view docs/html/guidetimeexamples.html @ 1812:9c882e94b545

Fixed bug #208 So, here's a patch with a reimplementation of QZ_SetIcon() that does what I described above. I apologize for the delay, I've been quite busy in the last few days. It appears to work here on 10.4.5 PPC in the limited testing that I've done; I'll try to test it on 10.3.9 and 10.2.8 as well, but that might take another week or so. Please test on i386. Regarding alpha channels, per-surface alpha, and color keys, the same semantics as for regular blits to an RGB surface should apply (for the final icon composited onto the dock), unless I made a mistake - except in one pathological case: if the icon surface has an alpha channel, its SDL_SRCALPHA flag is not set (i.e. it has been explicitly cleared, since it's on by default for RGBA surfaces), and it has a color key, plus an explicit mask was specified (instead of the one autogenerated from the colorkey), then the color-keyed areas appear black instead of transparent. I found no elegant way of fixing this, was too lazy to implement the inelegant one, and decided that it isn't worth the effort (but if someone disagrees, I can do it).
author Sam Lantinga <slouken@libsdl.org>
date Thu, 11 May 2006 03:45:55 +0000
parents 355632dca928
children
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>Time Examples</H1
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>Time based game loop</H2
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>#define TICK_INTERVAL    30

static Uint32 next_time;

Uint32 time_left(void)
{
    Uint32 now;

    now = SDL_GetTicks();
    if(next_time &#60;= now)
        return 0;
    else
        return next_time - now;
}


/* main game loop */

    next_time = SDL_GetTicks() + TICK_INTERVAL;
    while ( game_running ) {
        update_game_state();
        SDL_Delay(time_left());
        next_time += TICK_INTERVAL;
    }&#13;</PRE
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