Mercurial > sdl-ios-xcode
comparison docs/html/guidevideo.html @ 0:74212992fb08
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author | Sam Lantinga <slouken@lokigames.com> |
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date | Thu, 26 Apr 2001 16:45:43 +0000 |
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children | 55f1f1b3e27d |
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1 <HTML | |
2 ><HEAD | |
3 ><TITLE | |
4 >Graphics and Video</TITLE | |
5 ><META | |
6 NAME="GENERATOR" | |
7 CONTENT="Modular DocBook HTML Stylesheet Version 1.61 | |
8 "><LINK | |
9 REL="HOME" | |
10 TITLE="SDL Library Documentation" | |
11 HREF="index.html"><LINK | |
12 REL="UP" | |
13 TITLE="SDL Guide" | |
14 HREF="guide.html"><LINK | |
15 REL="PREVIOUS" | |
16 TITLE="Initializing SDL" | |
17 HREF="guidebasicsinit.html"><LINK | |
18 REL="NEXT" | |
19 TITLE="Input handling" | |
20 HREF="guideinput.html"></HEAD | |
21 ><BODY | |
22 CLASS="CHAPTER" | |
23 BGCOLOR="#FFF8DC" | |
24 TEXT="#000000" | |
25 LINK="#0000ee" | |
26 VLINK="#551a8b" | |
27 ALINK="#ff0000" | |
28 ><DIV | |
29 CLASS="NAVHEADER" | |
30 ><TABLE | |
31 WIDTH="100%" | |
32 BORDER="0" | |
33 CELLPADDING="0" | |
34 CELLSPACING="0" | |
35 ><TR | |
36 ><TH | |
37 COLSPAN="3" | |
38 ALIGN="center" | |
39 >SDL Library Documentation</TH | |
40 ></TR | |
41 ><TR | |
42 ><TD | |
43 WIDTH="10%" | |
44 ALIGN="left" | |
45 VALIGN="bottom" | |
46 ><A | |
47 HREF="guidebasicsinit.html" | |
48 >Prev</A | |
49 ></TD | |
50 ><TD | |
51 WIDTH="80%" | |
52 ALIGN="center" | |
53 VALIGN="bottom" | |
54 ></TD | |
55 ><TD | |
56 WIDTH="10%" | |
57 ALIGN="right" | |
58 VALIGN="bottom" | |
59 ><A | |
60 HREF="guideinput.html" | |
61 >Next</A | |
62 ></TD | |
63 ></TR | |
64 ></TABLE | |
65 ><HR | |
66 ALIGN="LEFT" | |
67 WIDTH="100%"></DIV | |
68 ><DIV | |
69 CLASS="CHAPTER" | |
70 ><H1 | |
71 ><A | |
72 NAME="GUIDEVIDEO" | |
73 >Chapter 2. Graphics and Video</A | |
74 ></H1 | |
75 ><DIV | |
76 CLASS="SECT1" | |
77 ><H1 | |
78 CLASS="SECT1" | |
79 ><A | |
80 NAME="GUIDEVIDEOOPENGL" | |
81 >Using OpenGL With SDL</A | |
82 ></H1 | |
83 ><P | |
84 >SDL has the ability to create and use OpenGL contexts on several platforms(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, MacOS X, FreeBSD/X11 and Solaris/X11). This allows you to use SDL's audio, event handling, threads and times in your OpenGL applications (a function often performed by GLUT).</P | |
85 ><DIV | |
86 CLASS="SECT2" | |
87 ><H2 | |
88 CLASS="SECT2" | |
89 ><A | |
90 NAME="AEN65" | |
91 >Initialisation</A | |
92 ></H2 | |
93 ><P | |
94 >Initialising SDL to use OpenGL is not very different to initialising SDL normally. There are three differences; you must pass <TT | |
95 CLASS="LITERAL" | |
96 >SDL_OPENGL</TT | |
97 > to <A | |
98 HREF="sdlsetvideomode.html" | |
99 ><TT | |
100 CLASS="FUNCTION" | |
101 >SDL_SetVideoMode</TT | |
102 ></A | |
103 >, you must specify several GL attributes (depth buffer size, framebuffer sizes) using <A | |
104 HREF="sdlglsetattribute.html" | |
105 ><TT | |
106 CLASS="FUNCTION" | |
107 >SDL_GL_SetAttribute</TT | |
108 ></A | |
109 > and finally, if you wish to use double buffering you must specify it as a GL attribute, <I | |
110 CLASS="EMPHASIS" | |
111 >not</I | |
112 > by passing the <TT | |
113 CLASS="LITERAL" | |
114 >SDL_DOUBLEBUF</TT | |
115 > flag to <TT | |
116 CLASS="FUNCTION" | |
117 >SDL_SetVideoMode</TT | |
118 >. | |
119 <PRE | |
120 CLASS="PROGRAMLISTING" | |
121 > /* Information about the current video settings. */ | |
122 const SDL_VideoInfo* info = NULL; | |
123 /* Dimensions of our window. */ | |
124 int width = 0; | |
125 int height = 0; | |
126 /* Color depth in bits of our window. */ | |
127 int bpp = 0; | |
128 /* Flags we will pass into SDL_SetVideoMode. */ | |
129 int flags = 0; | |
130 | |
131 /* First, initialize SDL's video subsystem. */ | |
132 if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { | |
133 /* Failed, exit. */ | |
134 fprintf( stderr, "Video initialization failed: %s\n", | |
135 SDL_GetError( ) ); | |
136 quit_tutorial( 1 ); | |
137 } | |
138 | |
139 /* Let's get some video information. */ | |
140 info = SDL_GetVideoInfo( ); | |
141 | |
142 if( !info ) { | |
143 /* This should probably never happen. */ | |
144 fprintf( stderr, "Video query failed: %s\n", | |
145 SDL_GetError( ) ); | |
146 quit_tutorial( 1 ); | |
147 } | |
148 | |
149 /* | |
150 * Set our width/height to 640/480 (you would | |
151 * of course let the user decide this in a normal | |
152 * app). We get the bpp we will request from | |
153 * the display. On X11, VidMode can't change | |
154 * resolution, so this is probably being overly | |
155 * safe. Under Win32, ChangeDisplaySettings | |
156 * can change the bpp. | |
157 */ | |
158 width = 640; | |
159 height = 480; | |
160 bpp = info->vfmt->BitsPerPixel; | |
161 | |
162 /* | |
163 * Now, we want to setup our requested | |
164 * window attributes for our OpenGL window. | |
165 * We want *at least* 5 bits of red, green | |
166 * and blue. We also want at least a 16-bit | |
167 * depth buffer. | |
168 * | |
169 * The last thing we do is request a double | |
170 * buffered window. '1' turns on double | |
171 * buffering, '0' turns it off. | |
172 * | |
173 * Note that we do not use SDL_DOUBLEBUF in | |
174 * the flags to SDL_SetVideoMode. That does | |
175 * not affect the GL attribute state, only | |
176 * the standard 2D blitting setup. | |
177 */ | |
178 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 ); | |
179 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 ); | |
180 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 ); | |
181 SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); | |
182 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); | |
183 | |
184 /* | |
185 * We want to request that SDL provide us | |
186 * with an OpenGL window, in a fullscreen | |
187 * video mode. | |
188 * | |
189 * EXERCISE: | |
190 * Make starting windowed an option, and | |
191 * handle the resize events properly with | |
192 * glViewport. | |
193 */ | |
194 flags = SDL_OPENGL | SDL_FULLSCREEN; | |
195 | |
196 /* | |
197 * Set the video mode | |
198 */ | |
199 if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) { | |
200 /* | |
201 * This could happen for a variety of reasons, | |
202 * including DISPLAY not being set, the specified | |
203 * resolution not being available, etc. | |
204 */ | |
205 fprintf( stderr, "Video mode set failed: %s\n", | |
206 SDL_GetError( ) ); | |
207 quit_tutorial( 1 ); | |
208 }</PRE | |
209 ></P | |
210 ></DIV | |
211 ><DIV | |
212 CLASS="SECT2" | |
213 ><H2 | |
214 CLASS="SECT2" | |
215 ><A | |
216 NAME="AEN77" | |
217 >Drawing</A | |
218 ></H2 | |
219 ><P | |
220 >Apart from initialisation, using OpenGL within SDL is the same as using. However if you have request a double buffered display (using <A | |
221 HREF="sdlglsetattribute.html" | |
222 ><TT | |
223 CLASS="FUNCTION" | |
224 >SDL_GL_SetAttribute</TT | |
225 ></A | |
226 >) and one (which can be checked by using <A | |
227 HREF="sdlglgetattribute.html" | |
228 ><TT | |
229 CLASS="FUNCTION" | |
230 >SDL_GL_GetAttribute</TT | |
231 ></A | |
232 >), then you must use <A | |
233 HREF="sdlglswapbuffers.html" | |
234 ><TT | |
235 CLASS="FUNCTION" | |
236 >SDL_GL_SwapBuffers()</TT | |
237 ></A | |
238 > to swap the buffers and update the display.</P | |
239 ><P | |
240 >A full example code listing is now presented below.</P | |
241 ><DIV | |
242 CLASS="EXAMPLE" | |
243 ><A | |
244 NAME="AEN87" | |
245 ></A | |
246 ><P | |
247 ><B | |
248 >Example 2-1. gl.c - SDL OpenGL Example</B | |
249 ></P | |
250 ><PRE | |
251 CLASS="PROGRAMLISTING" | |
252 >/* | |
253 * SDL OpenGL Tutorial. | |
254 * (c) Michael Vance, 2000 | |
255 * briareos@lokigames.com | |
256 * | |
257 * Distributed under terms of the LGPL. | |
258 */ | |
259 | |
260 #include <SDL/SDL.h> | |
261 #include <GL/gl.h> | |
262 #include <GL/glu.h> | |
263 | |
264 #include <stdio.h> | |
265 #include <stdlib.h> | |
266 | |
267 static GLboolean should_rotate = GL_TRUE; | |
268 | |
269 static void quit_tutorial( int code ) | |
270 { | |
271 /* | |
272 * Quit SDL so we can release the fullscreen | |
273 * mode and restore the previous video settings, | |
274 * etc. | |
275 */ | |
276 SDL_Quit( ); | |
277 | |
278 /* Exit program. */ | |
279 exit( code ); | |
280 } | |
281 | |
282 static void handle_key_down( SDL_keysym* keysym ) | |
283 { | |
284 | |
285 /* | |
286 * We're only interested if 'Esc' has | |
287 * been presssed. | |
288 * | |
289 * EXERCISE: | |
290 * Handle the arrow keys and have that change the | |
291 * viewing position/angle. | |
292 */ | |
293 switch( keysym->sym ) { | |
294 case SDLK_ESCAPE: | |
295 quit_tutorial( 0 ); | |
296 break; | |
297 case SDLK_SPACE: | |
298 should_rotate = !should_rotate; | |
299 break; | |
300 default: | |
301 break; | |
302 } | |
303 | |
304 } | |
305 | |
306 static void process_events( void ) | |
307 { | |
308 /* Our SDL event placeholder. */ | |
309 SDL_Event event; | |
310 | |
311 /* Grab all the events off the queue. */ | |
312 while( SDL_PollEvent( &event ) ) { | |
313 | |
314 switch( event.type ) { | |
315 case SDL_KEYDOWN: | |
316 /* Handle key presses. */ | |
317 handle_key_down( &event.key.keysym ); | |
318 break; | |
319 case SDL_QUIT: | |
320 /* Handle quit requests (like Ctrl-c). */ | |
321 quit_tutorial( 0 ); | |
322 break; | |
323 } | |
324 | |
325 } | |
326 | |
327 } | |
328 | |
329 static void draw_screen( void ) | |
330 { | |
331 /* Our angle of rotation. */ | |
332 static float angle = 0.0f; | |
333 | |
334 /* | |
335 * EXERCISE: | |
336 * Replace this awful mess with vertex | |
337 * arrays and a call to glDrawElements. | |
338 * | |
339 * EXERCISE: | |
340 * After completing the above, change | |
341 * it to use compiled vertex arrays. | |
342 * | |
343 * EXERCISE: | |
344 * Verify my windings are correct here ;). | |
345 */ | |
346 static GLfloat v0[] = { -1.0f, -1.0f, 1.0f }; | |
347 static GLfloat v1[] = { 1.0f, -1.0f, 1.0f }; | |
348 static GLfloat v2[] = { 1.0f, 1.0f, 1.0f }; | |
349 static GLfloat v3[] = { -1.0f, 1.0f, 1.0f }; | |
350 static GLfloat v4[] = { -1.0f, -1.0f, -1.0f }; | |
351 static GLfloat v5[] = { 1.0f, -1.0f, -1.0f }; | |
352 static GLfloat v6[] = { 1.0f, 1.0f, -1.0f }; | |
353 static GLfloat v7[] = { -1.0f, 1.0f, -1.0f }; | |
354 static GLubyte red[] = { 255, 0, 0, 255 }; | |
355 static GLubyte green[] = { 0, 255, 0, 255 }; | |
356 static GLubyte blue[] = { 0, 0, 255, 255 }; | |
357 static GLubyte white[] = { 255, 255, 255, 255 }; | |
358 static GLubyte yellow[] = { 0, 255, 255, 255 }; | |
359 static GLubyte black[] = { 0, 0, 0, 255 }; | |
360 static GLubyte orange[] = { 255, 255, 0, 255 }; | |
361 static GLubyte purple[] = { 255, 0, 255, 0 }; | |
362 | |
363 /* Clear the color and depth buffers. */ | |
364 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); | |
365 | |
366 /* We don't want to modify the projection matrix. */ | |
367 glMatrixMode( GL_MODELVIEW ); | |
368 glLoadIdentity( ); | |
369 | |
370 /* Move down the z-axis. */ | |
371 glTranslatef( 0.0, 0.0, -5.0 ); | |
372 | |
373 /* Rotate. */ | |
374 glRotatef( angle, 0.0, 1.0, 0.0 ); | |
375 | |
376 if( should_rotate ) { | |
377 | |
378 if( ++angle > 360.0f ) { | |
379 angle = 0.0f; | |
380 } | |
381 | |
382 } | |
383 | |
384 /* Send our triangle data to the pipeline. */ | |
385 glBegin( GL_TRIANGLES ); | |
386 | |
387 glColor4ubv( red ); | |
388 glVertex3fv( v0 ); | |
389 glColor4ubv( green ); | |
390 glVertex3fv( v1 ); | |
391 glColor4ubv( blue ); | |
392 glVertex3fv( v2 ); | |
393 | |
394 glColor4ubv( red ); | |
395 glVertex3fv( v0 ); | |
396 glColor4ubv( blue ); | |
397 glVertex3fv( v2 ); | |
398 glColor4ubv( white ); | |
399 glVertex3fv( v3 ); | |
400 | |
401 glColor4ubv( green ); | |
402 glVertex3fv( v1 ); | |
403 glColor4ubv( black ); | |
404 glVertex3fv( v5 ); | |
405 glColor4ubv( orange ); | |
406 glVertex3fv( v6 ); | |
407 | |
408 glColor4ubv( green ); | |
409 glVertex3fv( v1 ); | |
410 glColor4ubv( orange ); | |
411 glVertex3fv( v6 ); | |
412 glColor4ubv( blue ); | |
413 glVertex3fv( v2 ); | |
414 | |
415 glColor4ubv( black ); | |
416 glVertex3fv( v5 ); | |
417 glColor4ubv( yellow ); | |
418 glVertex3fv( v4 ); | |
419 glColor4ubv( purple ); | |
420 glVertex3fv( v7 ); | |
421 | |
422 glColor4ubv( black ); | |
423 glVertex3fv( v5 ); | |
424 glColor4ubv( purple ); | |
425 glVertex3fv( v7 ); | |
426 glColor4ubv( orange ); | |
427 glVertex3fv( v6 ); | |
428 | |
429 glColor4ubv( yellow ); | |
430 glVertex3fv( v4 ); | |
431 glColor4ubv( red ); | |
432 glVertex3fv( v0 ); | |
433 glColor4ubv( white ); | |
434 glVertex3fv( v3 ); | |
435 | |
436 glColor4ubv( yellow ); | |
437 glVertex3fv( v4 ); | |
438 glColor4ubv( white ); | |
439 glVertex3fv( v3 ); | |
440 glColor4ubv( purple ); | |
441 glVertex3fv( v7 ); | |
442 | |
443 glColor4ubv( white ); | |
444 glVertex3fv( v3 ); | |
445 glColor4ubv( blue ); | |
446 glVertex3fv( v2 ); | |
447 glColor4ubv( orange ); | |
448 glVertex3fv( v6 ); | |
449 | |
450 glColor4ubv( white ); | |
451 glVertex3fv( v3 ); | |
452 glColor4ubv( orange ); | |
453 glVertex3fv( v6 ); | |
454 glColor4ubv( purple ); | |
455 glVertex3fv( v7 ); | |
456 | |
457 glColor4ubv( green ); | |
458 glVertex3fv( v1 ); | |
459 glColor4ubv( red ); | |
460 glVertex3fv( v0 ); | |
461 glColor4ubv( yellow ); | |
462 glVertex3fv( v4 ); | |
463 | |
464 glColor4ubv( green ); | |
465 glVertex3fv( v1 ); | |
466 glColor4ubv( yellow ); | |
467 glVertex3fv( v4 ); | |
468 glColor4ubv( black ); | |
469 glVertex3fv( v5 ); | |
470 | |
471 glEnd( ); | |
472 | |
473 /* | |
474 * EXERCISE: | |
475 * Draw text telling the user that 'Spc' | |
476 * pauses the rotation and 'Esc' quits. | |
477 * Do it using vetors and textured quads. | |
478 */ | |
479 | |
480 /* | |
481 * Swap the buffers. This this tells the driver to | |
482 * render the next frame from the contents of the | |
483 * back-buffer, and to set all rendering operations | |
484 * to occur on what was the front-buffer. | |
485 * | |
486 * Double buffering prevents nasty visual tearing | |
487 * from the application drawing on areas of the | |
488 * screen that are being updated at the same time. | |
489 */ | |
490 SDL_GL_SwapBuffers( ); | |
491 } | |
492 | |
493 static void setup_opengl( int width, int height ) | |
494 { | |
495 float ratio = (float) width / (float) height; | |
496 | |
497 /* Our shading model--Gouraud (smooth). */ | |
498 glShadeModel( GL_SMOOTH ); | |
499 | |
500 /* Culling. */ | |
501 glCullFace( GL_BACK ); | |
502 glFrontFace( GL_CCW ); | |
503 glEnable( GL_CULL_FACE ); | |
504 | |
505 /* Set the clear color. */ | |
506 glClearColor( 0, 0, 0, 0 ); | |
507 | |
508 /* Setup our viewport. */ | |
509 glViewport( 0, 0, width, height ); | |
510 | |
511 /* | |
512 * Change to the projection matrix and set | |
513 * our viewing volume. | |
514 */ | |
515 glMatrixMode( GL_PROJECTION ); | |
516 glLoadIdentity( ); | |
517 /* | |
518 * EXERCISE: | |
519 * Replace this with a call to glFrustum. | |
520 */ | |
521 gluPerspective( 60.0, ratio, 1.0, 1024.0 ); | |
522 } | |
523 | |
524 int main( int argc, char* argv[] ) | |
525 { | |
526 /* Information about the current video settings. */ | |
527 const SDL_VideoInfo* info = NULL; | |
528 /* Dimensions of our window. */ | |
529 int width = 0; | |
530 int height = 0; | |
531 /* Color depth in bits of our window. */ | |
532 int bpp = 0; | |
533 /* Flags we will pass into SDL_SetVideoMode. */ | |
534 int flags = 0; | |
535 | |
536 /* First, initialize SDL's video subsystem. */ | |
537 if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { | |
538 /* Failed, exit. */ | |
539 fprintf( stderr, "Video initialization failed: %s\n", | |
540 SDL_GetError( ) ); | |
541 quit_tutorial( 1 ); | |
542 } | |
543 | |
544 /* Let's get some video information. */ | |
545 info = SDL_GetVideoInfo( ); | |
546 | |
547 if( !info ) { | |
548 /* This should probably never happen. */ | |
549 fprintf( stderr, "Video query failed: %s\n", | |
550 SDL_GetError( ) ); | |
551 quit_tutorial( 1 ); | |
552 } | |
553 | |
554 /* | |
555 * Set our width/height to 640/480 (you would | |
556 * of course let the user decide this in a normal | |
557 * app). We get the bpp we will request from | |
558 * the display. On X11, VidMode can't change | |
559 * resolution, so this is probably being overly | |
560 * safe. Under Win32, ChangeDisplaySettings | |
561 * can change the bpp. | |
562 */ | |
563 width = 640; | |
564 height = 480; | |
565 bpp = info->vfmt->BitsPerPixel; | |
566 | |
567 /* | |
568 * Now, we want to setup our requested | |
569 * window attributes for our OpenGL window. | |
570 * We want *at least* 5 bits of red, green | |
571 * and blue. We also want at least a 16-bit | |
572 * depth buffer. | |
573 * | |
574 * The last thing we do is request a double | |
575 * buffered window. '1' turns on double | |
576 * buffering, '0' turns it off. | |
577 * | |
578 * Note that we do not use SDL_DOUBLEBUF in | |
579 * the flags to SDL_SetVideoMode. That does | |
580 * not affect the GL attribute state, only | |
581 * the standard 2D blitting setup. | |
582 */ | |
583 SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 ); | |
584 SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 ); | |
585 SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 ); | |
586 SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); | |
587 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); | |
588 | |
589 /* | |
590 * We want to request that SDL provide us | |
591 * with an OpenGL window, in a fullscreen | |
592 * video mode. | |
593 * | |
594 * EXERCISE: | |
595 * Make starting windowed an option, and | |
596 * handle the resize events properly with | |
597 * glViewport. | |
598 */ | |
599 flags = SDL_OPENGL | SDL_FULLSCREEN; | |
600 | |
601 /* | |
602 * Set the video mode | |
603 */ | |
604 if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) { | |
605 /* | |
606 * This could happen for a variety of reasons, | |
607 * including DISPLAY not being set, the specified | |
608 * resolution not being available, etc. | |
609 */ | |
610 fprintf( stderr, "Video mode set failed: %s\n", | |
611 SDL_GetError( ) ); | |
612 quit_tutorial( 1 ); | |
613 } | |
614 | |
615 /* | |
616 * At this point, we should have a properly setup | |
617 * double-buffered window for use with OpenGL. | |
618 */ | |
619 setup_opengl( width, height ); | |
620 | |
621 /* | |
622 * Now we want to begin our normal app process-- | |
623 * an event loop with a lot of redrawing. | |
624 */ | |
625 while( 1 ) { | |
626 /* Process incoming events. */ | |
627 process_events( ); | |
628 /* Draw the screen. */ | |
629 draw_screen( ); | |
630 } | |
631 | |
632 /* | |
633 * EXERCISE: | |
634 * Record timings using SDL_GetTicks() and | |
635 * and print out frames per second at program | |
636 * end. | |
637 */ | |
638 | |
639 /* Never reached. */ | |
640 return 0; | |
641 }</PRE | |
642 ></DIV | |
643 ></DIV | |
644 ></DIV | |
645 ></DIV | |
646 ><DIV | |
647 CLASS="NAVFOOTER" | |
648 ><HR | |
649 ALIGN="LEFT" | |
650 WIDTH="100%"><TABLE | |
651 WIDTH="100%" | |
652 BORDER="0" | |
653 CELLPADDING="0" | |
654 CELLSPACING="0" | |
655 ><TR | |
656 ><TD | |
657 WIDTH="33%" | |
658 ALIGN="left" | |
659 VALIGN="top" | |
660 ><A | |
661 HREF="guidebasicsinit.html" | |
662 >Prev</A | |
663 ></TD | |
664 ><TD | |
665 WIDTH="34%" | |
666 ALIGN="center" | |
667 VALIGN="top" | |
668 ><A | |
669 HREF="index.html" | |
670 >Home</A | |
671 ></TD | |
672 ><TD | |
673 WIDTH="33%" | |
674 ALIGN="right" | |
675 VALIGN="top" | |
676 ><A | |
677 HREF="guideinput.html" | |
678 >Next</A | |
679 ></TD | |
680 ></TR | |
681 ><TR | |
682 ><TD | |
683 WIDTH="33%" | |
684 ALIGN="left" | |
685 VALIGN="top" | |
686 >Initializing SDL</TD | |
687 ><TD | |
688 WIDTH="34%" | |
689 ALIGN="center" | |
690 VALIGN="top" | |
691 ><A | |
692 HREF="guide.html" | |
693 >Up</A | |
694 ></TD | |
695 ><TD | |
696 WIDTH="33%" | |
697 ALIGN="right" | |
698 VALIGN="top" | |
699 >Input handling</TD | |
700 ></TR | |
701 ></TABLE | |
702 ></DIV | |
703 ></BODY | |
704 ></HTML | |
705 > |