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Comment: update content - 2/14 changeset 5295
Revision 7 as of 2011-11-06 04:43:20
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Editor: SheenaSmith
Comment: update content - callback (in progress); camelcase
Deletions are marked like this. Additions are marked like this.
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#pragma disable-camelcase #pragma camelcase off
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||'''interval'''||^the time, in milliseconds, for the new timer to wait/cycle^; see [[#Remarks|Remarks]] for details||
||'''callback'''||^the callback function to run/call^ ''-or-'' *the SDL timer callback function which is called when the specified '''interval''' elapses*; see [[#callback|Remarks]] for details||
||'''param'''||^the parameters of the timer^ ''-or-'' *the user parameter which is passed to the callback function*||
||'''interval'''||the timer delay (ms) passed to '''callback'''; see [[#Remarks|Remarks]] for details||
||'''callback'''||the callback function to call when the specified '''interval''' elapses; see [[#callback|Remarks]] for details||
||'''param'''||the user parameter passed to '''callback'''; see [[#callback|Remarks]] for details||
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Returns a timer ID or NULL when an error occurs^; call [[SDL_GetError]]() for more information.^ Returns a timer ID or NULL if an error occurs,,; call [[SDL_GetError]]() for more information.,,
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Note that it is possible to avoid the multithreading problems with SDL timers by giving to userevent.data1 the address of a function you want to be executed and to userevent.data2 its params, and then deal with it in the event loop. Note that it is possible to avoid the multithreading problems with SDL timers by giving to `userevent.data1` the address of a function you want to be executed and to `userevent.data2` its params, and then deal with it in the event loop.
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*<<BR>>The granularity of the timer ^used by '''interval'''^ is platform-dependent, but you should count on it being at least 10 ms as this is the most common number. This means that if you request a 16 ms timer, your callback will run approximately 20 ms later on an unloaded system. If you wanted to set a flag signaling a frame update at 30 frames per second (every 33 ms), you might set a timer for 30 ms (see [[#Code Example|Code Example]]). *<<BR>>
[[SDL_AddTimer]]() adds a callback function to be run after the specified number of milliseconds has elapsed.
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''^[[SDL_AddTimer]]()^ adds a callback function to be run after the specified number of milliseconds has elapsed.'' The function prototype for '''callback''' is:
 {{{
Uint32 SDL_TimerCallback(Uint32 interval,
                         void* param)
}}}
 . where `interval` and `param` are passed in as-is from [[SDL_AddTimer]]().
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The '''callback''' parameters are as follows:
 {{{
Uint32 SDL_TimerCallback(Uint32 interval,
                         void* param)
}}}
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The timer callback function may run in a different thread than your main program, and so shouldn't call any functions from within itself. However, you may always call [[SDL_PushEvent]](). The granularity of the timer ^used by '''interval'''^ is platform-dependent, but you should count on it being at least 10 ms as this is the most common number. This means that if you request a 16 ms timer, your callback will run approximately 20 ms later on an unloaded system. If you wanted to set a flag signaling a frame update at 30 frames per second (every 33 ms), you might set a timer for 30 ms (see [[#Code Example|Code Example]]).

The timer callback function may run in a different thread than your main program, and so shouldn't call any functions from within it,,self,,. However, you may always call [[SDL_PushEvent]]().

DRAFT

SDL_AddTimer

Use this function to add a new timer to the pool of timers already running.

Syntax

SDL_TimerID SDL_AddTimer(Uint32            interval,
                         SDL_TimerCallback callback,
                         void*             param)

Function Parameters

interval

the timer delay (ms) passed to callback; see Remarks for details

callback

the callback function to call when the specified interval elapses; see Remarks for details

param

the user parameter passed to callback; see Remarks for details

Return Value

Returns a timer ID or NULL if an error occurs; call [[SDL_GetError]]() for more information.

Code Examples

*

/* Start the timer; the callback below will be executed after the delay */

delay = (33 / 10) * 10;  /* To round it down to the nearest 10 ms */
my_timer_id = SDL_AddTimer(delay, my_callbackfunc, my_callback_param);

...

Uint32 my_callbackfunc(Uint32 interval, void *param)
{
    SDL_Event event;
    SDL_UserEvent userevent;

    /* In this example, our callback pushes an SDL_USEREVENT event
    into the queue, and causes ourself to be called again at the
    same interval: */

    userevent.type = SDL_USEREVENT;
    userevent.code = 0;
    userevent.data1 = NULL;
    userevent.data2 = NULL;

    event.type = SDL_USEREVENT;
    event.user = userevent;

    SDL_PushEvent(&event);
    return(interval);
}

Note that it is possible to avoid the multithreading problems with SDL timers by giving to userevent.data1 the address of a function you want to be executed and to userevent.data2 its params, and then deal with it in the event loop.

/* with the same code as before: */
Uint32 my_callbackfunc(Uint32 interval, void *param)
{
    /* ... */
    userevent.data1 = &my_function;
    userevent.data2 = param;

    /* ... */
    return(interval);
}

/* Now the event loop */
SDL_Event event;
while (SDL_PollEvent (&event))
{
    switch(event.type)
    {
        case SDL_USEREVENT: {
            /* and now we can call the function we wanted to call in the timer but couldn't because of the multithreading problems */
            void (*p) (void*) = event.user.data1;
            p(event.user.data2);
            break;
        }
        /* ... */
    }
}

*

Remarks

*
SDL_AddTimer() adds a callback function to be run after the specified number of milliseconds has elapsed.

The function prototype for callback is:

  • Uint32 SDL_TimerCallback(Uint32 interval, 
                             void*  param)
  • where interval and param are passed in as-is from SDL_AddTimer().

The callback function is passed the current timer interval and the user supplied parameter from the SDL_AddTimer() call and returns the next timer interval. If the returned value from the callback is the same as the one passed in, the timer continues at the same rate. If the returned value from the callback is 0, the timer is canceled.

green

The callback function is passed the current timer interval and returns the next timer interval. If the returned value is the same as the one passed in, the periodic alarm continues, otherwise a new alarm is scheduled. If the callback returns 0, the periodic alarm is canceled.

Another way to cancel a currently-running timer is by calling SDL_RemoveTimer() with the timer's ID (which was returned from SDL_AddTimer()).

The granularity of the timer used by '''interval''' is platform-dependent, but you should count on it being at least 10 ms as this is the most common number. This means that if you request a 16 ms timer, your callback will run approximately 20 ms later on an unloaded system. If you wanted to set a flag signaling a frame update at 30 frames per second (every 33 ms), you might set a timer for 30 ms (see Code Example).

The timer callback function may run in a different thread than your main program, and so shouldn't call any functions from within itself. However, you may always call SDL_PushEvent().

If you use this function, you need to pass SDL_INIT_TIMER to SDL_Init.
*


CategoryAPI, CategoryTimer

None: SDL_AddTimer (last edited 2019-12-23 18:01:33 by ProgramGamer)

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