Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_AddTimer.3 @ 664:abfdc08eb289
Date: Sun, 3 Aug 2003 22:07:57 +0200
From: Max Horn
Subject: SDL OSX fullscreen FIX
the attached patch fixes the fullscreen problems on SDL/OSX. The cause
was that click events are bounded by winRect. Now, winRect is set to
the size of the video surface. But if you e.g. request a 640x420
surface, you might get a 640x480 "real" surface. Still,
SDL_VideoSurface->h will be set to 420! Thus, the upper 60 pixels in my
example received no mouse down events.
My fix simply disables this clipping when in full screen mode - after
all, all clicks then should be inside the screen surface. Higher SDL
functions ensure that the coordinates then are clipped to 640x420. It
works fine in all my tests here. I don't know if it's the right thing
to do in multi screen scenarios, though.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 04 Aug 2003 01:00:30 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
rev | line source |
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e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
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1 .TH "SDL_AddTimer" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_AddTimer\- Add a timer which will call a callback after the specified number of milliseconds has elapsed\&. | |
4 .SH "SYNOPSIS" | |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBSDL_TimerID \fBSDL_AddTimer\fP\fR(\fBUint32 interval, SDL_NewTimerCallback callback, void *param\fR); | |
9 .SH "CALLBACK" | |
10 .PP | |
11 .nf | |
12 \f(CW/* type definition for the "new" timer callback function */ | |
13 typedef Uint32 (*SDL_NewTimerCallback)(Uint32 interval, void *param);\fR | |
14 .fi | |
15 .PP | |
16 .SH "DESCRIPTION" | |
17 .PP | |
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\&. | |
19 .PP | |
20 To cancel a currently running timer call \fISDL_RemoveTimer\fR with the timer ID returned from \fBSDL_AddTimer\fP\&. | |
21 .PP | |
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55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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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\&. |
0 | 23 .PP |
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Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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diff
changeset
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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\&. |
0 | 25 .SH "RETURN VALUE" |
26 .PP | |
27 Returns an ID value for the added timer or \fBNULL\fR if there was an error\&. | |
28 .SH "EXAMPLES" | |
29 .PP | |
30 .PP | |
31 .nf | |
32 \f(CWmy_timer_id = SDL_AddTimer((33/10)*10, my_callbackfunc, my_callback_param);\fR | |
33 .fi | |
34 .PP | |
35 .SH "SEE ALSO" | |
36 .PP | |
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55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
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diff
changeset
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37 \fI\fBSDL_RemoveTimer\fP\fR, \fI\fBSDL_PushEvent\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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38 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01 |