view docs/html/sdlsempost.html @ 2842:97ba0be8b565

Date: Sat, 06 Dec 2008 15:27:00 +0100 From: Couriersud Subject: SDL: Relative mouse movements The patch below will reenable processing of relative mouse movements. The DirectFB drivers generates those in "grabbed" mode. These ensure, that even in fullscreen mode relative movements are reported. SDLMAME depends on this for games with trackballs. Looking at the code I ask myself whether relative movements should be handled in the drivers (x11, directfb). Both x11 and directfb are able to report relative movements. This would leave it to the driver to use the most appropriate method for relative movements when at the border of a fullscreen window or being "grabbed".
author Sam Lantinga <slouken@libsdl.org>
date Sat, 06 Dec 2008 17:50:50 +0000
parents 355632dca928
children
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>SDL_SemPost</H1
><DIV
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><H2
>Name</H2
>SDL_SemPost&nbsp;--&nbsp;Unlock a semaphore.</DIV
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><H2
>Synopsis</H2
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><P
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><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"
#include "SDL_thread.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_SemPost</B
></CODE
>(SDL_sem *sem);</CODE
></P
><P
></P
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><DIV
CLASS="REFSECT1"
><A
NAME="AEN8180"
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><H2
>Description</H2
><P
><TT
CLASS="FUNCTION"
>SDL_SemPost</TT
> unlocks the semaphore pointed to by
<TT
CLASS="PARAMETER"
><I
>sem</I
></TT
> and atomically increments the semaphores value.
Threads that were blocking on the semaphore may be scheduled after this call
succeeds.</P
><P
><TT
CLASS="FUNCTION"
>SDL_SemPost</TT
> should be called after a semaphore is locked by a successful call to
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>SDL_SemWait</A
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<A
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>SDL_SemTryWait</A
> or
<A
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>SDL_SemWaitTimeout</A
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>Return Value</H2
><P
>Returns <SPAN
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>0</SPAN
> if successful or
<SPAN
CLASS="RETURNVALUE"
>-1</SPAN
> if there was an error (leaving the semaphore unchanged).</P
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><H2
>Examples</H2
><P
><PRE
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>SDL_SemPost(my_sem);</PRE
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>See Also</H2
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>SDL_CreateSemaphore</TT
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><TT
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>SDL_DestroySemaphore</TT
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>SDL_SemWait</TT
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><TT
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>SDL_SemTryWait</TT
></A
>,
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><TT
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>SDL_SemWaitTimeout</TT
></A
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>SDL_SemValue</TT
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