mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-11-21 09:36:24 +00:00
Renamed SDL events for clarity
Fixes https://github.com/libsdl-org/SDL/issues/6877
This commit is contained in:
@@ -195,20 +195,20 @@ app can continue to operate as it was.
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However, there's a chance (on older hardware, or on systems under heavy load),
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where the GL context can not be restored. In that case you have to listen for
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a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
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a specific message (SDL_EVENT_RENDER_DEVICE_RESET) and restore your textures
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manually or quit the app.
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You should not use the SDL renderer API while the app going in background:
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- SDL_APP_WILLENTERBACKGROUND:
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- SDL_EVENT_WILL_ENTER_BACKGROUND:
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after you read this message, GL context gets backed-up and you should not
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use the SDL renderer API.
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When this event is received, you have to set the render target to NULL, if you're using it.
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(eg call SDL_SetRenderTarget(renderer, NULL))
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- SDL_APP_DIDENTERFOREGROUND:
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- SDL_EVENT_DID_ENTER_FOREGROUND:
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GL context is restored, and the SDL renderer API is available (unless you
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receive SDL_RENDER_DEVICE_RESET).
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receive SDL_EVENT_RENDER_DEVICE_RESET).
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Mouse / Touch events
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================================================================================
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@@ -456,12 +456,12 @@ Two legitimate ways:
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Activity by calling Activity.finish().
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- Android OS can decide to terminate your application by calling onDestroy()
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(see Activity life cycle). Your application will receive a SDL_QUIT event you
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(see Activity life cycle). Your application will receive an SDL_EVENT_QUIT you
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can handle to save things and quit.
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Don't call exit() as it stops the activity badly.
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NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
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NB: "Back button" can be handled as a SDL_EVENT_KEY_DOWN/UP events, with Keycode
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SDLK_AC_BACK, for any purpose.
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Known issues
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@@ -73,34 +73,34 @@ e.g.
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{
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switch (event->type)
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{
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case SDL_APP_TERMINATING:
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case SDL_EVENT_TERMINATING:
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/* Terminate the app.
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Shut everything down before returning from this function.
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*/
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return 0;
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case SDL_APP_LOWMEMORY:
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case SDL_EVENT_LOW_MEMORY:
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/* You will get this when your app is paused and iOS wants more memory.
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Release as much memory as possible.
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*/
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return 0;
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case SDL_APP_WILLENTERBACKGROUND:
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case SDL_EVENT_WILL_ENTER_BACKGROUND:
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/* Prepare your app to go into the background. Stop loops, etc.
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This gets called when the user hits the home button, or gets a call.
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*/
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return 0;
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case SDL_APP_DIDENTERBACKGROUND:
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case SDL_EVENT_DID_ENTER_BACKGROUND:
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/* This will get called if the user accepted whatever sent your app to the background.
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If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
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If the user got a phone call and canceled it, you'll instead get an SDL_EVENT_DID_ENTER_FOREGROUND event and restart your loops.
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When you get this, you have 5 seconds to save all your state or the app will be terminated.
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Your app is NOT active at this point.
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*/
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return 0;
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case SDL_APP_WILLENTERFOREGROUND:
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case SDL_EVENT_WILL_ENTER_FOREGROUND:
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/* This call happens when your app is coming back to the foreground.
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Restore all your state here.
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*/
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return 0;
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case SDL_APP_DIDENTERFOREGROUND:
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case SDL_EVENT_DID_ENTER_FOREGROUND:
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/* Restart your loops here.
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Your app is interactive and getting CPU again.
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*/
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@@ -44,7 +44,7 @@ use the traditional autoconf/automake/make method, or use Xcode.
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If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
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SDL will not register its own. This means that SDL will not terminate using
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SDL_Quit if it receives a termination request, it will terminate like a
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normal app, and it will not send a SDL_DROPFILE when you request to open a
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normal app, and it will not send a SDL_EVENT_DROP_FILE when you request to open a
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file with the app. To solve these issues, put the following code in your
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NSApplicationDelegate implementation:
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@@ -52,9 +52,9 @@ NSApplicationDelegate implementation:
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```objc
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- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
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{
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if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
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if (SDL_GetEventState(SDL_EVENT_QUIT) == SDL_ENABLE) {
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SDL_Event event;
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event.type = SDL_QUIT;
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event.type = SDL_EVENT_QUIT;
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SDL_PushEvent(&event);
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}
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@@ -63,9 +63,9 @@ NSApplicationDelegate implementation:
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- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
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{
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if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
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if (SDL_GetEventState(SDL_EVENT_DROP_FILE) == SDL_ENABLE) {
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SDL_Event event;
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event.type = SDL_DROPFILE;
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event.type = SDL_EVENT_DROP_FILE;
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event.drop.file = SDL_strdup([filename UTF8String]);
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return (SDL_PushEvent(&event) > 0);
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}
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@@ -121,23 +121,66 @@ You should set the event.common.timestamp field before passing an event to SDL_P
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Mouse events use floating point values for mouse coordinates and relative motion values. You can get sub-pixel motion depending on the platform and display scaling.
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The SDL_DISPLAYEVENT_* events have been moved to top level events, and SDL_DISPLAYEVENT has been removed. In general, handling this change just means checking for the individual events instead of first checking for SDL_DISPLAYEVENT and then checking for display events. You can compare the event >= SDL_DISPLAYEVENT_FIRST and <= SDL_DISPLAYEVENT_LAST if you need to see whether it's a display event.
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The SDL_DISPLAYEVENT_* events have been moved to top level events, and SDL_DISPLAYEVENT has been removed. In general, handling this change just means checking for the individual events instead of first checking for SDL_DISPLAYEVENT and then checking for display events. You can compare the event >= SDL_EVENT_DISPLAY_FIRST and <= SDL_EVENT_DISPLAY_LAST if you need to see whether it's a display event.
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The SDL_WINDOWEVENT_* events have been moved to top level events, and SDL_WINDOWEVENT has been removed. In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT and then checking for window events. You can compare the event >= SDL_WINDOWEVENT_FIRST and <= SDL_WINDOWEVENT_LAST if you need to see whether it's a window event.
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The SDL_WINDOWEVENT_* events have been moved to top level events, and SDL_WINDOWEVENT has been removed. In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT and then checking for window events. You can compare the event >= SDL_EVENT_WINDOW_FIRST and <= SDL_EVENT_WINDOW_LAST if you need to see whether it's a window event.
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SDL_QUERY, SDL_IGNORE, SDL_ENABLE, and SDL_DISABLE have been removed. You can use the functions SDL_SetEventEnabled() and SDL_EventEnabled() to set and query event processing state.
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The following symbols have been renamed:
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* SDL_CONTROLLERAXISMOTION => SDL_GAMEPADAXISMOTION
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* SDL_CONTROLLERBUTTONDOWN => SDL_GAMEPADBUTTONDOWN
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* SDL_CONTROLLERBUTTONUP => SDL_GAMEPADBUTTONUP
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* SDL_CONTROLLERDEVICEADDED => SDL_GAMEPADADDED
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* SDL_CONTROLLERDEVICEREMAPPED => SDL_GAMEPADREMAPPED
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* SDL_CONTROLLERDEVICEREMOVED => SDL_GAMEPADREMOVED
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* SDL_CONTROLLERSENSORUPDATE => SDL_GAMEPADSENSORUPDATE
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* SDL_CONTROLLERTOUCHPADDOWN => SDL_GAMEPADTOUCHPADDOWN
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* SDL_CONTROLLERTOUCHPADMOTION => SDL_GAMEPADTOUCHPADMOTION
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* SDL_CONTROLLERTOUCHPADUP => SDL_GAMEPADTOUCHPADUP
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* SDL_APP_DIDENTERBACKGROUND => SDL_EVENT_DID_ENTER_BACKGROUND
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* SDL_APP_DIDENTERFOREGROUND => SDL_EVENT_DID_ENTER_FOREGROUND
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* SDL_APP_LOWMEMORY => SDL_EVENT_LOW_MEMORY
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* SDL_APP_TERMINATING => SDL_EVENT_TERMINATING
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* SDL_APP_WILLENTERBACKGROUND => SDL_EVENT_WILL_ENTER_BACKGROUND
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* SDL_APP_WILLENTERFOREGROUND => SDL_EVENT_WILL_ENTER_FOREGROUND
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* SDL_AUDIODEVICEADDED => SDL_EVENT_AUDIO_DEVICE_ADDED
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* SDL_AUDIODEVICEREMOVED => SDL_EVENT_AUDIO_DEVICE_REMOVED
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* SDL_CLIPBOARDUPDATE => SDL_EVENT_CLIPBOARD_UPDATE
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* SDL_CONTROLLERAXISMOTION => SDL_EVENT_GAMEPAD_AXIS_MOTION
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* SDL_CONTROLLERBUTTONDOWN => SDL_EVENT_GAMEPAD_BUTTON_DOWN
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* SDL_CONTROLLERBUTTONUP => SDL_EVENT_GAMEPAD_BUTTON_UP
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* SDL_CONTROLLERDEVICEADDED => SDL_EVENT_GAMEPAD_ADDED
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* SDL_CONTROLLERDEVICEREMAPPED => SDL_EVENT_GAMEPAD_REMAPPED
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* SDL_CONTROLLERDEVICEREMOVED => SDL_EVENT_GAMEPAD_REMOVED
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* SDL_CONTROLLERSENSORUPDATE => SDL_EVENT_GAMEPAD_SENSOR_UPDATE
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* SDL_CONTROLLERTOUCHPADDOWN => SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
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* SDL_CONTROLLERTOUCHPADMOTION => SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION
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* SDL_CONTROLLERTOUCHPADUP => SDL_EVENT_GAMEPAD_TOUCHPAD_UP
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* SDL_DROPBEGIN => SDL_EVENT_DROP_BEGIN
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* SDL_DROPCOMPLETE => SDL_EVENT_DROP_COMPLETE
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* SDL_DROPFILE => SDL_EVENT_DROP_FILE
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* SDL_DROPTEXT => SDL_EVENT_DROP_TEXT
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* SDL_FINGERDOWN => SDL_EVENT_FINGER_DOWN
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* SDL_FINGERMOTION => SDL_EVENT_FINGER_MOTION
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* SDL_FINGERUP => SDL_EVENT_FINGER_UP
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* SDL_FIRSTEVENT => SDL_EVENT_FIRST
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* SDL_JOYAXISMOTION => SDL_EVENT_JOYSTICK_AXIS_MOTION
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* SDL_JOYBATTERYUPDATED => SDL_EVENT_JOYSTICK_BATTERY_UPDATED
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* SDL_JOYBUTTONDOWN => SDL_EVENT_JOYSTICK_BUTTON_DOWN
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* SDL_JOYBUTTONUP => SDL_EVENT_JOYSTICK_BUTTON_UP
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* SDL_JOYDEVICEADDED => SDL_EVENT_JOYSTICK_ADDED
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* SDL_JOYDEVICEREMOVED => SDL_EVENT_JOYSTICK_REMOVED
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* SDL_JOYHATMOTION => SDL_EVENT_JOYSTICK_HAT_MOTION
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* SDL_KEYDOWN => SDL_EVENT_KEY_DOWN
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* SDL_KEYMAPCHANGED => SDL_EVENT_KEYMAP_CHANGED
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* SDL_KEYUP => SDL_EVENT_KEY_UP
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* SDL_LASTEVENT => SDL_EVENT_LAST
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* SDL_LOCALECHANGED => SDL_EVENT_LOCALECHANGED
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* SDL_MOUSEBUTTONDOWN => SDL_EVENT_MOUSE_BUTTONDOWN
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* SDL_MOUSEBUTTONUP => SDL_EVENT_MOUSE_BUTTONUP
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* SDL_MOUSEMOTION => SDL_EVENT_MOUSE_MOTION
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* SDL_MOUSEWHEEL => SDL_EVENT_MOUSE_WHEEL
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* SDL_POLLSENTINEL => SDL_EVENT_POLL_SENTINEL
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* SDL_QUIT => SDL_EVENT_QUIT
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* SDL_RENDER_DEVICE_RESET => SDL_EVENT_RENDER_DEVICE_RESET
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* SDL_RENDER_TARGETS_RESET => SDL_EVENT_RENDER_TARGETS_RESET
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* SDL_SENSORUPDATE => SDL_EVENT_SENSOR_UPDATE
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* SDL_SYSWMEVENT => SDL_EVENT_SYSWM
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* SDL_TEXTEDITING => SDL_EVENT_TEXT_EDITING
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* SDL_TEXTEDITING_EXT => SDL_EVENT_TEXTEDITING_EXT
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* SDL_TEXTINPUT => SDL_EVENT_TEXT_INPUT
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* SDL_USEREVENT => SDL_EVENT_USER
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The following structures have been renamed:
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* SDL_ControllerAxisEvent => SDL_GamepadAxisEvent
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@@ -154,11 +197,11 @@ The following functions have been removed:
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SDL_gamecontroller.h has been renamed SDL_gamepad.h, and all APIs have been renamed to match.
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The SDL_GAMEPADADDED event now provides the joystick instance ID in the which member of the cdevice event structure.
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The SDL_EVENT_GAMEPAD_ADDED event now provides the joystick instance ID in the which member of the cdevice event structure.
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The functions SDL_GetGamepads(), SDL_GetGamepadInstanceName(), SDL_GetGamepadInstancePath(), SDL_GetGamepadInstancePlayerIndex(), SDL_GetGamepadInstanceGUID(), SDL_GetGamepadInstanceVendor(), SDL_GetGamepadInstanceProduct(), SDL_GetGamepadInstanceProductVersion(), and SDL_GetGamepadInstanceType() have been added to directly query the list of available gamepads.
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SDL_GameControllerGetSensorDataWithTimestamp() has been removed. If you want timestamps for the sensor data, you should use the sensor_timestamp member of SDL_GAMEPADSENSORUPDATE events.
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SDL_GameControllerGetSensorDataWithTimestamp() has been removed. If you want timestamps for the sensor data, you should use the sensor_timestamp member of SDL_EVENT_GAMEPAD_SENSOR_UPDATE events.
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The following enums have been renamed:
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* SDL_GameControllerAxis => SDL_GamepadAxis
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@@ -337,7 +380,7 @@ Rather than iterating over joysticks using device index, there is a new function
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}
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```
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The SDL_JOYDEVICEADDED event now provides the joystick instance ID in the `which` member of the jdevice event structure.
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The SDL_EVENT_JOYSTICK_ADDED event now provides the joystick instance ID in the `which` member of the jdevice event structure.
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The functions SDL_GetJoysticks(), SDL_GetJoystickInstanceName(), SDL_GetJoystickInstancePath(), SDL_GetJoystickInstancePlayerIndex(), SDL_GetJoystickInstanceGUID(), SDL_GetJoystickInstanceVendor(), SDL_GetJoystickInstanceProduct(), SDL_GetJoystickInstanceProductVersion(), and SDL_GetJoystickInstanceType() have been added to directly query the list of available joysticks.
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@@ -483,6 +526,30 @@ The following functions have been renamed:
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* SDL_MasksToPixelFormatEnum() => SDL_GetPixelFormatEnumForMasks()
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* SDL_PixelFormatEnumToMasks() => SDL_GetMasksForPixelFormatEnum()
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The following symbols have been renamed:
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* SDL_DISPLAYEVENT_DISCONNECTED => SDL_EVENT_DISPLAY_DISCONNECTED
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* SDL_DISPLAYEVENT_MOVED => SDL_EVENT_DISPLAY_MOVED
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* SDL_DISPLAYEVENT_ORIENTATION => SDL_EVENT_DISPLAY_ORIENTATION
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* SDL_WINDOWEVENT_CLOSE => SDL_EVENT_WINDOW_CLOSE
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* SDL_WINDOWEVENT_DISPLAY_CHANGED => SDL_EVENT_WINDOW_DISPLAY_CHANGED
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* SDL_WINDOWEVENT_ENTER => SDL_EVENT_WINDOW_ENTER
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* SDL_WINDOWEVENT_EXPOSED => SDL_EVENT_WINDOW_EXPOSED
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* SDL_WINDOWEVENT_FOCUS_GAINED => SDL_EVENT_WINDOW_FOCUS_GAINED
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* SDL_WINDOWEVENT_FOCUS_LOST => SDL_EVENT_WINDOW_FOCUS_LOST
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* SDL_WINDOWEVENT_HIDDEN => SDL_EVENT_WINDOW_HIDDEN
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* SDL_WINDOWEVENT_HIT_TEST => SDL_EVENT_WINDOW_HIT_TEST
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* SDL_WINDOWEVENT_ICCPROF_CHANGED => SDL_EVENT_WINDOW_ICCPROF_CHANGED
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* SDL_WINDOWEVENT_LEAVE => SDL_EVENT_WINDOW_LEAVE
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* SDL_WINDOWEVENT_MAXIMIZED => SDL_EVENT_WINDOW_MAXIMIZED
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* SDL_WINDOWEVENT_MINIMIZED => SDL_EVENT_WINDOW_MINIMIZED
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* SDL_WINDOWEVENT_MOVED => SDL_EVENT_WINDOW_MOVED
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* SDL_WINDOWEVENT_RESIZED => SDL_EVENT_WINDOW_RESIZED
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* SDL_WINDOWEVENT_RESTORED => SDL_EVENT_WINDOW_RESTORED
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* SDL_WINDOWEVENT_SHOWN => SDL_EVENT_WINDOW_SHOWN
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* SDL_WINDOWEVENT_SIZE_CHANGED => SDL_EVENT_WINDOW_SIZE_CHANGED
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* SDL_WINDOWEVENT_TAKE_FOCUS => SDL_EVENT_WINDOW_TAKE_FOCUS
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## SDL_platform.h
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The preprocessor symbol `__MACOSX__` has been renamed `__MACOS__`, and `__IPHONEOS__` has been renamed `__IOS__`
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@@ -748,7 +815,7 @@ Rather than iterating over sensors using device index, there is a new function S
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}
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```
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Removed SDL_SensorGetDataWithTimestamp(), if you want timestamps for the sensor data, you should use the sensor_timestamp member of SDL_SENSORUPDATE events.
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Removed SDL_SensorGetDataWithTimestamp(), if you want timestamps for the sensor data, you should use the sensor_timestamp member of SDL_EVENT_SENSOR_UPDATE events.
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The following functions have been renamed:
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@@ -127,7 +127,7 @@ Text Input API support
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The Text Input API is supported, with translation of scan codes done via the
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kernel symbol tables. For this to work, SDL needs access to a valid console.
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If you notice there's no SDL_TEXTINPUT message being emitted, double check that
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If you notice there's no SDL_EVENT_TEXT_INPUT message being emitted, double check that
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your app has read access to one of the following:
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* /proc/self/fd/0
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@@ -17,7 +17,7 @@ Unfortunately there is no windows support as of yet. Support for Windows 7 is pl
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===========================================================================
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Events
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===========================================================================
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SDL_FINGERDOWN:
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SDL_EVENT_FINGER_DOWN:
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Sent when a finger (or stylus) is placed on a touch device.
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Fields:
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* event.tfinger.touchId - the Id of the touch device.
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@@ -26,17 +26,17 @@ Fields:
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* event.tfinger.y - the y coordinate of the touch (0..1)
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* event.tfinger.pressure - the pressure of the touch (0..1)
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SDL_FINGERMOTION:
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SDL_EVENT_FINGER_MOTION:
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Sent when a finger (or stylus) is moved on the touch device.
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Fields:
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Same as SDL_FINGERDOWN but with additional:
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Same as SDL_EVENT_FINGER_DOWN but with additional:
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* event.tfinger.dx - change in x coordinate during this motion event.
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* event.tfinger.dy - change in y coordinate during this motion event.
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SDL_FINGERUP:
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SDL_EVENT_FINGER_UP:
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Sent when a finger (or stylus) is lifted from the touch device.
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Fields:
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Same as SDL_FINGERDOWN.
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Same as SDL_EVENT_FINGER_DOWN.
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===========================================================================
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@@ -66,7 +66,7 @@ The most common reason to access SDL_Finger is to query the fingers outside the
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To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
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This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
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A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
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A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_EVENT_FINGER_UP event is _added_ to the event queue, and thus _before_ the SDL_EVENT_FINGER_UP event is polled.
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As a result, be very careful to check for NULL return values.
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A SDL_Finger has the following fields:
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@@ -349,7 +349,7 @@ int main(int argc, char **argv)
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while (keep_going) {
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while (SDL_PollEvent(&evt)) {
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if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
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if ((evt.type == SDL_EVENT_KEY_DOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
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keep_going = SDL_FALSE;
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}
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}
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