annotate docs/html/guideinputkeyboard.html @ 701:aaf3b8af6616

Date: Sat, 30 Aug 2003 16:28:10 +0300 From: "Mike Gorchak" Subject: Re: SDL 1.2.6 - minor changes about shared library building under QNX6 into README.QNX - added forgotten libSDLmain.a into distribution, SDL.qpg.in - added header guards to the all headers. - fixed fullscreen double buffered mode. - fixed Photon crashes after/during using fullscreen OpenGL modes. - added GL_MakeCurrent function. - added SDL_VIDEOEXPOSE event, when OpenGL window have been resized - added more HAVE_OPENGL checks to avoid dead code compilation without using OpenGL - finished code reorganization (began into previous patches).
author Sam Lantinga <slouken@libsdl.org>
date Sat, 30 Aug 2003 17:07:59 +0000
parents 55f1f1b3e27d
children 355632dca928
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1 <HTML
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2 ><HEAD
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3 ><TITLE
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4 >Handling the Keyboard</TITLE
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5 ><META
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6 NAME="GENERATOR"
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.64
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8 "><LINK
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9 REL="HOME"
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10 TITLE="SDL Library Documentation"
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11 HREF="index.html"><LINK
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12 REL="UP"
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13 TITLE="Input handling"
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14 HREF="guideinput.html"><LINK
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15 REL="PREVIOUS"
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16 TITLE="Input handling"
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17 HREF="guideinput.html"><LINK
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18 REL="NEXT"
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19 TITLE="Examples"
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20 HREF="guideexamples.html"></HEAD
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21 ><BODY
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22 CLASS="SECT1"
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23 BGCOLOR="#FFF8DC"
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24 TEXT="#000000"
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25 LINK="#0000ee"
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26 VLINK="#551a8b"
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27 ALINK="#ff0000"
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28 ><DIV
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29 CLASS="NAVHEADER"
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30 ><TABLE
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31 WIDTH="100%"
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32 BORDER="0"
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33 CELLPADDING="0"
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34 CELLSPACING="0"
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35 ><TR
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36 ><TH
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37 COLSPAN="3"
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38 ALIGN="center"
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39 >SDL Library Documentation</TH
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40 ></TR
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41 ><TR
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42 ><TD
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43 WIDTH="10%"
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44 ALIGN="left"
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45 VALIGN="bottom"
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46 ><A
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47 HREF="guideinput.html"
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48 >Prev</A
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49 ></TD
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50 ><TD
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51 WIDTH="80%"
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52 ALIGN="center"
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53 VALIGN="bottom"
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54 >Chapter 3. Input handling</TD
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55 ><TD
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56 WIDTH="10%"
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57 ALIGN="right"
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58 VALIGN="bottom"
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59 ><A
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60 HREF="guideexamples.html"
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61 >Next</A
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62 ></TD
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63 ></TR
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64 ></TABLE
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65 ><HR
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66 ALIGN="LEFT"
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67 WIDTH="100%"></DIV
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68 ><DIV
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69 CLASS="SECT1"
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70 ><H1
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71 CLASS="SECT1"
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72 ><A
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73 NAME="GUIDEINPUTKEYBOARD"
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74 >Handling the Keyboard</A
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75 ></H1
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76 ><DIV
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77 CLASS="SECT2"
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78 ><H2
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79 CLASS="SECT2"
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80 ><A
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81 NAME="AEN271"
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82 >Keyboard Related Structures</A
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83 ></H2
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84 ><P
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85 >It should make it a lot easier to understand this tutorial is you are familiar with the data types involved in keyboard access, so I'll explain them first.</P
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86 ><DIV
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87 CLASS="SECT3"
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88 ><H3
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89 CLASS="SECT3"
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90 ><A
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91 NAME="AEN274"
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92 >SDLKey</A
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93 ></H3
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94 ><P
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95 ><SPAN
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96 CLASS="STRUCTNAME"
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97 >SDLKey</SPAN
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98 > is an enumerated type defined in SDL/include/SDL_keysym.h and detailed <A
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99 HREF="sdlkey.html"
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100 >here</A
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101 >. Each <SPAN
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102 CLASS="STRUCTNAME"
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103 >SDLKey</SPAN
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104 > symbol represents a key, <TT
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105 CLASS="LITERAL"
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106 >SDLK_a</TT
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107 > corresponds to the 'a' key on a keyboard, <TT
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108 CLASS="LITERAL"
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109 >SDLK_SPACE</TT
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110 > corresponds to the space bar, and so on.</P
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111 ></DIV
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112 ><DIV
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113 CLASS="SECT3"
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114 ><H3
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115 CLASS="SECT3"
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116 ><A
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117 NAME="AEN282"
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118 >SDLMod</A
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119 ></H3
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120 ><P
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121 >SDLMod is an enumerated type, similar to <SPAN
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122 CLASS="STRUCTNAME"
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123 >SDLKey</SPAN
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124 >, however it enumerates keyboard modifiers (Control, Alt, Shift). The full list of modifier symbols is <A
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125 HREF="sdlkey.html#SDLMOD"
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126 >here</A
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127 >. <SPAN
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128 CLASS="STRUCTNAME"
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129 >SDLMod</SPAN
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130 > values can be AND'd together to represent several modifiers.</P
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131 ></DIV
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132 ><DIV
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133 CLASS="SECT3"
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134 ><H3
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135 CLASS="SECT3"
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136 ><A
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137 NAME="AEN288"
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138 >SDL_keysym</A
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139 ></H3
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140 ><PRE
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141 CLASS="PROGRAMLISTING"
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142 >typedef struct{
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143 Uint8 scancode;
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144 SDLKey sym;
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145 SDLMod mod;
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146 Uint16 unicode;
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147 } SDL_keysym;</PRE
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148 ><P
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149 >The <SPAN
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150 CLASS="STRUCTNAME"
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151 >SDL_keysym</SPAN
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152 > structure describes a key press or a key release. The <TT
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153 CLASS="STRUCTFIELD"
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154 ><I
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155 >scancode</I
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156 ></TT
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157 > field is hardware specific and should be ignored unless you know what your doing. The <TT
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158 CLASS="STRUCTFIELD"
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159 ><I
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160 >sym</I
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161 ></TT
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162 > field is the <SPAN
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163 CLASS="STRUCTNAME"
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164 >SDLKey</SPAN
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165 > value of the key being pressed or released. The <TT
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166 CLASS="STRUCTFIELD"
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167 ><I
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168 >mod</I
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169 ></TT
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170 > field describes the state of the keyboard modifiers at the time the key press or release occurred. So a value of <TT
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171 CLASS="LITERAL"
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172 >KMOD_NUM | KMOD_CAPS | KMOD_LSHIFT</TT
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173 > would mean that Numlock, Capslock and the left shift key were all press (or enabled in the case of the lock keys). Finally, the <TT
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174 CLASS="STRUCTFIELD"
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175 ><I
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176 >unicode</I
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177 ></TT
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178 > field stores the 16-bit unicode value of the key.</P
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179 ><DIV
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180 CLASS="NOTE"
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181 ><BLOCKQUOTE
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182 CLASS="NOTE"
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183 ><P
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184 ><B
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185 >Note: </B
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186 >It should be noted and understood that this field is only valid when the <SPAN
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187 CLASS="STRUCTNAME"
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188 >SDL_keysym</SPAN
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189 > is describing a key press, not a key release. Unicode values only make sense on a key press because the unicode value describes an international character and only key presses produce characters. More information on Unicode can be found at <A
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190 HREF="http://www.unicode.org"
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191 TARGET="_top"
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192 >www.unicode.org</A
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193 ></P
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194 ></BLOCKQUOTE
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195 ></DIV
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196 ><DIV
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197 CLASS="NOTE"
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198 ><BLOCKQUOTE
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199 CLASS="NOTE"
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200 ><P
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201 ><B
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202 >Note: </B
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203 >Unicode translation must be enabled using the <A
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204 HREF="sdlenableunicode.html"
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205 ><TT
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206 CLASS="FUNCTION"
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207 >SDL_EnableUNICODE</TT
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208 ></A
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209 > function.</P
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210 ></BLOCKQUOTE
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211 ></DIV
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212 ></DIV
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213 ><DIV
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214 CLASS="SECT3"
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215 ><H3
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216 CLASS="SECT3"
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217 ><A
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218 NAME="AEN307"
0
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219 >SDL_KeyboardEvent</A
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220 ></H3
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221 ><PRE
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222 CLASS="PROGRAMLISTING"
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223 >typedef struct{
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224 Uint8 type;
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225 Uint8 state;
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226 SDL_keysym keysym;
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227 } SDL_KeyboardEvent;</PRE
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228 ><P
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229 >The <SPAN
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230 CLASS="STRUCTNAME"
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231 >SDL_KeyboardEvent</SPAN
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232 > describes a keyboard event (obviously). The <TT
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233 CLASS="STRUCTFIELD"
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234 ><I
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235 >key</I
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236 ></TT
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237 > member of the <A
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238 HREF="sdlevent.html"
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239 ><SPAN
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240 CLASS="STRUCTNAME"
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241 >SDL_Event</SPAN
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242 ></A
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243 > union is a <SPAN
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244 CLASS="STRUCTNAME"
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245 >SDL_KeyboardEvent</SPAN
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246 > structure. The <TT
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247 CLASS="STRUCTFIELD"
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248 ><I
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249 >type</I
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250 ></TT
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251 > field specifies whether the event is a key release (<TT
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252 CLASS="LITERAL"
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253 >SDL_KEYUP</TT
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254 >) or a key press (<TT
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255 CLASS="LITERAL"
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256 >SDL_KEYDOWN</TT
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257 >) event. The <TT
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258 CLASS="STRUCTFIELD"
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259 ><I
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260 >state</I
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261 ></TT
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262 > is largely redundant, it reports the same information as the <TT
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263 CLASS="STRUCTFIELD"
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264 ><I
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265 >type</I
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266 ></TT
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267 > field but uses different values (<TT
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268 CLASS="LITERAL"
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269 >SDL_RELEASED</TT
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270 > and <TT
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271 CLASS="LITERAL"
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272 >SDL_PRESSED</TT
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273 >). The <TT
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274 CLASS="STRUCTFIELD"
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275 ><I
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276 >keysym</I
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277 ></TT
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278 > contains information of the key press or release that this event represents (see above).</P
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279 ></DIV
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280 ></DIV
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281 ><DIV
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282 CLASS="SECT2"
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283 ><H2
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284 CLASS="SECT2"
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285 ><A
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286 NAME="AEN324"
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287 >Reading Keyboard Events</A
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288 ></H2
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289 ><P
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290 >Reading keybaord events from the event queue is quite simple (the event queue and using it is described <A
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291 HREF="sdlevent.html"
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292 >here</A
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293 >). We read events using <A
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294 HREF="sdlpollevent.html"
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295 ><TT
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296 CLASS="FUNCTION"
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297 >SDL_PollEvent</TT
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298 ></A
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299 > in a <TT
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300 CLASS="LITERAL"
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301 >while()</TT
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302 > loop and check for <TT
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303 CLASS="LITERAL"
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304 >SDL_KEYUP</TT
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305 > and <TT
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306 CLASS="LITERAL"
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307 >SDL_KEYDOWN</TT
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308 > events using a <TT
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309 CLASS="LITERAL"
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310 >switch</TT
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311 > statement, like so:</P
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312 ><DIV
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313 CLASS="EXAMPLE"
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314 ><A
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315 NAME="AEN334"
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316 ></A
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317 ><P
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318 ><B
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319 >Example 3-10. Reading Keyboard Events</B
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320 ></P
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321 ><PRE
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322 CLASS="PROGRAMLISTING"
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323 > SDL_Event event;
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324 .
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325 .
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326 /* Poll for events. SDL_PollEvent() returns 0 when there are no */
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327 /* more events on the event queue, our while loop will exit when */
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328 /* that occurs. */
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329 while( SDL_PollEvent( &#38;event ) ){
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330 /* We are only worried about SDL_KEYDOWN and SDL_KEYUP events */
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331 switch( event.type ){
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332 case SDL_KEYDOWN:
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333 printf( "Key press detected\n" );
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334 break;
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335
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336 case SDL_KEYUP:
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337 printf( "Key release detected\n" );
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338 break;
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339
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340 default:
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341 break;
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342 }
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343 }
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344 .
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345 .</PRE
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346 ></DIV
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347 ><P
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348 >This is a very basic example. No information about the key press or release is interpreted. We will explore the other extreme out our first full example below - reporting all available information about a keyboard event.</P
0
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349 ></DIV
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350 ><DIV
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351 CLASS="SECT2"
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352 ><H2
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353 CLASS="SECT2"
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354 ><A
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355 NAME="AEN338"
0
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356 >A More Detailed Look</A
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357 ></H2
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358 ><P
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359 >Before we can read events SDL must be initialised with <A
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360 HREF="sdlinit.html"
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361 ><TT
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362 CLASS="FUNCTION"
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363 >SDL_Init</TT
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364 ></A
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365 > and a video mode must be set using <A
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366 HREF="sdlsetvideomode.html"
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367 ><TT
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368 CLASS="FUNCTION"
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369 >SDL_SetVideoMode</TT
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370 ></A
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371 >. There are, however, two other functions we must use to obtain all the information required. We must enable unicode translation by calling <TT
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372 CLASS="FUNCTION"
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373 >SDL_EnableUNICODE(1)</TT
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374 > and we must convert <SPAN
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375 CLASS="STRUCTNAME"
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376 >SDLKey</SPAN
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377 > values into something printable, using <A
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378 HREF="sdlgetkeyname.html"
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379 ><TT
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380 CLASS="FUNCTION"
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381 >SDL_GetKeyName</TT
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382 ></A
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383 ></P
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384 ><DIV
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385 CLASS="NOTE"
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386 ><BLOCKQUOTE
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387 CLASS="NOTE"
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388 ><P
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389 ><B
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390 >Note: </B
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391 >It is useful to note that unicode values &#60; 0x80 translate directly a characters ASCII value. THis is used in the example below</P
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392 ></BLOCKQUOTE
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393 ></DIV
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394 ><DIV
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395 CLASS="EXAMPLE"
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396 ><A
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397 NAME="AEN351"
0
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398 ></A
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399 ><P
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400 ><B
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401 >Example 3-11. Interpreting Key Event Information</B
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402 ></P
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403 ><PRE
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404 CLASS="PROGRAMLISTING"
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405 >&#13; #include "SDL.h"
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406
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407 /* Function Prototypes */
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408 void PrintKeyInfo( SDL_KeyboardEvent *key );
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409 void PrintModifiers( SDLMod mod );
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410
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411 /* main */
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412 int main( int argc, char *argv[] ){
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413
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414 SDL_Event event;
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415 int quit = 0;
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416
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417 /* Initialise SDL */
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418 if( SDL_Init( SDL_INIT_VIDEO ) &#60; 0){
0
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419 fprintf( stderr, "Could not initialise SDL: %s\n", SDL_GetError() );
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420 exit( -1 );
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421 }
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422
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423 /* Set a video mode */
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424 if( !SDL_SetVideoMode( 320, 200, 0, 0 ) ){
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425 fprintf( stderr, "Could not set video mode: %s\n", SDL_GetError() );
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426 SDL_Quit();
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427 exit( -1 );
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428 }
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429
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430 /* Enable Unicode translation */
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431 SDL_EnableUNICODE( 1 );
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432
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433 /* Loop until an SDL_QUIT event is found */
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434 while( !quit ){
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435
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436 /* Poll for events */
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437 while( SDL_PollEvent( &#38;event ) ){
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438
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439 switch( event.type ){
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440 /* Keyboard event */
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441 /* Pass the event data onto PrintKeyInfo() */
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442 case SDL_KEYDOWN:
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443 case SDL_KEYUP:
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444 PrintKeyInfo( &#38;event.key );
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445 break;
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446
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447 /* SDL_QUIT event (window close) */
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448 case SDL_QUIT:
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449 quit = 1;
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450 break;
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451
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452 default:
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453 break;
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454 }
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455
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456 }
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457
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458 }
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459
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460 /* Clean up */
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461 SDL_Quit();
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462 exit( 0 );
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463 }
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464
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465 /* Print all information about a key event */
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466 void PrintKeyInfo( SDL_KeyboardEvent *key ){
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467 /* Is it a release or a press? */
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468 if( key-&#62;type == SDL_KEYUP )
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469 printf( "Release:- " );
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470 else
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471 printf( "Press:- " );
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472
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473 /* Print the hardware scancode first */
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474 printf( "Scancode: 0x%02X", key-&#62;keysym.scancode );
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475 /* Print the name of the key */
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476 printf( ", Name: %s", SDL_GetKeyName( key-&#62;keysym.sym ) );
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477 /* We want to print the unicode info, but we need to make */
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478 /* sure its a press event first (remember, release events */
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479 /* don't have unicode info */
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480 if( key-&#62;type == SDL_KEYDOWN ){
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481 /* If the Unicode value is less than 0x80 then the */
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482 /* unicode value can be used to get a printable */
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483 /* representation of the key, using (char)unicode. */
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484 printf(", Unicode: " );
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485 if( key-&#62;keysym.unicode &#60; 0x80 &#38;&#38; key-&#62;keysym.unicode &#62; 0 ){
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486 printf( "%c (0x%04X)", (char)key-&#62;keysym.unicode,
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487 key-&#62;keysym.unicode );
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488 }
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489 else{
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490 printf( "? (0x%04X)", key-&#62;keysym.unicode );
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491 }
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492 }
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493 printf( "\n" );
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494 /* Print modifier info */
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495 PrintModifiers( key-&#62;keysym.mod );
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496 }
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497
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498 /* Print modifier info */
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499 void PrintModifiers( SDLMod mod ){
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500 printf( "Modifers: " );
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501
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502 /* If there are none then say so and return */
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503 if( mod == KMOD_NONE ){
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504 printf( "None\n" );
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505 return;
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506 }
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507
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508 /* Check for the presence of each SDLMod value */
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509 /* This looks messy, but there really isn't */
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510 /* a clearer way. */
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511 if( mod &#38; KMOD_NUM ) printf( "NUMLOCK " );
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512 if( mod &#38; KMOD_CAPS ) printf( "CAPSLOCK " );
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513 if( mod &#38; KMOD_LCTRL ) printf( "LCTRL " );
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diff changeset
514 if( mod &#38; KMOD_RCTRL ) printf( "RCTRL " );
74212992fb08 Initial revision
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parents:
diff changeset
515 if( mod &#38; KMOD_RSHIFT ) printf( "RSHIFT " );
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
516 if( mod &#38; KMOD_LSHIFT ) printf( "LSHIFT " );
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parents:
diff changeset
517 if( mod &#38; KMOD_RALT ) printf( "RALT " );
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
518 if( mod &#38; KMOD_LALT ) printf( "LALT " );
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parents:
diff changeset
519 if( mod &#38; KMOD_CTRL ) printf( "CTRL " );
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
520 if( mod &#38; KMOD_SHIFT ) printf( "SHIFT " );
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
521 if( mod &#38; KMOD_ALT ) printf( "ALT " );
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parents:
diff changeset
522 printf( "\n" );
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diff changeset
523 }</PRE
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
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diff changeset
524 ></DIV
74212992fb08 Initial revision
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parents:
diff changeset
525 ></DIV
74212992fb08 Initial revision
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parents:
diff changeset
526 ><DIV
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
527 CLASS="SECT2"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
528 ><H2
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parents:
diff changeset
529 CLASS="SECT2"
74212992fb08 Initial revision
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parents:
diff changeset
530 ><A
55
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parents: 0
diff changeset
531 NAME="AEN354"
0
74212992fb08 Initial revision
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diff changeset
532 >Game-type Input</A
74212992fb08 Initial revision
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parents:
diff changeset
533 ></H2
74212992fb08 Initial revision
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parents:
diff changeset
534 ><P
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parents:
diff changeset
535 >I have found that people using keyboard events for games and other interactive applications don't always understand one fundemental point.</P
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parents:
diff changeset
536 ><A
55
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
537 NAME="AEN357"
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
538 ></A
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
539 ><BLOCKQUOTE
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
540 CLASS="BLOCKQUOTE"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
541 ><P
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
542 >Keyboard events <I
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
543 CLASS="EMPHASIS"
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parents:
diff changeset
544 >only</I
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
545 > take place when a keys state changes from being unpressed to pressed, and vice versa.</P
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
546 ></BLOCKQUOTE
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
547 ><P
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
548 >Imagine you have an image of an alien that you wish to move around using the cursor keys - when you pressed the left arrow key you want him to slide over to the left, when you press the down key you want him to slide down the screen. Examine the following code, it highlights and error that many people have made.
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
549 <PRE
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
550 CLASS="PROGRAMLISTING"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
551 > /* Alien screen coordinates */
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
552 int alien_x=0, alien_y=0;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
553 .
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
554 .
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
555 /* Initialise SDL and video modes and all that */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
556 .
74212992fb08 Initial revision
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parents:
diff changeset
557 /* Main game loop */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
558 /* Check for events */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
559 while( SDL_PollEvent( &#38;event ) ){
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
560 switch( event.type ){
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
561 /* Look for a keypress */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
562 case SDL_KEYDOWN:
74212992fb08 Initial revision
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parents:
diff changeset
563 /* Check the SDLKey values and move change the coords */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
564 switch( event.key.keysym.sym ){
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
565 case SDLK_LEFT:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
566 alien_x -= 1;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
567 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
568 case SDLK_RIGHT:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
569 alien_x += 1;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
570 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
571 case SDLK_UP:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
572 alien_y -= 1;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
573 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
574 case SDLK_DOWN:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
575 alien_y += 1;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
576 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
577 default:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
578 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
579 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
580 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
581 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
582 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
583 .
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
584 .</PRE
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
585 >
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
586 At first glance you may think this is a perfectly reasonable piece of code for the task, but it isn't. Like I said keyboard events only occur when a key changes state, so the user would have to press and release the left cursor key 100 times to move the alien 100 pixels to the left.</P
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
587 ><P
55
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
588 >To get around this problem we must not use the events to change the position of the alien, we use the events to set flags which are then used in a seperate section of code to move the alien. Something like this:</P
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
589 ><DIV
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
590 CLASS="EXAMPLE"
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
591 ><A
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
592 NAME="AEN363"
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
593 ></A
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
594 ><P
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
595 ><B
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
596 >Example 3-12. Proper Game Movement</B
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
597 ></P
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
598 ><PRE
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
599 CLASS="PROGRAMLISTING"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
600 > /* Alien screen coordinates */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
601 int alien_x=0, alien_y=0;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
602 int alien_xvel=0, alien_yvel=0;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
603 .
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
604 .
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
605 /* Initialise SDL and video modes and all that */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
606 .
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
607 /* Main game loop */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
608 /* Check for events */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
609 while( SDL_PollEvent( &#38;event ) ){
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
610 switch( event.type ){
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
611 /* Look for a keypress */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
612 case SDL_KEYDOWN:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
613 /* Check the SDLKey values and move change the coords */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
614 switch( event.key.keysym.sym ){
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
615 case SDLK_LEFT:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
616 alien_xvel = -1;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
617 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
618 case SDLK_RIGHT:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
619 alien_xvel = 1;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
620 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
621 case SDLK_UP:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
622 alien_yvel = -1;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
623 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
624 case SDLK_DOWN:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
625 alien_yvel = 1;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
626 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
627 default:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
628 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
629 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
630 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
631 /* We must also use the SDL_KEYUP events to zero the x */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
632 /* and y velocity variables. But we must also be */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
633 /* careful not to zero the velocities when we shouldn't*/
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
634 case SDL_KEYUP:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
635 switch( event.key.keysym.sym ){
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
636 case SDLK_LEFT:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
637 /* We check to make sure the alien is moving */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
638 /* to the left. If it is then we zero the */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
639 /* velocity. If the alien is moving to the */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
640 /* right then the right key is still press */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
641 /* so we don't tocuh the velocity */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
642 if( alien_xvel &#60; 0 )
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
643 alien_xvel = 0;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
644 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
645 case SDLK_RIGHT:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
646 if( alien_xvel &#62; 0 )
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
647 alien_xvel = 0;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
648 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
649 case SDLK_UP:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
650 if( alien_yvel &#60; 0 )
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
651 alien_yvel = 0;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
652 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
653 case SDLK_DOWN:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
654 if( alien_yvel &#62; 0 )
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
655 alien_yvel = 0;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
656 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
657 default:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
658 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
659 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
660 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
661
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
662 default:
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
663 break;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
664 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
665 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
666 .
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
667 .
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
668 /* Update the alien position */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
669 alien_x += alien_xvel;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
670 alien_y += alien_yvel;</PRE
55
55f1f1b3e27d Added new docs for SDL 1.2.1
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parents: 0
diff changeset
671 ></DIV
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
672 ><P
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
673 >As can be seen, we use two extra variables, alien_xvel and alien_yvel, which represent the motion of the ship, it is these variables that we update when we detect keypresses and releases.</P
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
674 ></DIV
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
675 ></DIV
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
676 ><DIV
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
677 CLASS="NAVFOOTER"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
678 ><HR
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
679 ALIGN="LEFT"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
680 WIDTH="100%"><TABLE
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
681 WIDTH="100%"
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Sam Lantinga <slouken@lokigames.com>
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682 BORDER="0"
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Sam Lantinga <slouken@lokigames.com>
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683 CELLPADDING="0"
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Sam Lantinga <slouken@lokigames.com>
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684 CELLSPACING="0"
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Sam Lantinga <slouken@lokigames.com>
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685 ><TR
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Sam Lantinga <slouken@lokigames.com>
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686 ><TD
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Sam Lantinga <slouken@lokigames.com>
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687 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
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688 ALIGN="left"
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Sam Lantinga <slouken@lokigames.com>
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689 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
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690 ><A
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Sam Lantinga <slouken@lokigames.com>
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691 HREF="guideinput.html"
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Sam Lantinga <slouken@lokigames.com>
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692 >Prev</A
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693 ></TD
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694 ><TD
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Sam Lantinga <slouken@lokigames.com>
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695 WIDTH="34%"
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Sam Lantinga <slouken@lokigames.com>
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696 ALIGN="center"
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Sam Lantinga <slouken@lokigames.com>
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697 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
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698 ><A
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Sam Lantinga <slouken@lokigames.com>
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699 HREF="index.html"
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Sam Lantinga <slouken@lokigames.com>
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700 >Home</A
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Sam Lantinga <slouken@lokigames.com>
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701 ></TD
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Sam Lantinga <slouken@lokigames.com>
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702 ><TD
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Sam Lantinga <slouken@lokigames.com>
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703 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
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704 ALIGN="right"
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Sam Lantinga <slouken@lokigames.com>
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705 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
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706 ><A
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Sam Lantinga <slouken@lokigames.com>
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707 HREF="guideexamples.html"
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Sam Lantinga <slouken@lokigames.com>
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708 >Next</A
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709 ></TD
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Sam Lantinga <slouken@lokigames.com>
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710 ></TR
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Sam Lantinga <slouken@lokigames.com>
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711 ><TR
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Sam Lantinga <slouken@lokigames.com>
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712 ><TD
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Sam Lantinga <slouken@lokigames.com>
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713 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
parents:
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714 ALIGN="left"
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Sam Lantinga <slouken@lokigames.com>
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715 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
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716 >Input handling</TD
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Sam Lantinga <slouken@lokigames.com>
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717 ><TD
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Sam Lantinga <slouken@lokigames.com>
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718 WIDTH="34%"
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Sam Lantinga <slouken@lokigames.com>
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719 ALIGN="center"
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Sam Lantinga <slouken@lokigames.com>
parents:
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720 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
parents:
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721 ><A
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Sam Lantinga <slouken@lokigames.com>
parents:
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722 HREF="guideinput.html"
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Sam Lantinga <slouken@lokigames.com>
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723 >Up</A
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Sam Lantinga <slouken@lokigames.com>
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724 ></TD
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Sam Lantinga <slouken@lokigames.com>
parents:
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725 ><TD
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Sam Lantinga <slouken@lokigames.com>
parents:
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726 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
parents:
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727 ALIGN="right"
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Sam Lantinga <slouken@lokigames.com>
parents:
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728 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
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729 >Examples</TD
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Sam Lantinga <slouken@lokigames.com>
parents:
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730 ></TR
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Sam Lantinga <slouken@lokigames.com>
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731 ></TABLE
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Sam Lantinga <slouken@lokigames.com>
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732 ></DIV
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Sam Lantinga <slouken@lokigames.com>
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733 ></BODY
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Sam Lantinga <slouken@lokigames.com>
parents:
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734 ></HTML
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735 >