11 depth reporting in SDL_VideoModeOK()
<LI> 1.0.3: Disable mouse threshold when X11 mouse is in warp mode
<LI> 1.0.3: Fixed black-screen on exit in fbcon video driver
<LI> 1.0.3: Much improved console switching in fbcon video driver
<LI> 1.0.3: Fixed X11 UNICODE translation bug (thanks Andreas Arens)
<LI> 1.0.3: Fixed WaveOut mutex logic bug (thanks Markus Oberhum)
<LI> 1.0.3: Use X11 mouse warping when cursor hidden and input grabbed
<LI> 1.0.3: Doesn't try to use TrackMouseEvent() on Win95
<LI> 1.0.3: DirectColor support in fbcon driver (thanks Adam Meyerowitz)
<LI> 1.0.3: Fixed ALT-ENTER key state problem on X11
<LI> 1.0.2: Fixed Win32 code to run on VMWare with DIB video driver
<LI> 1.0.2: Added window manager function: SDL_WM_GrabInput()
<LI> 1.0.2: Added window manager function: SDL_WM_IconifyWindow()
<LI> 1.0.2: Added ALT-ENTER fullscreen toggle for X11 video driver
<LI> 1.0.2: X11 fullscreen mode uses DGA mouse if cursor is hidden
<LI> 1.0.2: New X11 fullscreen code doesn't require root
<LI> 1.0.2: Mouse focus and position is now updated at video mode set
<LI> 1.0.2: Mouse focus loss is now detected under Win32
<LI> 1.0.2: Menubar hiding is more robust on MacOS (thanks Matt Slott)
<LI> 1.0.2: Added CD-ROM support on MacOS (thanks Matt Slott)
<LI> 1.0.2: Added non-root fullscreen modes under X11 (thanks Stephane)
<LI> 1.0.2: Added docs for time functions (thanks Christian Biesinger)
<LI> 1.0.2: Squeezed a little more speed out of blitters (Duff's device)
<LI> 1.0.2: Added hardware acceleration for 3Dfx to fbcon driver.
<LI> 1.0.2: Added hardware acceleration for Matrox to fbcon driver.
<LI> 1.0.2: Windows mouse driver now recognizes the middle button.
<LI> 1.0.2: X11 driver now recognizes the "unix:0" display as local.
<LI> 1.0.2: Fixed a bug in DGA support which crashed some X servers.
<LI> 1.0.2: Added GPM repeater support (gpm -R) to fbcon driver
<LI> 1.0.2: Added support for hardware surfaces to fbcon driver
<LI> 1.0.2: Implemented console switching in fbcon driver
<LI> 1.0.2: Implemented graphics mode detection in fbcon driver
<LI> 1.0.2: Added SDL_EnableKeyRepeat() (thanks Jim Kutter)
<LI> 1.0.2: Enabled DirectSound on Windows 2000
<LI> 1.0.1: Fixed the frame buffer video driver on LinuxPPC
<LI> 1.0.1: Stopped using DirectSound on Windows NT.
<LI> 1.0.1: Stopped using DirectX when DINPUT.DLL is not installed.
<LI> 1.0.1: Added pthread detection to configure.in for FreeBSD.
<LI> 1.0.1: Updated the Solaris audio code for the 1.0 API
<LI> 1.0.1: Updated the MacOS code for the 1.0 internal API
</UL>
<H2>
Major changes since SDL 0.10.0:
</H2>
<UL>
<LI> 0.11.5: Fixed mouse warping in fullscreen mode
<LI> 0.11.5: Added a new function SDL_GetVideoSurface()
<LI> 0.11.5: Renamed SDL_AllocSurface() SDL_CreateRGBSurface()
<LI> 0.11.5: Added a new function SDL_CreateRGBSurfaceFrom()
<LI> 0.11.4: Added support for multiple compiled-in video drivers
<LI> 0.11.3: Fixed 16 --> 32 bpp blitting - using C instead of Hermes.
<LI> 0.11.3: Fixed double-buffering bug in the DirectX driver
<LI> 0.11.3: Added GGI video driver (thanks Jon Taylor)
<LI> 0.11.2: Added automake/aclocal/autoconf support
<LI> 0.11.1: Added an initial (buggy) MacOS CD-ROM driver
<LI> 0.11.1: Improved Linux CD-ROM detection
<LI> 0.11.1: Added a workaround for DGA mouse bug on Voodoo 3
<LI> 0.11.1: Fixed 24bpp --> 8bpp blit crash
<LI> 0.11.1: Fixed a bug in blit mapping when palette changed
<LI> 0.11.1: Added a Linux SBLive beta driver workaround
<LI> 0.11.1: Fixed Win32 cross-compile problem with mingw32
<LI> 0.11.1: Loss of keyboard focus now causes keys to be reset
<LI> 0.11.1: DGA DirectMouse is conditionally compiled (default off)
</UL>
<H2>
Major changes since SDL 0.8.0:
</H2>
<UL>
<LI> 0.9.16: Made SDL error messages thread-safe
<LI> 0.9.15: If you have r/w access to /dev/mem, DGA works on Linux
<LI> 0.9.15: Added support for Linux on the ARM (Netwinder)
<LI> 0.9.14: Removed color cursor support, fixed b/w cursors
<LI> 0.9.14: Fixed long-standing X11 DGA colormap problem
<LI> 0.9.13: Added dynamic load function: SDL_SetLibraryPath()
<LI> 0.9.13: Added unofficial support for MacOS
<LI> 0.9.13: Added unofficial support for FreeBSD
<LI> 0.9.13: Added unofficial support for IRIX
<LI> 0.9.13: Updated support for BeOS from R3 to R4.5
<LI> 0.9.13: Added SDL_SetLibraryPath() function (thanks Karsten Laux)
<LI> 0.9.13: Fixed 8-bit audio conversion when using SDL_MixAudio()
<LI> 0.9.13: Fixed audio thread lingering when app dies on Linux
<LI> 0.9.13: Fixed color problem in X display to other-endian systems
<LI> 0.9.13: Finally able to detect X11 key repeat (thanks GII team!)
<LI> 0.9.13: Added support for Visual C++ 5.0 development environment
<LI> 0.9.13: Added support for Linux on the Alpha
<LI> 0.9.13: Added support for international keyboards (see WhatsNew)
<LI> 0.9.12: Added support for loading IMA ADPCM compressed WAV files
<LI> 0.9.12: Fixed bug when mixing 8-bit audio in SDL_MixAudio()
<LI> 0.9.12: Added Enlightenment Sound Daemon audio support on Linux
<LI> 0.9.12: Added MTRR support for Linux/X11 (thanks David Barth)
<LI> 0.9.12: Added support for LinuxPPC 5.0
<LI> 0.9.12: Fixed place where some audio conversions aren't detected
<LI> 0.9.12: Fixed serious bug in installation script
<LI> 0.9.12: Added SDL_FreeWAV() function for freeing DLL memory
<LI> 0.9.12: Fixed potential memory leak in SDL_LoadWAV_RW()
<LI> 0.9.11: Freeing video surface has no longer crashes SDL_Quit()
<LI> 0.9.11: Included new asm blitters from Hermes library 1.2.4
<LI> 0.9.11: SDL_WaitThread() now gets the thread's return status
<LI> 0.9.11: SDL_MixAudio() takes a larger volume range (0-128)
<LI> 0.9.11: SDL no longer changes the X11 keyboard repeat
<LI> 0.9.11: Added a data source abstraction for loading/saving data
<LI> 0.9.11: Added three built in data abstractions:<BR>
SDL_RWFromFile(), SDL_RWFromFP(), SDL_RWFromMem()
<LI> 0.9.11: Added stdio-like functions for using data sources:<BR>
SDL_RWseek(), SDL_RWread(), SDL_RWwrite(), SDL_RWclose()
<LI> 0.9.11: Replaced SDL_CalculateEndian() with SDL_BYTEORDER macro
<LI> 0.9.11: Endian swapping functions are now macros, for speed.
<LI> 0.9.11: Endian read/write functions now use data sources
<LI> 0.9.11: Added function SDL_LoadWAV_RW() for data sources
<LI> 0.9.11: Added function SDL_LoadBMP_RW() for data sources
<LI> 0.9.11: Added function SDL_SaveBMP_RW() for data sources
<LI> 0.9.10: Mixer no longer fails if timidity isn't installed
<LI> 0.9.10: Mixer restarts MOD files on play (thanks Bill Kendrick)
<LI> 0.9.10: Fixed occasional crashing of the mixer library
<LI> 0.9.10: Fixed icon display on Afterstep under Linux
<LI> 0.9.10: Fixed occasional crash in mixer example
<LI> 0.9.10: Linux cdrom list now comes from /etc/fstab
<LI> 0.9.10: Fixed support for UK keyboard (thanks John Elliott)
<LI> 0.9.10: The event queue is now thread-safe
<LI> 0.9.10: Added event queue pump function: SDL_PumpEvents()
<LI> 0.9.10: Added low level event function: SDL_PeepEvents()
<LI> 0.9.10: Added a new thread function: SDL_ThreadID()
<LI> 0.9.10: Fixed an audio rate conversion memory overrun
<LI> 0.9.10: Fixed crash with RLE acceleration on big surfaces
<LI> 0.9.10: Improved MacOS display driver - added fullscreen
<LI> 0.9.10: Removed spurious warnings from Linux X11 driver
<LI> 0.9.10: Fixed memory leak in SDL_InvalidateMap()
<LI> 0.9.10: Fixed right button of 2-button mice on Win32
<LI> 0.9.10: Enabled XFree86 mode changes on older servers
<LI> 0.9.9: SDL_LoadBMP() handles BMP files created with GIMP
<LI> 0.9.9: SDL_LoadWAV() handles WAV files with "LIST" chunks
<LI> 0.9.9: Fixed problem with audio underflow on Solaris
<LI> 0.9.9: Initial support for 4-speaker audio output devices
<LI> 0.9.8: Fixed corrupt VC++ 5.0 desktop file
<LI> 0.9.8: Now detects fixed version of Metro-X X11 server
<LI> 0.9.8: Fixed XFree86 DGA banked mode update
<LI> 0.9.8: Fixed mouse press viewport shift on XFree86 DGA
<LI> 0.9.7: Fixed problem with displaying remotely via X11
<LI> 0.9.7: Win32 uses software cursor when fullscreen
<LI> 0.9.7: Win32 mouse uses DirectInput when fullscreen
<LI> 0.9.7: Added OpenGL software rendering via Mesa (demos archive)
<LI> 0.9.7: Fixed memory leak in ADPCM WAV decoding
<LI> 0.9.6: Added CD-ROM audio API documentation
<LI> 0.9.6: Fixed potential BeOS audio-related crash
<LI> 0.9.6: Fixed crash when resetting the video mode in DirectX
<LI> 0.9.6: Fixed errors compiling with the SparcWorks compiler
<LI> 0.9.6: Replaced SDL_GetDisplayFormat() with SDL_GetVideoInfo()
<LI> 0.9.6: Added a new fast fill function: SDL_FillRect()
<LI> 0.9.6: Added blit acceleration flags to SDL_AllocSurface()
<LI> 0.9.6: Added new double-buffering function: SDL_Flip()
<LI> 0.9.6: Fixed problem with buggy Metro-X X11 server
<LI> 0.9.6: Fixed 8-bit audio on Solaris with dbri hardware
<LI> 0.9.6: Fixed alarm clock problem with Solaris pthreads
<LI> 0.9.6: Fixed BeOS compilation problem
<LI> 0.9.5: Added tools to create Win32 icons in directx/icon/
<LI> 0.9.5: You can now pass a NULL mask to SDL_WM_SetIcon()
<LI> 0.9.5: Added support files for compiling with VC++ 5.0
<LI> 0.9.5: Fixed icon color bug under Win32
<LI> 0.9.5: Re-added SDL_LowerBlit() - not safe for use on display
<LI> 0.9.5: Fixed 0.9.x cursor blit deadlock
<LI> 0.9.5: Added SDL_FPLoadWAV(), SDL_FPLoadBMP(), SDL_FPSaveBMP()
<LI> 0.9.5: Added Linux, Win32, and BeOS CD audio support
<LI> 0.9.5: MMX accelerated blit disabled -- temporarily broken
<LI> 0.9.4: Fixed endianness issue with BeOS x86 blitting
<LI> 0.9.4: Fixed quit interrupt delivery on BeOS
<LI> 0.9.4: Fixed dynamic loading on BeOS
<LI> 0.9.4: Fixed DirectX audio on Win98
<LI> 0.9.4: Fixed possible sound-related crash on Linux PPC
<LI> 0.9.3: Mouse motion arrives as absolute and relative coordinates
<LI> 0.9.3: Fixed Visual C++ structure packing
<LI> 0.9.3: Fixed UNIX dynamic link library installation
<LI> 0.9.2: DirectX audio no longer hangs when app loses focus
<LI> 0.9.2: Fixed DirectX HiColor crash (palette bug)
<LI> 0.9.1: Fixed DirectX &lt;ALT&gt; key handling
<LI> 0.9.1: Fixed DirectX windowed palette problems
<LI> 0.9.1: Removed SDL_MapSurface() and SDL_UnmapSurface()
<LI> 0.9.0: Initial port to IRIX 6.x
<LI> 0.9.0: Initial port to OSF/1 3.2 (no sound yet)
<LI> 0.9.0: MacOS port in progress
</UL>
<H2>
Major changes since SDL 0.7:
</H2>
<UL>
<LI> Separated the demos and examples into a separate archive
<LI> Added support for loading Microsoft compressed WAV files
<LI> Added "soft" application crash recovery (signal handlers)
<LI> Fixed POSIX signal handling interaction with threads
<LI> Fixed audio output on MKLinux
<LI> Added dynamic library version checking
<LI> Updated for DirectX 6.0
<LI> Cleaned up dynamic linking and added static linking
<LI> Added automatic audio format and rate conversion
<LI> Optimized some blitter cases (8 --> 16/32 and 32 --> 16/8)
<LI> Removed precalculated alpha blending acceleration
<LI> Key and mouse button events are split into up/down events
<LI> It is now much easier to set an optimal video mode
</UL>
<H2>
Major changes since SDL 0.5:
</H2>
<UL>
<LI> Ported to Solaris 2.6
<LI> Added XFree86 Direct Graphic Access support
<LI> Supports LinuxPPC without threads
<LI> Completely rewritten video/surface API -- see SDL_video.h
<LI> Completely rewritten event API
<LI> Optimized black-white cursor creation
<LI> Added support for run-length-encoded colorkeying
<LI> Added support for hardware accelerated blits
<LI> Added support for blitting from 1-bit surfaces (bitmaps)
<LI> Added a function to simplify setting video modes
<LI> Added support for loading WAV files
<LI> Added endian swapping functions for memory values
<LI> Added alpha blending using alpha value or channel
<LI> Added precalculated alpha blending acceleration
<LI> Added function to return current time in milliseconds
<LI> New event type SDL_ACTIVEEVENT, to detect iconification
<LI> New event type SDL_SYSWMEVENT, for custom window hooks
<LI> Added a platform dependent function to get window handle
<LI> Added a function to check the run-time version of SDL
<LI> Added periodic timer support at 10 ms resolution
<LI> Added support for the SDL_DEBUG environment variable
<LI> Miscellaneous internal cleanups
</UL>
<H2>
Major changes since SDL 0.4:
</H2>
<UL>
<LI> SDL library code is now dynamically loaded
<LI> Added support for pthreads (Linux glibc2)
<LI> Removed SDL_mutexN() and SDL_mutexIncr()
</UL>
<H2>
Major changes since SDL 0.3:
</H2>
<UL>
<LI> Added support for DirectX 5.0
<LI> Added support for surfaces in video memory
<LI> Added support for source color-key blitting
<LI> Added support for single-rectangle clipping
<LI> Added support for warping (moving) the cursor
<LI> Added support for color cursors
<LI> Greatly simplified internal event queue
<LI> Minor bug-fixes
</UL>
<P>
<IMG SRC="docs/images/rainbow.gif" ALT="[separator]" WIDTH="100%">
</BODY>
</HTML>

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Makefile.in
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SUBDIRS = html man3
EXTRA_DIST = index.html

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EXTRA_DIST = \
audio.html \
cdrom.html \
event.html \
eventfunctions.html \
eventstructures.html \
general.html \
guide.html \
guideaboutsdldoc.html \
guideaudioexamples.html \
guidebasicsinit.html \
guidecdromexamples.html \
guidecredits.html \
guideeventexamples.html \
guideexamples.html \
guideinput.html \
guideinputkeyboard.html \
guidepreface.html \
guidethebasics.html \
guidetimeexamples.html \
guidevideo.html \
guidevideoexamples.html \
index.html \
joystick.html \
reference.html \
sdlactiveevent.html \
sdladdtimer.html \
sdlaudiocvt.html \
sdlaudiospec.html \
sdlblitsurface.html \
sdlbuildaudiocvt.html \
sdlcd.html \
sdlcdclose.html \
sdlcdeject.html \
sdlcdname.html \
sdlcdnumdrives.html \
sdlcdopen.html \
sdlcdpause.html \
sdlcdplay.html \
sdlcdplaytracks.html \
sdlcdresume.html \
sdlcdstatus.html \
sdlcdstop.html \
sdlcdtrack.html \
sdlcloseaudio.html \
sdlcolor.html \
sdlcondbroadcast.html \
sdlcondsignal.html \
sdlcondwait.html \
sdlcondwaittimeout.html \
sdlconvertaudio.html \
sdlconvertsurface.html \
sdlcreatecond.html \
sdlcreatecursor.html \
sdlcreatemutex.html \
sdlcreatergbsurface.html \
sdlcreatergbsurfacefrom.html \
sdlcreatesemaphore.html \
sdlcreatethread.html \
sdlcreateyuvoverlay.html \
sdldelay.html \
sdldestroycond.html \
sdldestroymutex.html \
sdldestroysemaphore.html \
sdldisplayformat.html \
sdldisplayformatalpha.html \
sdldisplayyuvoverlay.html \
sdlenablekeyrepeat.html \
sdlenableunicode.html \
sdlevent.html \
sdleventstate.html \
sdlfillrect.html \
sdlflip.html \
sdlfreecursor.html \
sdlfreesurface.html \
sdlfreewav.html \
sdlfreeyuvoverlay.html \
sdlgetappstate.html \
sdlgetaudiostatus.html \
sdlgetcliprect.html \
sdlgetcursor.html \
sdlgeteventfilter.html \
sdlgetgammaramp.html \
sdlgetkeyname.html \
sdlgetkeystate.html \
sdlgetmodstate.html \
sdlgetmousestate.html \
sdlgetrelativemousestate.html \
sdlgetrgb.html \
sdlgetrgba.html \
sdlgetthreadid.html \
sdlgetticks.html \
sdlgetvideoinfo.html \
sdlgetvideosurface.html \
sdlglattr.html \
sdlglgetattribute.html \
sdlglgetprocaddress.html \
sdlglloadlibrary.html \
sdlglsetattribute.html \
sdlglswapbuffers.html \
sdlinit.html \
sdlinitsubsystem.html \
sdljoyaxisevent.html \
sdljoyballevent.html \
sdljoybuttonevent.html \
sdljoyhatevent.html \
sdljoystickclose.html \
sdljoystickeventstate.html \
sdljoystickgetaxis.html \
sdljoystickgetball.html \
sdljoystickgetbutton.html \
sdljoystickgethat.html \
sdljoystickindex.html \
sdljoystickname.html \
sdljoysticknumaxes.html \
sdljoysticknumballs.html \
sdljoysticknumbuttons.html \
sdljoysticknumhats.html \
sdljoystickopen.html \
sdljoystickopened.html \
sdljoystickupdate.html \
sdlkey.html \
sdlkeyboardevent.html \
sdlkeysym.html \
sdlkillthread.html \
sdllistmodes.html \
sdlloadbmp.html \
sdlloadwav.html \
sdllockaudio.html \
sdllocksurface.html \
sdllockyuvoverlay.html \
sdlmaprgb.html \
sdlmaprgba.html \
sdlmixaudio.html \
sdlmousebuttonevent.html \
sdlmousemotionevent.html \
sdlmutexp.html \
sdlmutexv.html \
sdlnumjoysticks.html \
sdlopenaudio.html \
sdloverlay.html \
sdlpalette.html \
sdlpauseaudio.html \
sdlpeepevents.html \
sdlpixelformat.html \
sdlpollevent.html \
sdlpumpevents.html \
sdlpushevent.html \
sdlquit.html \
sdlquitevent.html \
sdlquitsubsystem.html \
sdlrect.html \
sdlremovetimer.html \
sdlresizeevent.html \
sdlsavebmp.html \
sdlsempost.html \
sdlsemtrywait.html \
sdlsemvalue.html \
sdlsemwait.html \
sdlsemwaittimeout.html \
sdlsetalpha.html \
sdlsetcliprect.html \
sdlsetcolorkey.html \
sdlsetcolors.html \
sdlsetcursor.html \
sdlseteventfilter.html \
sdlsetgamma.html \
sdlsetgammaramp.html \
sdlsetmodstate.html \
sdlsetpalette.html \
sdlsettimer.html \
sdlsetvideomode.html \
sdlshowcursor.html \
sdlsurface.html \
sdlsyswmevent.html \
sdlthreadid.html \
sdlunlockaudio.html \
sdlunlocksurface.html \
sdlunlockyuvoverlay.html \
sdlupdaterect.html \
sdlupdaterects.html \
sdluserevent.html \
sdlvideodrivername.html \
sdlvideoinfo.html \
sdlvideomodeok.html \
sdlwaitevent.html \
sdlwaitthread.html \
sdlwarpmouse.html \
sdlwasinit.html \
sdlwmgetcaption.html \
sdlwmgrabinput.html \
sdlwmiconifywindow.html \
sdlwmsetcaption.html \
sdlwmseticon.html \
sdlwmtogglefullscreen.html \
thread.html \
time.html \
video.html \
wm.html

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<HTML
><HEAD
><TITLE
>Audio</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdljoystickclose.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlaudiospec.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="CHAPTER"
><H1
><A
NAME="AUDIO"
>Chapter 10. Audio</A
></H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlaudiospec.html"
>SDL_AudioSpec</A
> &#8212; Audio Specification Structure</DT
><DT
><A
HREF="sdlopenaudio.html"
>SDL_OpenAudio</A
> &#8212; Opens the audio device with the desired parameters.</DT
><DT
><A
HREF="sdlpauseaudio.html"
>SDL_PauseAudio</A
> &#8212; Pauses and unpauses the audio callback processing</DT
><DT
><A
HREF="sdlgetaudiostatus.html"
>SDL_GetAudioStatus</A
> &#8212; Get the current audio state</DT
><DT
><A
HREF="sdlloadwav.html"
>SDL_LoadWAV</A
> &#8212; Load a WAVE file</DT
><DT
><A
HREF="sdlfreewav.html"
>SDL_FreeWAV</A
> &#8212; Frees previously opened WAV data</DT
><DT
><A
HREF="sdlaudiocvt.html"
>SDL_AudioCVT</A
> &#8212; Audio Conversion Structure</DT
><DT
><A
HREF="sdlbuildaudiocvt.html"
>SDL_BuildAudioCVT</A
> &#8212; Initializes a SDL_AudioCVT structure for conversion</DT
><DT
><A
HREF="sdlconvertaudio.html"
>SDL_ConvertAudio</A
> &#8212; Convert audio data to a desired audio format.</DT
><DT
><A
HREF="sdlmixaudio.html"
>SDL_MixAudio</A
> &#8212; Mix audio data</DT
><DT
><A
HREF="sdllockaudio.html"
>SDL_LockAudio</A
> &#8212; Lock out the callback function</DT
><DT
><A
HREF="sdlunlockaudio.html"
>SDL_UnlockAudio</A
> &#8212; Unlock the callback function</DT
><DT
><A
HREF="sdlcloseaudio.html"
>SDL_CloseAudio</A
> &#8212; 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
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdljoystickclose.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlaudiospec.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_JoystickClose</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="reference.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_AudioSpec</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>CD-ROM</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="SDL Reference"
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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcloseaudio.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdnumdrives.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="CHAPTER"
><H1
><A
NAME="CDROM"
>Chapter 11. CD-ROM</A
></H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlcdnumdrives.html"
>SDL_CDNumDrives</A
> &#8212; Returns the number of CD-ROM drives on the system.</DT
><DT
><A
HREF="sdlcdname.html"
>SDL_CDName</A
> &#8212; Returns a human-readable, system-dependent identifier for the CD-ROM.</DT
><DT
><A
HREF="sdlcdopen.html"
>SDL_CDOpen</A
> &#8212; Opens a CD-ROM drive for access.</DT
><DT
><A
HREF="sdlcdstatus.html"
>SDL_CDStatus</A
> &#8212; Returns the current status of the given drive.</DT
><DT
><A
HREF="sdlcdplay.html"
>SDL_CDPlay</A
> &#8212; Play a CD</DT
><DT
><A
HREF="sdlcdplaytracks.html"
>SDL_CDPlayTracks</A
> &#8212; Play the given CD track(s)</DT
><DT
><A
HREF="sdlcdpause.html"
>SDL_CDPause</A
> &#8212; Pauses a CDROM</DT
><DT
><A
HREF="sdlcdresume.html"
>SDL_CDResume</A
> &#8212; Resumes a CDROM</DT
><DT
><A
HREF="sdlcdstop.html"
>SDL_CDStop</A
> &#8212; Stops a CDROM</DT
><DT
><A
HREF="sdlcdeject.html"
>SDL_CDEject</A
> &#8212; Ejects a CDROM</DT
><DT
><A
HREF="sdlcdclose.html"
>SDL_CDClose</A
> &#8212; Closes a SDL_CD handle</DT
><DT
><A
HREF="sdlcd.html"
>SDL_CD</A
> &#8212; CDROM Drive Information</DT
><DT
><A
HREF="sdlcdtrack.html"
>SDL_CDtrack</A
> &#8212; 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
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcloseaudio.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdnumdrives.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CloseAudio</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="reference.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDNumDrives</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>Events</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="SDL Reference"
HREF="reference.html"><LINK
REL="PREVIOUS"
TITLE="SDL_WM_GrabInput"
HREF="sdlwmgrabinput.html"><LINK
REL="NEXT"
TITLE="SDL Event Structures."
HREF="eventstructures.html"><META
NAME="KEYWORD"
CONTENT="events"><META
NAME="KEYWORD"
CONTENT="function"></HEAD
><BODY
CLASS="CHAPTER"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlwmgrabinput.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="eventstructures.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="CHAPTER"
><H1
><A
NAME="EVENT"
>Chapter 8. Events</A
></H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="event.html#AEN3194"
>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="AEN3194"
>Introduction</A
></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
>
Interally, 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
></DIV
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlwmgrabinput.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="eventstructures.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_WM_GrabInput</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="reference.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL Event Structures.</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>Event Functions.</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="Events"
HREF="event.html"><LINK
REL="PREVIOUS"
TITLE="SDLKey"
HREF="sdlkey.html"><LINK
REL="NEXT"
TITLE="SDL_PumpEvents"
HREF="sdlpumpevents.html"></HEAD
><BODY
CLASS="SECT1"
BGCOLOR="#FFF8DC"
TEXT="#000000"
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ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlkey.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
>Chapter 8. Events</TD
><TD
WIDTH="10%"
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VALIGN="bottom"
><A
HREF="sdlpumpevents.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="SECT1"
><H1
CLASS="SECT1"
><A
NAME="EVENTFUNCTIONS"
>Event Functions.</A
></H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlpumpevents.html"
>SDL_PumpEvents</A
> &#8212; Pumps the event loop, gathering events from the input devices.</DT
><DT
><A
HREF="sdlpeepevents.html"
>SDL_PeepEvents</A
> &#8212; Checks the event queue for messages and optionally returns them.</DT
><DT
><A
HREF="sdlpollevent.html"
>SDL_PollEvent</A
> &#8212; Polls for currently pending events.</DT
><DT
><A
HREF="sdlwaitevent.html"
>SDL_WaitEvent</A
> &#8212; Waits indefinitely for the next available event.</DT
><DT
><A
HREF="sdlpushevent.html"
>SDL_PushEvent</A
> &#8212; Pushes an event onto the event queue</DT
><DT
><A
HREF="sdlseteventfilter.html"
>SDL_SetEventFilter</A
> &#8212; 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
> &#8212; Retrieves a pointer to he event filter</DT
><DT
><A
HREF="sdleventstate.html"
>SDL_EventState</A
> &#8212; This function allows you to set the state of processing certain events.</DT
><DT
><A
HREF="sdlgetkeystate.html"
>SDL_GetKeyState</A
> &#8212; Get a snapshot of the current keyboard state</DT
><DT
><A
HREF="sdlgetmodstate.html"
>SDL_GetModState</A
> &#8212; Get the state of modifier keys.</DT
><DT
><A
HREF="sdlsetmodstate.html"
>SDL_SetModState</A
> &#8212; Set the current key modifier state</DT
><DT
><A
HREF="sdlgetkeyname.html"
>SDL_GetKeyName</A
> &#8212; Get the name of an SDL virtual keysym</DT
><DT
><A
HREF="sdlenableunicode.html"
>SDL_EnableUNICODE</A
> &#8212; Enable UNICODE translation</DT
><DT
><A
HREF="sdlenablekeyrepeat.html"
>SDL_EnableKeyRepeat</A
> &#8212; Set keyboard repeat rate.</DT
><DT
><A
HREF="sdlgetmousestate.html"
>SDL_GetMouseState</A
> &#8212; Retrieve the current state of the mouse</DT
><DT
><A
HREF="sdlgetrelativemousestate.html"
>SDL_GetRelativeMouseState</A
> &#8212; Retrieve the current state of the mouse</DT
><DT
><A
HREF="sdlgetappstate.html"
>SDL_GetAppState</A
> &#8212; Get the state of the application</DT
><DT
><A
HREF="sdljoystickeventstate.html"
>SDL_JoystickEventState</A
> &#8212; Enable/disable joystick event polling</DT
></DL
></DIV
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
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> &#8212; Joystick button event structure</DT
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> &#8212; Joystick trackball motion event structure</DT
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> &#8212; Window resize event structure</DT
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> &#8212; Platform-dependent window manager event.</DT
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> &#8212; A user-defined event type</DT
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></H2
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><PRE
CLASS="PROGRAMLISTING"
> 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 */
if ( SDL_OpenAudio(&#38;wanted, NULL) &#60; 0 ) {
fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
return(-1);
}
return(0);</PRE
></P
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>Playing audio</A
></H2
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><PRE
CLASS="PROGRAMLISTING"
> 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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>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
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></A
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><TT
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>SDL_InitSubSystem</TT
></A
>. <TT
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
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> SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER );</PRE
></P
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><TT
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></A
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>SDL_QuitSubSystem</TT
></A
>). <TT
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>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
><P
><PRE
CLASS="PROGRAMLISTING"
>#include "SDL.h" /* All SDL App's need this */
#include &#60;stdio.h&#62;
int main() {
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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CLASS="SECT2"
><A
NAME="AEN354"
>Listing CD-ROM drives</A
></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
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN358"
>Opening the default drive</A
></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="AEN362"
>Listing the tracks on a CD</A
></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="AEN366"
>Play an entire CD</A
></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, 10);</PRE
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>Filtering and Handling Events</A
></H2
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><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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>Chapter 4. Examples</A
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><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="guideexamples.html#AEN297"
>Introduction</A
></DT
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HREF="guidevideoexamples.html"
>Video Examples</A
></DT
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>Event Examples</A
></DT
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>Audio Examples</A
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></DT
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>Time Examples</A
></DT
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><H1
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><A
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>Introduction</A
></H1
><P
>For the moment these examples are taken directly from the old SDL documentation.</P
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>Chapter 3. Input handling</A
></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"
>Handling Joysticks</A
></H1
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN94"
>Initialization</A
></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.
<PRE
CLASS="PROGRAMLISTING"
> if ( ! SDL_Init( SDL_INIT_VIDEO | SDL_INIT_JOYSTICK ) )
{
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
exit(1);
}</PRE
>
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="AEN101"
>Querying</A
></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.
<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
></P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN111"
>Opening a Joystick and Receiving Joystick Events</A
></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:
<PRE
CLASS="PROGRAMLISTING"
> SDL_Joystick *joystick;
SDL_JoystickEventState(SDL_ENABLE);
joystick = SDL_JoystickOpen(0);</PRE
>
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:
<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
>
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:
<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
>
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.
<PRE
CLASS="PROGRAMLISTING"
> case SDL_JOYBUTTONDOWN: /* Handle Joystick Button Presses */
if ( event.jbutton.button == 0 )
{
/* code goes here */
}
break;</PRE
>
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="AEN156"
>Advanced Joystick Functions</A
></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 we 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:
<PRE
CLASS="PROGRAMLISTING"
> case SDL_JOYBALLMOTION: /* Handle Joyball Motion */
if( event.jball.ball == 0 )
{
/* ball handling */
}
break;</PRE
>
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:
<PRE
CLASS="PROGRAMLISTING"
> case SDL_JOYHATMOTION: /* Handle Hat Motion */
if ( event.jhat.hat | SDL_HAT_UP )
{
/* Do up stuff here */
}
if ( event.jhat.hat | SDL_HAT_LEFT )
{
/* Do left stuff here */
}
if ( event.jhat.hat | SDL_HAT_RIGHTDOWN )
{
/* Do right and down together stuff here */
}
break;</PRE
></P
><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:
<PRE
CLASS="PROGRAMLISTING"
> int number_of_buttons;
SDL_Joystick *joystick;
joystick = SDL_JoystickOpen(0);
number_of_buttons = SDL_JoystickNumButtons(joystick);</PRE
>
This block of code would get the number of buttons on the first joystick in the system. </P
></DIV
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><DIV
CLASS="SECT1"
><H1
CLASS="SECT1"
><A
NAME="GUIDEINPUTKEYBOARD"
>Handling the Keyboard</A
></H1
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN205"
>Keyboard Related Structures</A
></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="AEN208"
>SDLKey</A
></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="AEN216"
>SDLMod</A
></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="AEN222"
>SDL_keysym</A
></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="AEN241"
>SDL_KeyboardEvent</A
></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="AEN258"
>Reading Keyboard Events</A
></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:
<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
>
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="AEN269"
>A More Detailed Look</A
></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="AEN282"
></A
><P
><B
>Example 3-1. keys.c - 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 ) ){
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="AEN285"
>Game-type Input</A
></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="AEN288"
></A
><BLOCKQUOTE
CLASS="BLOCKQUOTE"
><P
>Keyboard events <I
CLASS="EMPHASIS"
>only</I
> 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, when you press the down key you want him to slide down the screen. Examine the following code, it highlights and 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:
<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
>
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
></DIV
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<HTML
><HEAD
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><META
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CLASS="PREFACE"
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>Preface</A
></H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="guidepreface.html#GUIDEABOUTSDL"
>About SDL</A
></DT
><DT
><A
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>About SDLdoc</A
></DT
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>Credits</A
></DT
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><DIV
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><H1
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><A
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>About SDL</A
></H1
><P
>The SDL library is designed to make it easy to write games that run on Linux, *BSD, MacOS, Win32 and BeOS using the various native high-performance media interfaces, (for video, audio, etc) and presenting a single source-code level API to your application. SDL is a fairly low level API, but using it, completely portable applications can be written with a great deal of flexibility.</P
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<HTML
><HEAD
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>Chapter 1. The Basics</A
></H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
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>Introduction</A
></DT
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>Initializing SDL</A
></DT
></DL
></DIV
><DIV
CLASS="SECT1"
><H1
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><A
NAME="GUIDEINTRODUCTION"
>Introduction</A
></H1
><P
>The SDL Guide section is pretty incomplete. If you feel you have anything to add mail akawaka@skynet.ie or visit http://akawaka.csn.ul.ie/tne/.</P
></DIV
></DIV
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<HTML
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>Time Examples</A
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></P
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><H2
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><A
NAME="AEN373"
>Time based game loop</A
></H2
><P
><PRE
CLASS="PROGRAMLISTING"
>#define TICK_INTERVAL 30
Uint32 TimeLeft(void)
{
static Uint32 next_time = 0;
Uint32 now;
now = SDL_GetTicks();
if ( next_time &#60;= now ) {
next_time = now+TICK_INTERVAL;
return(0);
}
return(next_time-now);
}
/* main game loop
while ( game_running ) {
UpdateGameState();
SDL_Delay(TimeLeft());
}&#13;</PRE
></P
></DIV
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>Chapter 2. Graphics and Video</A
></H1
><DIV
CLASS="SECT1"
><H1
CLASS="SECT1"
><A
NAME="GUIDEVIDEOOPENGL"
>Using OpenGL With SDL</A
></H1
><P
>SDL has the ability to create and use OpenGL contexts on several platforms(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, MacOS 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="AEN65"
>Initialisation</A
></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, <I
CLASS="EMPHASIS"
>not</I
> by passing the <TT
CLASS="LITERAL"
>SDL_DOUBLEBUF</TT
> flag to <TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
>.
<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
></P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN77"
>Drawing</A
></H2
><P
>Apart from initialisation, using OpenGL within SDL is the same as using. However if you have request a double buffered display (using <A
HREF="sdlglsetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_SetAttribute</TT
></A
>) and one (which can be checked by using <A
HREF="sdlglgetattribute.html"
><TT
CLASS="FUNCTION"
>SDL_GL_GetAttribute</TT
></A
>), then you must use <A
HREF="sdlglswapbuffers.html"
><TT
CLASS="FUNCTION"
>SDL_GL_SwapBuffers()</TT
></A
> to swap the buffers and update the display.</P
><P
>A full example code listing is now presented below.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN87"
></A
><P
><B
>Example 2-1. gl.c - SDL OpenGL Example</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
></DIV
></DIV
><DIV
CLASS="NAVFOOTER"
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ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="guidebasicsinit.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
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VALIGN="top"
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HREF="guideinput.html"
>Next</A
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><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>Initializing SDL</TD
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WIDTH="34%"
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HREF="guide.html"
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@ -0,0 +1,473 @@
<HTML
><HEAD
><TITLE
>Video Examples</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="Examples"
HREF="guideexamples.html"><LINK
REL="PREVIOUS"
TITLE="Examples"
HREF="guideexamples.html"><LINK
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TITLE="Event Examples"
HREF="guideeventexamples.html"></HEAD
><BODY
CLASS="SECT1"
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TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
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COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="guideexamples.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
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>Chapter 4. Examples</TD
><TD
WIDTH="10%"
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><A
HREF="guideeventexamples.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="SECT1"
><H1
CLASS="SECT1"
><A
NAME="GUIDEVIDEOEXAMPLES"
>Video Examples</A
></H1
><P
></P
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN303"
>Initializing the video display</A
></H2
><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 */
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
></P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN307"
>Initializing the best video mode</A
></H2
><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
></P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN311"
>Loading and displaying a BMP file</A
></H2
><P
><PRE
CLASS="PROGRAMLISTING"
> SDL_Surface *image;
SDL_Rect dest;
int ncolors, i;
SDL_Color *colors;
/* Load the BMP file into a surface */
image = SDL_LoadBMP("sample.bmp");
if ( image == NULL ) {
fprintf(stderr, "Couldn't load sample.bmp: %s\n",
SDL_GetError());
return;
}
/* Set the display colors -- SDL_SetColors() only does something on
palettized displays, but it doesn't hurt anything on HiColor or
TrueColor displays.
If the display colors have already been set, this step can be
skipped, and the library will automatically map the image to
the current display colors.
*/
if ( image-&#62;format-&#62;palette ) {
ncolors = image-&#62;format-&#62;palette-&#62;ncolors;
colors = (SDL_Color *)malloc(ncolors*sizeof(SDL_Color));
memcpy(colors, image-&#62;format-&#62;palette-&#62;colors, ncolors);
}
else {
int r, g, b;
/* Allocate 256 color palette */
ncolors = 256;
colors = (SDL_Color *)malloc(ncolors*sizeof(SDL_Color));
/* Set a 3,3,2 color cube */
for ( r=0; r&#60;8; ++r ) {
for ( g=0; g&#60;8; ++g ) {
for ( b=0; b&#60;4; ++b ) {
i = ((r&#60;&#60;5)|(g&#60;&#60;2)|b);
colors[i].r = r&#60;&#60;5;
colors[i].g = g&#60;&#60;5;
colors[i].b = b&#60;&#60;6;
}
}
}
/* Note: A better way of allocating the palette might be
to calculate the frequency of colors in the image
and create a palette based on that information.
*/
}
/* Set colormap, try for all the colors, but don't worry about it */
SDL_SetColors(screen, colors, 0, ncolors);
free(colors);
/* Blit onto the screen surface */
dest.x = 0;
dest.y = 0;
dest.w = image-&#62;w;
dest.h = image-&#62;h;
SDL_BlitSurface(image, NULL, screen, &#38;dest);
SDL_UpdateRects(screen, 1, &#38;dest);
/* Free the allocated BMP surface */
SDL_FreeSurface(image);
return;</PRE
></P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN315"
>Drawing directly to the display</A
></H2
><P
><PRE
CLASS="PROGRAMLISTING"
> /* Code to set a yellow pixel at the center of the screen */
Sint32 X, Y;
Uint32 pixel;
Uint8 *bits, bpp;
/* 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.
*/
pixel = SDL_MapRGB(screen-&#62;format, 0xFF, 0xFF, 0x00);
/* Calculate the framebuffer offset of the center of the screen */
if ( SDL_MUSTLOCK(screen) ) {
if ( SDL_LockSurface(screen) &#60; 0 )
return;
}
bpp = screen-&#62;format-&#62;BytesPerPixel;
X = screen-&#62;w/2;
Y = screen-&#62;h/2;
bits = ((Uint8 *)screen-&#62;pixels)+Y*screen-&#62;pitch+X*bpp;
/* Set the pixel */
switch(bpp) {
case 1:
*((Uint8 *)(bits)) = (Uint8)pixel;
break;
case 2:
*((Uint16 *)(bits)) = (Uint16)pixel;
break;
case 3: { /* Format/endian independent */
Uint8 r, g, b;
r = (pixel&#62;&#62;screen-&#62;format-&#62;Rshift)&#38;0xFF;
g = (pixel&#62;&#62;screen-&#62;format-&#62;Gshift)&#38;0xFF;
b = (pixel&#62;&#62;screen-&#62;format-&#62;Bshift)&#38;0xFF;
*((bits)+screen-&#62;format-&#62;Rshift/8) = r;
*((bits)+screen-&#62;format-&#62;Gshift/8) = g;
*((bits)+screen-&#62;format-&#62;Bshift/8) = b;
}
break;
case 4:
*((Uint32 *)(bits)) = (Uint32)pixel;
break;
}
/* Update the display */
if ( SDL_MUSTLOCK(screen) ) {
SDL_UnlockSurface(screen);
}
SDL_UpdateRect(screen, X, Y, 1, 1);
return;</PRE
></P
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN319"
>Fastest possible surface blit</A
></H2
><P
>There are three different ways you can draw an image to the screen:
<P
></P
><TABLE
BORDER="0"
><TBODY
><TR
><TD
>1.Create a surface and use <A
HREF="sdlblitsurface.html"
><TT
CLASS="FUNCTION"
>SDL_BlitSurface</TT
></A
> to blit it to the screen</TD
></TR
><TR
><TD
>2.Create the video surface in system memory and call <A
HREF="sdlupdaterect.html"
><TT
CLASS="FUNCTION"
>SDL_UpdateRect</TT
></A
></TD
></TR
><TR
><TD
>3.Create the video surface in video memory and call <A
HREF="sdllocksurface.html"
><TT
CLASS="FUNCTION"
>SDL_LockSurface</TT
></A
></TD
></TR
></TBODY
></TABLE
><P
></P
>
The best way to do this is to combine methods:
<PRE
CLASS="PROGRAMLISTING"
>#include &#60;stdio.h&#62;
#include &#60;stdlib.h&#62;
#include "SDL.h"
#include "SDL_timer.h"
void ComplainAndExit(void)
{
fprintf(stderr, "Problem: %s\n", SDL_GetError());
exit(1);
}
int main(int argc, char *argv[])
{
SDL_PixelFormat fmt;
SDL_Surface *screen, *locked;
SDL_Surface *imagebmp, *image;
SDL_Rect dstrect;
int i;
Uint8 *buffer;
/* Initialize SDL */
if ( SDL_Init(SDL_INIT_VIDEO) &#60; 0 ) {
ComplainAndExit();
}
atexit(SDL_Quit);
/* Load a BMP image into a surface */
imagebmp = SDL_LoadBMP("image.bmp");
if ( imagebmp == NULL ) {
ComplainAndExit();
}
/* Set the video mode (640x480 at native depth) */
screen = SDL_SetVideoMode(640, 480, 0, SDL_HWSURFACE|SDL_FULLSCREEN);
if ( screen == NULL ) {
ComplainAndExit();
}
/* Set the video colormap */
if ( imagebmp-&#62;format-&#62;palette != NULL ) {
SDL_SetColors(screen,
imagebmp-&#62;format-&#62;palette-&#62;colors, 0,
imagebmp-&#62;format-&#62;palette-&#62;ncolors);
}
/* Convert the image to the video format (maps colors) */
image = SDL_DisplayFormat(imagebmp);
SDL_FreeSurface(imagebmp);
if ( image == NULL ) {
ComplainAndExit();
}
/* Draw bands of color on the raw surface */
if ( SDL_MUSTLOCK(screen) ) {
if ( SDL_LockSurface(screen) &#60; 0 )
ComplainAndExit();
}
buffer=(Uint8 *)screen-&#62;pixels;
for ( i=0; i&#60;screen-&#62;h; ++i ) {
memset(buffer,(i*255)/screen-&#62;h,
screen-&#62;w*screen-&#62;format-&#62;BytesPerPixel);
buffer += screen-&#62;pitch;
}
if ( SDL_MUSTLOCK(screen) ) {
SDL_UnlockSurface(screen);
}
/* Blit the image to the center of the screen */
dstrect.x = (screen-&#62;w-image-&#62;w)/2;
dstrect.y = (screen-&#62;h-image-&#62;h)/2;
dstrect.w = image-&#62;w;
dstrect.h = image-&#62;h;
if ( SDL_BlitSurface(image, NULL, screen, &#38;dstrect) &#60; 0 ) {
SDL_FreeSurface(image);
ComplainAndExit();
}
SDL_FreeSurface(image);
/* Update the screen */
SDL_UpdateRects(screen, 1, &#38;dstrect);
SDL_Delay(5000); /* Wait 5 seconds */
exit(0);
}</PRE
></P
></DIV
></DIV
><DIV
CLASS="NAVFOOTER"
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ALIGN="LEFT"
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WIDTH="100%"
BORDER="0"
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>Prev</A
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1049
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<HTML
><HEAD
><TITLE
>Joystick</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="SDL Reference"
HREF="reference.html"><LINK
REL="PREVIOUS"
TITLE="SDL_JoystickEventState"
HREF="sdljoystickeventstate.html"><LINK
REL="NEXT"
TITLE="SDL_NumJoysticks"
HREF="sdlnumjoysticks.html"><META
NAME="KEYWORD"
CONTENT="joystick"><META
NAME="KEYWORD"
CONTENT="function"></HEAD
><BODY
CLASS="CHAPTER"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdljoystickeventstate.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlnumjoysticks.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="CHAPTER"
><H1
><A
NAME="JOYSTICK"
>Chapter 9. Joystick</A
></H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlnumjoysticks.html"
>SDL_NumJoysticks</A
> &#8212; Count available joysticks.</DT
><DT
><A
HREF="sdljoystickname.html"
>SDL_JoystickName</A
> &#8212; Get joystick name.</DT
><DT
><A
HREF="sdljoystickopen.html"
>SDL_JoystickOpen</A
> &#8212; Opens a joystick for use.</DT
><DT
><A
HREF="sdljoystickopened.html"
>SDL_JoystickOpened</A
> &#8212; Determine if a joystick has been opened</DT
><DT
><A
HREF="sdljoystickindex.html"
>SDL_JoystickIndex</A
> &#8212; Get the index of an SDL_Joystick.</DT
><DT
><A
HREF="sdljoysticknumaxes.html"
>SDL_JoystickNumAxes</A
> &#8212; Get the number of joystick axes</DT
><DT
><A
HREF="sdljoysticknumballs.html"
>SDL_JoystickNumBalls</A
> &#8212; Get the number of joystick trackballs</DT
><DT
><A
HREF="sdljoysticknumhats.html"
>SDL_JoystickNumHats</A
> &#8212; Get the number of joystick hats</DT
><DT
><A
HREF="sdljoysticknumbuttons.html"
>SDL_JoystickNumButtons</A
> &#8212; Get the number of joysitck buttons</DT
><DT
><A
HREF="sdljoystickupdate.html"
>SDL_JoystickUpdate</A
> &#8212; Updates the state of all joysticks</DT
><DT
><A
HREF="sdljoystickgetaxis.html"
>SDL_JoystickGetAxis</A
> &#8212; Get the current state of an axis</DT
><DT
><A
HREF="sdljoystickgethat.html"
>SDL_JoystickGetHat</A
> &#8212; Get the current state of a joystick hat</DT
><DT
><A
HREF="sdljoystickgetbutton.html"
>SDL_JoystickGetButton</A
> &#8212; Get the current state of a given button on a given joystick</DT
><DT
><A
HREF="sdljoystickgetball.html"
>SDL_JoystickGetBall</A
> &#8212; Get relative trackball motion</DT
><DT
><A
HREF="sdljoystickclose.html"
>SDL_JoystickClose</A
> &#8212; 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 <I
CLASS="EMPHASIS"
>not</I
> 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
></DIV
><DIV
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><H1
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><DIV
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><DL
><DT
><B
>Table of Contents</B
></DT
><DT
>5. <A
HREF="general.html"
>General</A
></DT
><DT
>6. <A
HREF="video.html"
>Video</A
></DT
><DT
>7. <A
HREF="wm.html"
>Window Management</A
></DT
><DT
>8. <A
HREF="event.html"
>Events</A
></DT
><DT
>9. <A
HREF="joystick.html"
>Joystick</A
></DT
><DT
>10. <A
HREF="audio.html"
>Audio</A
></DT
><DT
>11. <A
HREF="cdrom.html"
>CD-ROM</A
></DT
><DT
>12. <A
HREF="thread.html"
>Multi-threaded Programming</A
></DT
><DT
>13. <A
HREF="time.html"
>Time</A
></DT
></DL
></DIV
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></DIV
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<HTML
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>SDL_ActiveEvent</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN3447"
></A
><H2
>Name</H2
>SDL_ActiveEvent&nbsp;--&nbsp;Application visibility event structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3450"
></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="AEN3453"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN3455"
></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_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="AEN3476"
></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="AEN3492"
></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
></DIV
><DIV
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>Prev</A
></TD
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></TD
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><A
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<HTML
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><HR
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><H1
><A
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>SDL_AddTimer</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7854"
></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="AEN7857"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7858"
></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="AEN7867"
></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.</P
><P
>The maximum resolution of this timer is 10 ms, which 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="AEN7878"
></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="AEN7882"
></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="AEN7886"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlremovetimer.html"
><TT
CLASS="FUNCTION"
>SDL_RemoveTimer</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
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VALIGN="top"
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>Prev</A
></TD
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></TD
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><TR
><TD
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>SDL_Delay</TD
><TD
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HREF="time.html"
>Up</A
></TD
><TD
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ALIGN="right"
VALIGN="top"
>SDL_RemoveTimer</TD
></TR
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<HTML
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><H1
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>SDL_AudioCVT</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6262"
></A
><H2
>Name</H2
>SDL_AudioCVT&nbsp;--&nbsp;Audio Conversion Structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6265"
></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="AEN6268"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN6270"
></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="AEN6322"
></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="AEN6367"
></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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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VALIGN="top"
><A
HREF="sdlfreewav.html"
>Prev</A
></TD
><TD
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ALIGN="center"
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><A
HREF="index.html"
>Home</A
></TD
><TD
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VALIGN="top"
><A
HREF="sdlbuildaudiocvt.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_FreeWAV</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="audio.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_BuildAudioCVT</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_AudioSpec</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
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TITLE="Audio"
HREF="audio.html"><LINK
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>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLAUDIOSPEC"
>SDL_AudioSpec</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5885"
></A
><H2
>Name</H2
>SDL_AudioSpec&nbsp;--&nbsp;Audio Specification Structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5888"
></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="AEN5891"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN5893"
></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="AEN5928"
></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="AEN5942"
></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="AEN6017"
></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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="audio.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlopenaudio.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>Audio</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="audio.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_OpenAudio</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_BlitSurface</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
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TITLE="Video"
HREF="video.html"><LINK
REL="PREVIOUS"
TITLE="SDL_ConvertSurface"
HREF="sdlconvertsurface.html"><LINK
REL="NEXT"
TITLE="SDL_FillRect"
HREF="sdlfillrect.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
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></TR
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>Prev</A
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>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
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><H1
><A
NAME="SDLBLITSURFACE"
>SDL_BlitSurface</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1806"
></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="AEN1809"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1810"
></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="AEN1816"
></A
><H2
>Description</H2
><P
>This performs a fast blit from the source surface to the destination surface.</P
><P
>Only the position is used in the <TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> (the
width and height are ignored).</P
><P
>If either <TT
CLASS="PARAMETER"
><I
>srcrect</I
></TT
> or
<TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> are <TT
CLASS="LITERAL"
>NULL</TT
>, the entire
surface (<TT
CLASS="PARAMETER"
><I
>src</I
></TT
> or <TT
CLASS="PARAMETER"
><I
>dst</I
></TT
>) is
copied.</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
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>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
>.</P
></BLOCKQUOTE
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1835"
></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 )
Sleep(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="AEN1843"
></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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlconvertsurface.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlfillrect.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_ConvertSurface</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="video.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_FillRect</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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@ -0,0 +1,283 @@
<HTML
><HEAD
><TITLE
>SDL_BuildAudioCVT</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.61
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TITLE="SDL Library Documentation"
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HREF="audio.html"><LINK
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TITLE="SDL_AudioCVT"
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><BODY
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><TABLE
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></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlaudiocvt.html"
>Prev</A
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><TD
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>Next</A
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></TABLE
><HR
ALIGN="LEFT"
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><H1
><A
NAME="SDLBUILDAUDIOCVT"
>SDL_BuildAudioCVT</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6380"
></A
><H2
>Name</H2
>SDL_BuildAudioCVT&nbsp;--&nbsp;Initializes a SDL_AudioCVT structure for conversion</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6383"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6384"
></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="AEN6390"
></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="AEN6406"
></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="AEN6410"
></A
><H2
>Examples</H2
><P
>See <A
HREF="sdlconvertaudio.html"
><TT
CLASS="FUNCTION"
>SDL_ConvertAudio</TT
></A
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6415"
></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
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlaudiocvt.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlconvertaudio.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_AudioCVT</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="audio.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_ConvertAudio</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CD</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDClose"
HREF="sdlcdclose.html"><LINK
REL="NEXT"
TITLE="SDL_CDtrack"
HREF="sdlcdtrack.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdclose.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdtrack.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCD"
>SDL_CD</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6941"
></A
><H2
>Name</H2
>SDL_CD&nbsp;--&nbsp;CDROM Drive Information</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6944"
></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="AEN6947"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN6949"
></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="AEN6979"
></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="AEN6989"
></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="AEN6992"
></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
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdclose.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdtrack.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDClose</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDtrack</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDClose</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDEject"
HREF="sdlcdeject.html"><LINK
REL="NEXT"
TITLE="SDL_CD"
HREF="sdlcd.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdeject.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcd.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDCLOSE"
>SDL_CDClose</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6916"
></A
><H2
>Name</H2
>SDL_CDClose&nbsp;--&nbsp;Closes a SDL_CD handle</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6919"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6920"
></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="AEN6926"
></A
><H2
>Description</H2
><P
>Closes the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
> handle.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6930"
></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
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdeject.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcd.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDEject</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CD</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

218
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<HTML
><HEAD
><TITLE
>SDL_CDEject</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDStop"
HREF="sdlcdstop.html"><LINK
REL="NEXT"
TITLE="SDL_CDClose"
HREF="sdlcdclose.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdstop.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdclose.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDEJECT"
>SDL_CDEject</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6888"
></A
><H2
>Name</H2
>SDL_CDEject&nbsp;--&nbsp;Ejects a CDROM</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6891"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6892"
></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="AEN6898"
></A
><H2
>Description</H2
><P
>Ejects the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6902"
></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="AEN6907"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcd.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CD</SPAN
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdstop.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdclose.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDStop</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDClose</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDName</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDNumDrives"
HREF="sdlcdnumdrives.html"><LINK
REL="NEXT"
TITLE="SDL_CDOpen"
HREF="sdlcdopen.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdnumdrives.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdopen.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDNAME"
>SDL_CDName</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6615"
></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="AEN6618"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6619"
></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="AEN6625"
></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="AEN6630"
></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="AEN6640"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdnumdrives.html"
><TT
CLASS="FUNCTION"
>SDL_CDNumDrives</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdnumdrives.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdopen.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDNumDrives</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDOpen</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDNumDrives</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="NEXT"
TITLE="SDL_CDName"
HREF="sdlcdname.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="cdrom.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdname.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDNUMDRIVES"
>SDL_CDNumDrives</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6593"
></A
><H2
>Name</H2
>SDL_CDNumDrives&nbsp;--&nbsp;Returns the number of CD-ROM drives on the system.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6596"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6597"
></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="AEN6603"
></A
><H2
>Description</H2
><P
>Returns the number of CD-ROM drives on the system.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6606"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdopen.html"
><TT
CLASS="FUNCTION"
>SDL_CDOpen</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="cdrom.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdname.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>CD-ROM</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDName</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDOpen</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CDName"
HREF="sdlcdname.html"><LINK
REL="NEXT"
TITLE="SDL_CDStatus"
HREF="sdlcdstatus.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdname.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdstatus.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDOPEN"
>SDL_CDOpen</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6649"
></A
><H2
>Name</H2
>SDL_CDOpen&nbsp;--&nbsp;Opens a CD-ROM drive for access.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6652"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6653"
></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="AEN6659"
></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="AEN6667"
></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="AEN6670"
></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
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdname.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdstatus.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDName</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDStatus</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDPause</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
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"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdplaytracks.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdresume.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDPAUSE"
>SDL_CDPause</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6800"
></A
><H2
>Name</H2
>SDL_CDPause&nbsp;--&nbsp;Pauses a CDROM</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6803"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6804"
></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="AEN6810"
></A
><H2
>Description</H2
><P
>Pauses play on the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6814"
></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="AEN6819"
></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
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdplaytracks.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdresume.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDPlayTracks</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDResume</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDPlay</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><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
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdstatus.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdplaytracks.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDPLAY"
>SDL_CDPlay</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6718"
></A
><H2
>Name</H2
>SDL_CDPlay&nbsp;--&nbsp;Play a CD</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6721"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6722"
></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="AEN6728"
></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="AEN6734"
></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="AEN6739"
></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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdstatus.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdplaytracks.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDStatus</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDPlayTracks</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDPlayTracks</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><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
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdplay.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdpause.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDPLAYTRACKS"
>SDL_CDPlayTracks</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6750"
></A
><H2
>Name</H2
>SDL_CDPlayTracks&nbsp;--&nbsp;Play the given CD track(s)</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6753"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6754"
></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="AEN6760"
></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="AEN6778"
></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="AEN6783"
></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="AEN6787"
></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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdplay.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdpause.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDPlay</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDPause</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDResume</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdpause.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdstop.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDRESUME"
>SDL_CDResume</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6830"
></A
><H2
>Name</H2
>SDL_CDResume&nbsp;--&nbsp;Resumes a CDROM</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6833"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6834"
></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="AEN6840"
></A
><H2
>Description</H2
><P
>Resumes play on the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6844"
></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="AEN6849"
></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"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdpause.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
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><A
HREF="sdlcdstop.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDPause</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDStop</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDStatus</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><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"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdopen.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdplay.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDSTATUS"
>SDL_CDStatus</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6683"
></A
><H2
>Name</H2
>SDL_CDStatus&nbsp;--&nbsp;Returns the current status of the given drive.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6686"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6687"
></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="AEN6694"
></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="AEN6706"
></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="AEN6709"
></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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdopen.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdplay.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDOpen</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDPlay</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDStop</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcdresume.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlcdeject.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDSTOP"
>SDL_CDStop</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6860"
></A
><H2
>Name</H2
>SDL_CDStop&nbsp;--&nbsp;Stops a CDROM</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6863"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6864"
></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="AEN6870"
></A
><H2
>Description</H2
><P
>Stops play on the given <TT
CLASS="PARAMETER"
><I
>cdrom</I
></TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6874"
></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="AEN6879"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcdplay.html"
><TT
CLASS="FUNCTION"
>SDL_CDPlay</TT
></A
>,</P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcdresume.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
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ALIGN="right"
VALIGN="top"
><A
HREF="sdlcdeject.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CDResume</TD
><TD
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VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_CDEject</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CDtrack</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="CD-ROM"
HREF="cdrom.html"><LINK
REL="PREVIOUS"
TITLE="SDL_CD"
HREF="sdlcd.html"><LINK
REL="NEXT"
TITLE="Multi-threaded Programming"
HREF="thread.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlcd.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
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ALIGN="right"
VALIGN="bottom"
><A
HREF="thread.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCDTRACK"
>SDL_CDtrack</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7003"
></A
><H2
>Name</H2
>SDL_CDtrack&nbsp;--&nbsp;CD Track Information Structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7006"
></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="AEN7009"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN7011"
></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="AEN7032"
></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="AEN7044"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcd.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_CD</SPAN
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcd.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="thread.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CD</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="cdrom.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>Multi-threaded Programming</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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<HTML
><HEAD
><TITLE
>SDL_CloseAudio</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="Audio"
HREF="audio.html"><LINK
REL="PREVIOUS"
TITLE="SDL_UnlockAudio"
HREF="sdlunlockaudio.html"><LINK
REL="NEXT"
TITLE="CD-ROM"
HREF="cdrom.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
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VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlunlockaudio.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="cdrom.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCLOSEAUDIO"
>SDL_CloseAudio</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6555"
></A
><H2
>Name</H2
>SDL_CloseAudio&nbsp;--&nbsp;Shuts down audio processing and closes the audio device.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6558"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6559"
></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
NAME="AEN6565"
></A
><H2
>Description</H2
><P
>This function shuts down audio processing and closes the audio device.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN6568"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlopenaudio.html"
><TT
CLASS="FUNCTION"
>SDL_OpenAudio</TT
></A
> </P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlunlockaudio.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="cdrom.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_UnlockAudio</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="audio.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>CD-ROM</TD
></TR
></TABLE
></DIV
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>

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<HTML
><HEAD
><TITLE
>SDL_Color</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
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TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="UP"
TITLE="Video"
HREF="video.html"><LINK
REL="PREVIOUS"
TITLE="SDL_Rect"
HREF="sdlrect.html"><LINK
REL="NEXT"
TITLE="SDL_Palette"
HREF="sdlpalette.html"></HEAD
><BODY
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COLSPAN="3"
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>SDL Library Documentation</TH
></TR
><TR
><TD
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ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlrect.html"
>Prev</A
></TD
><TD
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></TD
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>Next</A
></TD
></TR
></TABLE
><HR
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WIDTH="100%"></DIV
><H1
><A
NAME="SDLCOLOR"
>SDL_Color</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2581"
></A
><H2
>Name</H2
>SDL_Color&nbsp;--&nbsp;Format independent color description</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2584"
></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="AEN2587"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN2589"
></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="AEN2608"
></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="AEN2615"
></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
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
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BORDER="0"
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><TD
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><A
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>Up</A
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>SDL_CondBroadcast</A
></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
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7715"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7716"
></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="AEN7722"
></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
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></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
></DIV
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>SDL_CondSignal</A
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><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="AEN7688"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7689"
></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="AEN7695"
></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
CLASS="REFSECT1"
><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
></DIV
><DIV
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>SDL_CondWait</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7739"
></A
><H2
>Name</H2
>SDL_CondWait&nbsp;--&nbsp;Wait on a condition variable</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7742"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7743"
></A
><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="AEN7749"
></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
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7755"
></A
><H2
>See Also</H2
><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
></DIV
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>SDL_CondWaitTimeout</A
></H1
><DIV
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><A
NAME="AEN7768"
></A
><H2
>Name</H2
>SDL_CondWaitTimeout&nbsp;--&nbsp;Wait on a condition variable, with timeout</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7771"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7772"
></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="AEN7778"
></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
CLASS="REFSECT1"
><A
NAME="AEN7787"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcondwait.html"
><TT
CLASS="FUNCTION"
>SDL_CondWait</TT
></A
></P
></DIV
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><DIV
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><A
NAME="AEN6426"
></A
><H2
>Name</H2
>SDL_ConvertAudio&nbsp;--&nbsp;Convert audio data to a desired audio format.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6429"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN6430"
></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="AEN6436"
></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="AEN6471"
></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=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));
obtained=(SDL_AudioSpec *)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=(Uint8 *)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="AEN6474"
></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
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlbuildaudiocvt.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlmixaudio.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_BuildAudioCVT</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="audio.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_MixAudio</TD
></TR
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></DIV
></BODY
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>

View file

@ -0,0 +1,261 @@
<HTML
><HEAD
><TITLE
>SDL_ConvertSurface</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.61
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><HR
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><H1
><A
NAME="SDLCONVERTSURFACE"
>SDL_ConvertSurface</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1766"
></A
><H2
>Name</H2
>SDL_ConvertSurface&nbsp;--&nbsp;Converts a surface to the same format as another surface.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1769"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1770"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "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="AEN1776"
></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
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1787"
></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="AEN1791"
></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
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TR
><TD
WIDTH="33%"
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VALIGN="top"
><A
HREF="sdlgetcliprect.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
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><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlblitsurface.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_GetClipRect</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="video.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_BlitSurface</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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@ -0,0 +1,232 @@
<HTML
><HEAD
><TITLE
>SDL_CreateCond</TITLE
><META
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><DIV
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BORDER="0"
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><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlsemvalue.html"
>Prev</A
></TD
><TD
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>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
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><H1
><A
NAME="SDLCREATECOND"
>SDL_CreateCond</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7634"
></A
><H2
>Name</H2
>SDL_CreateCond&nbsp;--&nbsp;Create a condition variable</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7637"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7638"
></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="AEN7644"
></A
><H2
>Description</H2
><P
>Creates a condition variable.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7647"
></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="AEN7650"
></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
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
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>Prev</A
></TD
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><A
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>Next</A
></TD
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><TR
><TD
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>SDL_SemValue</TD
><TD
WIDTH="34%"
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VALIGN="top"
><A
HREF="thread.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_DestroyCond</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

View file

@ -0,0 +1,390 @@
<HTML
><HEAD
><TITLE
>SDL_CreateCursor</TITLE
><META
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CONTENT="Modular DocBook HTML Stylesheet Version 1.61
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TITLE="SDL Library Documentation"
HREF="index.html"><LINK
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HREF="video.html"><LINK
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TITLE="SDL_WarpMouse"
HREF="sdlwarpmouse.html"><LINK
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TITLE="SDL_FreeCursor"
HREF="sdlfreecursor.html"></HEAD
><BODY
CLASS="REFENTRY"
BGCOLOR="#FFF8DC"
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ALINK="#ff0000"
><DIV
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WIDTH="100%"
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><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="sdlwarpmouse.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
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VALIGN="bottom"
><A
HREF="sdlfreecursor.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLCREATECURSOR"
>SDL_CreateCursor</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1989"
></A
><H2
>Name</H2
>SDL_CreateCursor&nbsp;--&nbsp;Creates a new mouse cursor.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1992"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1993"
></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="AEN1999"
></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="AEN2005"
></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="AEN2026"
></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;
k[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="AEN2029"
></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
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlwarpmouse.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlfreecursor.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_WarpMouse</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="video.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_FreeCursor</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>

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@ -0,0 +1,241 @@
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><TABLE
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><TH
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>Prev</A
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>Next</A
></TD
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><HR
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><H1
><A
NAME="SDLCREATEMUTEX"
>SDL_CreateMutex</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7195"
></A
><H2
>Name</H2
>SDL_CreateMutex&nbsp;--&nbsp;Create a mutex</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7198"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7199"
></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="AEN7205"
></A
><H2
>Description</H2
><P
>Create a new, unlocked mutex.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7208"
></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="AEN7211"
></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
CLASS="NAVFOOTER"
><HR
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>Up</A
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@ -0,0 +1,332 @@
<HTML
><HEAD
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><H1
><A
NAME="SDLCREATERGBSURFACE"
>SDL_CreateRGBSurface</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1316"
></A
><H2
>Name</H2
>SDL_CreateRGBSurface&nbsp;--&nbsp;Create an empty SDL_Surface</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1319"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1320"
></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="AEN1326"
></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="AEN1338"
></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"
>With this flag SDL will attempt to find the best location for this surface, either in system memory or video memory, to obtain hardware colorkey blitting support.</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_SRCALPHA</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>With this flag SDL will attempt to find the best location for this surface, either in system memory or video memory, to obtain hardware alpha support</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1357"
></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
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
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><TR
><TD
WIDTH="33%"
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VALIGN="top"
><A
HREF="sdlgetrgba.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
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VALIGN="top"
><A
HREF="sdlcreatergbsurfacefrom.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_GetRGBA</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="video.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
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></TR
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>

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@ -0,0 +1,235 @@
<HTML
><HEAD
><TITLE
>SDL_CreateRGBSurfaceFrom</TITLE
><META
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><H1
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>SDL_CreateRGBSurfaceFrom</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1376"
></A
><H2
>Name</H2
>SDL_CreateRGBSurfaceFrom&nbsp;--&nbsp;Create an SDL_Surface from pixel data</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1379"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1380"
></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="AEN1386"
></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 no 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="AEN1398"
></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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>Prev</A
></TD
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><A
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></TD
><TD
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VALIGN="top"
><A
HREF="sdlfreesurface.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CreateRGBSurface</TD
><TD
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ALIGN="center"
VALIGN="top"
><A
HREF="video.html"
>Up</A
></TD
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>

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<HTML
><HEAD
><TITLE
>SDL_CreateSemaphore</TITLE
><META
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><BODY
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></TR
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><H1
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>SDL_CreateSemaphore</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7311"
></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="AEN7314"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7315"
></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="AEN7321"
></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="AEN7330"
></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="AEN7334"
></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="AEN7338"
></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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TR
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VALIGN="top"
><A
HREF="sdlmutexv.html"
>Prev</A
></TD
><TD
WIDTH="34%"
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><A
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>Home</A
></TD
><TD
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VALIGN="top"
><A
HREF="sdldestroysemaphore.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_mutexV</TD
><TD
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VALIGN="top"
><A
HREF="thread.html"
>Up</A
></TD
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WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_DestroySemaphore</TD
></TR
></TABLE
></DIV
></BODY
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>

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<HTML
><HEAD
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></TR
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><H1
><A
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>SDL_CreateThread</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7076"
></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
NAME="AEN7079"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7080"
></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="AEN7086"
></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="AEN7092"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlkillthread.html"
><TT
CLASS="FUNCTION"
>SDL_KillThread</TT
></A
></P
></DIV
><DIV
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<HTML
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>SDL_CreateYUVOverlay</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2310"
></A
><H2
>Name</H2
>SDL_CreateYUVOverlay&nbsp;--&nbsp;Create a YUV video overlay</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2313"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2314"
></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="AEN2320"
></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
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></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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WIDTH="100%"><TABLE
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>Prev</A
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><A
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><A
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>Up</A
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<HTML
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></TR
><TR
><TD
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>Next</A
></TD
></TR
></TABLE
><HR
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WIDTH="100%"></DIV
><H1
><A
NAME="SDLDELAY"
>SDL_Delay</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7830"
></A
><H2
>Name</H2
>SDL_Delay&nbsp;--&nbsp;Wait a specified number of milliseconds before returning.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7833"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7834"
></A
><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="AEN7840"
></A
><H2
>Description</H2
><P
>Wait a specified number of milliseconds before returning. <TT
CLASS="FUNCTION"
>SDL_Delay</TT
> will wait at <I
CLASS="EMPHASIS"
>least</I
> the specified time, but possible longer due to OS scheduling.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7845"
></A
><H2
>See Also</H2
><P
><A
HREF="sdladdtimer.html"
><TT
CLASS="FUNCTION"
>SDL_AddTimer</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
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></TD
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></TD
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><TR
><TD
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><A
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>Up</A
></TD
><TD
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<HTML
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></TD
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></TABLE
><HR
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><H1
><A
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>SDL_DestroyCond</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7663"
></A
><H2
>Name</H2
>SDL_DestroyCond&nbsp;--&nbsp;Destroy a condition variable</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7666"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7667"
></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="AEN7673"
></A
><H2
>Description</H2
><P
>Destroys a condition variable.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7676"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatecond.html"
><TT
CLASS="FUNCTION"
>SDL_CreateCond</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
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></TD
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><TR
><TD
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><TD
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>Up</A
></TD
><TD
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ALIGN="right"
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<HTML
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></TD
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><H1
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>SDL_DestroyMutex</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7224"
></A
><H2
>Name</H2
>SDL_DestroyMutex&nbsp;--&nbsp;Destroy a mutex</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN7227"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7228"
></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="AEN7234"
></A
><H2
>Description</H2
><P
>Destroy a previously <A
HREF="sdlcreatemutex.html"
>created</A
> mutex.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN7238"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatemutex.html"
><TT
CLASS="FUNCTION"
>SDL_CreateMutex</TT
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
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><TR
><TD
WIDTH="33%"
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VALIGN="top"
><A
HREF="sdlcreatemutex.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
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HREF="index.html"
>Home</A
></TD
><TD
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ALIGN="right"
VALIGN="top"
><A
HREF="sdlmutexp.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CreateMutex</TD
><TD
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VALIGN="top"
><A
HREF="thread.html"
>Up</A
></TD
><TD
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ALIGN="right"
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<HTML
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>SDL_DestroySemaphore</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN7357"
></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="AEN7361"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN7362"
></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="AEN7368"
></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="AEN7375"
></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="AEN7379"
></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
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="sdlcreatesemaphore.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlsemwait.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL_CreateSemaphore</TD
><TD
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VALIGN="top"
><A
HREF="thread.html"
>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>SDL_SemWait</TD
></TR
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><HR
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><H1
><A
NAME="SDLDISPLAYFORMAT"
>SDL_DisplayFormat</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1898"
></A
><H2
>Name</H2
>SDL_DisplayFormat&nbsp;--&nbsp;Convert a surface to the display format</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1901"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1902"
></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="AEN1908"
></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="AEN1915"
></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="AEN1919"
></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
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
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>Prev</A
></TD
><TD
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>Next</A
></TD
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><TR
><TD
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><TD
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><A
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>Up</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
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><H1
><A
NAME="SDLDISPLAYFORMATALPHA"
>SDL_DisplayFormatAlpha</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1936"
></A
><H2
>Name</H2
>SDL_DisplayFormatAlpha&nbsp;--&nbsp;Convert a surface to the display format</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1939"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1940"
></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="AEN1946"
></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
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1951"
></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="AEN1955"
></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
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VALIGN="top"
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></TD
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></TR
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></HTML
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<HTML
><HEAD
><TITLE
>SDL_DisplayYUVOverlay</TITLE
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><A
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>Next</A
></TD
></TR
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><HR
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><H1
><A
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>SDL_DisplayYUVOverlay</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2410"
></A
><H2
>Name</H2
>SDL_DisplayYUVOverlay&nbsp;--&nbsp;Blit the overlay to the display</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2413"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN2414"
></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="AEN2420"
></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="AEN2429"
></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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><A
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></TD
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>

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<HTML
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><H1
><A
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>SDL_EnableKeyRepeat</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5217"
></A
><H2
>Name</H2
>SDL_EnableKeyRepeat&nbsp;--&nbsp;Set keyboard repeat rate.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN5220"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5221"
></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="AEN5227"
></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="AEN5238"
></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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></TR
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><A
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>Prev</A
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><A
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>Next</A
></TD
></TR
></TABLE
><HR
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WIDTH="100%"></DIV
><H1
><A
NAME="SDLENABLEUNICODE"
>SDL_EnableUNICODE</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5187"
></A
><H2
>Name</H2
>SDL_EnableUNICODE&nbsp;--&nbsp;Enable UNICODE translation</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN5190"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5191"
></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="AEN5197"
></A
><H2
>Description</H2
><P
>Enables/Disables UNICODE keyboard translation.</P
><P
>If you wish to translate a keysym to it's printable representation, you need to enable UNICODE translation
using this function (<TT
CLASS="PARAMETER"
><I
>enable</I
></TT
>=0) and then look in the <TT
CLASS="STRUCTFIELD"
><I
>unicode</I
></TT
> member
of the <A
HREF="sdlkeysym.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_keysym</SPAN
></A
> structure. This value will be zero for keysyms
that do not have a printable representation. UNICODE translation is disabled by default as the conversion can cause a slight overhead.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5205"
></A
><H2
>Return Value</H2
><P
>Returns the previous translation mode.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN5208"
></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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VALIGN="top"
><A
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>Prev</A
></TD
><TD
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ALIGN="center"
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><TD
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ALIGN="right"
VALIGN="top"
><A
HREF="sdlenablekeyrepeat.html"
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><TD
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ALIGN="left"
VALIGN="top"
>SDL_GetKeyName</TD
><TD
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VALIGN="top"
><A
HREF="eventfunctions.html"
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></TD
><TD
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><A
HREF="eventstructures.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="sdlactiveevent.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><H1
><A
NAME="SDLEVENT"
>SDL_Event</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN3214"
></A
><H2
>Name</H2
>SDL_Event&nbsp;--&nbsp;General event structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3217"
></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_QuitEvent quit;
SDL_UserEvent user;
SDL_SywWMEvent syswm;
} SDL_Event;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3220"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN3222"
></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
>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="AEN3289"
></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="AEN3297"
></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_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="AEN3377"
></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 <I
CLASS="EMPHASIS"
>type</I
> 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 <I
CLASS="EMPHASIS"
>and</I
> 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="AEN3434"
></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
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="eventstructures.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="sdlactiveevent.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
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VALIGN="top"
>SDL Event Structures.</TD
><TD
WIDTH="34%"
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VALIGN="top"
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HREF="eventstructures.html"
>Up</A
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@ -0,0 +1,268 @@
<HTML
><HEAD
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></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN5028"
></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="AEN5031"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN5032"
></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="AEN5038"
></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="AEN5059"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlevent.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
></A
></P
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
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>Prev</A
></TD
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>Home</A
></TD
><TD
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VALIGN="top"
><A
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>Next</A
></TD
></TR
><TR
><TD
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