annotate docs/man3/SDL_AddTimer.3 @ 4167:a6f635e5eaa6 SDL-1.2

Fixed bug #611 From Tim Angus 2008-08-12 11:18:06 I'm one of the maintainers of ioquake3.org, an updated version of the Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a replacement for 95% of the platform specific code that was there. On the whole it's doing a great job but unfortunately since the move we've been getting complaints about the quality of the mouse input on the Windows platform to the point where for many the game is unplayable. Put in other terms, the current stable SDL 1.2 is basically not fit for purpose if you need high quality mouse input as you do in a first person shooter. Over the weekend I decided to pull my finger out and actually figure out what's going on. There are basically two major problems. Firstly, when using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE message. Googling for this indicates that often this is known to result in "spurious" and/or "missing" mouse movement events; this is the primary cause of the poor mouse input. The second problem is that the "directx" driver does not work at all in combination with OpenGL meaning that you can't use DirectInput if your application also uses OpenGL. In other words you're locked into using the "windib" driver and its poor mouse input. In order to address these problems I've done the following: * Remove WM_MOUSEMOVE based motion event generation and replace with calls to GetCursorPos which seems much more reliable. In order to achieve this I've moved mouse motion out into a separate function that is called once per DIB_PumpEvents. * Remove the restriction on the "directx" driver being inoperable in combination with OpenGL. There is a bug for this issues that I've hijacked to a certain extent (http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit I don't really understand why this restriction is there in the first place. The commit message for the bug fix that introduced this restriction (r581) isn't very elaborate and I couldn't see any other bug tracking the issue. If anyone has more information on the bug that was avoided by r581 it would be helpful as I/someone could then look into addressing the problem without disabling the "directx" driver. * I've also removed the restriction on not being allowed to use DirectInput in windowed mode. I couldn't see any reason for this, at least not from our perspective. I have my suspicions that it'll be something like matching up the cursor with the mouse coordinates... * I bumped up the DirectInput API used to version 7 in order to get access to mouse buttons 4-7. I've had to inject a little bit of the DX7 headers into SDL there as the MinGW ones aren't up to date in this respect.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 02 Apr 2009 04:43:36 +0000
parents 4e3b250c950e
children 1238da4a7112
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1 .TH "SDL_AddTimer" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference"
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2 .SH "NAME"
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3 SDL_AddTimer \- Add a timer which will call a callback after the specified number of milliseconds has elapsed\&.
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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 \fBSDL_TimerID \fBSDL_AddTimer\fP\fR(\fBUint32 interval, SDL_NewTimerCallback callback, void *param\fR);
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9 .SH "CALLBACK"
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10 .PP
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11 .nf
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12 \f(CW/* type definition for the "new" timer callback function */
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13 typedef Uint32 (*SDL_NewTimerCallback)(Uint32 interval, void *param);\fR
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14 .fi
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15 .PP
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16 .SH "DESCRIPTION"
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17 .PP
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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\&.
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19 .PP
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20 To cancel a currently running timer call \fISDL_RemoveTimer\fR with the timer ID returned from \fBSDL_AddTimer\fP\&.
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21 .PP
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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\&.
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23 .PP
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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\&.
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25 .SH "RETURN VALUE"
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26 .PP
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27 Returns an ID value for the added timer or \fBNULL\fR if there was an error\&.
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28 .SH "EXAMPLES"
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29 .PP
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30 .PP
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31 .nf
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32 \f(CWmy_timer_id = SDL_AddTimer((33/10)*10, my_callbackfunc, my_callback_param);\fR
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33 .fi
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34 .PP
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35 .SH "SEE ALSO"
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36 .PP
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37 \fI\fBSDL_RemoveTimer\fP\fR, \fI\fBSDL_PushEvent\fP\fR
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38 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01