Mercurial > sdl-ios-xcode
view docs/man3/SDL_GL_GetProcAddress.3 @ 3191:91b335df6fc8
Fixed bug #750
Since many different event structures include windowID it should be placed near
the beginning of the structure (preferably right after type) so it's position
is the same between different events.
This is to avoid code like this:
if (event.type == SDL_WINDOWEVENT)
win = event.window.windowID;
else if ((SDL_EVENTMASK(event.type) & SDL_KEYEVENTMASK) != 0)
win = event.key.windowID;
else if (event.type == SDL_TEXTINPUT)
win = event.text.windowID;
else if (event.type == SDL_MOUSEMOTION)
win = event.motion.windowID;
else if ((SDL_EVENTMASK(event.type) & (SDL_MOUBUTTONDOWNMASK |
SDL_MOUBUTTONUPMASK)) != 0)
win = event.button.windowID;
else if (event.type == SDL_MOUSEWHEEL)
win = event.wheel.windowID;
...
in favor of:
win = event.window.windowID;
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 10 Jun 2009 14:00:21 +0000 |
parents | 546f7c1eb755 |
children | 1238da4a7112 |
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line source
.TH "SDL_GL_GetProcAddress" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_GL_GetProcAddress \- Get the address of a GL function .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBvoid *\fBSDL_GL_GetProcAddress\fP\fR(\fBconst char* proc\fR); .SH "DESCRIPTION" .PP Returns the address of the GL function \fBproc\fR, or \fBNULL\fR if the function is not found\&. If the GL library is loaded at runtime, with \fI\fBSDL_GL_LoadLibrary\fP\fR, then \fIall\fP GL functions must be retrieved this way\&. Usually this is used to retrieve function pointers to OpenGL extensions\&. .SH "EXAMPLE" .PP .nf \f(CWtypedef void (*GL_ActiveTextureARB_Func)(unsigned int); GL_ActiveTextureARB_Func glActiveTextureARB_ptr = 0; int has_multitexture=1; \&. \&. \&. /* Get function pointer */ glActiveTextureARB_ptr=(GL_ActiveTextureARB_Func) SDL_GL_GetProcAddress("glActiveTextureARB"); /* Check for a valid function ptr */ if(!glActiveTextureARB_ptr){ fprintf(stderr, "Multitexture Extensions not present\&. "); has_multitexture=0; } \&. \&. \&. \&. if(has_multitexture){ glActiveTextureARB_ptr(GL_TEXTURE0_ARB); \&. \&. } else{ \&. \&. }\fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL_GL_LoadLibrary\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01