annotate docs/man3/SDL_JoystickEventState.3 @ 852:2651b6b43840

Quartz fix: ut2004 makes a 2D window for the splash screen, which sets the screen surface's pixels field. Then we tear down that video mode and create a GL context, and the Quartz target isn't resetting the pixels field to NULL. When you just create a GL window, the structure is memset'd to zero the first time through, so unless you hit ut2004's codepath, you won't see the bug. :) Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a warning about a bogus free() to stderr, but it doesn't actually crash. All we need to do is explicitly initialize the current->pixels field.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 24 Feb 2004 06:53:22 +0000
parents e5bc29de3f0a
children 546f7c1eb755
rev   line source
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e5bc29de3f0a Updated from the SDL Documentation Project
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1 .TH "SDL_JoystickEventState" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference"
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2 .SH "NAME"
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3 SDL_JoystickEventState\- Enable/disable joystick event polling
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4 .SH "SYNOPSIS"
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5 .PP
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6 \fB#include "SDL\&.h"
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7 .sp
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8 \fBint \fBSDL_JoystickEventState\fP\fR(\fBint state\fR);
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9 .SH "DESCRIPTION"
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10 .PP
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11 This function is used to enable or disable joystick event processing\&. With joystick event processing disabled you will have to update joystick states with \fI\fBSDL_JoystickUpdate\fP\fR and read the joystick information manually\&. \fBstate\fR is either \fBSDL_QUERY\fP, \fBSDL_ENABLE\fP or \fBSDL_IGNORE\fP\&.
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12 .PP
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13 .RS
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14 \fBNote:
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15 .PP
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16 Joystick event handling is prefered
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17 .RE
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18 .SH "RETURN VALUE"
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19 .PP
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20 If \fBstate\fR is \fBSDL_QUERY\fP then the current state is returned, otherwise the new processing \fBstate\fR is returned\&.
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21 .SH "SEE ALSO"
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22 .PP
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23 \fISDL Joystick Functions\fR, \fI\fBSDL_JoystickUpdate\fP\fR, \fI\fBSDL_JoyAxisEvent\fR\fR, \fI\fBSDL_JoyBallEvent\fR\fR, \fI\fBSDL_JoyButtonEvent\fR\fR, \fI\fBSDL_JoyHatEvent\fR\fR
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24 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59