annotate docs/man3/SDL_JoystickEventState.3 @ 3958:85b6fb6a5e3c SDL-1.2

Actually, this is a better fix...clear the error state once if everything we need loaded; it's more efficient, and works even if the last unnecessary xrandr symbol failed to load. Otherwise, leave the original loadso error, so the end user can find out what symbol failed.
author Ryan C. Gordon <icculus@icculus.org>
date Wed, 13 Jun 2007 08:00:10 +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