Mercurial > sdl-ios-xcode
view docs/man3/SDL_Event.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 | 85cbe9c892f4 |
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.TH "SDL_Event" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference" .SH "NAME" SDL_Event\- General event structure .SH "STRUCTURE DEFINITION" .PP .nf \f(CWtypedef union{ Uint8 type; SDL_ActiveEvent active; SDL_KeyboardEvent key; SDL_MouseMotionEvent motion; SDL_MouseButtonEvent button; SDL_JoyAxisEvent jaxis; SDL_JoyBallEvent jball; SDL_JoyHatEvent jhat; SDL_JoyButtonEvent jbutton; SDL_ResizeEvent resize; SDL_ExposeEvent expose; SDL_QuitEvent quit; SDL_UserEvent user; SDL_SywWMEvent syswm; } SDL_Event;\fR .fi .PP .SH "STRUCTURE DATA" .TP 20 \fBtype\fR The type of event .TP 20 \fBactive\fR \fIActivation event\fR .TP 20 \fBkey\fR \fIKeyboard event\fR .TP 20 \fBmotion\fR \fIMouse motion event\fR .TP 20 \fBbutton\fR \fIMouse button event\fR .TP 20 \fBjaxis\fR \fIJoystick axis motion event\fR .TP 20 \fBjball\fR \fIJoystick trackball motion event\fR .TP 20 \fBjhat\fR \fIJoystick hat motion event\fR .TP 20 \fBjbutton\fR \fIJoystick button event\fR .TP 20 \fBresize\fR \fIApplication window resize event\fR .TP 20 \fBexpose\fR \fIApplication window expose event\fR .TP 20 \fBquit\fR \fIApplication quit request event\fR .TP 20 \fBuser\fR \fIUser defined event\fR .TP 20 \fBsyswm\fR \fIUndefined window manager event\fR .SH "DESCRIPTION" .PP The \fBSDL_Event\fR union is the core to all event handling is SDL, its probably the most important structure after \fBSDL_Surface\fR\&. \fBSDL_Event\fR is a union of all event structures used in SDL, using it is a simple matter of knowing which union member relates to which event \fBtype\fR\&. .PP .TP 20 \fBEvent \fBtype\fR\fR \fBEvent Structure\fR .TP 20 \fBSDL_ACTIVEEVENT\fP \fI\fBSDL_ActiveEvent\fR\fR .TP 20 \fBSDL_KEYDOWN/UP\fP \fI\fBSDL_KeyboardEvent\fR\fR .TP 20 \fBSDL_MOUSEMOTION\fP \fI\fBSDL_MouseMotionEvent\fR\fR .TP 20 \fBSDL_MOUSEBUTTONDOWN/UP\fP \fI\fBSDL_MouseButtonEvent\fR\fR .TP 20 \fBSDL_JOYAXISMOTION\fP \fI\fBSDL_JoyAxisEvent\fR\fR .TP 20 \fBSDL_JOYBALLMOTION\fP \fI\fBSDL_JoyBallEvent\fR\fR .TP 20 \fBSDL_JOYHATMOTION\fP \fI\fBSDL_JoyHatEvent\fR\fR .TP 20 \fBSDL_JOYBUTTONDOWN/UP\fP \fI\fBSDL_JoyButtonEvent\fR\fR .TP 20 \fBSDL_QUIT\fP \fI\fBSDL_QuitEvent\fR\fR .TP 20 \fBSDL_SYSWMEVENT\fP \fI\fBSDL_SysWMEvent\fR\fR .TP 20 \fBSDL_VIDEORESIZE\fP \fI\fBSDL_ResizeEvent\fR\fR .TP 20 \fBSDL_VIDEOEXPOSE\fP \fI\fBSDL_ExposeEvent\fR\fR .TP 20 \fBSDL_USEREVENT\fP \fI\fBSDL_UserEvent\fR\fR .SH "USE" .PP The \fBSDL_Event\fR structure has two uses .IP " \(bu" 6 Reading events on the event queue .IP " \(bu" 6 Placing events on the event queue .PP Reading events from the event queue is done with either \fI\fBSDL_PollEvent\fP\fR or \fI\fBSDL_PeepEvents\fP\fR\&. We\&'ll use \fBSDL_PollEvent\fP and step through an example\&. .PP First off, we create an empty \fBSDL_Event\fR structure\&. .PP .nf \f(CWSDL_Event test_event;\fR .fi .PP \fBSDL_PollEvent\fP removes the next event from the event queue, if there are no events on the queue it returns \fB0\fR otherwise it returns \fB1\fR\&. We use a \fBwhile\fP loop to process each event in turn\&. .PP .nf \f(CWwhile(SDL_PollEvent(&test_event)) {\fR .fi .PP The \fBSDL_PollEvent\fP function take a pointer to an \fBSDL_Event\fR structure that is to be filled with event information\&. We know that if \fBSDL_PollEvent\fP removes an event from the queue then the event information will be placed in our \fBtest_event\fR structure, but we also know that the \fItype\fP of event will be placed in the \fBtype\fR member of \fBtest_event\fR\&. So to handle each event \fBtype\fR seperately we use a \fBswitch\fP statement\&. .PP .nf \f(CW switch(test_event\&.type) {\fR .fi .PP We need to know what kind of events we\&'re looking for \fIand\fP the event \fBtype\fR\&'s of those events\&. So lets assume we want to detect where the user is moving the mouse pointer within our application\&. We look through our event types and notice that \fBSDL_MOUSEMOTION\fP is, more than likely, the event we\&'re looking for\&. A little \fImore\fR research tells use that \fBSDL_MOUSEMOTION\fP events are handled within the \fI\fBSDL_MouseMotionEvent\fR\fR structure which is the \fBmotion\fR member of \fBSDL_Event\fR\&. We can check for the \fBSDL_MOUSEMOTION\fP event \fBtype\fR within our \fBswitch\fP statement like so: .PP .nf \f(CW case SDL_MOUSEMOTION:\fR .fi .PP All we need do now is read the information out of the \fBmotion\fR member of \fBtest_event\fR\&. .PP .nf \f(CW printf("We got a motion event\&. "); printf("Current mouse position is: (%d, %d) ", test_event\&.motion\&.x, test_event\&.motion\&.y); break; default: printf("Unhandled Event! "); break; } } printf("Event queue empty\&. ");\fR .fi .PP .PP It is also possible to push events onto the event queue and so use it as a two-way communication path\&. Both \fI\fBSDL_PushEvent\fP\fR and \fI\fBSDL_PeepEvents\fP\fR allow you to place events onto the event queue\&. This is usually used to place a \fBSDL_USEREVENT\fP on the event queue, however you could use it to post fake input events if you wished\&. Creating your own events is a simple matter of choosing the event type you want, setting the \fBtype\fR member and filling the appropriate member structure with information\&. .PP .nf \f(CWSDL_Event user_event; user_event\&.type=SDL_USEREVENT; user_event\&.user\&.code=2; user_event\&.user\&.data1=NULL; user_event\&.user\&.data2=NULL; SDL_PushEvent(&user_event);\fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL_PollEvent\fP\fR, \fI\fBSDL_PushEvent\fP\fR, \fI\fBSDL_PeepEvents\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59