Mercurial > sdl-ios-xcode
view src/video/x11/SDL_x11mouse.h @ 3197:434ce3242e1c
Alexei Tereschenko
Why not to use hardware vertex processing instead of software one if
it is available in D3D render driver? With hardware processing
testsprite2 runs three times faster on all videocards which I could
test.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 16 Jun 2009 14:34:15 +0000 |
parents | b93965a16fe0 |
children | f7b03b6838cb |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifndef _SDL_x11mouse_h #define _SDL_x11mouse_h #if SDL_VIDEO_DRIVER_X11_XINPUT typedef struct X11_MouseData { Display *display; XDevice *device; int motion; int button_pressed; int button_released; int proximity_in; int proximity_out; int num_xevents; XEventClass xevents[5]; } X11_MouseData; #endif extern void X11_InitMouse(_THIS); extern void X11_QuitMouse(_THIS); #endif /* _SDL_x11mouse_h */ /* vi: set ts=4 sw=4 expandtab: */