annotate docs/man3/SDL_MouseMotionEvent.3 @ 1982:3b4ce57c6215

First shot at new audio data types (int32 and float32). Notable changes: - Converters between types are autogenerated. Instead of making multiple passes over the data with seperate filters for endianess, size, signedness, etc, converting between data types is always one specialized filter. This simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases with the new types, and makes the actually conversions more CPU cache friendly. Left a stub for adding specific optimized versions of these routines (SSE/MMX/Altivec, assembler, etc) - Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This does not need to be run unless tweaking the code, and thus doesn't need integration into the build system. - Went through all the drivers and tried to weed out all the "Uint16" references that are better specified with the new SDL_AudioFormat typedef. - Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them with new SDL_AUDIO_* macros. - Added initial float32 and int32 support code. Theoretically, existing drivers will push these through converters to get the data they want to feed to the hardware. Still TODO: - Optimize and debug new converters. - Update the CoreAudio backend to accept float32 data directly. - Other backends, too? - SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files (both of which exist and can be generated by 'sox' for testing purposes). - Update the mixer to handle new datatypes. - Optionally update SDL_sound and SDL_mixer, etc.
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 24 Aug 2006 12:10:46 +0000
parents e5bc29de3f0a
children 546f7c1eb755
rev   line source
181
e5bc29de3f0a Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents: 55
diff changeset
1 .TH "SDL_MouseMotionEvent" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference"
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
2 .SH "NAME"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
3 SDL_MouseMotionEvent\- Mouse motion event structure
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
4 .SH "STRUCTURE DEFINITION"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
5 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
6 .nf
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
7 \f(CWtypedef struct{
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
8 Uint8 type;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
9 Uint8 state;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
10 Uint16 x, y;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
11 Sint16 xrel, yrel;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
12 } SDL_MouseMotionEvent;\fR
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
13 .fi
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
14 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
15 .SH "STRUCTURE DATA"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
16 .TP 20
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
17 \fBtype\fR
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
18 \fBSDL_MOUSEMOTION\fP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
19 .TP 20
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
20 \fBstate\fR
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
21 The current button state
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
22 .TP 20
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
23 \fBx\fR, \fBy\fR
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
24 The X/Y coordinates of the mouse
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
25 .TP 20
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
26 \fBxrel\fR, \fByrel\fR
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
27 Relative motion in the X/Y direction
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
28 .SH "DESCRIPTION"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
29 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
30 \fBSDL_MouseMotionEvent\fR is a member of the \fI\fBSDL_Event\fR\fR union and is used when an event of type \fBSDL_MOUSEMOTION\fP is reported\&.
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
31 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
32 Simply put, a \fBSDL_MOUSEMOTION\fP type event occurs when a user moves the mouse within the application window or when \fI\fBSDL_WarpMouse\fP\fR is called\&. Both the absolute (\fBx\fR and \fBy\fR) and relative (\fBxrel\fR and \fByrel\fR) coordinates are reported along with the current button states (\fBstate\fR)\&. The button state can be interpreted using the \fBSDL_BUTTON\fP macro (see \fI\fBSDL_GetMouseState\fP\fR)\&.
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
33 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
34 If the cursor is hidden (\fI\fBSDL_ShowCursor\fP(0)\fR) and the input is grabbed (\fI\fBSDL_WM_GrabInput\fP(SDL_GRAB_ON)\fR), then the mouse will give relative motion events even when the cursor reaches the edge fo the screen\&. This is currently only implemented on Windows and Linux/Unix-a-likes\&.
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
35 .SH "SEE ALSO"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
36 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
37 \fI\fBSDL_Event\fR\fR, \fI\fBSDL_MouseButtonEvent\fR\fR
181
e5bc29de3f0a Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents: 55
diff changeset
38 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59