Mercurial > sdl-ios-xcode
view docs/man3/SDL_ActiveEvent.3 @ 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 | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_ActiveEvent" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference" .SH "NAME" SDL_ActiveEvent\- Application visibility event structure .SH "STRUCTURE DEFINITION" .PP .nf \f(CWtypedef struct{ Uint8 type; Uint8 gain; Uint8 state; } SDL_ActiveEvent;\fR .fi .PP .SH "STRUCTURE DATA" .TP 20 \fBtype\fR \fBSDL_ACTIVEEVENT\&.\fP .TP 20 \fBgain\fR 0 if the event is a loss or 1 if it is a gain\&. .TP 20 \fBstate\fR \fBSDL_APPMOUSEFOCUS\fP if mouse focus was gained or lost, \fBSDL_APPINPUTFOCUS\fP if input focus was gained or lost, or \fBSDL_APPACTIVE\fP if the application was iconified (\fBgain\fR=0) or restored(\fBgain\fR=1)\&. .SH "DESCRIPTION" .PP \fBSDL_ActiveEvent\fR is a member of the \fI\fBSDL_Event\fR\fR union and is used when an event of type \fBSDL_ACTIVEEVENT\fP is reported\&. .PP When the mouse leaves or enters the window area a \fBSDL_APPMOUSEFOCUS\fP type activation event occurs, if the mouse entered the window then \fBgain\fR will be 1, otherwise \fBgain\fR will be 0\&. A \fBSDL_APPINPUTFOCUS\fP type activation event occurs when the application loses or gains keyboard focus\&. This usually occurs when another application is made active\&. Finally, a \fBSDL_APPACTIVE\fP type event occurs when the application is either minimised/iconified (\fBgain\fR=0) or restored\&. .PP .RS \fBNote: .PP This event does not occur when an application window is first created\&. .RE .SH "SEE ALSO" .PP \fI\fBSDL_Event\fR\fR, \fI\fBSDL_GetAppState\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59