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annotate docs/man3/SDL_PumpEvents.3 @ 3053:aa34d1180d30
When creating a software texture, synchronize the surface with the texture.
When creating a texture from a surface, synchronize the texture with the surface.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 30 Jan 2009 06:40:16 +0000 |
parents | 546f7c1eb755 |
children | 1238da4a7112 |
rev | line source |
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Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
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1 .TH "SDL_PumpEvents" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
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546f7c1eb755
Merged revision 3472 from SDL 1.2, fixing bug #493
Sam Lantinga <slouken@libsdl.org>
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181
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3 SDL_PumpEvents \- Pumps the event loop, gathering events from the input devices\&. |
0 | 4 .SH "SYNOPSIS" |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBvoid \fBSDL_PumpEvents\fP\fR(\fBvoid\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 Pumps the event loop, gathering events from the input devices\&. | |
12 .PP | |
13 \fBSDL_PumpEvents\fP gathers all the pending input information from devices and places it on the event queue\&. Without calls to \fBSDL_PumpEvents\fP no events would ever be placed on the queue\&. Often calls the need for \fBSDL_PumpEvents\fP is hidden from the user since \fI\fBSDL_PollEvent\fP\fR and \fI\fBSDL_WaitEvent\fP\fR implicitly call \fBSDL_PumpEvents\fP\&. However, if you are not polling or waiting for events (e\&.g\&. your filtering them), then you must call \fBSDL_PumpEvents\fP to force an event queue update\&. | |
14 .PP | |
15 .RS | |
16 \fBNote: | |
17 .PP | |
18 You can only call this function in the thread that set the video mode\&. | |
19 .RE | |
20 .SH "SEE ALSO" | |
21 .PP | |
22 \fI\fBSDL_PollEvent\fP\fR | |
181
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Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
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23 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59 |