Updated SDL HTML documentation

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Sam Lantinga 2004-02-10 15:15:40 +00:00
parent 83ca4b6cb1
commit fbce506d5a
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@ -4,7 +4,7 @@
>Input handling</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.64
CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
@ -28,6 +28,7 @@ ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
SUMMARY="Header navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
@ -45,6 +46,7 @@ ALIGN="left"
VALIGN="bottom"
><A
HREF="guidevideoopengl.html"
ACCESSKEY="P"
>Prev</A
></TD
><TD
@ -58,6 +60,7 @@ ALIGN="right"
VALIGN="bottom"
><A
HREF="guideinputkeyboard.html"
ACCESSKEY="N"
>Next</A
></TD
></TR
@ -70,8 +73,8 @@ CLASS="CHAPTER"
><H1
><A
NAME="GUIDEINPUT"
>Chapter 3. Input handling</A
></H1
></A
>Chapter 3. Input handling</H1
><DIV
CLASS="TOC"
><DL
@ -97,16 +100,16 @@ CLASS="SECT1"
CLASS="SECT1"
><A
NAME="GUIDEINPUTJOYSTICK"
>Handling Joysticks</A
></H1
></A
>Handling Joysticks</H1
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN135"
>Initialization</A
></H2
></A
>Initialization</H2
><P
>The first step in using a joystick in a SDL program is to initialize the Joystick subsystems of SDL. This done by passing the <TT
CLASS="LITERAL"
@ -144,8 +147,8 @@ CLASS="SECT2"
CLASS="SECT2"
><A
NAME="AEN145"
>Querying</A
></H2
></A
>Querying</H2
><P
>If we have reached this point then we can safely assume that the SDL library has been initialized and that the Joystick subsystem is active. We can now call some video and/or sound functions to get things going before we need the joystick. Eventually we have to make sure that there is actually a joystick to work with. It's wise to always check even if you know a joystick will be present on the system because it can also help detect when the joystick is unplugged. The function used to check for joysticks is <A
HREF="sdlnumjoysticks.html"
@ -191,8 +194,8 @@ CLASS="SECT2"
CLASS="SECT2"
><A
NAME="AEN157"
>Opening a Joystick and Receiving Joystick Events</A
></H2
></A
>Opening a Joystick and Receiving Joystick Events</H2
><P
>SDL's event driven architecture makes working with joysticks a snap. Joysticks can trigger 4 different types of events:
<P
@ -433,8 +436,8 @@ CLASS="SECT2"
CLASS="SECT2"
><A
NAME="AEN214"
>Advanced Joystick Functions</A
></H2
></A
>Advanced Joystick Functions</H2
><P
>That takes care of the controls that you can count on being on every joystick under the sun, but there are a few extra things that SDL can support. Joyballs are next on our list, they are alot like axis with a few minor differences. Joyballs store relative changes unlike the the absolute postion stored in a axis event. Also one trackball event contains both the change in x and they change in y. Our case for it is as follows:</P
><DIV
@ -569,17 +572,17 @@ NAME="AEN244"
><PRE
CLASS="PROGRAMLISTING"
> case SDL_JOYHATMOTION: /* Handle Hat Motion */
if ( event.jhat.hat &#38; SDL_HAT_UP )
if ( event.jhat.value &#38; SDL_HAT_UP )
{
/* Do up stuff here */
}
if ( event.jhat.hat &#38; SDL_HAT_LEFT )
if ( event.jhat.value &#38; SDL_HAT_LEFT )
{
/* Do left stuff here */
}
if ( event.jhat.hat &#38; SDL_HAT_RIGHTDOWN )
if ( event.jhat.value &#38; SDL_HAT_RIGHTDOWN )
{
/* Do right and down together stuff here */
}
@ -674,6 +677,7 @@ CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
SUMMARY="Footer navigation table"
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
@ -685,6 +689,7 @@ ALIGN="left"
VALIGN="top"
><A
HREF="guidevideoopengl.html"
ACCESSKEY="P"
>Prev</A
></TD
><TD
@ -693,6 +698,7 @@ ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
ACCESSKEY="H"
>Home</A
></TD
><TD
@ -701,6 +707,7 @@ ALIGN="right"
VALIGN="top"
><A
HREF="guideinputkeyboard.html"
ACCESSKEY="N"
>Next</A
></TD
></TR
@ -716,6 +723,7 @@ ALIGN="center"
VALIGN="top"
><A
HREF="guide.html"
ACCESSKEY="U"
>Up</A
></TD
><TD