annotate docs/html/sdljoybuttonevent.html @ 3069:caefe2344f65

Date: Thu, 27 Dec 2007 07:38:25 +0000 From: John Bartholomew Subject: [SDL] SDL Semaphore implementation broken on Windows? Hi, Over the past couple of days, I've been battling with SDL, SDL_Mixer and SMPEG to try to find an audio hang bug. I believe I've found the problem, which I think is a race condition inside SDL's semaphore implementation (at least the Windows implementation). The semaphore code uses Windows' built in semaphore functions, but it also maintains a separate count value. This count value is updated with bare increment and decrement operations in SemPost and SemWaitTimeout - no locking primitives to protect them. In tracking down the apparent audio bug, I found that at some point a semaphore's count value was being decremented to -1, which is clearly not a valid value for it to take. I'm still not certain exactly what sequence of operations is occuring for this to happen, but I believe that overall it's a race condition between a thread calling SemPost (which increments the count) and the thread on the other end calling SemWait (which decrements it). I will try to make a test case to verify this, but I'm not sure if I'll be able to (threading errors being difficult to reproduce even in the best circumstances). However, assuming this is the cause of my problems, there is a very simple fix: Windows provides InterlockedIncrement() and InterlockedDecrement() functions to perform increments and decrements which are guaranteed to be atomic. So the fix is in thread/win32/SDL_syssem.c: replace occurrences of --sem->count with InterlockedDecrement(&sem->count); and replace occurrences of ++sem->count with InterlockedIncrement(&sem->count); This is using SDL v1.2.12, built with VC++ 2008 Express, running on a Core 2 duo processor.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 17 Feb 2009 05:39:18 +0000
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40 >SDL Library Documentation</TH
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73 NAME="SDLJOYBUTTONEVENT"
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74 ></A
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75 >SDL_JoyButtonEvent</H1
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82 >Name</H2
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83 >SDL_JoyButtonEvent&nbsp;--&nbsp;Joystick button event structure</DIV
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90 >Structure Definition</H2
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93 >typedef struct{
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94 Uint8 type;
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96 Uint8 button;
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97 Uint8 state;
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98 } SDL_JoyButtonEvent;</PRE
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99 ></DIV
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106 >Structure Data</H2
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131 ><TT
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132 CLASS="LITERAL"
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133 >SDL_JOYBUTTONDOWN</TT
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134 > or <TT
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136 >SDL_JOYBUTTONUP</TT
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137 ></TD
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140 ><TD
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143 ><TT
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144 CLASS="STRUCTFIELD"
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145 ><I
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146 >which</I
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147 ></TT
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149 ><TD
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152 >Joystick device index</TD
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153 ></TR
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154 ><TR
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158 ><TT
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159 CLASS="STRUCTFIELD"
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160 ><I
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161 >button</I
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162 ></TT
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163 ></TD
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164 ><TD
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167 >Joystick button index</TD
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168 ></TR
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169 ><TR
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170 ><TD
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171 ALIGN="LEFT"
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172 VALIGN="TOP"
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173 ><TT
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174 CLASS="STRUCTFIELD"
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175 ><I
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176 >state</I
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177 ></TT
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178 ></TD
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179 ><TD
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180 ALIGN="LEFT"
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181 VALIGN="TOP"
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182 ><TT
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183 CLASS="LITERAL"
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184 >SDL_PRESSED</TT
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185 > or <TT
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186 CLASS="LITERAL"
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187 >SDL_RELEASED</TT
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188 ></TD
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189 ></TR
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190 ></TBODY
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191 ></TABLE
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192 ><P
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193 ></P
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194 ></DIV
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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="AEN4289"
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200 ></A
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201 ><H2
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202 >Description</H2
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203 ><P
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204 ><SPAN
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205 CLASS="STRUCTNAME"
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206 >SDL_JoyButtonEvent</SPAN
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207 > is a member of the <A
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208 HREF="sdlevent.html"
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209 ><SPAN
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210 CLASS="STRUCTNAME"
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211 >SDL_Event</SPAN
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212 ></A
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213 > union and is used when an event of type <TT
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214 CLASS="LITERAL"
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215 >SDL_JOYBUTTONDOWN</TT
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216 > or <TT
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217 CLASS="LITERAL"
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218 >SDL_JOYBUTTONUP</TT
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219 > is reported.</P
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220 ><P
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221 >A <TT
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222 CLASS="LITERAL"
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223 >SDL_JOYBUTTONDOWN</TT
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224 > or <TT
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225 CLASS="LITERAL"
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226 >SDL_JOYBUTTONUP</TT
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227 > event occurs when ever a user presses or releases a button on a joystick. The field <TT
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228 CLASS="STRUCTFIELD"
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229 ><I
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230 >which</I
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231 ></TT
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232 > is the index of the joystick that reported the event and <TT
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233 CLASS="STRUCTFIELD"
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234 ><I
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235 >button</I
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236 ></TT
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237 > is the index of the button (for a more detailed explaination see the <A
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238 HREF="joystick.html"
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239 >Joystick section</A
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240 >). <TT
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241 CLASS="STRUCTFIELD"
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242 ><I
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243 >state</I
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244 ></TT
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245 > is the current state or the button which is either <TT
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246 CLASS="LITERAL"
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247 >SDL_PRESSED</TT
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248 > or <TT
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249 CLASS="LITERAL"
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250 >SDL_RELEASED</TT
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251 >.</P
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252 ></DIV
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253 ><DIV
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254 CLASS="REFSECT1"
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255 ><A
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256 NAME="AEN4306"
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257 ></A
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258 ><H2
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259 >See Also</H2
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260 ><P
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261 ><A
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262 HREF="sdlevent.html"
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263 ><SPAN
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264 CLASS="STRUCTNAME"
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265 >SDL_Event</SPAN
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266 ></A
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267 >,
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268 <A
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269 HREF="joystick.html"
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270 >Joystick Functions</A
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271 >,
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272 <A
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273 HREF="sdljoystickeventstate.html"
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274 ><TT
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275 CLASS="FUNCTION"
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276 >SDL_JoystickEventState</TT
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277 ></A
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278 >,
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279 <A
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280 HREF="sdljoystickgetbutton.html"
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281 ><TT
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282 CLASS="FUNCTION"
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283 >SDL_JoystickGetButton</TT
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284 ></A
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285 ></P
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286 ></DIV
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287 ><DIV
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288 CLASS="NAVFOOTER"
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289 ><HR
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290 ALIGN="LEFT"
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291 WIDTH="100%"><TABLE
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292 SUMMARY="Footer navigation table"
0
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293 WIDTH="100%"
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294 BORDER="0"
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295 CELLPADDING="0"
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296 CELLSPACING="0"
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297 ><TR
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298 ><TD
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299 WIDTH="33%"
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300 ALIGN="left"
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301 VALIGN="top"
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302 ><A
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303 HREF="sdljoyaxisevent.html"
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304 ACCESSKEY="P"
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305 >Prev</A
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306 ></TD
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307 ><TD
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308 WIDTH="34%"
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309 ALIGN="center"
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310 VALIGN="top"
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311 ><A
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312 HREF="index.html"
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313 ACCESSKEY="H"
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314 >Home</A
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315 ></TD
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316 ><TD
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317 WIDTH="33%"
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318 ALIGN="right"
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319 VALIGN="top"
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320 ><A
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321 HREF="sdljoyhatevent.html"
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322 ACCESSKEY="N"
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323 >Next</A
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324 ></TD
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325 ></TR
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326 ><TR
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327 ><TD
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328 WIDTH="33%"
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329 ALIGN="left"
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330 VALIGN="top"
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331 >SDL_JoyAxisEvent</TD
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332 ><TD
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333 WIDTH="34%"
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334 ALIGN="center"
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335 VALIGN="top"
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336 ><A
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337 HREF="eventstructures.html"
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338 ACCESSKEY="U"
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339 >Up</A
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340 ></TD
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341 ><TD
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342 WIDTH="33%"
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343 ALIGN="right"
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344 VALIGN="top"
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345 >SDL_JoyHatEvent</TD
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346 ></TR
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347 ></TABLE
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348 ></DIV
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349 ></BODY
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
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350 ></HTML
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
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351 >