view docs/man3/SDL_SemValue.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
line wrap: on
line source

.TH "SDL_SemValue" "3" "Tue 11 Sep 2001, 23:00" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_SemValue\- Return the current value of a semaphore\&.
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
#include "SDL/SDL_thread\&.h"
.sp
\fBUint32 \fBSDL_SemValue\fP\fR(\fBSDL_sem *sem\fR);
.SH "DESCRIPTION"
.PP
\fBSDL_SemValue()\fP returns the current semaphore value from the semaphore pointed to by \fBsem\fR\&.
.SH "RETURN VALUE"
.PP
Returns current value of the semaphore\&.
.SH "EXAMPLES"
.PP
.PP
.nf
\f(CW  sem_value = SDL_SemValue(my_sem);\fR
.fi
.PP
.SH "SEE ALSO"
.PP
\fI\fBSDL_CreateSemaphore\fP\fR, \fI\fBSDL_DestroySemaphore\fP\fR, \fI\fBSDL_SemWait\fP\fR, \fI\fBSDL_SemTryWait\fP\fR, \fI\fBSDL_SemWaitTimeout\fP\fR, \fI\fBSDL_SemPost\fP\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:00