Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_AddTimer.3 @ 779:68c8da837fc0
Date: Tue, 6 Jan 2004 21:54:02 +0100
From: Max Horn
Subject: Auto hide mouse & other changes
the attached bug adds the auto-hide-mouse feature I talked about
earlier. Turned out it was a lot simpler than I thought, simply by
using our existing code :-). I actually spent much more time on fixing
various bugs in the code and correcting (IMO) some behavior (although,
due to the lack of real specs for SDL, it's probably arguable what
'correct' means...).
* adds auto (un)hiding of mouse depending on whether it is in- or
outside the game window
* computation of course coordinates is correct now (it often and
reproducible got out of sync with the old code, since the NSEvent
window was in some cases *not* our window anymore, so locationInWindow
returned wrong results)
* added a method which at any time returns the mouse coords, relative
to our window
* fixed handling of lost/gain input/mouse/app focus "events"
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 07 Jan 2004 15:01:51 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
rev | line source |
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e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
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1 .TH "SDL_AddTimer" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_AddTimer\- Add a timer which will call a callback after the specified number of milliseconds has elapsed\&. | |
4 .SH "SYNOPSIS" | |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBSDL_TimerID \fBSDL_AddTimer\fP\fR(\fBUint32 interval, SDL_NewTimerCallback callback, void *param\fR); | |
9 .SH "CALLBACK" | |
10 .PP | |
11 .nf | |
12 \f(CW/* type definition for the "new" timer callback function */ | |
13 typedef Uint32 (*SDL_NewTimerCallback)(Uint32 interval, void *param);\fR | |
14 .fi | |
15 .PP | |
16 .SH "DESCRIPTION" | |
17 .PP | |
18 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 \fBSDL_AddTimer\fP 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\&. | |
19 .PP | |
20 To cancel a currently running timer call \fISDL_RemoveTimer\fR with the timer ID returned from \fBSDL_AddTimer\fP\&. | |
21 .PP | |
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55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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22 The timer callback function may run in a different thread than your main program, and so shouldn\&'t call any functions from within itself\&. You may always call \fISDL_PushEvent\fR, however\&. |
0 | 23 .PP |
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55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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diff
changeset
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24 The granularity of the timer is platform-dependent, but you should count on it being at least 10 ms as this is the most common number\&. This means that if you request a 16 ms timer, your callback will run approximately 20 ms later on an unloaded system\&. If you wanted to set a flag signaling a frame update at 30 frames per second (every 33 ms), you might set a timer for 30 ms (see example below)\&. If you use this function, you need to pass \fBSDL_INIT_TIMER\fP to \fISDL_Init\fR\&. |
0 | 25 .SH "RETURN VALUE" |
26 .PP | |
27 Returns an ID value for the added timer or \fBNULL\fR if there was an error\&. | |
28 .SH "EXAMPLES" | |
29 .PP | |
30 .PP | |
31 .nf | |
32 \f(CWmy_timer_id = SDL_AddTimer((33/10)*10, my_callbackfunc, my_callback_param);\fR | |
33 .fi | |
34 .PP | |
35 .SH "SEE ALSO" | |
36 .PP | |
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55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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changeset
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37 \fI\fBSDL_RemoveTimer\fP\fR, \fI\fBSDL_PushEvent\fP\fR |
181
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Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
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diff
changeset
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38 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01 |