annotate docs/html/sdladdtimer.html @ 876:9e84d106ec19

(Said Max Horn on the SDL mailing list...) Hi folks, based on Eric Wing's patch, I created the attached patch which fixes the OpenGL coordinate inversion bug in SDL. It works fine over here on 10.3 with Ryan's test program (which I also attached). There is another change in it: I removed the "- 1" in the two lines using CGDisplayPixelsHigh()... while I understand from a logical point of view why they *should* be correct, I checked the actual values computed that way, and they were off-by-one. After removing the " - 1", the returned mouse coordinates are correct. I checked this by moving the mouse to the screen top/bottom in fullscreen mode, BTW. With the change, the proper values 0 and 479 are returned (in 640x480 mode). Sam, you may still want to test on 10.1, it's very simple using Ryan's minimal test code :-) Cheers, Max (Here is the reproduction case for revision history's sake...) /* * To compile: * gcc -o test test.c `sdl-config --cflags` `sdl-config --libs` -framework OpenGL * * --ryan. */ #include <stdio.h> #include "SDL.h" #include "SDL_opengl.h" int main(int argc, char **argv) { Uint32 flags = SDL_OPENGL /* | SDL_FULLSCREEN */; SDL_Surface *screen; SDL_Event event; int done = 0; GLfloat ratio; SDL_Init(SDL_INIT_VIDEO); SDL_ShowCursor(0); if ((argv[1]) && (strcmp(argv[1], "--grab") == 0)) SDL_WM_GrabInput(SDL_GRAB_ON); screen = SDL_SetVideoMode(640, 480, 0, flags); if (!screen) return(42); ratio = ((GLfloat) screen->w) / ((GLfloat) screen->h); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClearDepth( 1.0f ); glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); glViewport( 0, 0, screen->w, screen->h); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0f, ratio, 0.1f, 100.0f ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SDL_GL_SwapBuffers(); // eh, close enough. #define MAX_X 6.12 #define MAX_Y 4.50 while (!done) { int x, y; GLfloat glx, gly; if (!SDL_WaitEvent(&event)) break; switch (event.type) { case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) done = 1; break; } SDL_GetMouseState(&x, &y); glx = ((((GLfloat) x) / ((GLfloat) screen->w)) - 0.5f) * MAX_X; gly = ((((GLfloat) y) / ((GLfloat) screen->h)) - 0.5f) * MAX_Y; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(glx,-gly,-6.0f); glBegin(GL_TRIANGLES); glColor3f(1,0,0); glVertex3f( 0.00f, 0.25f, 0.00f); glColor3f(0,1,0); glVertex3f(-0.25f, -0.25f, 0.00f); glColor3f(0,0,1); glVertex3f( 0.25f, -0.25f, 0.00f); glEnd(); SDL_GL_SwapBuffers(); } SDL_Quit(); return(0); } /* end of test.c ... */
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 22 Mar 2004 09:38:20 +0000
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8 "><LINK
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10 TITLE="SDL Library Documentation"
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40 >SDL Library Documentation</TH
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61 ><A
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62 HREF="sdlremovetimer.html"
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72 ><A
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73 NAME="SDLADDTIMER"
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74 ></A
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75 >SDL_AddTimer</H1
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81 ><H2
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82 >Name</H2
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83 >SDL_AddTimer&nbsp;--&nbsp;Add a timer which will call a callback after the specified number of milliseconds has
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84 elapsed.</DIV
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85 ><DIV
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91 >Synopsis</H2
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93 CLASS="FUNCSYNOPSIS"
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100 CLASS="FUNCSYNOPSISINFO"
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101 >#include "SDL.h"</PRE
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102 ><P
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103 ><CODE
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105 CLASS="FUNCDEF"
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106 >SDL_TimerID <B
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107 CLASS="FSFUNC"
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108 >SDL_AddTimer</B
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109 ></CODE
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110 >(Uint32 interval, SDL_NewTimerCallback callback, void *param);</CODE
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111 ></P
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112 ><P
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117 CLASS="REFSECT1"
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118 ><A
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119 NAME="SDLNEWTIMERCALLBACK"
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120 ></A
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121 ><H2
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122 >Callback</H2
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123 ><PRE
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124 CLASS="PROGRAMLISTING"
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125 >/* type definition for the "new" timer callback function */
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126 typedef Uint32 (*SDL_NewTimerCallback)(Uint32 interval, void *param);</PRE
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127 ></DIV
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130 ><A
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132 ></A
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133 ><H2
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134 >Description</H2
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135 ><P
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136 >Adds a callback function to be run after the specified number of
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137 milliseconds has elapsed. The callback function is passed the current
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138 timer interval and the user supplied parameter from the
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139 <TT
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140 CLASS="FUNCTION"
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141 >SDL_AddTimer</TT
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142 > call and returns the next timer
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143 interval. If the returned value from the callback is the same as the one
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144 passed in, the periodic alarm continues, otherwise a new alarm is
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145 scheduled.</P
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146 ><P
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147 >To cancel a currently running timer call
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148 <A
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149 HREF="sdlremovetimer.html"
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150 >SDL_RemoveTimer</A
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151 > with the
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152 timer ID returned from
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153 <TT
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154 CLASS="FUNCTION"
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155 >SDL_AddTimer</TT
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156 >.</P
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157 ><P
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158 >The timer callback function may run in a different thread than your
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159 main program, and so shouldn't call any functions from within itself.
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160 You may always call <A
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161 HREF="sdlpushevent.html"
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162 >SDL_PushEvent</A
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163 >, however.</P
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164 ><P
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165 >The granularity of the timer is platform-dependent, but you should count
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166 on it being at least 10 ms as this is the most common number.
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167 This means that if
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168 you request a 16 ms timer, your callback will run approximately 20 ms
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169 later on an unloaded system. If you wanted to set a flag signaling
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170 a frame update at 30 frames per second (every 33 ms), you might set a
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171 timer for 30 ms (see example below).
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172
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173 If you use this function, you need to pass <TT
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174 CLASS="LITERAL"
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175 >SDL_INIT_TIMER</TT
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176 >
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177 to <A
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178 HREF="sdlinit.html"
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179 >SDL_Init</A
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180 >.</P
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181 ></DIV
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182 ><DIV
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183 CLASS="REFSECT1"
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184 ><A
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185 NAME="AEN8507"
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186 ></A
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187 ><H2
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188 >Return Value</H2
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189 ><P
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190 >Returns an ID value for the added timer or
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191 <SPAN
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192 CLASS="RETURNVALUE"
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193 >NULL</SPAN
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194 > if there was an error.</P
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195 ></DIV
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196 ><DIV
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197 CLASS="REFSECT1"
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198 ><A
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199 NAME="AEN8511"
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200 ></A
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201 ><H2
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202 >Examples</H2
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203 ><P
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204 ><PRE
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205 CLASS="PROGRAMLISTING"
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206 >my_timer_id = SDL_AddTimer((33/10)*10, my_callbackfunc, my_callback_param);</PRE
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207 ></P
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208 ></DIV
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209 ><DIV
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210 CLASS="REFSECT1"
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211 ><A
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212 NAME="AEN8515"
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213 ></A
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214 ><H2
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215 >See Also</H2
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216 ><P
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217 ><A
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218 HREF="sdlremovetimer.html"
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219 ><TT
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220 CLASS="FUNCTION"
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221 >SDL_RemoveTimer</TT
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222 ></A
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223 >,
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224 <A
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225 HREF="sdlpushevent.html"
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226 ><TT
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227 CLASS="FUNCTION"
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228 >SDL_PushEvent</TT
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229 ></A
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230 ></P
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231 ></DIV
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232 ><DIV
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233 CLASS="NAVFOOTER"
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234 ><HR
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235 ALIGN="LEFT"
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236 WIDTH="100%"><TABLE
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237 SUMMARY="Footer navigation table"
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238 WIDTH="100%"
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239 BORDER="0"
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240 CELLPADDING="0"
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241 CELLSPACING="0"
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242 ><TR
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243 ><TD
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244 WIDTH="33%"
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245 ALIGN="left"
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246 VALIGN="top"
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247 ><A
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248 HREF="sdldelay.html"
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249 ACCESSKEY="P"
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250 >Prev</A
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251 ></TD
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252 ><TD
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253 WIDTH="34%"
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254 ALIGN="center"
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255 VALIGN="top"
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256 ><A
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257 HREF="index.html"
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258 ACCESSKEY="H"
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259 >Home</A
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260 ></TD
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261 ><TD
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262 WIDTH="33%"
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263 ALIGN="right"
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264 VALIGN="top"
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265 ><A
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266 HREF="sdlremovetimer.html"
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267 ACCESSKEY="N"
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268 >Next</A
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269 ></TD
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270 ></TR
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271 ><TR
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272 ><TD
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273 WIDTH="33%"
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274 ALIGN="left"
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275 VALIGN="top"
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276 >SDL_Delay</TD
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277 ><TD
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278 WIDTH="34%"
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279 ALIGN="center"
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280 VALIGN="top"
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281 ><A
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282 HREF="time.html"
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283 ACCESSKEY="U"
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284 >Up</A
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285 ></TD
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286 ><TD
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287 WIDTH="33%"
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288 ALIGN="right"
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289 VALIGN="top"
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290 >SDL_RemoveTimer</TD
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291 ></TR
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292 ></TABLE
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293 ></DIV
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294 ></BODY
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295 ></HTML
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296 >