view docs/html/sdlsettimer.html @ 2222:926294b2bb4e

Emphasized the separation between SDL_Surface and SDL_Texture - SDL_Surface is a system memory representation of pixel data - SDL_Texture is a video memory representation of pixel data The concept of SDL_Surface with SDL_HWSURFACE is no longer used. Separated SDL_Texture types by usage rather than memory type - SDL_TEXTUREACCESS_STATIC is for rarely changed pixel data, can be placed in video memory. - SDL_TEXTUREACCESS_STREAMING is for frequently changing pixel data, usually placed in system memory or AGP memory. Optimized the SDL_compat usage of the OpenGL renderer by only using one copy of the framebuffer instead of two.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 11 Aug 2007 20:54:31 +0000
parents 355632dca928
children
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><H1
><A
NAME="SDLSETTIMER"
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>SDL_SetTimer</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN8557"
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><H2
>Name</H2
>SDL_SetTimer&nbsp;--&nbsp;Set a callback to run after the specified number of milliseconds has
elapsed.</DIV
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><H2
>Synopsis</H2
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><P
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><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_SetTimer</B
></CODE
>(Uint32 interval, SDL_TimerCallback callback);</CODE
></P
><P
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><DIV
CLASS="REFSECT1"
><A
NAME="SDLTIMERCALLBACK"
></A
><H2
>Callback</H2
><P
>/* Function prototype for the timer callback function */
typedef Uint32 (*SDL_TimerCallback)(Uint32 interval);</P
></DIV
><DIV
CLASS="REFSECT1"
><A
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></A
><H2
>Description</H2
><P
>Set a callback to run after the specified number of milliseconds has
elapsed. The callback function is passed the current timer interval
and returns the next timer interval.  If the returned value is the
same as the one passed in, the periodic alarm continues, otherwise a
new alarm is scheduled.</P
><P
>To cancel a currently running timer, call
<TT
CLASS="FUNCTION"
>SDL_SetTimer(0, NULL);</TT
></P
><P
>The timer callback function may run in a different thread than your
main constant, and so shouldn't call any functions from within itself.</P
><P
>The maximum resolution of this timer is 10 ms, which means that if
you request a 16 ms timer, your callback will run approximately 20 ms
later on an unloaded system.  If you wanted to set a flag signaling
a frame update at 30 frames per second (every 33 ms), you might set a
timer for 30 ms (see example below).</P
><P
>If you use this function, you need to pass <TT
CLASS="LITERAL"
>SDL_INIT_TIMER</TT
>
to <TT
CLASS="FUNCTION"
>SDL_Init()</TT
>.</P
><DIV
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><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>This function is kept for compatibility but has been superseded
by the new timer functions
<A
HREF="sdladdtimer.html"
>SDL_AddTimer</A
> and
<A
HREF="sdlremovetimer.html"
>SDL_RemoveTimer</A
> which support
multiple timers.</P
></BLOCKQUOTE
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><H2
>Examples</H2
><P
><PRE
CLASS="PROGRAMLISTING"
>SDL_SetTimer((33/10)*10, my_callback);</PRE
></P
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><A
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><H2
>See Also</H2
><P
><A
HREF="sdladdtimer.html"
><TT
CLASS="FUNCTION"
>SDL_AddTimer</TT
></A
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