view docs/html/eventfunctions.html @ 1982:3b4ce57c6215

First shot at new audio data types (int32 and float32). Notable changes: - Converters between types are autogenerated. Instead of making multiple passes over the data with seperate filters for endianess, size, signedness, etc, converting between data types is always one specialized filter. This simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases with the new types, and makes the actually conversions more CPU cache friendly. Left a stub for adding specific optimized versions of these routines (SSE/MMX/Altivec, assembler, etc) - Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This does not need to be run unless tweaking the code, and thus doesn't need integration into the build system. - Went through all the drivers and tried to weed out all the "Uint16" references that are better specified with the new SDL_AudioFormat typedef. - Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them with new SDL_AUDIO_* macros. - Added initial float32 and int32 support code. Theoretically, existing drivers will push these through converters to get the data they want to feed to the hardware. Still TODO: - Optimize and debug new converters. - Update the CoreAudio backend to accept float32 data directly. - Other backends, too? - SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files (both of which exist and can be generated by 'sox' for testing purposes). - Update the mixer to handle new datatypes. - Optionally update SDL_sound and SDL_mixer, etc.
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 24 Aug 2006 12:10:46 +0000
parents 355632dca928
children
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>Event Functions.</H1
><DIV
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><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlpumpevents.html"
>SDL_PumpEvents</A
>&nbsp;--&nbsp;Pumps the event loop, gathering events from the input devices.</DT
><DT
><A
HREF="sdlpeepevents.html"
>SDL_PeepEvents</A
>&nbsp;--&nbsp;Checks the event queue for messages and optionally returns them.</DT
><DT
><A
HREF="sdlpollevent.html"
>SDL_PollEvent</A
>&nbsp;--&nbsp;Polls for currently pending events.</DT
><DT
><A
HREF="sdlwaitevent.html"
>SDL_WaitEvent</A
>&nbsp;--&nbsp;Waits indefinitely for the next available event.</DT
><DT
><A
HREF="sdlpushevent.html"
>SDL_PushEvent</A
>&nbsp;--&nbsp;Pushes an event onto the event queue</DT
><DT
><A
HREF="sdlseteventfilter.html"
>SDL_SetEventFilter</A
>&nbsp;--&nbsp;Sets up a filter to process all events before they are posted 
to the event queue.</DT
><DT
><A
HREF="sdlgeteventfilter.html"
>SDL_GetEventFilter</A
>&nbsp;--&nbsp;Retrieves a pointer to he event filter</DT
><DT
><A
HREF="sdleventstate.html"
>SDL_EventState</A
>&nbsp;--&nbsp;This function allows you to set the state of processing certain events.</DT
><DT
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HREF="sdlgetkeystate.html"
>SDL_GetKeyState</A
>&nbsp;--&nbsp;Get a snapshot of the current keyboard state</DT
><DT
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HREF="sdlgetmodstate.html"
>SDL_GetModState</A
>&nbsp;--&nbsp;Get the state of modifier keys.</DT
><DT
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>SDL_SetModState</A
>&nbsp;--&nbsp;Set the current key modifier state</DT
><DT
><A
HREF="sdlgetkeyname.html"
>SDL_GetKeyName</A
>&nbsp;--&nbsp;Get the name of an SDL virtual keysym</DT
><DT
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>SDL_EnableUNICODE</A
>&nbsp;--&nbsp;Enable UNICODE translation</DT
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>SDL_EnableKeyRepeat</A
>&nbsp;--&nbsp;Set keyboard repeat rate.</DT
><DT
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>SDL_GetMouseState</A
>&nbsp;--&nbsp;Retrieve the current state of the mouse</DT
><DT
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>SDL_GetRelativeMouseState</A
>&nbsp;--&nbsp;Retrieve the current state of the mouse</DT
><DT
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HREF="sdlgetappstate.html"
>SDL_GetAppState</A
>&nbsp;--&nbsp;Get the state of the application</DT
><DT
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>SDL_JoystickEventState</A
>&nbsp;--&nbsp;Enable/disable joystick event polling</DT
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><TD
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><A
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>SDL_PumpEvents</A
></TD
><TD
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VALIGN="TOP"
>Pumps the event loop, gathering events from the input devices</TD
></TR
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>SDL_PeepEvents</A
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>Checks the event queue for messages and optionally returns them</TD
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>SDL_PollEvent</A
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>Polls for currently pending events</TD
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>SDL_WaitEvent</A
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>Waits indefinitely for the next available event</TD
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><A
HREF="sdlpushevent.html"
>SDL_PushEvent</A
></TD
><TD
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>Pushes an event onto the event queue</TD
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><A
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>SDL_SetEventFilter</A
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>Sets up a filter to process all events</TD
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>SDL_EventState</A
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>Allows you to set the state of processing certain events</TD
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>SDL_GetKeyState</A
></TD
><TD
ALIGN="LEFT"
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>Get a snapshot of the current keyboard state</TD
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><A
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>SDL_GetModState</A
></TD
><TD
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>Get the state of modifier keys</TD
></TR
><TR
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><A
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>SDL_SetModState</A
></TD
><TD
ALIGN="LEFT"
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>Set the state of modifier keys</TD
></TR
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><A
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>SDL_GetKeyName</A
></TD
><TD
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>Get the name of an SDL virtual keysym</TD
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>Enable UNICODE translation</TD
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>SDL_EnableKeyRepeat</A
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>Set keyboard repeat rate</TD
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>Retrieve the current state of the mouse</TD
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>Retrieve the current state of the mouse</TD
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>Enable/disable joystick event polling</TD
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