Mercurial > sdl-ios-xcode
view docs/html/sdlkeysym.html @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >SDL_keysym</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="SDL Event Structures." HREF="eventstructures.html"><LINK REL="PREVIOUS" TITLE="SDL_QuitEvent" HREF="sdlquitevent.html"><LINK REL="NEXT" TITLE="SDLKey" HREF="sdlkey.html"></HEAD ><BODY CLASS="REFENTRY" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="sdlquitevent.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlkey.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLKEYSYM" ></A >SDL_keysym</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN4659" ></A ><H2 >Name</H2 >SDL_keysym -- Keysym structure</DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN4662" ></A ><H2 >Structure Definition</H2 ><PRE CLASS="PROGRAMLISTING" >typedef struct{ Uint8 scancode; SDLKey sym; SDLMod mod; Uint16 unicode; } SDL_keysym;</PRE ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN4665" ></A ><H2 >Structure Data</H2 ><DIV CLASS="INFORMALTABLE" ><A NAME="AEN4667" ></A ><P ></P ><TABLE BORDER="0" CLASS="CALSTABLE" ><TBODY ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >scancode</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Hardware specific scancode</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >sym</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >SDL virtual keysym</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >mod</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Current key modifiers</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >unicode</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Translated character</TD ></TR ></TBODY ></TABLE ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN4686" ></A ><H2 >Description</H2 ><P >The <SPAN CLASS="STRUCTNAME" >SDL_keysym</SPAN > structure is used by reporting key presses and releases since it is a part of the <A HREF="sdlkeyboardevent.html" ><SPAN CLASS="STRUCTNAME" >SDL_KeyboardEvent</SPAN ></A >.</P ><P >The <TT CLASS="STRUCTFIELD" ><I >scancode</I ></TT > field should generally be left alone, it is the hardware dependent scancode returned by the keyboard. The <TT CLASS="STRUCTFIELD" ><I >sym</I ></TT > field is extremely useful. It is the SDL-defined value of the key (see <A HREF="sdlkey.html" >SDL Key Syms</A >. This field is very useful when you are checking for certain key presses, like so: <PRE CLASS="PROGRAMLISTING" >. . while(SDL_PollEvent(&event)){ switch(event.type){ case SDL_KEYDOWN: if(event.key.keysym.sym==SDLK_LEFT) move_left(); break; . . . } } . .</PRE > <TT CLASS="STRUCTFIELD" ><I >mod</I ></TT > stores the current state of the keyboard modifiers as explained in <A HREF="sdlgetmodstate.html" ><TT CLASS="FUNCTION" >SDL_GetModState</TT ></A >. The <TT CLASS="STRUCTFIELD" ><I >unicode</I ></TT > is only used when UNICODE translation is enabled with <A HREF="sdlenableunicode.html" ><TT CLASS="FUNCTION" >SDL_EnableUNICODE</TT ></A >. If <TT CLASS="STRUCTFIELD" ><I >unicode</I ></TT > is non-zero then this a the UNICODE character corresponding to the keypress. If the high 9 bits of the character are 0, then this maps to the equivalent ASCII character: <PRE CLASS="PROGRAMLISTING" >char ch; if ( (keysym.unicode & 0xFF80) == 0 ) { ch = keysym.unicode & 0x7F; } else { printf("An International Character.\n"); }</PRE > UNICODE translation does have a slight overhead so don't enable it unless its needed.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN4705" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlkey.html" ><SPAN CLASS="STRUCTNAME" >SDLKey</SPAN ></A ></P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="sdlquitevent.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="sdlkey.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_QuitEvent</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="eventstructures.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDLKey</TD ></TR ></TABLE ></DIV ></BODY ></HTML >