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author Ryan C. Gordon <icculus@icculus.org>
date Mon, 22 Aug 2005 14:18:15 +0000
parents 355632dca928
children
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<HTML
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>Time</TITLE
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>Chapter 13. Time</H1
><DIV
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><DT
><B
>Table of Contents</B
></DT
><DT
><A
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>SDL_GetTicks</A
>&nbsp;--&nbsp;Get the number of milliseconds since the SDL library initialization.</DT
><DT
><A
HREF="sdldelay.html"
>SDL_Delay</A
>&nbsp;--&nbsp;Wait a specified number of milliseconds before returning.</DT
><DT
><A
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>SDL_AddTimer</A
>&nbsp;--&nbsp;Add a timer which will call a callback after the specified number of milliseconds has
elapsed.</DT
><DT
><A
HREF="sdlremovetimer.html"
>SDL_RemoveTimer</A
>&nbsp;--&nbsp;Remove a timer which was added with
<A
HREF="sdladdtimer.html"
>SDL_AddTimer</A
>.</DT
><DT
><A
HREF="sdlsettimer.html"
>SDL_SetTimer</A
>&nbsp;--&nbsp;Set a callback to run after the specified number of milliseconds has
elapsed.</DT
></DL
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><P
>SDL provides several cross-platform functions for dealing with time.
It provides a way to get the current time, a way to wait a little while,
and a simple timer mechanism.  These functions give you two ways of moving an
object every x milliseconds:

<P
></P
><UL
><LI
><P
>Use a timer callback function.  This may have the bad effect that it runs in a seperate thread or uses alarm signals, but it's easier to implement.</P
></LI
><LI
><P
>Or you can get the number of milliseconds passed, and move the object if, for example, 30 ms passed.</P
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>&#13;</P
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