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To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Thu, 15 Dec 2005 21:19:53 +0100
Subject: [SDL] More mouse enhancements for Mac OS X
The attached patch brings two more enhancements to mouse handling on Mac
OS X (Quartz):
1. Currently, after launching an SDL application, SDL's notion of the
mouse position is stuck in the top left corner (0,0) until the first
time the mouse is moved. That's because the UpdateMouse() function isn't
implemented in the Quartz driver. This patch adds it.
2. When grabbing input while the mouse cursor is hidden, the function
CGAssociateMouseAndMouseCursorPosition(0) is called, which prevents the
system's notion of the mouse location from moving (and therefore leaving
the SDL window) even when the mouse is moved. However, apparently the
Wacom tablet driver (and maybe other special pointing device drivers)
doesn't care about that setting and still allows the mouse location to
go outside of the window. Interestingly, the system cursor, which is
made visible by the existing code in SDL in that case, does not follow
the mouse location, but appears in the middle of the SDL window. The
mouse location being outside of the window however means that mouse
button events go to background applications (or the dock or whatever is
there), which is very confusing to the user who sees no cursor outside
of the SDL window.
I have not found any way of intercepting these events (and that's
probably by design, as "normal" applications shouldn't prevent the user
from bringing other applications' windows to the front by clicking on
them). An idea would be placing a fully transparent, screen-filling
window in front of everything, but I fear that this might affect
rendering performance (by doing unnecessary compositing, using up
memory, or whatever).
The deluxe solution to the problem would be talking to the tablet
driver using AppleEvents to tell it to constrain its mapped area to the
window (see Wacom's "TabletEventDemo" sample app,
http://www.wacomeng.com/devsupport/mac/downloads.html), but I think that
the bloat that solution would add to SDL would outweigh its usefulness.
What I did instead in my patch is reassociating mouse and cursor when
the mouse leaves the window while an invisible grab is in effect, and
restoring the grab when the window is entered. That way, the grab can
still be effectively broken by a tablet, but at least it's obvious to
the user that it is broken. That change is minimal - it doesn't affect
operation with a mouse (or a trackpad), and the code that it adds is not
executed on every PumpEvents() call, only when entering and leaving the
window.
Unless there are any concerns about the patch, please apply. Feel free
to shorten the lengthy comment in SDL_QuartzEvents.m if you think it's
too verbose.
Thanks
-Christian
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 02 Jan 2006 00:31:00 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE ></TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="NEXT" TITLE="SDL Guide" HREF="guide.html"></HEAD ><BODY CLASS="BOOK" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="BOOK" ><A NAME="AEN1" ></A ><DIV CLASS="TOC" ><DL ><DT ><B >Table of Contents</B ></DT ><DT >I. <A HREF="guide.html" >SDL Guide</A ></DT ><DD ><DL ><DT ><A HREF="guidepreface.html" >Preface</A ></DT ><DD ><DL ><DT ><A HREF="guidepreface.html#GUIDEABOUTSDL" >About SDL</A ></DT ><DT ><A HREF="guideaboutsdldoc.html" >About SDLdoc</A ></DT ><DT ><A HREF="guidecredits.html" >Credits</A ></DT ></DL ></DD ><DT >1. <A HREF="guidethebasics.html" >The Basics</A ></DT ><DD ><DL ><DT ><A HREF="guidethebasics.html#GUIDEINTRODUCTION" >Introduction</A ></DT ><DT ><A HREF="guidebasicsinit.html" >Initializing SDL</A ></DT ></DL ></DD ><DT >2. <A HREF="guidevideo.html" >Graphics and Video</A ></DT ><DD ><DL ><DT ><A HREF="guidevideo.html#GUIDEVIDEOINTRO" >Introduction to SDL Video</A ></DT ><DT ><A HREF="guidevideoopengl.html" >Using OpenGL With SDL</A ></DT ></DL ></DD ><DT >3. <A HREF="guideinput.html" >Input handling</A ></DT ><DD ><DL ><DT ><A HREF="guideinput.html#GUIDEINPUTJOYSTICK" >Handling Joysticks</A ></DT ><DT ><A HREF="guideinputkeyboard.html" >Handling the Keyboard</A ></DT ></DL ></DD ><DT >4. <A HREF="guideexamples.html" >Examples</A ></DT ><DD ><DL ><DT ><A HREF="guideexamples.html#AEN369" >Introduction</A ></DT ><DT ><A HREF="guideeventexamples.html" >Event Examples</A ></DT ><DT ><A HREF="guideaudioexamples.html" >Audio Examples</A ></DT ><DT ><A HREF="guidecdromexamples.html" >CDROM Examples</A ></DT ><DT ><A HREF="guidetimeexamples.html" >Time Examples</A ></DT ></DL ></DD ></DL ></DD ><DT >II. <A HREF="reference.html" >SDL Reference</A ></DT ><DD ><DL ><DT >5. <A HREF="general.html" >General</A ></DT ><DD ><DL ><DT ><A HREF="sdlinit.html" >SDL_Init</A > -- Initializes SDL</DT ><DT ><A HREF="sdlinitsubsystem.html" >SDL_InitSubSystem</A > -- Initialize subsystems</DT ><DT ><A HREF="sdlquitsubsystem.html" >SDL_QuitSubSystem</A > -- Shut down a subsystem</DT ><DT ><A HREF="sdlquit.html" >SDL_Quit</A > -- Shut down SDL</DT ><DT ><A HREF="sdlwasinit.html" >SDL_WasInit</A > -- Check which subsystems are initialized</DT ><DT ><A HREF="sdlgeterror.html" >SDL_GetError</A > -- Get SDL error string</DT ><DT ><A HREF="sdlenvvars.html" >SDL_envvars</A > -- SDL environment variables</DT ></DL ></DD ><DT >6. <A HREF="video.html" >Video</A ></DT ><DD ><DL ><DT ><A HREF="sdlgetvideosurface.html" >SDL_GetVideoSurface</A > -- returns a pointer to the current display surface</DT ><DT ><A HREF="sdlgetvideoinfo.html" >SDL_GetVideoInfo</A > -- returns a pointer to information about the video hardware</DT ><DT ><A HREF="sdlvideodrivername.html" >SDL_VideoDriverName</A > -- Obtain the name of the video driver</DT ><DT ><A HREF="sdllistmodes.html" >SDL_ListModes</A > -- Returns a pointer to an array of available screen dimensions for the given format and video flags</DT ><DT ><A HREF="sdlvideomodeok.html" >SDL_VideoModeOK</A > -- Check to see if a particular video mode is supported.</DT ><DT ><A HREF="sdlsetvideomode.html" >SDL_SetVideoMode</A > -- Set up a video mode with the specified width, height and bits-per-pixel.</DT ><DT ><A HREF="sdlupdaterect.html" >SDL_UpdateRect</A > -- Makes sure the given area is updated on the given screen.</DT ><DT ><A HREF="sdlupdaterects.html" >SDL_UpdateRects</A > -- Makes sure the given list of rectangles is updated on the given screen.</DT ><DT ><A HREF="sdlflip.html" >SDL_Flip</A > -- Swaps screen buffers</DT ><DT ><A HREF="sdlsetcolors.html" >SDL_SetColors</A > -- Sets a portion of the colormap for the given 8-bit surface.</DT ><DT ><A HREF="sdlsetpalette.html" >SDL_SetPalette</A > -- Sets the colors in the palette of an 8-bit surface.</DT ><DT ><A HREF="sdlsetgamma.html" >SDL_SetGamma</A > -- Sets the color gamma function for the display</DT ><DT ><A HREF="sdlgetgammaramp.html" >SDL_GetGammaRamp</A > -- Gets the color gamma lookup tables for the display</DT ><DT ><A HREF="sdlsetgammaramp.html" >SDL_SetGammaRamp</A > -- Sets the color gamma lookup tables for the display</DT ><DT ><A HREF="sdlmaprgb.html" >SDL_MapRGB</A > -- Map a RGB color value to a pixel format.</DT ><DT ><A HREF="sdlmaprgba.html" >SDL_MapRGBA</A > -- Map a RGBA color value to a pixel format.</DT ><DT ><A HREF="sdlgetrgb.html" >SDL_GetRGB</A > -- Get RGB values from a pixel in the specified pixel format.</DT ><DT ><A HREF="sdlgetrgba.html" >SDL_GetRGBA</A > -- Get RGBA values from a pixel in the specified pixel format.</DT ><DT ><A HREF="sdlcreatergbsurface.html" >SDL_CreateRGBSurface</A > -- Create an empty SDL_Surface</DT ><DT ><A HREF="sdlcreatergbsurfacefrom.html" >SDL_CreateRGBSurfaceFrom</A > -- Create an SDL_Surface from pixel data</DT ><DT ><A HREF="sdlfreesurface.html" >SDL_FreeSurface</A > -- Frees (deletes) a SDL_Surface</DT ><DT ><A HREF="sdllocksurface.html" >SDL_LockSurface</A > -- Lock a surface for directly access.</DT ><DT ><A HREF="sdlunlocksurface.html" >SDL_UnlockSurface</A > -- Unlocks a previously locked surface.</DT ><DT ><A HREF="sdlloadbmp.html" >SDL_LoadBMP</A > -- Load a Windows BMP file into an SDL_Surface.</DT ><DT ><A HREF="sdlsavebmp.html" >SDL_SaveBMP</A > -- Save an SDL_Surface as a Windows BMP file.</DT ><DT ><A HREF="sdlsetcolorkey.html" >SDL_SetColorKey</A > -- Sets the color key (transparent pixel) in a blittable surface and RLE acceleration.</DT ><DT ><A HREF="sdlsetalpha.html" >SDL_SetAlpha</A > -- Adjust the alpha properties of a surface</DT ><DT ><A HREF="sdlsetcliprect.html" >SDL_SetClipRect</A > -- Sets the clipping rectangle for a surface.</DT ><DT ><A HREF="sdlgetcliprect.html" >SDL_GetClipRect</A > -- Gets the clipping rectangle for a surface.</DT ><DT ><A HREF="sdlconvertsurface.html" >SDL_ConvertSurface</A > -- Converts a surface to the same format as another surface.</DT ><DT ><A HREF="sdlblitsurface.html" >SDL_BlitSurface</A > -- This performs a fast blit from the source surface to the destination surface.</DT ><DT ><A HREF="sdlfillrect.html" >SDL_FillRect</A > -- This function performs a fast fill of the given rectangle with some color</DT ><DT ><A HREF="sdldisplayformat.html" >SDL_DisplayFormat</A > -- Convert a surface to the display format</DT ><DT ><A HREF="sdldisplayformatalpha.html" >SDL_DisplayFormatAlpha</A > -- Convert a surface to the display format</DT ><DT ><A HREF="sdlwarpmouse.html" >SDL_WarpMouse</A > -- Set the position of the mouse cursor.</DT ><DT ><A HREF="sdlcreatecursor.html" >SDL_CreateCursor</A > -- Creates a new mouse cursor.</DT ><DT ><A HREF="sdlfreecursor.html" >SDL_FreeCursor</A > -- Frees a cursor created with SDL_CreateCursor.</DT ><DT ><A HREF="sdlsetcursor.html" >SDL_SetCursor</A > -- Set the currently active mouse cursor.</DT ><DT ><A HREF="sdlgetcursor.html" >SDL_GetCursor</A > -- Get the currently active mouse cursor.</DT ><DT ><A HREF="sdlshowcursor.html" >SDL_ShowCursor</A > -- Toggle whether or not the cursor is shown on the screen.</DT ><DT ><A HREF="sdlglloadlibrary.html" >SDL_GL_LoadLibrary</A > -- Specify an OpenGL library</DT ><DT ><A HREF="sdlglgetprocaddress.html" >SDL_GL_GetProcAddress</A > -- Get the address of a GL function</DT ><DT ><A HREF="sdlglgetattribute.html" >SDL_GL_GetAttribute</A > -- Get the value of a special SDL/OpenGL attribute</DT ><DT ><A HREF="sdlglsetattribute.html" >SDL_GL_SetAttribute</A > -- Set a special SDL/OpenGL attribute</DT ><DT ><A HREF="sdlglswapbuffers.html" >SDL_GL_SwapBuffers</A > -- Swap OpenGL framebuffers/Update Display</DT ><DT ><A HREF="sdlcreateyuvoverlay.html" >SDL_CreateYUVOverlay</A > -- Create a YUV video overlay</DT ><DT ><A HREF="sdllockyuvoverlay.html" >SDL_LockYUVOverlay</A > -- Lock an overlay</DT ><DT ><A HREF="sdlunlockyuvoverlay.html" >SDL_UnlockYUVOverlay</A > -- Unlock an overlay</DT ><DT ><A HREF="sdldisplayyuvoverlay.html" >SDL_DisplayYUVOverlay</A > -- Blit the overlay to the display</DT ><DT ><A HREF="sdlfreeyuvoverlay.html" >SDL_FreeYUVOverlay</A > -- Free a YUV video overlay</DT ><DT ><A HREF="sdlglattr.html" >SDL_GLattr</A > -- SDL GL Attributes</DT ><DT ><A HREF="sdlrect.html" >SDL_Rect</A > -- Defines a rectangular area</DT ><DT ><A HREF="sdlcolor.html" >SDL_Color</A > -- Format independent color description</DT ><DT ><A HREF="sdlpalette.html" >SDL_Palette</A > -- Color palette for 8-bit pixel formats</DT ><DT ><A HREF="sdlpixelformat.html" >SDL_PixelFormat</A > -- Stores surface format information</DT ><DT ><A HREF="sdlsurface.html" >SDL_Surface</A > -- Graphical Surface Structure</DT ><DT ><A HREF="sdlvideoinfo.html" >SDL_VideoInfo</A > -- Video Target information</DT ><DT ><A HREF="sdloverlay.html" >SDL_Overlay</A > -- YUV video overlay</DT ></DL ></DD ><DT >7. <A HREF="wm.html" >Window Management</A ></DT ><DD ><DL ><DT ><A HREF="sdlwmsetcaption.html" >SDL_WM_SetCaption</A > -- Sets the window tile and icon name.</DT ><DT ><A HREF="sdlwmgetcaption.html" >SDL_WM_GetCaption</A > -- Gets the window title and icon name.</DT ><DT ><A HREF="sdlwmseticon.html" >SDL_WM_SetIcon</A > -- Sets the icon for the display window.</DT ><DT ><A HREF="sdlwmiconifywindow.html" >SDL_WM_IconifyWindow</A > -- Iconify/Minimise the window</DT ><DT ><A HREF="sdlwmtogglefullscreen.html" >SDL_WM_ToggleFullScreen</A > -- Toggles fullscreen mode</DT ><DT ><A HREF="sdlwmgrabinput.html" >SDL_WM_GrabInput</A > -- Grabs mouse and keyboard input.</DT ></DL ></DD ><DT >8. <A HREF="event.html" >Events</A ></DT ><DD ><DL ><DT ><A HREF="event.html#AEN3691" >Introduction</A ></DT ><DT ><A HREF="eventstructures.html" >SDL Event Structures.</A ></DT ><DT ><A HREF="eventfunctions.html" >Event Functions.</A ></DT ></DL ></DD ><DT >9. <A HREF="joystick.html" >Joystick</A ></DT ><DD ><DL ><DT ><A HREF="sdlnumjoysticks.html" >SDL_NumJoysticks</A > -- Count available joysticks.</DT ><DT ><A HREF="sdljoystickname.html" >SDL_JoystickName</A > -- Get joystick name.</DT ><DT ><A HREF="sdljoystickopen.html" >SDL_JoystickOpen</A > -- Opens a joystick for use.</DT ><DT ><A HREF="sdljoystickopened.html" >SDL_JoystickOpened</A > -- Determine if a joystick has been opened</DT ><DT ><A HREF="sdljoystickindex.html" >SDL_JoystickIndex</A > -- Get the index of an SDL_Joystick.</DT ><DT ><A HREF="sdljoysticknumaxes.html" >SDL_JoystickNumAxes</A > -- Get the number of joystick axes</DT ><DT ><A HREF="sdljoysticknumballs.html" >SDL_JoystickNumBalls</A > -- Get the number of joystick trackballs</DT ><DT ><A HREF="sdljoysticknumhats.html" >SDL_JoystickNumHats</A > -- Get the number of joystick hats</DT ><DT ><A HREF="sdljoysticknumbuttons.html" >SDL_JoystickNumButtons</A > -- Get the number of joysitck buttons</DT ><DT ><A HREF="sdljoystickupdate.html" >SDL_JoystickUpdate</A > -- Updates the state of all joysticks</DT ><DT ><A HREF="sdljoystickgetaxis.html" >SDL_JoystickGetAxis</A > -- Get the current state of an axis</DT ><DT ><A HREF="sdljoystickgethat.html" >SDL_JoystickGetHat</A > -- Get the current state of a joystick hat</DT ><DT ><A HREF="sdljoystickgetbutton.html" >SDL_JoystickGetButton</A > -- Get the current state of a given button on a given joystick</DT ><DT ><A HREF="sdljoystickgetball.html" >SDL_JoystickGetBall</A > -- Get relative trackball motion</DT ><DT ><A HREF="sdljoystickclose.html" >SDL_JoystickClose</A > -- Closes a previously opened joystick</DT ></DL ></DD ><DT >10. <A HREF="audio.html" >Audio</A ></DT ><DD ><DL ><DT ><A HREF="sdlaudiospec.html" >SDL_AudioSpec</A > -- Audio Specification Structure</DT ><DT ><A HREF="sdlopenaudio.html" >SDL_OpenAudio</A > -- Opens the audio device with the desired parameters.</DT ><DT ><A HREF="sdlpauseaudio.html" >SDL_PauseAudio</A > -- Pauses and unpauses the audio callback processing</DT ><DT ><A HREF="sdlgetaudiostatus.html" >SDL_GetAudioStatus</A > -- Get the current audio state</DT ><DT ><A HREF="sdlloadwav.html" >SDL_LoadWAV</A > -- Load a WAVE file</DT ><DT ><A HREF="sdlfreewav.html" >SDL_FreeWAV</A > -- Frees previously opened WAV data</DT ><DT ><A HREF="sdlaudiocvt.html" >SDL_AudioCVT</A > -- Audio Conversion Structure</DT ><DT ><A HREF="sdlbuildaudiocvt.html" >SDL_BuildAudioCVT</A > -- Initializes a SDL_AudioCVT structure for conversion</DT ><DT ><A HREF="sdlconvertaudio.html" >SDL_ConvertAudio</A > -- Convert audio data to a desired audio format.</DT ><DT ><A HREF="sdlmixaudio.html" >SDL_MixAudio</A > -- Mix audio data</DT ><DT ><A HREF="sdllockaudio.html" >SDL_LockAudio</A > -- Lock out the callback function</DT ><DT ><A HREF="sdlunlockaudio.html" >SDL_UnlockAudio</A > -- Unlock the callback function</DT ><DT ><A HREF="sdlcloseaudio.html" >SDL_CloseAudio</A > -- Shuts down audio processing and closes the audio device.</DT ></DL ></DD ><DT >11. <A HREF="cdrom.html" >CD-ROM</A ></DT ><DD ><DL ><DT ><A HREF="sdlcdnumdrives.html" >SDL_CDNumDrives</A > -- Returns the number of CD-ROM drives on the system.</DT ><DT ><A HREF="sdlcdname.html" >SDL_CDName</A > -- Returns a human-readable, system-dependent identifier for the CD-ROM.</DT ><DT ><A HREF="sdlcdopen.html" >SDL_CDOpen</A > -- Opens a CD-ROM drive for access.</DT ><DT ><A HREF="sdlcdstatus.html" >SDL_CDStatus</A > -- Returns the current status of the given drive.</DT ><DT ><A HREF="sdlcdplay.html" >SDL_CDPlay</A > -- Play a CD</DT ><DT ><A HREF="sdlcdplaytracks.html" >SDL_CDPlayTracks</A > -- Play the given CD track(s)</DT ><DT ><A HREF="sdlcdpause.html" >SDL_CDPause</A > -- Pauses a CDROM</DT ><DT ><A HREF="sdlcdresume.html" >SDL_CDResume</A > -- Resumes a CDROM</DT ><DT ><A HREF="sdlcdstop.html" >SDL_CDStop</A > -- Stops a CDROM</DT ><DT ><A HREF="sdlcdeject.html" >SDL_CDEject</A > -- Ejects a CDROM</DT ><DT ><A HREF="sdlcdclose.html" >SDL_CDClose</A > -- Closes a SDL_CD handle</DT ><DT ><A HREF="sdlcd.html" >SDL_CD</A > -- CDROM Drive Information</DT ><DT ><A HREF="sdlcdtrack.html" >SDL_CDtrack</A > -- CD Track Information Structure</DT ></DL ></DD ><DT >12. <A HREF="thread.html" >Multi-threaded Programming</A ></DT ><DD ><DL ><DT ><A HREF="sdlcreatethread.html" >SDL_CreateThread</A > -- Creates a new thread of execution that shares its parent's properties.</DT ><DT ><A HREF="sdlthreadid.html" >SDL_ThreadID</A > -- Get the 32-bit thread identifier for the current thread.</DT ><DT ><A HREF="sdlgetthreadid.html" >SDL_GetThreadID</A > -- Get the SDL thread ID of a SDL_Thread</DT ><DT ><A HREF="sdlwaitthread.html" >SDL_WaitThread</A > -- Wait for a thread to finish.</DT ><DT ><A HREF="sdlkillthread.html" >SDL_KillThread</A > -- Gracelessly terminates the thread.</DT ><DT ><A HREF="sdlcreatemutex.html" >SDL_CreateMutex</A > -- Create a mutex</DT ><DT ><A HREF="sdldestroymutex.html" >SDL_DestroyMutex</A > -- Destroy a mutex</DT ><DT ><A HREF="sdlmutexp.html" >SDL_mutexP</A > -- Lock a mutex</DT ><DT ><A HREF="sdlmutexv.html" >SDL_mutexV</A > -- Unlock a mutex</DT ><DT ><A HREF="sdlcreatesemaphore.html" >SDL_CreateSemaphore</A > -- Creates a new semaphore and assigns an initial value to it.</DT ><DT ><A HREF="sdldestroysemaphore.html" >SDL_DestroySemaphore</A > -- Destroys a semaphore that was created by <A HREF="sdlcreatesemaphore.html" >SDL_CreateSemaphore</A >.</DT ><DT ><A HREF="sdlsemwait.html" >SDL_SemWait</A > -- Lock a semaphore and suspend the thread if the semaphore value is zero.</DT ><DT ><A HREF="sdlsemtrywait.html" >SDL_SemTryWait</A > -- Attempt to lock a semaphore but don't suspend the thread.</DT ><DT ><A HREF="sdlsemwaittimeout.html" >SDL_SemWaitTimeout</A > -- Lock a semaphore, but only wait up to a specified maximum time.</DT ><DT ><A HREF="sdlsempost.html" >SDL_SemPost</A > -- Unlock a semaphore.</DT ><DT ><A HREF="sdlsemvalue.html" >SDL_SemValue</A > -- Return the current value of a semaphore.</DT ><DT ><A HREF="sdlcreatecond.html" >SDL_CreateCond</A > -- Create a condition variable</DT ><DT ><A HREF="sdldestroycond.html" >SDL_DestroyCond</A > -- Destroy a condition variable</DT ><DT ><A HREF="sdlcondsignal.html" >SDL_CondSignal</A > -- Restart a thread wait on a condition variable</DT ><DT ><A HREF="sdlcondbroadcast.html" >SDL_CondBroadcast</A > -- Restart all threads waiting on a condition variable</DT ><DT ><A HREF="sdlcondwait.html" >SDL_CondWait</A > -- Wait on a condition variable</DT ><DT ><A HREF="sdlcondwaittimeout.html" >SDL_CondWaitTimeout</A > -- Wait on a condition variable, with timeout</DT ></DL ></DD ><DT >13. <A HREF="time.html" >Time</A ></DT ><DD ><DL ><DT ><A HREF="sdlgetticks.html" >SDL_GetTicks</A > -- Get the number of milliseconds since the SDL library initialization.</DT ><DT ><A HREF="sdldelay.html" >SDL_Delay</A > -- Wait a specified number of milliseconds before returning.</DT ><DT ><A HREF="sdladdtimer.html" >SDL_AddTimer</A > -- Add a timer which will call a callback after the specified number of milliseconds has elapsed.</DT ><DT ><A HREF="sdlremovetimer.html" >SDL_RemoveTimer</A > -- Remove a timer which was added with <A HREF="sdladdtimer.html" >SDL_AddTimer</A >.</DT ><DT ><A HREF="sdlsettimer.html" >SDL_SetTimer</A > -- Set a callback to run after the specified number of milliseconds has elapsed.</DT ></DL ></DD ></DL ></DD ></DL ></DIV ><DIV CLASS="LOT" ><DL CLASS="LOT" ><DT ><B >List of Tables</B ></DT ><DT >8-1. <A HREF="sdlkey.html#AEN4720" >SDL Keysym definitions</A ></DT ><DT >8-2. <A HREF="sdlkey.html#SDLMOD" >SDL modifier definitions</A ></DT ></DL ></DIV ><DIV CLASS="LOT" ><DL CLASS="LOT" ><DT ><B >List of Examples</B ></DT ><DT >1-1. <A HREF="guidebasicsinit.html#AEN60" >Initializing SDL</A ></DT ><DT >2-1. <A HREF="guidevideo.html#AEN71" >Initializing the Video Display</A ></DT ><DT >2-2. <A HREF="guidevideo.html#AEN77" >Initializing the Best Video Mode</A ></DT ><DT >2-3. <A HREF="guidevideo.html#AEN83" >Loading and Displaying a BMP File</A ></DT ><DT >2-4. <A HREF="guidevideo.html#AEN90" >getpixel()</A ></DT ><DT >2-5. <A HREF="guidevideo.html#AEN93" >putpixel()</A ></DT ><DT >2-6. <A HREF="guidevideo.html#AEN97" >Using putpixel()</A ></DT ><DT >2-7. <A HREF="guidevideoopengl.html#AEN114" >Initializing SDL with OpenGL</A ></DT ><DT >2-8. <A HREF="guidevideoopengl.html#AEN128" >SDL and OpenGL</A ></DT ><DT >3-1. <A HREF="guideinput.html#AEN141" >Initializing SDL with Joystick Support</A ></DT ><DT >3-2. <A HREF="guideinput.html#AEN154" >Querying the Number of Available Joysticks</A ></DT ><DT >3-3. <A HREF="guideinput.html#AEN183" >Opening a Joystick</A ></DT ><DT >3-4. <A HREF="guideinput.html#AEN191" >Joystick Axis Events</A ></DT ><DT >3-5. <A HREF="guideinput.html#AEN195" >More Joystick Axis Events</A ></DT ><DT >3-6. <A HREF="guideinput.html#AEN203" >Joystick Button Events</A ></DT ><DT >3-7. <A HREF="guideinput.html#AEN217" >Joystick Ball Events</A ></DT ><DT >3-8. <A HREF="guideinput.html#AEN244" >Joystick Hat Events</A ></DT ><DT >3-9. <A HREF="guideinput.html#AEN265" >Querying Joystick Characteristics</A ></DT ><DT >3-10. <A HREF="guideinputkeyboard.html#AEN334" >Reading Keyboard Events</A ></DT ><DT >3-11. <A HREF="guideinputkeyboard.html#AEN351" >Interpreting Key Event Information</A ></DT ><DT >3-12. <A HREF="guideinputkeyboard.html#AEN363" >Proper Game Movement</A ></DT ></DL ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" > </TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" > </TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="guide.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" > </TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" > </TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDL Guide</TD ></TR ></TABLE ></DIV ></BODY ></HTML >