Mercurial > sdl-ios-xcode
view test/testkeys.c @ 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 | c121d94672cb |
children | 1a8bab15a45d |
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/* Print out all the keysyms we have, just to verify them */ #include <stdio.h> #include <ctype.h> #include <stdlib.h> #include <string.h> #include "SDL.h" int main(int argc, char *argv[]) { SDLKey key; if (SDL_Init(SDL_INIT_VIDEO) < 0) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } for (key = SDLK_FIRST; key < SDLK_LAST; ++key) { printf("Key #%d, \"%s\"\n", key, SDL_GetKeyName(key)); } SDL_Quit(); return (0); }