kolibrios/contrib/sdk/sources/SDL-1.2.2/docs/html/index.html

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<HTML
><HEAD
><TITLE
></TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.64
"><LINK
REL="NEXT"
TITLE="SDL Guide"
HREF="guide.html"></HEAD
><BODY
CLASS="BOOK"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="BOOK"
><A
NAME="AEN1"
></A
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
>I. <A
HREF="guide.html"
>SDL Guide</A
></DT
><DD
><DL
><DT
><A
HREF="guidepreface.html"
>Preface</A
></DT
><DD
><DL
><DT
><A
HREF="guidepreface.html#GUIDEABOUTSDL"
>About SDL</A
></DT
><DT
><A
HREF="guideaboutsdldoc.html"
>About SDLdoc</A
></DT
><DT
><A
HREF="guidecredits.html"
>Credits</A
></DT
></DL
></DD
><DT
>1. <A
HREF="guidethebasics.html"
>The Basics</A
></DT
><DD
><DL
><DT
><A
HREF="guidethebasics.html#GUIDEINTRODUCTION"
>Introduction</A
></DT
><DT
><A
HREF="guidebasicsinit.html"
>Initializing SDL</A
></DT
></DL
></DD
><DT
>2. <A
HREF="guidevideo.html"
>Graphics and Video</A
></DT
><DD
><DL
><DT
><A
HREF="guidevideo.html#GUIDEVIDEOINTRO"
>Introduction to SDL Video</A
></DT
><DT
><A
HREF="guidevideoopengl.html"
>Using OpenGL With SDL</A
></DT
></DL
></DD
><DT
>3. <A
HREF="guideinput.html"
>Input handling</A
></DT
><DD
><DL
><DT
><A
HREF="guideinput.html#GUIDEINPUTJOYSTICK"
>Handling Joysticks</A
></DT
><DT
><A
HREF="guideinputkeyboard.html"
>Handling the Keyboard</A
></DT
></DL
></DD
><DT
>4. <A
HREF="guideexamples.html"
>Examples</A
></DT
><DD
><DL
><DT
><A
HREF="guideexamples.html#AEN369"
>Introduction</A
></DT
><DT
><A
HREF="guideeventexamples.html"
>Event Examples</A
></DT
><DT
><A
HREF="guideaudioexamples.html"
>Audio Examples</A
></DT
><DT
><A
HREF="guidecdromexamples.html"
>CDROM Examples</A
></DT
><DT
><A
HREF="guidetimeexamples.html"
>Time Examples</A
></DT
></DL
></DD
></DL
></DD
><DT
>II. <A
HREF="reference.html"
>SDL Reference</A
></DT
><DD
><DL
><DT
>5. <A
HREF="general.html"
>General</A
></DT
><DD
><DL
><DT
><A
HREF="sdlinit.html"
>SDL_Init</A
> &#8212; Initializes SDL</DT
><DT
><A
HREF="sdlinitsubsystem.html"
>SDL_InitSubSystem</A
> &#8212; Initialize subsystems</DT
><DT
><A
HREF="sdlquitsubsystem.html"
>SDL_QuitSubSystem</A
> &#8212; Shut down a subsystem</DT
><DT
><A
HREF="sdlquit.html"
>SDL_Quit</A
> &#8212; Shut down SDL</DT
><DT
><A
HREF="sdlwasinit.html"
>SDL_WasInit</A
> &#8212; Check which subsystems are initialized</DT
></DL
></DD
><DT
>6. <A
HREF="video.html"
>Video</A
></DT
><DD
><DL
><DT
><A
HREF="sdlgetvideosurface.html"
>SDL_GetVideoSurface</A
> &#8212; returns a pointer to the current display surface</DT
><DT
><A
HREF="sdlgetvideoinfo.html"
>SDL_GetVideoInfo</A
> &#8212; returns a pointer to information about the video hardware</DT
><DT
><A
HREF="sdlvideodrivername.html"
>SDL_VideoDriverName</A
> &#8212; Obtain the name of the video driver</DT
><DT
><A
HREF="sdllistmodes.html"
>SDL_ListModes</A
> &#8212; Returns a pointer to an array of available screen dimensions for
the given format and video flags</DT
><DT
><A
HREF="sdlvideomodeok.html"
>SDL_VideoModeOK</A
> &#8212; Check to see if a particular video mode is supported.</DT
><DT
><A
HREF="sdlsetvideomode.html"
>SDL_SetVideoMode</A
> &#8212; Set up a video mode with the specified width, height and bits-per-pixel.</DT
><DT
><A
HREF="sdlupdaterect.html"
>SDL_UpdateRect</A
> &#8212; Makes sure the given area is updated on the given screen.</DT
><DT
><A
HREF="sdlupdaterects.html"
>SDL_UpdateRects</A
> &#8212; Makes sure the given list of rectangles is updated on the given screen.</DT
><DT
><A
HREF="sdlflip.html"
>SDL_Flip</A
> &#8212; Swaps screen buffers</DT
><DT
><A
HREF="sdlsetcolors.html"
>SDL_SetColors</A
> &#8212; Sets a portion of the colormap for the given 8-bit surface.</DT
><DT
><A
HREF="sdlsetpalette.html"
>SDL_SetPalette</A
> &#8212; Sets the colors in the palette of an 8-bit surface.</DT
><DT
><A
HREF="sdlsetgamma.html"
>SDL_SetGamma</A
> &#8212; Sets the color gamma function for the display</DT
><DT
><A
HREF="sdlgetgammaramp.html"
>SDL_GetGammaRamp</A
> &#8212; Gets the color gamma lookup tables for the display</DT
><DT
><A
HREF="sdlsetgammaramp.html"
>SDL_SetGammaRamp</A
> &#8212; Sets the color gamma lookup tables for the display</DT
><DT
><A
HREF="sdlmaprgb.html"
>SDL_MapRGB</A
> &#8212; Map a RGB color value to a pixel format.</DT
><DT
><A
HREF="sdlmaprgba.html"
>SDL_MapRGBA</A
> &#8212; Map a RGBA color value to a pixel format.</DT
><DT
><A
HREF="sdlgetrgb.html"
>SDL_GetRGB</A
> &#8212; Get RGB values from a pixel in the specified pixel format.</DT
><DT
><A
HREF="sdlgetrgba.html"
>SDL_GetRGBA</A
> &#8212; Get RGBA values from a pixel in the specified pixel format.</DT
><DT
><A
HREF="sdlcreatergbsurface.html"
>SDL_CreateRGBSurface</A
> &#8212; Create an empty SDL_Surface</DT
><DT
><A
HREF="sdlcreatergbsurfacefrom.html"
>SDL_CreateRGBSurfaceFrom</A
> &#8212; Create an SDL_Surface from pixel data</DT
><DT
><A
HREF="sdlfreesurface.html"
>SDL_FreeSurface</A
> &#8212; Frees (deletes) a SDL_Surface</DT
><DT
><A
HREF="sdllocksurface.html"
>SDL_LockSurface</A
> &#8212; Lock a surface for directly access.</DT
><DT
><A
HREF="sdlunlocksurface.html"
>SDL_UnlockSurface</A
> &#8212; Unlocks a previously locked surface.</DT
><DT
><A
HREF="sdlloadbmp.html"
>SDL_LoadBMP</A
> &#8212; Load a Windows BMP file into an SDL_Surface.</DT
><DT
><A
HREF="sdlsavebmp.html"
>SDL_SaveBMP</A
> &#8212; Save an SDL_Surface as a Windows BMP file.</DT
><DT
><A
HREF="sdlsetcolorkey.html"
>SDL_SetColorKey</A
> &#8212; Sets the color key (transparent pixel) in a blittable surface and
RLE acceleration.</DT
><DT
><A
HREF="sdlsetalpha.html"
>SDL_SetAlpha</A
> &#8212; Adjust the alpha properties of a surface</DT
><DT
><A
HREF="sdlsetcliprect.html"
>SDL_SetClipRect</A
> &#8212; Sets the clipping rectangle for a surface.</DT
><DT
><A
HREF="sdlgetcliprect.html"
>SDL_GetClipRect</A
> &#8212; Gets the clipping rectangle for a surface.</DT
><DT
><A
HREF="sdlconvertsurface.html"
>SDL_ConvertSurface</A
> &#8212; Converts a surface to the same format as another surface.</DT
><DT
><A
HREF="sdlblitsurface.html"
>SDL_BlitSurface</A
> &#8212; This performs a fast blit from the source surface to the destination surface.</DT
><DT
><A
HREF="sdlfillrect.html"
>SDL_FillRect</A
> &#8212; This function performs a fast fill of the given rectangle with some color</DT
><DT
><A
HREF="sdldisplayformat.html"
>SDL_DisplayFormat</A
> &#8212; Convert a surface to the display format</DT
><DT
><A
HREF="sdldisplayformatalpha.html"
>SDL_DisplayFormatAlpha</A
> &#8212; Convert a surface to the display format</DT
><DT
><A
HREF="sdlwarpmouse.html"
>SDL_WarpMouse</A
> &#8212; Set the position of the mouse cursor.</DT
><DT
><A
HREF="sdlcreatecursor.html"
>SDL_CreateCursor</A
> &#8212; Creates a new mouse cursor.</DT
><DT
><A
HREF="sdlfreecursor.html"
>SDL_FreeCursor</A
> &#8212; Frees a cursor created with SDL_CreateCursor.</DT
><DT
><A
HREF="sdlsetcursor.html"
>SDL_SetCursor</A
> &#8212; Set the currently active mouse cursor.</DT
><DT
><A
HREF="sdlgetcursor.html"
>SDL_GetCursor</A
> &#8212; Get the currently active mouse cursor.</DT
><DT
><A
HREF="sdlshowcursor.html"
>SDL_ShowCursor</A
> &#8212; Toggle whether or not the cursor is shown on the screen.</DT
><DT
><A
HREF="sdlglloadlibrary.html"
>SDL_GL_LoadLibrary</A
> &#8212; Specify an OpenGL library</DT
><DT
><A
HREF="sdlglgetprocaddress.html"
>SDL_GL_GetProcAddress</A
> &#8212; Get the address of a GL function</DT
><DT
><A
HREF="sdlglgetattribute.html"
>SDL_GL_GetAttribute</A
> &#8212; Get the value of a special SDL/OpenGL attribute</DT
><DT
><A
HREF="sdlglsetattribute.html"
>SDL_GL_SetAttribute</A
> &#8212; Set a special SDL/OpenGL attribute</DT
><DT
><A
HREF="sdlglswapbuffers.html"
>SDL_GL_SwapBuffers</A
> &#8212; Swap OpenGL framebuffers/Update Display</DT
><DT
><A
HREF="sdlcreateyuvoverlay.html"
>SDL_CreateYUVOverlay</A
> &#8212; Create a YUV video overlay</DT
><DT
><A
HREF="sdllockyuvoverlay.html"
>SDL_LockYUVOverlay</A
> &#8212; Lock an overlay</DT
><DT
><A
HREF="sdlunlockyuvoverlay.html"
>SDL_UnlockYUVOverlay</A
> &#8212; Unlock an overlay</DT
><DT
><A
HREF="sdldisplayyuvoverlay.html"
>SDL_DisplayYUVOverlay</A
> &#8212; Blit the overlay to the display</DT
><DT
><A
HREF="sdlfreeyuvoverlay.html"
>SDL_FreeYUVOverlay</A
> &#8212; Free a YUV video overlay</DT
><DT
><A
HREF="sdlglattr.html"
>SDL_GLattr</A
> &#8212; SDL GL Attributes</DT
><DT
><A
HREF="sdlrect.html"
>SDL_Rect</A
> &#8212; Defines a rectangular area</DT
><DT
><A
HREF="sdlcolor.html"
>SDL_Color</A
> &#8212; Format independent color description</DT
><DT
><A
HREF="sdlpalette.html"
>SDL_Palette</A
> &#8212; Color palette for 8-bit pixel formats</DT
><DT
><A
HREF="sdlpixelformat.html"
>SDL_PixelFormat</A
> &#8212; Stores surface format information</DT
><DT
><A
HREF="sdlsurface.html"
>SDL_Surface</A
> &#8212; Graphical Surface Structure</DT
><DT
><A
HREF="sdlvideoinfo.html"
>SDL_VideoInfo</A
> &#8212; Video Target information</DT
><DT
><A
HREF="sdloverlay.html"
>SDL_Overlay</A
> &#8212; YUV video overlay</DT
></DL
></DD
><DT
>7. <A
HREF="wm.html"
>Window Management</A
></DT
><DD
><DL
><DT
><A
HREF="sdlwmsetcaption.html"
>SDL_WM_SetCaption</A
> &#8212; Sets the window tile and icon name.</DT
><DT
><A
HREF="sdlwmgetcaption.html"
>SDL_WM_GetCaption</A
> &#8212; Gets the window title and icon name.</DT
><DT
><A
HREF="sdlwmseticon.html"
>SDL_WM_SetIcon</A
> &#8212; Sets the icon for the display window.</DT
><DT
><A
HREF="sdlwmiconifywindow.html"
>SDL_WM_IconifyWindow</A
> &#8212; Iconify/Minimise the window</DT
><DT
><A
HREF="sdlwmtogglefullscreen.html"
>SDL_WM_ToggleFullScreen</A
> &#8212; Toggles fullscreen mode</DT
><DT
><A
HREF="sdlwmgrabinput.html"
>SDL_WM_GrabInput</A
> &#8212; Grabs mouse and keyboard input.</DT
></DL
></DD
><DT
>8. <A
HREF="event.html"
>Events</A
></DT
><DD
><DL
><DT
><A
HREF="event.html#AEN3269"
>Introduction</A
></DT
><DT
><A
HREF="eventstructures.html"
>SDL Event Structures.</A
></DT
><DT
><A
HREF="eventfunctions.html"
>Event Functions.</A
></DT
></DL
></DD
><DT
>9. <A
HREF="joystick.html"
>Joystick</A
></DT
><DD
><DL
><DT
><A
HREF="sdlnumjoysticks.html"
>SDL_NumJoysticks</A
> &#8212; Count available joysticks.</DT
><DT
><A
HREF="sdljoystickname.html"
>SDL_JoystickName</A
> &#8212; Get joystick name.</DT
><DT
><A
HREF="sdljoystickopen.html"
>SDL_JoystickOpen</A
> &#8212; Opens a joystick for use.</DT
><DT
><A
HREF="sdljoystickopened.html"
>SDL_JoystickOpened</A
> &#8212; Determine if a joystick has been opened</DT
><DT
><A
HREF="sdljoystickindex.html"
>SDL_JoystickIndex</A
> &#8212; Get the index of an SDL_Joystick.</DT
><DT
><A
HREF="sdljoysticknumaxes.html"
>SDL_JoystickNumAxes</A
> &#8212; Get the number of joystick axes</DT
><DT
><A
HREF="sdljoysticknumballs.html"
>SDL_JoystickNumBalls</A
> &#8212; Get the number of joystick trackballs</DT
><DT
><A
HREF="sdljoysticknumhats.html"
>SDL_JoystickNumHats</A
> &#8212; Get the number of joystick hats</DT
><DT
><A
HREF="sdljoysticknumbuttons.html"
>SDL_JoystickNumButtons</A
> &#8212; Get the number of joysitck buttons</DT
><DT
><A
HREF="sdljoystickupdate.html"
>SDL_JoystickUpdate</A
> &#8212; Updates the state of all joysticks</DT
><DT
><A
HREF="sdljoystickgetaxis.html"
>SDL_JoystickGetAxis</A
> &#8212; Get the current state of an axis</DT
><DT
><A
HREF="sdljoystickgethat.html"
>SDL_JoystickGetHat</A
> &#8212; Get the current state of a joystick hat</DT
><DT
><A
HREF="sdljoystickgetbutton.html"
>SDL_JoystickGetButton</A
> &#8212; Get the current state of a given button on a given joystick</DT
><DT
><A
HREF="sdljoystickgetball.html"
>SDL_JoystickGetBall</A
> &#8212; Get relative trackball motion</DT
><DT
><A
HREF="sdljoystickclose.html"
>SDL_JoystickClose</A
> &#8212; Closes a previously opened joystick</DT
></DL
></DD
><DT
>10. <A
HREF="audio.html"
>Audio</A
></DT
><DD
><DL
><DT
><A
HREF="sdlaudiospec.html"
>SDL_AudioSpec</A
> &#8212; Audio Specification Structure</DT
><DT
><A
HREF="sdlopenaudio.html"
>SDL_OpenAudio</A
> &#8212; Opens the audio device with the desired parameters.</DT
><DT
><A
HREF="sdlpauseaudio.html"
>SDL_PauseAudio</A
> &#8212; Pauses and unpauses the audio callback processing</DT
><DT
><A
HREF="sdlgetaudiostatus.html"
>SDL_GetAudioStatus</A
> &#8212; Get the current audio state</DT
><DT
><A
HREF="sdlloadwav.html"
>SDL_LoadWAV</A
> &#8212; Load a WAVE file</DT
><DT
><A
HREF="sdlfreewav.html"
>SDL_FreeWAV</A
> &#8212; Frees previously opened WAV data</DT
><DT
><A
HREF="sdlaudiocvt.html"
>SDL_AudioCVT</A
> &#8212; Audio Conversion Structure</DT
><DT
><A
HREF="sdlbuildaudiocvt.html"
>SDL_BuildAudioCVT</A
> &#8212; Initializes a SDL_AudioCVT structure for conversion</DT
><DT
><A
HREF="sdlconvertaudio.html"
>SDL_ConvertAudio</A
> &#8212; Convert audio data to a desired audio format.</DT
><DT
><A
HREF="sdlmixaudio.html"
>SDL_MixAudio</A
> &#8212; Mix audio data</DT
><DT
><A
HREF="sdllockaudio.html"
>SDL_LockAudio</A
> &#8212; Lock out the callback function</DT
><DT
><A
HREF="sdlunlockaudio.html"
>SDL_UnlockAudio</A
> &#8212; Unlock the callback function</DT
><DT
><A
HREF="sdlcloseaudio.html"
>SDL_CloseAudio</A
> &#8212; Shuts down audio processing and closes the audio device.</DT
></DL
></DD
><DT
>11. <A
HREF="cdrom.html"
>CD-ROM</A
></DT
><DD
><DL
><DT
><A
HREF="sdlcdnumdrives.html"
>SDL_CDNumDrives</A
> &#8212; Returns the number of CD-ROM drives on the system.</DT
><DT
><A
HREF="sdlcdname.html"
>SDL_CDName</A
> &#8212; Returns a human-readable, system-dependent identifier for the CD-ROM.</DT
><DT
><A
HREF="sdlcdopen.html"
>SDL_CDOpen</A
> &#8212; Opens a CD-ROM drive for access.</DT
><DT
><A
HREF="sdlcdstatus.html"
>SDL_CDStatus</A
> &#8212; Returns the current status of the given drive.</DT
><DT
><A
HREF="sdlcdplay.html"
>SDL_CDPlay</A
> &#8212; Play a CD</DT
><DT
><A
HREF="sdlcdplaytracks.html"
>SDL_CDPlayTracks</A
> &#8212; Play the given CD track(s)</DT
><DT
><A
HREF="sdlcdpause.html"
>SDL_CDPause</A
> &#8212; Pauses a CDROM</DT
><DT
><A
HREF="sdlcdresume.html"
>SDL_CDResume</A
> &#8212; Resumes a CDROM</DT
><DT
><A
HREF="sdlcdstop.html"
>SDL_CDStop</A
> &#8212; Stops a CDROM</DT
><DT
><A
HREF="sdlcdeject.html"
>SDL_CDEject</A
> &#8212; Ejects a CDROM</DT
><DT
><A
HREF="sdlcdclose.html"
>SDL_CDClose</A
> &#8212; Closes a SDL_CD handle</DT
><DT
><A
HREF="sdlcd.html"
>SDL_CD</A
> &#8212; CDROM Drive Information</DT
><DT
><A
HREF="sdlcdtrack.html"
>SDL_CDtrack</A
> &#8212; CD Track Information Structure</DT
></DL
></DD
><DT
>12. <A
HREF="thread.html"
>Multi-threaded Programming</A
></DT
><DD
><DL
><DT
><A
HREF="sdlcreatethread.html"
>SDL_CreateThread</A
> &#8212; Creates a new thread of execution that shares its parent's properties.</DT
><DT
><A
HREF="sdlthreadid.html"
>SDL_ThreadID</A
> &#8212; Get the 32-bit thread identifier for the current thread.</DT
><DT
><A
HREF="sdlgetthreadid.html"
>SDL_GetThreadID</A
> &#8212; Get the SDL thread ID of a SDL_Thread</DT
><DT
><A
HREF="sdlwaitthread.html"
>SDL_WaitThread</A
> &#8212; Wait for a thread to finish.</DT
><DT
><A
HREF="sdlkillthread.html"
>SDL_KillThread</A
> &#8212; Gracelessly terminates the thread.</DT
><DT
><A
HREF="sdlcreatemutex.html"
>SDL_CreateMutex</A
> &#8212; Create a mutex</DT
><DT
><A
HREF="sdldestroymutex.html"
>SDL_DestroyMutex</A
> &#8212; Destroy a mutex</DT
><DT
><A
HREF="sdlmutexp.html"
>SDL_mutexP</A
> &#8212; Lock a mutex</DT
><DT
><A
HREF="sdlmutexv.html"
>SDL_mutexV</A
> &#8212; Unlock a mutex</DT
><DT
><A
HREF="sdlcreatesemaphore.html"
>SDL_CreateSemaphore</A
> &#8212; Creates a new semaphore and assigns an initial value to it.</DT
><DT
><A
HREF="sdldestroysemaphore.html"
>SDL_DestroySemaphore</A
> &#8212; Destroys a semaphore that was created by <A
HREF="sdlcreatesemaphore.html"
>SDL_CreateSemaphore</A
>.</DT
><DT
><A
HREF="sdlsemwait.html"
>SDL_SemWait</A
> &#8212; Lock a semaphore and suspend the thread if the semaphore value is zero.</DT
><DT
><A
HREF="sdlsemtrywait.html"
>SDL_SemTryWait</A
> &#8212; Attempt to lock a semaphore but don't suspend the thread.</DT
><DT
><A
HREF="sdlsemwaittimeout.html"
>SDL_SemWaitTimeout</A
> &#8212; Lock a semaphore, but only wait up to a specified maximum time.</DT
><DT
><A
HREF="sdlsempost.html"
>SDL_SemPost</A
> &#8212; Unlock a semaphore.</DT
><DT
><A
HREF="sdlsemvalue.html"
>SDL_SemValue</A
> &#8212; Return the current value of a semaphore.</DT
><DT
><A
HREF="sdlcreatecond.html"
>SDL_CreateCond</A
> &#8212; Create a condition variable</DT
><DT
><A
HREF="sdldestroycond.html"
>SDL_DestroyCond</A
> &#8212; Destroy a condition variable</DT
><DT
><A
HREF="sdlcondsignal.html"
>SDL_CondSignal</A
> &#8212; Restart a thread wait on a condition variable</DT
><DT
><A
HREF="sdlcondbroadcast.html"
>SDL_CondBroadcast</A
> &#8212; Restart all threads waiting on a condition variable</DT
><DT
><A
HREF="sdlcondwait.html"
>SDL_CondWait</A
> &#8212; Wait on a condition variable</DT
><DT
><A
HREF="sdlcondwaittimeout.html"
>SDL_CondWaitTimeout</A
> &#8212; Wait on a condition variable, with timeout</DT
></DL
></DD
><DT
>13. <A
HREF="time.html"
>Time</A
></DT
><DD
><DL
><DT
><A
HREF="sdlgetticks.html"
>SDL_GetTicks</A
> &#8212; Get the number of milliseconds since the SDL library initialization.</DT
><DT
><A
HREF="sdldelay.html"
>SDL_Delay</A
> &#8212; Wait a specified number of milliseconds before returning.</DT
><DT
><A
HREF="sdladdtimer.html"
>SDL_AddTimer</A
> &#8212; 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
> &#8212; Remove a timer which was added with
<A
HREF="sdladdtimer.html"
>SDL_AddTimer</A
>.</DT
><DT
><A
HREF="sdlsettimer.html"
>SDL_SetTimer</A
> &#8212; Set a callback to run after the specified number of milliseconds has
elapsed.</DT
></DL
></DD
></DL
></DD
></DL
></DIV
><DIV
CLASS="LOT"
><DL
CLASS="LOT"
><DT
><B
>List of Tables</B
></DT
><DT
>8-1. <A
HREF="sdlkey.html#AEN4252"
>SDL Keysym definitions</A
></DT
><DT
>8-2. <A
HREF="sdlkey.html#SDLMOD"
>SDL modifier definitions</A
></DT
></DL
></DIV
><DIV
CLASS="LOT"
><DL
CLASS="LOT"
><DT
><B
>List of Examples</B
></DT
><DT
>1-1. <A
HREF="guidebasicsinit.html#AEN60"
>Initializing SDL</A
></DT
><DT
>2-1. <A
HREF="guidevideo.html#AEN71"
>Initializing the Video Display</A
></DT
><DT
>2-2. <A
HREF="guidevideo.html#AEN77"
>Initializing the Best Video Mode</A
></DT
><DT
>2-3. <A
HREF="guidevideo.html#AEN83"
>Loading and Displaying a BMP File</A
></DT
><DT
>2-4. <A
HREF="guidevideo.html#AEN90"
>getpixel()</A
></DT
><DT
>2-5. <A
HREF="guidevideo.html#AEN93"
>putpixel()</A
></DT
><DT
>2-6. <A
HREF="guidevideo.html#AEN97"
>Using putpixel()</A
></DT
><DT
>2-7. <A
HREF="guidevideoopengl.html#AEN114"
>Initializing SDL with OpenGL</A
></DT
><DT
>2-8. <A
HREF="guidevideoopengl.html#AEN128"
>SDL and OpenGL</A
></DT
><DT
>3-1. <A
HREF="guideinput.html#AEN141"
>Initializing SDL with Joystick Support</A
></DT
><DT
>3-2. <A
HREF="guideinput.html#AEN154"
>Querying the Number of Available Joysticks</A
></DT
><DT
>3-3. <A
HREF="guideinput.html#AEN183"
>Opening a Joystick</A
></DT
><DT
>3-4. <A
HREF="guideinput.html#AEN191"
>Joystick Axis Events</A
></DT
><DT
>3-5. <A
HREF="guideinput.html#AEN195"
>More Joystick Axis Events</A
></DT
><DT
>3-6. <A
HREF="guideinput.html#AEN203"
>Joystick Button Events</A
></DT
><DT
>3-7. <A
HREF="guideinput.html#AEN217"
>Joystick Ball Events</A
></DT
><DT
>3-8. <A
HREF="guideinput.html#AEN244"
>Joystick Hat Events</A
></DT
><DT
>3-9. <A
HREF="guideinput.html#AEN265"
>Querying Joystick Characteristics</A
></DT
><DT
>3-10. <A
HREF="guideinputkeyboard.html#AEN334"
>Reading Keyboard Events</A
></DT
><DT
>3-11. <A
HREF="guideinputkeyboard.html#AEN351"
>Interpreting Key Event Information</A
></DT
><DT
>3-12. <A
HREF="guideinputkeyboard.html#AEN363"
>Proper Game Movement</A
></DT
></DL
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