Mercurial > sdl-ios-xcode
view docs/man3/SDL_GetKeyState.3 @ 852:2651b6b43840
Quartz fix:
ut2004 makes a 2D window for the splash screen, which sets the screen
surface's pixels field. Then we tear down that video mode and create a GL
context, and the Quartz target isn't resetting the pixels field to NULL.
When you just create a GL window, the structure is memset'd to zero the
first time through, so unless you hit ut2004's codepath, you won't see the
bug. :)
Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a
warning about a bogus free() to stderr, but it doesn't actually crash. All we
need to do is explicitly initialize the current->pixels field.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Tue, 24 Feb 2004 06:53:22 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_GetKeyState" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference" .SH "NAME" SDL_GetKeyState\- Get a snapshot of the current keyboard state .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBUint8 *\fBSDL_GetKeyState\fP\fR(\fBint *numkeys\fR); .SH "DESCRIPTION" .PP Gets a snapshot of the current keyboard state\&. The current state is return as a pointer to an array, the size of this array is stored in \fBnumkeys\fR\&. The array is indexed by the \fI\fBSDLK_*\fP\fR symbols\&. A value of 1 means the key is pressed and a value of 0 means its not\&. The pointer returned is a pointer to an internal SDL array and should not be freed by the caller\&. .PP .RS \fBNote: .PP Use \fI\fBSDL_PumpEvents\fP\fR to update the state array\&. .RE .SH "EXAMPLE" .PP .PP .nf \f(CWUint8 *keystate = SDL_GetKeyState(NULL); if ( keystate[SDLK_RETURN] ) printf("Return Key Pressed\&. ");\fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL Key Symbols\fP\fR, \fI\fBSDL_PumpEvents\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59