The SDL 1.3 documentation will be primarily online wiki based:
authorSam Lantinga <slouken@libsdl.org>
Wed, 07 Oct 2009 14:29:59 +0000
changeset 3352 6dc250ebdd80
parent 3351 8e0182c236d8
child 3353 6b14223dd5c7
The SDL 1.3 documentation will be primarily online wiki based: http://wiki.libsdl.org/ Please contact Lauren MacDonell laleh_aziz cox.net who is coordinating it.
Makefile.in
docs.html
docs/html/audio.html
docs/html/cdrom.html
docs/html/event.html
docs/html/eventfunctions.html
docs/html/eventstructures.html
docs/html/general.html
docs/html/guide.html
docs/html/guideaboutsdldoc.html
docs/html/guideaudioexamples.html
docs/html/guidebasicsinit.html
docs/html/guidecdromexamples.html
docs/html/guidecredits.html
docs/html/guideeventexamples.html
docs/html/guideexamples.html
docs/html/guideinput.html
docs/html/guideinputkeyboard.html
docs/html/guidepreface.html
docs/html/guidethebasics.html
docs/html/guidetimeexamples.html
docs/html/guidevideo.html
docs/html/guidevideoopengl.html
docs/html/index.html
docs/html/joystick.html
docs/html/reference.html
docs/html/sdlactiveevent.html
docs/html/sdladdtimer.html
docs/html/sdlaudiocvt.html
docs/html/sdlaudiospec.html
docs/html/sdlblitsurface.html
docs/html/sdlbuildaudiocvt.html
docs/html/sdlcd.html
docs/html/sdlcdclose.html
docs/html/sdlcdeject.html
docs/html/sdlcdname.html
docs/html/sdlcdnumdrives.html
docs/html/sdlcdopen.html
docs/html/sdlcdpause.html
docs/html/sdlcdplay.html
docs/html/sdlcdplaytracks.html
docs/html/sdlcdresume.html
docs/html/sdlcdstatus.html
docs/html/sdlcdstop.html
docs/html/sdlcdtrack.html
docs/html/sdlcloseaudio.html
docs/html/sdlcolor.html
docs/html/sdlcondbroadcast.html
docs/html/sdlcondsignal.html
docs/html/sdlcondwait.html
docs/html/sdlcondwaittimeout.html
docs/html/sdlconvertaudio.html
docs/html/sdlconvertsurface.html
docs/html/sdlcreatecond.html
docs/html/sdlcreatecursor.html
docs/html/sdlcreatemutex.html
docs/html/sdlcreatergbsurface.html
docs/html/sdlcreatergbsurfacefrom.html
docs/html/sdlcreatesemaphore.html
docs/html/sdlcreatethread.html
docs/html/sdlcreateyuvoverlay.html
docs/html/sdldelay.html
docs/html/sdldestroycond.html
docs/html/sdldestroymutex.html
docs/html/sdldestroysemaphore.html
docs/html/sdldisplayformat.html
docs/html/sdldisplayformatalpha.html
docs/html/sdldisplayyuvoverlay.html
docs/html/sdlenablekeyrepeat.html
docs/html/sdlenableunicode.html
docs/html/sdlenvvars.html
docs/html/sdlevent.html
docs/html/sdleventstate.html
docs/html/sdlexposeevent.html
docs/html/sdlfillrect.html
docs/html/sdlflip.html
docs/html/sdlfreecursor.html
docs/html/sdlfreesurface.html
docs/html/sdlfreewav.html
docs/html/sdlfreeyuvoverlay.html
docs/html/sdlgetappstate.html
docs/html/sdlgetaudiostatus.html
docs/html/sdlgetcliprect.html
docs/html/sdlgetcursor.html
docs/html/sdlgeterror.html
docs/html/sdlgeteventfilter.html
docs/html/sdlgetgammaramp.html
docs/html/sdlgetkeyname.html
docs/html/sdlgetkeystate.html
docs/html/sdlgetmodstate.html
docs/html/sdlgetmousestate.html
docs/html/sdlgetrelativemousestate.html
docs/html/sdlgetrgb.html
docs/html/sdlgetrgba.html
docs/html/sdlgetthreadid.html
docs/html/sdlgetticks.html
docs/html/sdlgetvideoinfo.html
docs/html/sdlgetvideosurface.html
docs/html/sdlglattr.html
docs/html/sdlglgetattribute.html
docs/html/sdlglgetprocaddress.html
docs/html/sdlglloadlibrary.html
docs/html/sdlglsetattribute.html
docs/html/sdlglswapbuffers.html
docs/html/sdlinit.html
docs/html/sdlinitsubsystem.html
docs/html/sdljoyaxisevent.html
docs/html/sdljoyballevent.html
docs/html/sdljoybuttonevent.html
docs/html/sdljoyhatevent.html
docs/html/sdljoystickclose.html
docs/html/sdljoystickeventstate.html
docs/html/sdljoystickgetaxis.html
docs/html/sdljoystickgetball.html
docs/html/sdljoystickgetbutton.html
docs/html/sdljoystickgethat.html
docs/html/sdljoystickindex.html
docs/html/sdljoystickname.html
docs/html/sdljoysticknumaxes.html
docs/html/sdljoysticknumballs.html
docs/html/sdljoysticknumbuttons.html
docs/html/sdljoysticknumhats.html
docs/html/sdljoystickopen.html
docs/html/sdljoystickopened.html
docs/html/sdljoystickupdate.html
docs/html/sdlkey.html
docs/html/sdlkeyboardevent.html
docs/html/sdlkeysym.html
docs/html/sdlkillthread.html
docs/html/sdllistmodes.html
docs/html/sdlloadbmp.html
docs/html/sdlloadwav.html
docs/html/sdllockaudio.html
docs/html/sdllocksurface.html
docs/html/sdllockyuvoverlay.html
docs/html/sdlmaprgb.html
docs/html/sdlmaprgba.html
docs/html/sdlmixaudio.html
docs/html/sdlmousebuttonevent.html
docs/html/sdlmousemotionevent.html
docs/html/sdlmutexp.html
docs/html/sdlmutexv.html
docs/html/sdlnumjoysticks.html
docs/html/sdlopenaudio.html
docs/html/sdloverlay.html
docs/html/sdlpalette.html
docs/html/sdlpauseaudio.html
docs/html/sdlpeepevents.html
docs/html/sdlpixelformat.html
docs/html/sdlpollevent.html
docs/html/sdlpumpevents.html
docs/html/sdlpushevent.html
docs/html/sdlquit.html
docs/html/sdlquitevent.html
docs/html/sdlquitsubsystem.html
docs/html/sdlrect.html
docs/html/sdlremovetimer.html
docs/html/sdlresizeevent.html
docs/html/sdlsavebmp.html
docs/html/sdlsempost.html
docs/html/sdlsemtrywait.html
docs/html/sdlsemvalue.html
docs/html/sdlsemwait.html
docs/html/sdlsemwaittimeout.html
docs/html/sdlsetalpha.html
docs/html/sdlsetcliprect.html
docs/html/sdlsetcolorkey.html
docs/html/sdlsetcolors.html
docs/html/sdlsetcursor.html
docs/html/sdlseteventfilter.html
docs/html/sdlsetgamma.html
docs/html/sdlsetgammaramp.html
docs/html/sdlsetmodstate.html
docs/html/sdlsetpalette.html
docs/html/sdlsettimer.html
docs/html/sdlsetvideomode.html
docs/html/sdlshowcursor.html
docs/html/sdlsurface.html
docs/html/sdlsyswmevent.html
docs/html/sdlthreadid.html
docs/html/sdlunlockaudio.html
docs/html/sdlunlocksurface.html
docs/html/sdlunlockyuvoverlay.html
docs/html/sdlupdaterect.html
docs/html/sdlupdaterects.html
docs/html/sdluserevent.html
docs/html/sdlvideodrivername.html
docs/html/sdlvideoinfo.html
docs/html/sdlvideomodeok.html
docs/html/sdlwaitevent.html
docs/html/sdlwaitthread.html
docs/html/sdlwarpmouse.html
docs/html/sdlwasinit.html
docs/html/sdlwmgetcaption.html
docs/html/sdlwmgrabinput.html
docs/html/sdlwmiconifywindow.html
docs/html/sdlwmsetcaption.html
docs/html/sdlwmseticon.html
docs/html/sdlwmtogglefullscreen.html
docs/html/thread.html
docs/html/time.html
docs/html/video.html
docs/html/wm.html
docs/images/rainbow.gif
docs/index.html
docs/man3/SDLKey.3
docs/man3/SDL_ActiveEvent.3
docs/man3/SDL_AddTimer.3
docs/man3/SDL_AudioCVT.3
docs/man3/SDL_AudioSpec.3
docs/man3/SDL_BlitSurface.3
docs/man3/SDL_BuildAudioCVT.3
docs/man3/SDL_CD.3
docs/man3/SDL_CDClose.3
docs/man3/SDL_CDEject.3
docs/man3/SDL_CDName.3
docs/man3/SDL_CDNumDrives.3
docs/man3/SDL_CDOpen.3
docs/man3/SDL_CDPause.3
docs/man3/SDL_CDPlay.3
docs/man3/SDL_CDPlayTracks.3
docs/man3/SDL_CDResume.3
docs/man3/SDL_CDStatus.3
docs/man3/SDL_CDStop.3
docs/man3/SDL_CDtrack.3
docs/man3/SDL_CloseAudio.3
docs/man3/SDL_Color.3
docs/man3/SDL_CondBroadcast.3
docs/man3/SDL_CondSignal.3
docs/man3/SDL_CondWait.3
docs/man3/SDL_CondWaitTimeout.3
docs/man3/SDL_ConvertAudio.3
docs/man3/SDL_ConvertSurface.3
docs/man3/SDL_CreateCond.3
docs/man3/SDL_CreateCursor.3
docs/man3/SDL_CreateMutex.3
docs/man3/SDL_CreateRGBSurface.3
docs/man3/SDL_CreateRGBSurfaceFrom.3
docs/man3/SDL_CreateSemaphore.3
docs/man3/SDL_CreateThread.3
docs/man3/SDL_CreateYUVOverlay.3
docs/man3/SDL_Delay.3
docs/man3/SDL_DestroyCond.3
docs/man3/SDL_DestroyMutex.3
docs/man3/SDL_DestroySemaphore.3
docs/man3/SDL_DisplayFormat.3
docs/man3/SDL_DisplayFormatAlpha.3
docs/man3/SDL_DisplayYUVOverlay.3
docs/man3/SDL_EnableKeyRepeat.3
docs/man3/SDL_EnableUNICODE.3
docs/man3/SDL_Event.3
docs/man3/SDL_EventState.3
docs/man3/SDL_ExposeEvent.3
docs/man3/SDL_FillRect.3
docs/man3/SDL_Flip.3
docs/man3/SDL_FreeCursor.3
docs/man3/SDL_FreeSurface.3
docs/man3/SDL_FreeWAV.3
docs/man3/SDL_FreeYUVOverlay.3
docs/man3/SDL_GL_GetAttribute.3
docs/man3/SDL_GL_GetProcAddress.3
docs/man3/SDL_GL_LoadLibrary.3
docs/man3/SDL_GL_SetAttribute.3
docs/man3/SDL_GL_SwapBuffers.3
docs/man3/SDL_GLattr.3
docs/man3/SDL_GetAppState.3
docs/man3/SDL_GetAudioStatus.3
docs/man3/SDL_GetClipRect.3
docs/man3/SDL_GetCursor.3
docs/man3/SDL_GetError.3
docs/man3/SDL_GetEventFilter.3
docs/man3/SDL_GetGamma.3
docs/man3/SDL_GetGammaRamp.3
docs/man3/SDL_GetKeyName.3
docs/man3/SDL_GetKeyState.3
docs/man3/SDL_GetModState.3
docs/man3/SDL_GetMouseState.3
docs/man3/SDL_GetRGB.3
docs/man3/SDL_GetRGBA.3
docs/man3/SDL_GetRelativeMouseState.3
docs/man3/SDL_GetThreadID.3
docs/man3/SDL_GetTicks.3
docs/man3/SDL_GetVideoInfo.3
docs/man3/SDL_GetVideoSurface.3
docs/man3/SDL_Init.3
docs/man3/SDL_InitSubSystem.3
docs/man3/SDL_JoyAxisEvent.3
docs/man3/SDL_JoyBallEvent.3
docs/man3/SDL_JoyButtonEvent.3
docs/man3/SDL_JoyHatEvent.3
docs/man3/SDL_JoystickClose.3
docs/man3/SDL_JoystickEventState.3
docs/man3/SDL_JoystickGetAxis.3
docs/man3/SDL_JoystickGetBall.3
docs/man3/SDL_JoystickGetButton.3
docs/man3/SDL_JoystickGetHat.3
docs/man3/SDL_JoystickIndex.3
docs/man3/SDL_JoystickName.3
docs/man3/SDL_JoystickNumAxes.3
docs/man3/SDL_JoystickNumBalls.3
docs/man3/SDL_JoystickNumButtons.3
docs/man3/SDL_JoystickNumHats.3
docs/man3/SDL_JoystickOpen.3
docs/man3/SDL_JoystickOpened.3
docs/man3/SDL_JoystickUpdate.3
docs/man3/SDL_KeyboardEvent.3
docs/man3/SDL_KillThread.3
docs/man3/SDL_ListModes.3
docs/man3/SDL_LoadBMP.3
docs/man3/SDL_LoadWAV.3
docs/man3/SDL_LockAudio.3
docs/man3/SDL_LockSurface.3
docs/man3/SDL_LockYUVOverlay.3
docs/man3/SDL_MapRGB.3
docs/man3/SDL_MapRGBA.3
docs/man3/SDL_MixAudio.3
docs/man3/SDL_MouseButtonEvent.3
docs/man3/SDL_MouseMotionEvent.3
docs/man3/SDL_NumJoysticks.3
docs/man3/SDL_OpenAudio.3
docs/man3/SDL_Overlay.3
docs/man3/SDL_Palette.3
docs/man3/SDL_PauseAudio.3
docs/man3/SDL_PeepEvents.3
docs/man3/SDL_PixelFormat.3
docs/man3/SDL_PollEvent.3
docs/man3/SDL_PumpEvents.3
docs/man3/SDL_PushEvent.3
docs/man3/SDL_Quit.3
docs/man3/SDL_QuitEvent.3
docs/man3/SDL_QuitSubSystem.3
docs/man3/SDL_RWFromFile.3
docs/man3/SDL_Rect.3
docs/man3/SDL_RemoveTimer.3
docs/man3/SDL_ResizeEvent.3
docs/man3/SDL_SaveBMP.3
docs/man3/SDL_SemPost.3
docs/man3/SDL_SemTryWait.3
docs/man3/SDL_SemValue.3
docs/man3/SDL_SemWait.3
docs/man3/SDL_SemWaitTimeout.3
docs/man3/SDL_SetAlpha.3
docs/man3/SDL_SetClipRect.3
docs/man3/SDL_SetColorKey.3
docs/man3/SDL_SetColors.3
docs/man3/SDL_SetCursor.3
docs/man3/SDL_SetEventFilter.3
docs/man3/SDL_SetGamma.3
docs/man3/SDL_SetGammaRamp.3
docs/man3/SDL_SetModState.3
docs/man3/SDL_SetPalette.3
docs/man3/SDL_SetTimer.3
docs/man3/SDL_SetVideoMode.3
docs/man3/SDL_ShowCursor.3
docs/man3/SDL_Surface.3
docs/man3/SDL_SysWMEvent.3
docs/man3/SDL_ThreadID.3
docs/man3/SDL_UnlockAudio.3
docs/man3/SDL_UnlockSurface.3
docs/man3/SDL_UnlockYUVOverlay.3
docs/man3/SDL_UpdateRect.3
docs/man3/SDL_UpdateRects.3
docs/man3/SDL_UserEvent.3
docs/man3/SDL_VideoDriverName.3
docs/man3/SDL_VideoInfo.3
docs/man3/SDL_VideoModeOK.3
docs/man3/SDL_WM_GetCaption.3
docs/man3/SDL_WM_GrabInput.3
docs/man3/SDL_WM_IconifyWindow.3
docs/man3/SDL_WM_SetCaption.3
docs/man3/SDL_WM_SetIcon.3
docs/man3/SDL_WM_ToggleFullScreen.3
docs/man3/SDL_WaitEvent.3
docs/man3/SDL_WaitThread.3
docs/man3/SDL_WarpMouse.3
docs/man3/SDL_WasInit.3
docs/man3/SDL_keysym.3
docs/man3/SDL_mutexP.3
docs/man3/SDL_mutexV.3
--- a/Makefile.in	Wed Oct 07 06:11:53 2009 +0000
+++ b/Makefile.in	Wed Oct 07 14:29:59 2009 +0000
@@ -10,7 +10,6 @@
 includedir = @includedir@
 datarootdir = @datarootdir@
 datadir	= @datadir@
-mandir	= @mandir@
 auxdir	= @ac_aux_dir@
 distpath = $(srcdir)/..
 distdir = SDL-@SDL_VERSION@
@@ -72,7 +71,7 @@
 update-revision:
 	$(SHELL) $(auxdir)/updaterev.sh
 
-.PHONY: all update-revision install install-bin install-hdrs install-lib install-data install-man uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data uninstall-man clean distclean dist
+.PHONY: all update-revision install install-bin install-hdrs install-lib install-data uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data clean distclean dist
 
 -include $(OBJECTS:.lo=.d)
 @DEPENDS@
@@ -86,7 +85,7 @@
 	$(AR) cru $@ $(SDLMAIN_OBJECTS)
 	$(RANLIB) $@
 
-install: all install-bin install-hdrs install-lib install-data install-man
+install: all install-bin install-hdrs install-lib install-data
 install-bin:
 	$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(bindir)
 	$(INSTALL) -m 755 sdl-config $(DESTDIR)$(bindir)/sdl-config
@@ -106,14 +105,8 @@
 	$(INSTALL) -m 644 $(srcdir)/sdl.m4 $(DESTDIR)$(datadir)/aclocal/sdl.m4
 	$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
 	$(INSTALL) -m 644 sdl.pc $(DESTDIR)$(libdir)/pkgconfig
-install-man:
-	$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(mandir)/man3
-	for src in $(srcdir)/docs/man3/*.3; do \
-	    file=`echo $$src | sed -e 's|^.*/||'`; \
-	    $(INSTALL) -m 644 $$src $(DESTDIR)$(mandir)/man3/$$file; \
-	done
 
-uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data uninstall-man
+uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
 uninstall-bin:
 	rm -f $(DESTDIR)$(bindir)/sdl-config
 uninstall-hdrs:
@@ -127,11 +120,6 @@
 	rm -f $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
 uninstall-data:
 	rm -f $(DESTDIR)$(datadir)/aclocal/sdl.m4
-uninstall-man:
-	for src in $(srcdir)/docs/man3/*.3; do \
-	    file=`echo $$src | sed -e 's|^.*/||'`; \
-	    rm -f $(DESTDIR)$(mandir)/man3/$$file; \
-	done
 
 clean:
 	rm -rf $(objects)
--- a/docs.html	Wed Oct 07 06:11:53 2009 +0000
+++ b/docs.html	Wed Oct 07 14:29:59 2009 +0000
@@ -12,7 +12,7 @@
 	<a href="http://www.libsdl.org/">SDL website</A>.
 </P>
 
-<H2> <A HREF="docs/index.html">API Documentation</A> </H2>
+<H2> <A HREF="http://wiki.libsdl.org/">Online Documentation</A> </H2>
 
 <H2> SDL 1.2.10 Release Notes </H2>
 <P>
--- a/docs/html/audio.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,242 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Audio</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 Reference"
-HREF="reference.html"><LINK
-REL="PREVIOUS"
-TITLE="SDL_JoystickClose"
-HREF="sdljoystickclose.html"><LINK
-REL="NEXT"
-TITLE="SDL_AudioSpec"
-HREF="sdlaudiospec.html"><META
-NAME="KEYWORD"
-CONTENT="audio"><META
-NAME="KEYWORD"
-CONTENT="function"></HEAD
-><BODY
-CLASS="CHAPTER"
-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="sdljoystickclose.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
-></TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="sdlaudiospec.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="CHAPTER"
-><H1
-><A
-NAME="AUDIO"
-></A
->Chapter 10. Audio</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
-><A
-HREF="sdlaudiospec.html"
->SDL_AudioSpec</A
->&nbsp;--&nbsp;Audio Specification Structure</DT
-><DT
-><A
-HREF="sdlopenaudio.html"
->SDL_OpenAudio</A
->&nbsp;--&nbsp;Opens the audio device with the desired parameters.</DT
-><DT
-><A
-HREF="sdlpauseaudio.html"
->SDL_PauseAudio</A
->&nbsp;--&nbsp;Pauses and unpauses the audio callback processing</DT
-><DT
-><A
-HREF="sdlgetaudiostatus.html"
->SDL_GetAudioStatus</A
->&nbsp;--&nbsp;Get the current audio state</DT
-><DT
-><A
-HREF="sdlloadwav.html"
->SDL_LoadWAV</A
->&nbsp;--&nbsp;Load a WAVE file</DT
-><DT
-><A
-HREF="sdlfreewav.html"
->SDL_FreeWAV</A
->&nbsp;--&nbsp;Frees previously opened WAV data</DT
-><DT
-><A
-HREF="sdlaudiocvt.html"
->SDL_AudioCVT</A
->&nbsp;--&nbsp;Audio Conversion Structure</DT
-><DT
-><A
-HREF="sdlbuildaudiocvt.html"
->SDL_BuildAudioCVT</A
->&nbsp;--&nbsp;Initializes a SDL_AudioCVT structure for conversion</DT
-><DT
-><A
-HREF="sdlconvertaudio.html"
->SDL_ConvertAudio</A
->&nbsp;--&nbsp;Convert audio data to a desired audio format.</DT
-><DT
-><A
-HREF="sdlmixaudio.html"
->SDL_MixAudio</A
->&nbsp;--&nbsp;Mix audio data</DT
-><DT
-><A
-HREF="sdllockaudio.html"
->SDL_LockAudio</A
->&nbsp;--&nbsp;Lock out the callback function</DT
-><DT
-><A
-HREF="sdlunlockaudio.html"
->SDL_UnlockAudio</A
->&nbsp;--&nbsp;Unlock the callback function</DT
-><DT
-><A
-HREF="sdlcloseaudio.html"
->SDL_CloseAudio</A
->&nbsp;--&nbsp;Shuts down audio processing and closes the audio device.</DT
-></DL
-></DIV
-><P
->Sound on the computer is translated from waves that you hear into a series of 
-values, or samples, each representing the amplitude of the wave.  When these
-samples are sent in a stream to a sound card, an approximation of the original
-wave can be recreated.  The more bits used to represent the amplitude, and the
-greater frequency these samples are gathered, the closer the approximated
-sound is to the original, and the better the quality of sound.</P
-><P
->This library supports both 8 and 16 bit signed and unsigned sound samples,
-at frequencies ranging from 11025 Hz to 44100 Hz, depending on the 
-underlying hardware.  If the hardware doesn't support the desired audio
-format or frequency, it can be emulated if desired (See 
-<A
-HREF="sdlopenaudio.html"
-><TT
-CLASS="FUNCTION"
->SDL_OpenAudio()</TT
-></A
->)</P
-><P
->A commonly supported audio format is 16 bits per sample at 22050 Hz.</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="sdljoystickclose.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="sdlaudiospec.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->SDL_JoystickClose</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="reference.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->SDL_AudioSpec</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/cdrom.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,260 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->CD-ROM</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 Reference"
-HREF="reference.html"><LINK
-REL="PREVIOUS"
-TITLE="SDL_CloseAudio"
-HREF="sdlcloseaudio.html"><LINK
-REL="NEXT"
-TITLE="SDL_CDNumDrives"
-HREF="sdlcdnumdrives.html"><META
-NAME="KEYWORD"
-CONTENT="cdrom"><META
-NAME="KEYWORD"
-CONTENT="function"></HEAD
-><BODY
-CLASS="CHAPTER"
-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="sdlcloseaudio.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
-></TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="sdlcdnumdrives.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="CHAPTER"
-><H1
-><A
-NAME="CDROM"
-></A
->Chapter 11. CD-ROM</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
-><A
-HREF="sdlcdnumdrives.html"
->SDL_CDNumDrives</A
->&nbsp;--&nbsp;Returns the number of CD-ROM drives on the system.</DT
-><DT
-><A
-HREF="sdlcdname.html"
->SDL_CDName</A
->&nbsp;--&nbsp;Returns a human-readable, system-dependent identifier for the CD-ROM.</DT
-><DT
-><A
-HREF="sdlcdopen.html"
->SDL_CDOpen</A
->&nbsp;--&nbsp;Opens a CD-ROM drive for access.</DT
-><DT
-><A
-HREF="sdlcdstatus.html"
->SDL_CDStatus</A
->&nbsp;--&nbsp;Returns the current status of the given drive.</DT
-><DT
-><A
-HREF="sdlcdplay.html"
->SDL_CDPlay</A
->&nbsp;--&nbsp;Play a CD</DT
-><DT
-><A
-HREF="sdlcdplaytracks.html"
->SDL_CDPlayTracks</A
->&nbsp;--&nbsp;Play the given CD track(s)</DT
-><DT
-><A
-HREF="sdlcdpause.html"
->SDL_CDPause</A
->&nbsp;--&nbsp;Pauses a CDROM</DT
-><DT
-><A
-HREF="sdlcdresume.html"
->SDL_CDResume</A
->&nbsp;--&nbsp;Resumes a CDROM</DT
-><DT
-><A
-HREF="sdlcdstop.html"
->SDL_CDStop</A
->&nbsp;--&nbsp;Stops a CDROM</DT
-><DT
-><A
-HREF="sdlcdeject.html"
->SDL_CDEject</A
->&nbsp;--&nbsp;Ejects a CDROM</DT
-><DT
-><A
-HREF="sdlcdclose.html"
->SDL_CDClose</A
->&nbsp;--&nbsp;Closes a SDL_CD handle</DT
-><DT
-><A
-HREF="sdlcd.html"
->SDL_CD</A
->&nbsp;--&nbsp;CDROM Drive Information</DT
-><DT
-><A
-HREF="sdlcdtrack.html"
->SDL_CDtrack</A
->&nbsp;--&nbsp;CD Track Information Structure</DT
-></DL
-></DIV
-><P
->SDL supports audio control of up to 32 local CD-ROM drives at once.</P
-><P
->You use this API to perform all the basic functions of a CD player,
-including listing the tracks, playing, stopping, and ejecting the CD-ROM.
-(Currently, multi-changer CD drives are not supported.)</P
-><P
->Before you call any of the SDL CD-ROM functions, you must first call
-"<TT
-CLASS="FUNCTION"
->SDL_Init(SDL_INIT_CDROM)</TT
->", which scans the system for
-CD-ROM drives, and sets the program up for audio control.  Check the 
-return code, which should be <SPAN
-CLASS="RETURNVALUE"
->0</SPAN
->, to see if there 
-were any errors in starting up.</P
-><P
->After you have initialized the library, you can find out how many drives
-are available using the <TT
-CLASS="FUNCTION"
->SDL_CDNumDrives()</TT
-> function.  
-The first drive listed is the system default CD-ROM drive.  After you have 
-chosen a drive, and have opened it with <TT
-CLASS="FUNCTION"
->SDL_CDOpen()</TT
->, 
-you can check the status and start playing if there's a CD in the drive.</P
-><P
->A CD-ROM is organized into one or more tracks, each consisting of a certain
-number of "frames".  Each frame is ~2K in size, and at normal playing speed,
-a CD plays 75 frames per second.  SDL works with the number of frames on a
-CD, but this can easily be converted to the more familiar minutes/seconds
-format by using the <TT
-CLASS="FUNCTION"
->FRAMES_TO_MSF()</TT
-> macro.</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="sdlcloseaudio.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="sdlcdnumdrives.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->SDL_CloseAudio</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="reference.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->SDL_CDNumDrives</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/event.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,216 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Events</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 Reference"
-HREF="reference.html"><LINK
-REL="PREVIOUS"
-TITLE="SDL_WM_GrabInput"
-HREF="sdlwmgrabinput.html"><LINK
-REL="NEXT"
-TITLE="SDL Event Structures."
-HREF="eventstructures.html"><META
-NAME="KEYWORD"
-CONTENT="events"><META
-NAME="KEYWORD"
-CONTENT="function"></HEAD
-><BODY
-CLASS="CHAPTER"
-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="sdlwmgrabinput.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
-></TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="eventstructures.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="CHAPTER"
-><H1
-><A
-NAME="EVENT"
-></A
->Chapter 8. Events</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
-><A
-HREF="event.html#AEN3691"
->Introduction</A
-></DT
-><DT
-><A
-HREF="eventstructures.html"
->SDL Event Structures.</A
-></DT
-><DT
-><A
-HREF="eventfunctions.html"
->Event Functions.</A
-></DT
-></DL
-></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="AEN3691"
-></A
->Introduction</H1
-><P
->Event handling allows your application to receive input from the user. Event handling is initalised (along with video) with a call to:
-<PRE
-CLASS="PROGRAMLISTING"
->SDL_Init(SDL_INIT_VIDEO);</PRE
->
-Internally, SDL stores all the events waiting to be handled in an event queue. Using functions like <A
-HREF="sdlpollevent.html"
-><TT
-CLASS="FUNCTION"
->SDL_PollEvent</TT
-></A
-> and <A
-HREF="sdlpeepevents.html"
-><TT
-CLASS="FUNCTION"
->SDL_PeepEvents</TT
-></A
-> you can observe and handle waiting input events.</P
-><P
->The key to event handling in SDL is the <A
-HREF="sdlevent.html"
-><SPAN
-CLASS="STRUCTNAME"
->SDL_Event</SPAN
-></A
-> union. The event queue itself is composed of a series of <SPAN
-CLASS="STRUCTNAME"
->SDL_Event</SPAN
-> unions, one for each waiting event. <SPAN
-CLASS="STRUCTNAME"
->SDL_Event</SPAN
-> unions are read from the queue with the <TT
-CLASS="FUNCTION"
->SDL_PollEvent</TT
-> function and it is then up to the application to process the information stored with them.</P
-></DIV
-></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="sdlwmgrabinput.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="eventstructures.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->SDL_WM_GrabInput</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="reference.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->SDL Event Structures.</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/eventfunctions.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,481 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Event Functions.</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="Events"
-HREF="event.html"><LINK
-REL="PREVIOUS"
-TITLE="SDLKey"
-HREF="sdlkey.html"><LINK
-REL="NEXT"
-TITLE="SDL_PumpEvents"
-HREF="sdlpumpevents.html"></HEAD
-><BODY
-CLASS="SECT1"
-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="sdlkey.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
->Chapter 8. Events</TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="sdlpumpevents.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="EVENTFUNCTIONS"
-></A
->Event Functions.</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
-><A
-HREF="sdlpumpevents.html"
->SDL_PumpEvents</A
->&nbsp;--&nbsp;Pumps the event loop, gathering events from the input devices.</DT
-><DT
-><A
-HREF="sdlpeepevents.html"
->SDL_PeepEvents</A
->&nbsp;--&nbsp;Checks the event queue for messages and optionally returns them.</DT
-><DT
-><A
-HREF="sdlpollevent.html"
->SDL_PollEvent</A
->&nbsp;--&nbsp;Polls for currently pending events.</DT
-><DT
-><A
-HREF="sdlwaitevent.html"
->SDL_WaitEvent</A
->&nbsp;--&nbsp;Waits indefinitely for the next available event.</DT
-><DT
-><A
-HREF="sdlpushevent.html"
->SDL_PushEvent</A
->&nbsp;--&nbsp;Pushes an event onto the event queue</DT
-><DT
-><A
-HREF="sdlseteventfilter.html"
->SDL_SetEventFilter</A
->&nbsp;--&nbsp;Sets up a filter to process all events before they are posted 
-to the event queue.</DT
-><DT
-><A
-HREF="sdlgeteventfilter.html"
->SDL_GetEventFilter</A
->&nbsp;--&nbsp;Retrieves a pointer to he event filter</DT
-><DT
-><A
-HREF="sdleventstate.html"
->SDL_EventState</A
->&nbsp;--&nbsp;This function allows you to set the state of processing certain events.</DT
-><DT
-><A
-HREF="sdlgetkeystate.html"
->SDL_GetKeyState</A
->&nbsp;--&nbsp;Get a snapshot of the current keyboard state</DT
-><DT
-><A
-HREF="sdlgetmodstate.html"
->SDL_GetModState</A
->&nbsp;--&nbsp;Get the state of modifier keys.</DT
-><DT
-><A
-HREF="sdlsetmodstate.html"
->SDL_SetModState</A
->&nbsp;--&nbsp;Set the current key modifier state</DT
-><DT
-><A
-HREF="sdlgetkeyname.html"
->SDL_GetKeyName</A
->&nbsp;--&nbsp;Get the name of an SDL virtual keysym</DT
-><DT
-><A
-HREF="sdlenableunicode.html"
->SDL_EnableUNICODE</A
->&nbsp;--&nbsp;Enable UNICODE translation</DT
-><DT
-><A
-HREF="sdlenablekeyrepeat.html"
->SDL_EnableKeyRepeat</A
->&nbsp;--&nbsp;Set keyboard repeat rate.</DT
-><DT
-><A
-HREF="sdlgetmousestate.html"
->SDL_GetMouseState</A
->&nbsp;--&nbsp;Retrieve the current state of the mouse</DT
-><DT
-><A
-HREF="sdlgetrelativemousestate.html"
->SDL_GetRelativeMouseState</A
->&nbsp;--&nbsp;Retrieve the current state of the mouse</DT
-><DT
-><A
-HREF="sdlgetappstate.html"
->SDL_GetAppState</A
->&nbsp;--&nbsp;Get the state of the application</DT
-><DT
-><A
-HREF="sdljoystickeventstate.html"
->SDL_JoystickEventState</A
->&nbsp;--&nbsp;Enable/disable joystick event polling</DT
-></DL
-></DIV
-><DIV
-CLASS="INFORMALTABLE"
-><A
-NAME="AEN5312"
-></A
-><P
-></P
-><TABLE
-BORDER="0"
-CLASS="CALSTABLE"
-><TBODY
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlpumpevents.html"
->SDL_PumpEvents</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Pumps the event loop, gathering events from the input devices</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlpeepevents.html"
->SDL_PeepEvents</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Checks the event queue for messages and optionally returns them</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlpollevent.html"
->SDL_PollEvent</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Polls for currently pending events</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlwaitevent.html"
->SDL_WaitEvent</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Waits indefinitely for the next available event</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlpushevent.html"
->SDL_PushEvent</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Pushes an event onto the event queue</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlseteventfilter.html"
->SDL_SetEventFilter</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Sets up a filter to process all events</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdleventstate.html"
->SDL_EventState</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Allows you to set the state of processing certain events</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlgetkeystate.html"
->SDL_GetKeyState</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Get a snapshot of the current keyboard state</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlgetmodstate.html"
->SDL_GetModState</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Get the state of modifier keys</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlsetmodstate.html"
->SDL_SetModState</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Set the state of modifier keys</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlgetkeyname.html"
->SDL_GetKeyName</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Get the name of an SDL virtual keysym</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlenableunicode.html"
->SDL_EnableUNICODE</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Enable UNICODE translation</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlenablekeyrepeat.html"
->SDL_EnableKeyRepeat</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Set keyboard repeat rate</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlgetmousestate.html"
->SDL_GetMouseState</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Retrieve the current state of the mouse</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlgetrelativemousestate.html"
->SDL_GetRelativeMouseState</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Retrieve the current state of the mouse</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdlgetappstate.html"
->SDL_GetAppState</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Get the state of the application</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><A
-HREF="sdljoystickeventstate.html"
->SDL_JoystickEventState</A
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->Enable/disable joystick event polling</TD
-></TR
-></TBODY
-></TABLE
-><P
-></P
-></DIV
-></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="sdlkey.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="sdlpumpevents.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->SDLKey</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="event.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->SDL_PumpEvents</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/eventstructures.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,233 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->SDL Event Structures.</TITLE
-><META
-NAME="GENERATOR"
-CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
-"><LINK
-REL="HOME"
-TITLE="SDL Library Documentation"
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-></A
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-><B
->Table of Contents</B
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-HREF="sdlevent.html"
->SDL_Event</A
->&nbsp;--&nbsp;General event structure</DT
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-HREF="sdlactiveevent.html"
->SDL_ActiveEvent</A
->&nbsp;--&nbsp;Application visibility event structure</DT
-><DT
-><A
-HREF="sdlkeyboardevent.html"
->SDL_KeyboardEvent</A
->&nbsp;--&nbsp;Keyboard event structure</DT
-><DT
-><A
-HREF="sdlmousemotionevent.html"
->SDL_MouseMotionEvent</A
->&nbsp;--&nbsp;Mouse motion event structure</DT
-><DT
-><A
-HREF="sdlmousebuttonevent.html"
->SDL_MouseButtonEvent</A
->&nbsp;--&nbsp;Mouse button event structure</DT
-><DT
-><A
-HREF="sdljoyaxisevent.html"
->SDL_JoyAxisEvent</A
->&nbsp;--&nbsp;Joystick axis motion event structure</DT
-><DT
-><A
-HREF="sdljoybuttonevent.html"
->SDL_JoyButtonEvent</A
->&nbsp;--&nbsp;Joystick button event structure</DT
-><DT
-><A
-HREF="sdljoyhatevent.html"
->SDL_JoyHatEvent</A
->&nbsp;--&nbsp;Joystick hat position change event structure</DT
-><DT
-><A
-HREF="sdljoyballevent.html"
->SDL_JoyBallEvent</A
->&nbsp;--&nbsp;Joystick trackball motion event structure</DT
-><DT
-><A
-HREF="sdlresizeevent.html"
->SDL_ResizeEvent</A
->&nbsp;--&nbsp;Window resize event structure</DT
-><DT
-><A
-HREF="sdlexposeevent.html"
->SDL_ExposeEvent</A
->&nbsp;--&nbsp;Quit requested event</DT
-><DT
-><A
-HREF="sdlsyswmevent.html"
->SDL_SysWMEvent</A
->&nbsp;--&nbsp;Platform-dependent window manager event.</DT
-><DT
-><A
-HREF="sdluserevent.html"
->SDL_UserEvent</A
->&nbsp;--&nbsp;A user-defined event type</DT
-><DT
-><A
-HREF="sdlquitevent.html"
->SDL_QuitEvent</A
->&nbsp;--&nbsp;Quit requested event</DT
-><DT
-><A
-HREF="sdlkeysym.html"
->SDL_keysym</A
->&nbsp;--&nbsp;Keysym structure</DT
-><DT
-><A
-HREF="sdlkey.html"
->SDLKey</A
->&nbsp;--&nbsp;Keysym definitions.</DT
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\ No newline at end of file
--- a/docs/html/general.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,225 +0,0 @@
-<HTML
-><HEAD
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->General</TITLE
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->Chapter 5. General</H1
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-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
-><A
-HREF="sdlinit.html"
->SDL_Init</A
->&nbsp;--&nbsp;Initializes SDL</DT
-><DT
-><A
-HREF="sdlinitsubsystem.html"
->SDL_InitSubSystem</A
->&nbsp;--&nbsp;Initialize subsystems</DT
-><DT
-><A
-HREF="sdlquitsubsystem.html"
->SDL_QuitSubSystem</A
->&nbsp;--&nbsp;Shut down a subsystem</DT
-><DT
-><A
-HREF="sdlquit.html"
->SDL_Quit</A
->&nbsp;--&nbsp;Shut down SDL</DT
-><DT
-><A
-HREF="sdlwasinit.html"
->SDL_WasInit</A
->&nbsp;--&nbsp;Check which subsystems are initialized</DT
-><DT
-><A
-HREF="sdlgeterror.html"
->SDL_GetError</A
->&nbsp;--&nbsp;Get SDL error string</DT
-><DT
-><A
-HREF="sdlenvvars.html"
->SDL_envvars</A
->&nbsp;--&nbsp;SDL environment variables</DT
-></DL
-></DIV
-><P
->Before SDL can be used in a program it must be initialized with <A
-HREF="sdlinit.html"
-><TT
-CLASS="FUNCTION"
->SDL_Init</TT
-></A
->. <TT
-CLASS="FUNCTION"
->SDL_Init</TT
-> initializes all the subsystems that the user requests (video, audio, joystick, timers and/or cdrom). Once SDL is initialized with <TT
-CLASS="FUNCTION"
->SDL_Init</TT
-> subsystems can be shut down and initialized as needed using <A
-HREF="sdlinitsubsystem.html"
-><TT
-CLASS="FUNCTION"
->SDL_InitSubSystem</TT
-></A
-> and <A
-HREF="sdlquitsubsystem.html"
-><TT
-CLASS="FUNCTION"
->SDL_QuitSubSystem</TT
-></A
->.</P
-><P
->SDL must also be shut down before the program exits to make sure it cleans up correctly. Calling <A
-HREF="sdlquit.html"
-><TT
-CLASS="FUNCTION"
->SDL_Quit</TT
-></A
-> shuts down all subsystems and frees any resources allocated to SDL.</P
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\ No newline at end of file
--- a/docs/html/guide.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,174 +0,0 @@
-<HTML
-><HEAD
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-><DIV
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-><H1
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->I. SDL Guide</H1
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->Table of Contents</B
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->1. <A
-HREF="guidethebasics.html"
->The Basics</A
-></DT
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->2. <A
-HREF="guidevideo.html"
->Graphics and Video</A
-></DT
-><DT
->3. <A
-HREF="guideinput.html"
->Input handling</A
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->4. <A
-HREF="guideexamples.html"
->Examples</A
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\ No newline at end of file
--- a/docs/html/guideaboutsdldoc.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,148 +0,0 @@
-<HTML
-><HEAD
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->About SDLdoc</H1
-><P
->SDLdoc (The SDL Documentation Project) was formed to completely rewrite the SDL documentation and to keep it continually up to date. The team consists completely of volunteers ranging from people working with SDL in their spare time to people who use SDL in their everyday working lives.</P
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->The latest version of this documentation can always be found here: http://sdldoc.csn.ul.ie  Downloadable PS, man pages and html tarballs are available at http://sdldoc.csn.ul.ie/pub/</P
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\ No newline at end of file
--- a/docs/html/guideaudioexamples.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,228 +0,0 @@
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-><HEAD
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-NAME="GUIDEAUDIOEXAMPLES"
-></A
->Audio Examples</H1
-><P
-></P
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN382"
-></A
->Opening the audio device</H2
-><P
-><PRE
-CLASS="PROGRAMLISTING"
->    SDL_AudioSpec wanted;
-    extern void fill_audio(void *udata, Uint8 *stream, int len);
-
-    /* Set the audio format */
-    wanted.freq = 22050;
-    wanted.format = AUDIO_S16;
-    wanted.channels = 2;    /* 1 = mono, 2 = stereo */
-    wanted.samples = 1024;  /* Good low-latency value for callback */
-    wanted.callback = fill_audio;
-    wanted.userdata = NULL;
-
-    /* Open the audio device, forcing the desired format */
-    if ( SDL_OpenAudio(&#38;wanted, NULL) &#60; 0 ) {
-        fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
-        return(-1);
-    }
-    return(0);</PRE
-></P
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN386"
-></A
->Playing audio</H2
-><P
-><PRE
-CLASS="PROGRAMLISTING"
->    static Uint8 *audio_chunk;
-    static Uint32 audio_len;
-    static Uint8 *audio_pos;
-
-    /* The audio function callback takes the following parameters:
-       stream:  A pointer to the audio buffer to be filled
-       len:     The length (in bytes) of the audio buffer
-    */
-    void fill_audio(void *udata, Uint8 *stream, int len)
-    {
-        /* Only play if we have data left */
-        if ( audio_len == 0 )
-            return;
-
-        /* Mix as much data as possible */
-        len = ( len &#62; audio_len ? audio_len : len );
-        SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME);
-        audio_pos += len;
-        audio_len -= len;
-    }
-
-    /* Load the audio data ... */
-
-    ;;;;;
-
-    audio_pos = audio_chunk;
-
-    /* Let the callback function play the audio chunk */
-    SDL_PauseAudio(0);
-
-    /* Do some processing */
-
-    ;;;;;
-
-    /* Wait for sound to complete */
-    while ( audio_len &#62; 0 ) {
-        SDL_Delay(100);         /* Sleep 1/10 second */
-    }
-    SDL_CloseAudio();</PRE
-></P
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-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/guidebasicsinit.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,240 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Initializing SDL</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="The Basics"
-HREF="guidethebasics.html"><LINK
-REL="PREVIOUS"
-TITLE="The Basics"
-HREF="guidethebasics.html"><LINK
-REL="NEXT"
-TITLE="Graphics and Video"
-HREF="guidevideo.html"></HEAD
-><BODY
-CLASS="SECT1"
-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="guidethebasics.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
->Chapter 1. The Basics</TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="guidevideo.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDEBASICSINIT"
-></A
->Initializing SDL</H1
-><P
->SDL is composed of eight subsystems - Audio, CDROM, Event Handling, File I/O, Joystick Handling, Threading, Timers and Video. Before you can use any of these subsystems they must be initialized by calling <A
-HREF="sdlinit.html"
-><TT
-CLASS="FUNCTION"
->SDL_Init</TT
-></A
-> (or <A
-HREF="sdlinitsubsystem.html"
-><TT
-CLASS="FUNCTION"
->SDL_InitSubSystem</TT
-></A
->). <TT
-CLASS="FUNCTION"
->SDL_Init</TT
-> must be called before any other SDL function. It automatically initializes the Event Handling, File I/O and Threading subsystems and it takes a parameter specifying which other subsystems to initialize. So, to initialize the default subsystems and the Video subsystems you would call:
-<PRE
-CLASS="PROGRAMLISTING"
->    SDL_Init ( SDL_INIT_VIDEO );</PRE
->
-To initialize the default subsystems, the Video subsystem and the Timers subsystem you would call:
-<PRE
-CLASS="PROGRAMLISTING"
->    SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER );</PRE
-></P
-><P
-><TT
-CLASS="FUNCTION"
->SDL_Init</TT
-> is complemented by <A
-HREF="sdlquit.html"
-><TT
-CLASS="FUNCTION"
->SDL_Quit</TT
-></A
-> (and <A
-HREF="sdlquitsubsystem.html"
-><TT
-CLASS="FUNCTION"
->SDL_QuitSubSystem</TT
-></A
->). <TT
-CLASS="FUNCTION"
->SDL_Quit</TT
-> shuts down all subsystems, including the default ones. It should always be called before a SDL application exits.</P
-><P
->With <TT
-CLASS="FUNCTION"
->SDL_Init</TT
-> and <TT
-CLASS="FUNCTION"
->SDL_Quit</TT
-> firmly embedded in your programmers toolkit you can write your first and most basic SDL application. However, we must be prepare to handle errors. Many SDL functions return a value and indicates whether the function has succeeded or failed, <TT
-CLASS="FUNCTION"
->SDL_Init</TT
->, for instance, returns -1 if it could not initialize a subsystem. SDL provides a useful facility that allows you to determine exactly what the problem was, every time an error occurs within SDL an error message is stored which can be retrieved using <TT
-CLASS="FUNCTION"
->SDL_GetError</TT
->. Use this often, you can never know too much about an error.</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN60"
-></A
-><P
-><B
->Example 1-1. Initializing SDL</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->#include "SDL.h"   /* All SDL App's need this */
-#include &#60;stdio.h&#62;
-
-int main(int argc, char *argv[]) {
-    
-    printf("Initializing SDL.\n");
-    
-    /* Initialize defaults, Video and Audio */
-    if((SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO)==-1)) { 
-        printf("Could not initialize SDL: %s.\n", SDL_GetError());
-        exit(-1);
-    }
-
-    printf("SDL initialized.\n");
-
-    printf("Quiting SDL.\n");
-    
-    /* Shutdown all subsystems */
-    SDL_Quit();
-    
-    printf("Quiting....\n");
-
-    exit(0);
-}&#13;</PRE
-></DIV
-></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="guidethebasics.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="guidevideo.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->The Basics</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="guidethebasics.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->Graphics and Video</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/guidecdromexamples.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,275 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->CDROM Examples</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="Examples"
-HREF="guideexamples.html"><LINK
-REL="PREVIOUS"
-TITLE="Audio Examples"
-HREF="guideaudioexamples.html"><LINK
-REL="NEXT"
-TITLE="Time Examples"
-HREF="guidetimeexamples.html"></HEAD
-><BODY
-CLASS="SECT1"
-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="guideaudioexamples.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
->Chapter 4. Examples</TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="guidetimeexamples.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDECDROMEXAMPLES"
-></A
->CDROM Examples</H1
-><P
-></P
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN393"
-></A
->Listing CD-ROM drives</H2
-><P
-><PRE
-CLASS="PROGRAMLISTING"
->    #include "SDL.h"
-
-    /* Initialize SDL first */
-    if ( SDL_Init(SDL_INIT_CDROM) &#60; 0 ) {
-        fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
-        exit(1);
-    }
-    atexit(SDL_Quit);
-
-    /* Find out how many CD-ROM drives are connected to the system */
-    printf("Drives available: %d\n", SDL_CDNumDrives());
-    for ( i=0; i&#60;SDL_CDNumDrives(); ++i ) {
-        printf("Drive %d:  \"%s\"\n", i, SDL_CDName(i));
-    }</PRE
-></P
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN397"
-></A
->Opening the default drive</H2
-><P
-><PRE
-CLASS="PROGRAMLISTING"
->    SDL_CD *cdrom;
-    CDstatus status;
-    char *status_str;
-
-    cdrom = SDL_CDOpen(0);
-    if ( cdrom == NULL ) {
-        fprintf(stderr, "Couldn't open default CD-ROM drive: %s\n",
-                        SDL_GetError());
-        exit(2);
-    }
-
-    status = SDL_CDStatus(cdrom);
-    switch (status) {
-        case CD_TRAYEMPTY:
-            status_str = "tray empty";
-            break;
-        case CD_STOPPED:
-            status_str = "stopped";
-            break;
-        case CD_PLAYING:
-            status_str = "playing";
-            break;
-        case CD_PAUSED:
-            status_str = "paused";
-            break;
-        case CD_ERROR:
-            status_str = "error state";
-            break;
-    }
-    printf("Drive status: %s\n", status_str);
-    if ( status &#62;= CD_PLAYING ) {
-        int m, s, f;
-        FRAMES_TO_MSF(cdrom-&#62;cur_frame, &#38;m, &#38;s, &#38;f);
-        printf("Currently playing track %d, %d:%2.2d\n",
-        cdrom-&#62;track[cdrom-&#62;cur_track].id, m, s);
-    }</PRE
-></P
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN401"
-></A
->Listing the tracks on a CD</H2
-><P
-><PRE
-CLASS="PROGRAMLISTING"
->    SDL_CD *cdrom;          /* Assuming this has already been set.. */
-    int i;
-    int m, s, f;
-
-    SDL_CDStatus(cdrom);
-    printf("Drive tracks: %d\n", cdrom-&#62;numtracks);
-    for ( i=0; i&#60;cdrom-&#62;numtracks; ++i ) {
-        FRAMES_TO_MSF(cdrom-&#62;track[i].length, &#38;m, &#38;s, &#38;f);
-        if ( f &#62; 0 )
-            ++s;
-        printf("\tTrack (index %d) %d: %d:%2.2d\n", i,
-        cdrom-&#62;track[i].id, m, s);
-    }</PRE
-></P
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN405"
-></A
->Play an entire CD</H2
-><P
-><PRE
-CLASS="PROGRAMLISTING"
->    SDL_CD *cdrom;          /* Assuming this has already been set.. */
-
-    // Play entire CD:
-    if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )
-        SDL_CDPlayTracks(cdrom, 0, 0, 0, 0);
-
-        // Play last track:
-        if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) {
-            SDL_CDPlayTracks(cdrom, cdrom-&#62;numtracks-1, 0, 0, 0);
-        }
-
-        // Play first and second track and 10 seconds of third track:
-        if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )
-            SDL_CDPlayTracks(cdrom, 0, 0, 2, CD_FPS * 10);</PRE
-></P
-></DIV
-></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="guideaudioexamples.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="guidetimeexamples.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->Audio Examples</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="guideexamples.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->Time Examples</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/guidecredits.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,195 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Credits</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="Preface"
-HREF="guidepreface.html"><LINK
-REL="PREVIOUS"
-TITLE="About SDLdoc"
-HREF="guideaboutsdldoc.html"><LINK
-REL="NEXT"
-TITLE="The Basics"
-HREF="guidethebasics.html"></HEAD
-><BODY
-CLASS="SECT1"
-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="guideaboutsdldoc.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
->Preface</TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="guidethebasics.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDECREDITS"
-></A
->Credits</H1
-><P
-><P
-></P
-><TABLE
-BORDER="0"
-><TBODY
-><TR
-><TD
->Sam Lantinga, slouken@libsdl.org</TD
-></TR
-><TR
-><TD
->Martin Donlon, akawaka@skynet.ie</TD
-></TR
-><TR
-><TD
->Mattias Engdegård</TD
-></TR
-><TR
-><TD
->Julian Peterson</TD
-></TR
-><TR
-><TD
->Ken Jordan</TD
-></TR
-><TR
-><TD
->Maxim Sobolev</TD
-></TR
-><TR
-><TD
->Wesley Poole</TD
-></TR
-><TR
-><TD
->Michael Vance</TD
-></TR
-><TR
-><TD
->Andreas Umbach</TD
-></TR
-><TR
-><TD
->Andreas Hofmeister</TD
-></TR
-></TBODY
-></TABLE
-><P
-></P
-></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="guideaboutsdldoc.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="guidethebasics.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->About SDLdoc</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="guidepreface.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->The Basics</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/guideeventexamples.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,247 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Event Examples</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="Examples"
-HREF="guideexamples.html"><LINK
-REL="PREVIOUS"
-TITLE="Examples"
-HREF="guideexamples.html"><LINK
-REL="NEXT"
-TITLE="Audio Examples"
-HREF="guideaudioexamples.html"></HEAD
-><BODY
-CLASS="SECT1"
-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="guideexamples.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
->Chapter 4. Examples</TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="guideaudioexamples.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDEEVENTEXAMPLES"
-></A
->Event Examples</H1
-><P
-></P
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN375"
-></A
->Filtering and Handling Events</H2
-><P
-><PRE
-CLASS="PROGRAMLISTING"
->#include &#60;stdio.h&#62;
-#include &#60;stdlib.h&#62;
-
-#include "SDL.h"
-
-/* This function may run in a separate event thread */
-int FilterEvents(const SDL_Event *event) {
-    static int boycott = 1;
-
-    /* This quit event signals the closing of the window */
-    if ( (event-&#62;type == SDL_QUIT) &#38;&#38; boycott ) {
-        printf("Quit event filtered out -- try again.\n");
-        boycott = 0;
-        return(0);
-    }
-    if ( event-&#62;type == SDL_MOUSEMOTION ) {
-        printf("Mouse moved to (%d,%d)\n",
-                event-&#62;motion.x, event-&#62;motion.y);
-        return(0);    /* Drop it, we've handled it */
-    }
-    return(1);
-}
-
-int main(int argc, char *argv[])
-{
-    SDL_Event event;
-
-    /* Initialize the SDL library (starts the event loop) */
-    if ( SDL_Init(SDL_INIT_VIDEO) &#60; 0 ) {
-        fprintf(stderr,
-                "Couldn't initialize SDL: %s\n", SDL_GetError());
-        exit(1);
-    }
-
-    /* Clean up on exit, exit on window close and interrupt */
-    atexit(SDL_Quit);
-
-    /* Ignore key events */
-    SDL_EventState(SDL_KEYDOWN, SDL_IGNORE);
-    SDL_EventState(SDL_KEYUP, SDL_IGNORE);
-
-    /* Filter quit and mouse motion events */
-    SDL_SetEventFilter(FilterEvents);
-
-    /* The mouse isn't much use unless we have a display for reference */
-    if ( SDL_SetVideoMode(640, 480, 8, 0) == NULL ) {
-        fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
-                        SDL_GetError());
-        exit(1);
-    }
-
-    /* Loop waiting for ESC+Mouse_Button */
-    while ( SDL_WaitEvent(&#38;event) &#62;= 0 ) {
-        switch (event.type) {
-            case SDL_ACTIVEEVENT: {
-                if ( event.active.state &#38; SDL_APPACTIVE ) {
-                    if ( event.active.gain ) {
-                        printf("App activated\n");
-                    } else {
-                        printf("App iconified\n");
-                    }
-                }
-            }
-            break;
-                    
-            case SDL_MOUSEBUTTONDOWN: {
-                Uint8 *keys;
-
-                keys = SDL_GetKeyState(NULL);
-                if ( keys[SDLK_ESCAPE] == SDL_PRESSED ) {
-                    printf("Bye bye...\n");
-                    exit(0);
-                }
-                printf("Mouse button pressed\n");
-            }
-            break;
-
-            case SDL_QUIT: {
-                printf("Quit requested, quitting.\n");
-                exit(0);
-            }
-            break;
-        }
-    }
-    /* This should never happen */
-    printf("SDL_WaitEvent error: %s\n", SDL_GetError());
-    exit(1);
-}</PRE
-></P
-></DIV
-></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="guideexamples.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="guideaudioexamples.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->Examples</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="guideexamples.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->Audio Examples</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/guideexamples.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,188 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Examples</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 Guide"
-HREF="guide.html"><LINK
-REL="PREVIOUS"
-TITLE="Handling the Keyboard"
-HREF="guideinputkeyboard.html"><LINK
-REL="NEXT"
-TITLE="Event Examples"
-HREF="guideeventexamples.html"></HEAD
-><BODY
-CLASS="CHAPTER"
-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="guideinputkeyboard.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
-></TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="guideeventexamples.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="CHAPTER"
-><H1
-><A
-NAME="GUIDEEXAMPLES"
-></A
->Chapter 4. Examples</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><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
-></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="AEN369"
-></A
->Introduction</H1
-><P
->For the moment these examples are taken directly from the old SDL documentation. By the 1.2 release these examples should hopefully deal with most common SDL programming problems.</P
-></DIV
-></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="guideinputkeyboard.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="index.html"
-ACCESSKEY="H"
->Home</A
-></TD
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-WIDTH="33%"
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-><A
-HREF="guideeventexamples.html"
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->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
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->Handling the Keyboard</TD
-><TD
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-><A
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-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
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-VALIGN="top"
->Event Examples</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/guideinput.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,739 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Input handling</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 Guide"
-HREF="guide.html"><LINK
-REL="PREVIOUS"
-TITLE="Using OpenGL With SDL"
-HREF="guidevideoopengl.html"><LINK
-REL="NEXT"
-TITLE="Handling the Keyboard"
-HREF="guideinputkeyboard.html"></HEAD
-><BODY
-CLASS="CHAPTER"
-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="guidevideoopengl.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
-></TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="guideinputkeyboard.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="CHAPTER"
-><H1
-><A
-NAME="GUIDEINPUT"
-></A
->Chapter 3. Input handling</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
-><A
-HREF="guideinput.html#GUIDEINPUTJOYSTICK"
->Handling Joysticks</A
-></DT
-><DT
-><A
-HREF="guideinputkeyboard.html"
->Handling the Keyboard</A
-></DT
-></DL
-></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDEINPUTJOYSTICK"
-></A
->Handling Joysticks</H1
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN135"
-></A
->Initialization</H2
-><P
->The first step in using a joystick in a SDL program is to initialize the Joystick subsystems of SDL. This done by passing the <TT
-CLASS="LITERAL"
->SDL_INIT_JOYSTICK</TT
-> flag to <A
-HREF="sdlinit.html"
-><TT
-CLASS="FUNCTION"
->SDL_Init</TT
-></A
->.  The joystick flag will usually be used in conjunction with other flags (like the video flag) because the joystick is usually used to control something.</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN141"
-></A
-><P
-><B
->Example 3-1. Initializing SDL with Joystick Support</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    if (SDL_Init( SDL_INIT_VIDEO | SDL_INIT_JOYSTICK ) &#60; 0)
-    {
-        fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
-        exit(1);
-    }</PRE
-></DIV
-><P
->This will attempt to start SDL with both the video and the joystick subsystems activated.</P
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN145"
-></A
->Querying</H2
-><P
->If we have reached this point then we can safely assume that the SDL library has been initialized and that the Joystick subsystem is active. We can now call some video and/or sound functions to get things going before we need the joystick. Eventually we have to make sure that there is actually a joystick to work with. It's wise to always check even if you know a joystick will be present on the system because it can also help detect when the joystick is unplugged. The function used to check for joysticks is <A
-HREF="sdlnumjoysticks.html"
-><TT
-CLASS="FUNCTION"
->SDL_NumJoysticks</TT
-></A
->.</P
-><P
->This function simply returns the number of joysticks available on the system. If it is at least one then we are in good shape. The next step is to determine which joystick the user wants to use. If the number of joysticks available is only one then it is safe to assume that one joystick is the one the user wants to use. SDL has a function to get the name of the joysticks as assigned by the operations system and that function is <A
-HREF="sdljoystickname.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickName</TT
-></A
->.  The joystick is specified by an index where 0 is the first joystick and the last joystick is the number returned by <TT
-CLASS="FUNCTION"
->SDL_NumJoysticks</TT
-> - 1.  In the demonstration a list of all available joysticks is printed to stdout.</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN154"
-></A
-><P
-><B
->Example 3-2. Querying the Number of Available Joysticks</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    printf("%i joysticks were found.\n\n", SDL_NumJoysticks() );
-    printf("The names of the joysticks are:\n");
-		
-    for( i=0; i &#60; SDL_NumJoysticks(); i++ ) 
-    {
-        printf("    %s\n", SDL_JoystickName(i));
-    }</PRE
-></DIV
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN157"
-></A
->Opening a Joystick and Receiving Joystick Events</H2
-><P
->SDL's event driven architecture makes working with joysticks a snap.  Joysticks can trigger 4 different types of events:
-<P
-></P
-><TABLE
-BORDER="0"
-><TBODY
-><TR
-><TD
-><A
-HREF="sdljoyaxisevent.html"
-><SPAN
-CLASS="STRUCTNAME"
->SDL_JoyAxisEvent</SPAN
-></A
-></TD
-><TD
->Occurs when an axis changes</TD
-></TR
-><TR
-><TD
-><A
-HREF="sdljoyballevent.html"
-><SPAN
-CLASS="STRUCTNAME"
->SDL_JoyBallEvent</SPAN
-></A
-></TD
-><TD
->Occurs when a joystick trackball's position changes</TD
-></TR
-><TR
-><TD
-><A
-HREF="sdljoyhatevent.html"
-><SPAN
-CLASS="STRUCTNAME"
->SDL_JoyHatEvent</SPAN
-></A
-></TD
-><TD
->Occurs when a hat's position changes</TD
-></TR
-><TR
-><TD
-><A
-HREF="sdljoybuttonevent.html"
-><SPAN
-CLASS="STRUCTNAME"
->SDL_JoyButtonEvent</SPAN
-></A
-></TD
-><TD
->Occurs when a button is pressed or released</TD
-></TR
-></TBODY
-></TABLE
-><P
-></P
-></P
-><P
->Events are received from all joysticks opened. The first thing that needs to be done in order to receive joystick events is to call <A
-HREF="sdljoystickeventstate.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickEventState</TT
-></A
-> with the <TT
-CLASS="LITERAL"
->SDL_ENABLE</TT
-> flag. Next you must open the joysticks that you want to receive envents from. This is done with the <A
-HREF="sdljoystickopen.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickOpen</TT
-></A
-> function. For the example we are only interested in events from the first joystick on the system, regardless of what it may be. To receive events from it we would do this:</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN183"
-></A
-><P
-><B
->Example 3-3. Opening a Joystick</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    SDL_Joystick *joystick;
-
-    SDL_JoystickEventState(SDL_ENABLE);
-    joystick = SDL_JoystickOpen(0);</PRE
-></DIV
-><P
->If we wanted to receive events for other joysticks we would open them with calls to <TT
-CLASS="FUNCTION"
->SDL_JoystickOpen</TT
-> just like we opened joystick 0, except we would store the <SPAN
-CLASS="STRUCTNAME"
->SDL_Joystick</SPAN
-> structure they return in a different pointer.  We only need the joystick pointer when we are querying the joysticks or when we are closing the joystick.</P
-><P
->Up to this point all the code we have is used just to initialize the joysticks in order to read values at run time. All we need now is an event loop, which is something that all SDL programs should have anyway to receive the systems quit events. We must now add code to check the event loop for at least some of the above mentioned events. Let's assume our event loop looks like this:
-<PRE
-CLASS="PROGRAMLISTING"
->    SDL_Event event;
-    /* Other initializtion code goes here */   
-
-    /* Start main game loop here */
-
-    while(SDL_PollEvent(&#38;event))
-    {  
-        switch(event.type)
-        {  
-            case SDL_KEYDOWN:
-            /* handle keyboard stuff here */				
-            break;
-
-            case SDL_QUIT:
-            /* Set whatever flags are necessary to */
-            /* end the main game loop here */
-            break;
-        }
-    }
-
-    /* End loop here */</PRE
->
-To handle Joystick events we merely add cases for them, first we'll add axis handling code. Axis checks can get kinda of tricky because alot of the joystick events received are junk. Joystick axis have a tendency to vary just a little between polling due to the way they are designed. To compensate for this you have to set a threshold for changes and ignore the events that have'nt exceeded the threshold. 10% is usually a good threshold value.  This sounds a lot more complicated than it is. Here is the Axis event handler:</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN191"
-></A
-><P
-><B
->Example 3-4. Joystick Axis Events</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    case SDL_JOYAXISMOTION:  /* Handle Joystick Motion */
-    if ( ( event.jaxis.value &#60; -3200 ) || (event.jaxis.value &#62; 3200 ) ) 
-    {
-      /* code goes here */
-    }
-    break;</PRE
-></DIV
-><P
->Another trick with axis events is that up-down and left-right movement are two different sets of axes. The most important axis is axis 0 (left-right) and axis 1 (up-down).  To handle them seperatly in the code we do the following:</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN195"
-></A
-><P
-><B
->Example 3-5. More Joystick Axis Events</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    case SDL_JOYAXISMOTION:  /* Handle Joystick Motion */
-    if ( ( event.jaxis.value &#60; -3200 ) || (event.jaxis.value &#62; 3200 ) ) 
-    {
-        if( event.jaxis.axis == 0) 
-        {
-            /* Left-right movement code goes here */
-        }
-
-        if( event.jaxis.axis == 1) 
-        {
-            /* Up-Down movement code goes here */
-        }
-    }
-    break;</PRE
-></DIV
-><P
->Ideally the code here should use <TT
-CLASS="STRUCTFIELD"
-><I
->event.jaxis.value</I
-></TT
-> to scale something. For example lets assume you are using the joystick to control the movement of a spaceship. If the user is using an analog joystick and they push the stick a little bit they expect to move less than if they pushed it a lot. Designing your code for this situation is preferred because it makes the experience for users of analog controls better and remains the same for users of digital controls.</P
-><P
->If your joystick has any additional axis then they may be used for other sticks or throttle controls and those axis return values too just with different <TT
-CLASS="STRUCTFIELD"
-><I
->event.jaxis.axis</I
-></TT
-> values.</P
-><P
->Button handling is simple compared to the axis checking.</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN203"
-></A
-><P
-><B
->Example 3-6. Joystick Button Events</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    case SDL_JOYBUTTONDOWN:  /* Handle Joystick Button Presses */
-    if ( event.jbutton.button == 0 ) 
-    {
-        /* code goes here */
-    }
-    break;</PRE
-></DIV
-><P
->Button checks are simpler than axis checks because a button can only be pressed or not pressed.  The <TT
-CLASS="LITERAL"
->SDL_JOYBUTTONDOWN</TT
-> event is triggered when a button is pressed and the <TT
-CLASS="LITERAL"
->SDL_JOYBUTTONUP</TT
-> event is fired when a button is released. We do have to know what button was pressed though, that is done by reading the <TT
-CLASS="STRUCTFIELD"
-><I
->event.jbutton.button</I
-></TT
-> field.</P
-><P
->Lastly when we are through using our joysticks we should close them with a call to <A
-HREF="sdljoystickclose.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickClose</TT
-></A
->. To close our opened joystick 0 we would do this at the end of our program:
-<PRE
-CLASS="PROGRAMLISTING"
->    SDL_JoystickClose(joystick);</PRE
-></P
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN214"
-></A
->Advanced Joystick Functions</H2
-><P
->That takes care of the controls that you can count on being on every joystick under the sun, but there are a few extra things that SDL can support.  Joyballs are next on our list, they are alot like axis with a few minor differences.  Joyballs store relative changes unlike the the absolute postion stored in a axis event. Also one trackball event contains both the change in x and they change in y.  Our case for it is as follows:</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN217"
-></A
-><P
-><B
->Example 3-7. Joystick Ball Events</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    case SDL_JOYBALLMOTION:  /* Handle Joyball Motion */
-    if( event.jball.ball == 0 )
-    {
-      /* ball handling */
-    }
-    break;</PRE
-></DIV
-><P
->The above checks the first joyball on the joystick. The change in position will be stored in <TT
-CLASS="STRUCTFIELD"
-><I
->event.jball.xrel</I
-></TT
-> and <TT
-CLASS="STRUCTFIELD"
-><I
->event.jball.yrel</I
-></TT
->.</P
-><P
->Finally we have the hat event. Hats report only the direction they are pushed in. We check hat's position with the bitmasks:
-
-<P
-></P
-><TABLE
-BORDER="0"
-><TBODY
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SDL_HAT_CENTERED</TT
-></TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SDL_HAT_UP</TT
-></TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SDL_HAT_RIGHT</TT
-></TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SDL_HAT_DOWN</TT
-></TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SDL_HAT_LEFT</TT
-></TD
-></TR
-></TBODY
-></TABLE
-><P
-></P
->
-
-Also there are some predefined combinations of the above:
-<P
-></P
-><TABLE
-BORDER="0"
-><TBODY
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SDL_HAT_RIGHTUP</TT
-></TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SDL_HAT_RIGHTDOWN</TT
-></TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SDL_HAT_LEFTUP</TT
-></TD
-></TR
-><TR
-><TD
-><TT
-CLASS="LITERAL"
->SDL_HAT_LEFTDOWN</TT
-></TD
-></TR
-></TBODY
-></TABLE
-><P
-></P
->
-
-Our case for the hat may resemble the following:</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN244"
-></A
-><P
-><B
->Example 3-8. Joystick Hat Events</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    case SDL_JOYHATMOTION:  /* Handle Hat Motion */
-    if ( event.jhat.value &#38; SDL_HAT_UP )
-    {
-        /* Do up stuff here */
-    }
-
-    if ( event.jhat.value &#38; SDL_HAT_LEFT )
-    {
-        /* Do left stuff here */
-    }
-
-    if ( event.jhat.value &#38; SDL_HAT_RIGHTDOWN )
-    {
-        /* Do right and down together stuff here */
-    }
-    break;</PRE
-></DIV
-><P
->In addition to the queries for number of joysticks on the system and their names there are additional functions to query the capabilities of attached joysticks:
-<P
-></P
-><TABLE
-BORDER="0"
-><TBODY
-><TR
-><TD
-><A
-HREF="sdljoysticknumaxes.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickNumAxes</TT
-></A
-></TD
-><TD
->Returns the number of joysitck axes</TD
-></TR
-><TR
-><TD
-><A
-HREF="sdljoysticknumbuttons.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickNumButtons</TT
-></A
-></TD
-><TD
->Returns the number of joysitck buttons</TD
-></TR
-><TR
-><TD
-><A
-HREF="sdljoysticknumballs.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickNumBalls</TT
-></A
-></TD
-><TD
->Returns the number of joysitck balls</TD
-></TR
-><TR
-><TD
-><A
-HREF="sdljoysticknumhats.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickNumHats</TT
-></A
-></TD
-><TD
->Returns the number of joysitck hats</TD
-></TR
-></TBODY
-></TABLE
-><P
-></P
->
-
-To use these functions we just have to pass in the joystick structure we got when we opened the joystick. For Example:</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN265"
-></A
-><P
-><B
->Example 3-9. Querying Joystick Characteristics</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    int number_of_buttons;
-    SDL_Joystick *joystick;
-
-    joystick = SDL_JoystickOpen(0);
-    number_of_buttons = SDL_JoystickNumButtons(joystick);</PRE
-></DIV
-><P
->This block of code would get the number of buttons on the first joystick in the system.	</P
-></DIV
-></DIV
-></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="guidevideoopengl.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="guideinputkeyboard.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->Using OpenGL With SDL</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="guide.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->Handling the Keyboard</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/guideinputkeyboard.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,746 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Handling the Keyboard</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="Input handling"
-HREF="guideinput.html"><LINK
-REL="PREVIOUS"
-TITLE="Input handling"
-HREF="guideinput.html"><LINK
-REL="NEXT"
-TITLE="Examples"
-HREF="guideexamples.html"></HEAD
-><BODY
-CLASS="SECT1"
-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="guideinput.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
->Chapter 3. Input handling</TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="guideexamples.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDEINPUTKEYBOARD"
-></A
->Handling the Keyboard</H1
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN271"
-></A
->Keyboard Related Structures</H2
-><P
->It should make it a lot easier to understand this tutorial is you are familiar with the data types involved in keyboard access, so I'll explain them first.</P
-><DIV
-CLASS="SECT3"
-><H3
-CLASS="SECT3"
-><A
-NAME="AEN274"
-></A
->SDLKey</H3
-><P
-><SPAN
-CLASS="STRUCTNAME"
->SDLKey</SPAN
-> is an enumerated type defined in SDL/include/SDL_keysym.h and detailed <A
-HREF="sdlkey.html"
->here</A
->. Each <SPAN
-CLASS="STRUCTNAME"
->SDLKey</SPAN
-> symbol represents a key, <TT
-CLASS="LITERAL"
->SDLK_a</TT
-> corresponds to the 'a' key on a keyboard, <TT
-CLASS="LITERAL"
->SDLK_SPACE</TT
-> corresponds to the space bar, and so on.</P
-></DIV
-><DIV
-CLASS="SECT3"
-><H3
-CLASS="SECT3"
-><A
-NAME="AEN282"
-></A
->SDLMod</H3
-><P
->SDLMod is an enumerated type, similar to <SPAN
-CLASS="STRUCTNAME"
->SDLKey</SPAN
->, however it enumerates keyboard modifiers (Control, Alt, Shift). The full list of modifier symbols is <A
-HREF="sdlkey.html#SDLMOD"
->here</A
->. <SPAN
-CLASS="STRUCTNAME"
->SDLMod</SPAN
-> values can be AND'd together to represent several modifiers.</P
-></DIV
-><DIV
-CLASS="SECT3"
-><H3
-CLASS="SECT3"
-><A
-NAME="AEN288"
-></A
->SDL_keysym</H3
-><PRE
-CLASS="PROGRAMLISTING"
->typedef struct{
-  Uint8 scancode;
-  SDLKey sym;
-  SDLMod mod;
-  Uint16 unicode;
-} SDL_keysym;</PRE
-><P
->The <SPAN
-CLASS="STRUCTNAME"
->SDL_keysym</SPAN
-> structure describes a key press or a key release. The <TT
-CLASS="STRUCTFIELD"
-><I
->scancode</I
-></TT
-> field is hardware specific and should be ignored unless you know what your doing. The <TT
-CLASS="STRUCTFIELD"
-><I
->sym</I
-></TT
-> field is the <SPAN
-CLASS="STRUCTNAME"
->SDLKey</SPAN
-> value of the key being pressed or released. The <TT
-CLASS="STRUCTFIELD"
-><I
->mod</I
-></TT
-> field describes the state of the keyboard modifiers at the time the key press or release occurred. So a value of <TT
-CLASS="LITERAL"
->KMOD_NUM | KMOD_CAPS | KMOD_LSHIFT</TT
-> would mean that Numlock, Capslock and the left shift key were all press (or enabled in the case of the lock keys). Finally, the <TT
-CLASS="STRUCTFIELD"
-><I
->unicode</I
-></TT
-> field stores the 16-bit unicode value of the key.</P
-><DIV
-CLASS="NOTE"
-><BLOCKQUOTE
-CLASS="NOTE"
-><P
-><B
->Note: </B
->It should be noted and understood that this field is only valid when the <SPAN
-CLASS="STRUCTNAME"
->SDL_keysym</SPAN
-> is describing a key press, not a key release. Unicode values only make sense on a key press because the unicode value describes an international character and only key presses produce characters. More information on Unicode can be found at <A
-HREF="http://www.unicode.org"
-TARGET="_top"
->www.unicode.org</A
-></P
-></BLOCKQUOTE
-></DIV
-><DIV
-CLASS="NOTE"
-><BLOCKQUOTE
-CLASS="NOTE"
-><P
-><B
->Note: </B
->Unicode translation must be enabled using the <A
-HREF="sdlenableunicode.html"
-><TT
-CLASS="FUNCTION"
->SDL_EnableUNICODE</TT
-></A
-> function.</P
-></BLOCKQUOTE
-></DIV
-></DIV
-><DIV
-CLASS="SECT3"
-><H3
-CLASS="SECT3"
-><A
-NAME="AEN307"
-></A
->SDL_KeyboardEvent</H3
-><PRE
-CLASS="PROGRAMLISTING"
->typedef struct{
-  Uint8 type;
-  Uint8 state;
-  SDL_keysym keysym;
-} SDL_KeyboardEvent;</PRE
-><P
->The <SPAN
-CLASS="STRUCTNAME"
->SDL_KeyboardEvent</SPAN
-> describes a keyboard event (obviously). The <TT
-CLASS="STRUCTFIELD"
-><I
->key</I
-></TT
-> member of the <A
-HREF="sdlevent.html"
-><SPAN
-CLASS="STRUCTNAME"
->SDL_Event</SPAN
-></A
-> union is a <SPAN
-CLASS="STRUCTNAME"
->SDL_KeyboardEvent</SPAN
-> structure. The <TT
-CLASS="STRUCTFIELD"
-><I
->type</I
-></TT
-> field specifies whether the event is a key release (<TT
-CLASS="LITERAL"
->SDL_KEYUP</TT
->) or a key press (<TT
-CLASS="LITERAL"
->SDL_KEYDOWN</TT
->) event. The <TT
-CLASS="STRUCTFIELD"
-><I
->state</I
-></TT
-> is largely redundant, it reports the same information as the <TT
-CLASS="STRUCTFIELD"
-><I
->type</I
-></TT
-> field but uses different values (<TT
-CLASS="LITERAL"
->SDL_RELEASED</TT
-> and <TT
-CLASS="LITERAL"
->SDL_PRESSED</TT
->). The <TT
-CLASS="STRUCTFIELD"
-><I
->keysym</I
-></TT
-> contains information of the key press or release that this event represents (see above).</P
-></DIV
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN324"
-></A
->Reading Keyboard Events</H2
-><P
->Reading keybaord events from the event queue is quite simple (the event queue and using it is described <A
-HREF="sdlevent.html"
->here</A
->). We read events using <A
-HREF="sdlpollevent.html"
-><TT
-CLASS="FUNCTION"
->SDL_PollEvent</TT
-></A
-> in a <TT
-CLASS="LITERAL"
->while()</TT
-> loop and check for <TT
-CLASS="LITERAL"
->SDL_KEYUP</TT
-> and <TT
-CLASS="LITERAL"
->SDL_KEYDOWN</TT
-> events using a <TT
-CLASS="LITERAL"
->switch</TT
-> statement, like so:</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN334"
-></A
-><P
-><B
->Example 3-10. Reading Keyboard Events</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->  SDL_Event event;
-  .
-  .
-  /* Poll for events. SDL_PollEvent() returns 0 when there are no  */
-  /* more events on the event queue, our while loop will exit when */
-  /* that occurs.                                                  */
-  while( SDL_PollEvent( &#38;event ) ){
-    /* We are only worried about SDL_KEYDOWN and SDL_KEYUP events */
-    switch( event.type ){
-      case SDL_KEYDOWN:
-        printf( "Key press detected\n" );
-        break;
-
-      case SDL_KEYUP:
-        printf( "Key release detected\n" );
-        break;
-
-      default:
-        break;
-    }
-  }
-  .
-  .</PRE
-></DIV
-><P
->This is a very basic example. No information about the key press or release is interpreted. We will explore the other extreme out our first full example below - reporting all available information about a keyboard event.</P
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN338"
-></A
->A More Detailed Look</H2
-><P
->Before we can read events SDL must be initialised with <A
-HREF="sdlinit.html"
-><TT
-CLASS="FUNCTION"
->SDL_Init</TT
-></A
-> and a video mode must be set using <A
-HREF="sdlsetvideomode.html"
-><TT
-CLASS="FUNCTION"
->SDL_SetVideoMode</TT
-></A
->. There are, however, two other functions we must use to obtain all the information required. We must enable unicode translation by calling <TT
-CLASS="FUNCTION"
->SDL_EnableUNICODE(1)</TT
-> and we must convert <SPAN
-CLASS="STRUCTNAME"
->SDLKey</SPAN
-> values into something printable, using <A
-HREF="sdlgetkeyname.html"
-><TT
-CLASS="FUNCTION"
->SDL_GetKeyName</TT
-></A
-></P
-><DIV
-CLASS="NOTE"
-><BLOCKQUOTE
-CLASS="NOTE"
-><P
-><B
->Note: </B
->It is useful to note that unicode values &#60; 0x80 translate directly a characters ASCII value. THis is used in the example below</P
-></BLOCKQUOTE
-></DIV
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN351"
-></A
-><P
-><B
->Example 3-11. Interpreting Key Event Information</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->&#13;    #include "SDL.h"
-
-    /* Function Prototypes */
-    void PrintKeyInfo( SDL_KeyboardEvent *key );
-    void PrintModifiers( SDLMod mod );
-
-    /* main */
-    int main( int argc, char *argv[] ){
-        
-        SDL_Event event;
-        int quit = 0;
-        
-        /* Initialise SDL */
-        if( SDL_Init( SDL_INIT_VIDEO ) &#60; 0){
-            fprintf( stderr, "Could not initialise SDL: %s\n", SDL_GetError() );
-            exit( -1 );
-        }
-
-        /* Set a video mode */
-        if( !SDL_SetVideoMode( 320, 200, 0, 0 ) ){
-            fprintf( stderr, "Could not set video mode: %s\n", SDL_GetError() );
-            SDL_Quit();
-            exit( -1 );
-        }
-
-        /* Enable Unicode translation */
-        SDL_EnableUNICODE( 1 );
-
-        /* Loop until an SDL_QUIT event is found */
-        while( !quit ){
-
-            /* Poll for events */
-            while( SDL_PollEvent( &#38;event ) ){
-                
-                switch( event.type ){
-                    /* Keyboard event */
-                    /* Pass the event data onto PrintKeyInfo() */
-                    case SDL_KEYDOWN:
-                    case SDL_KEYUP:
-                        PrintKeyInfo( &#38;event.key );
-                        break;
-
-                    /* SDL_QUIT event (window close) */
-                    case SDL_QUIT:
-                        quit = 1;
-                        break;
-
-                    default:
-                        break;
-                }
-
-            }
-
-        }
-
-        /* Clean up */
-        SDL_Quit();
-        exit( 0 );
-    }
-
-    /* Print all information about a key event */
-    void PrintKeyInfo( SDL_KeyboardEvent *key ){
-        /* Is it a release or a press? */
-        if( key-&#62;type == SDL_KEYUP )
-            printf( "Release:- " );
-        else
-            printf( "Press:- " );
-
-        /* Print the hardware scancode first */
-        printf( "Scancode: 0x%02X", key-&#62;keysym.scancode );
-        /* Print the name of the key */
-        printf( ", Name: %s", SDL_GetKeyName( key-&#62;keysym.sym ) );
-        /* We want to print the unicode info, but we need to make */
-        /* sure its a press event first (remember, release events */
-        /* don't have unicode info                                */
-        if( key-&#62;type == SDL_KEYDOWN ){
-            /* If the Unicode value is less than 0x80 then the    */
-            /* unicode value can be used to get a printable       */
-            /* representation of the key, using (char)unicode.    */
-            printf(", Unicode: " );
-            if( key-&#62;keysym.unicode &#60; 0x80 &#38;&#38; key-&#62;keysym.unicode &#62; 0 ){
-                printf( "%c (0x%04X)", (char)key-&#62;keysym.unicode,
-                        key-&#62;keysym.unicode );
-            }
-            else{
-                printf( "? (0x%04X)", key-&#62;keysym.unicode );
-            }
-        }
-        printf( "\n" );
-        /* Print modifier info */
-        PrintModifiers( key-&#62;keysym.mod );
-    }
-
-    /* Print modifier info */
-    void PrintModifiers( SDLMod mod ){
-        printf( "Modifers: " );
-
-        /* If there are none then say so and return */
-        if( mod == KMOD_NONE ){
-            printf( "None\n" );
-            return;
-        }
-
-        /* Check for the presence of each SDLMod value */
-        /* This looks messy, but there really isn't    */
-        /* a clearer way.                              */
-        if( mod &#38; KMOD_NUM ) printf( "NUMLOCK " );
-        if( mod &#38; KMOD_CAPS ) printf( "CAPSLOCK " );
-        if( mod &#38; KMOD_LCTRL ) printf( "LCTRL " );
-        if( mod &#38; KMOD_RCTRL ) printf( "RCTRL " );
-        if( mod &#38; KMOD_RSHIFT ) printf( "RSHIFT " );
-        if( mod &#38; KMOD_LSHIFT ) printf( "LSHIFT " );
-        if( mod &#38; KMOD_RALT ) printf( "RALT " );
-        if( mod &#38; KMOD_LALT ) printf( "LALT " );
-        if( mod &#38; KMOD_CTRL ) printf( "CTRL " );
-        if( mod &#38; KMOD_SHIFT ) printf( "SHIFT " );
-        if( mod &#38; KMOD_ALT ) printf( "ALT " );
-        printf( "\n" );
-    }</PRE
-></DIV
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN354"
-></A
->Game-type Input</H2
-><P
->I have found that people using keyboard events for games and other interactive applications don't always understand one fundemental point.</P
-><A
-NAME="AEN357"
-></A
-><BLOCKQUOTE
-CLASS="BLOCKQUOTE"
-><P
->Keyboard events <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->only</I
-></SPAN
-> take place when a keys state changes from being unpressed to pressed, and vice versa.</P
-></BLOCKQUOTE
-><P
->Imagine you have an image of an alien that you wish to move around using the cursor keys: when you pressed the left arrow key you want him to slide over to the left, and when you press the down key you want him to slide down the screen. Examine the following code; it highlights an error that many people have made.
-<PRE
-CLASS="PROGRAMLISTING"
->    /* Alien screen coordinates */
-    int alien_x=0, alien_y=0;
-    .
-    .
-    /* Initialise SDL and video modes and all that */
-    .
-    /* Main game loop */
-    /* Check for events */
-    while( SDL_PollEvent( &#38;event ) ){
-        switch( event.type ){
-            /* Look for a keypress */
-            case SDL_KEYDOWN:
-                /* Check the SDLKey values and move change the coords */
-                switch( event.key.keysym.sym ){
-                    case SDLK_LEFT:
-                        alien_x -= 1;
-                        break;
-                    case SDLK_RIGHT:
-                        alien_x += 1;
-                        break;
-                    case SDLK_UP:
-                        alien_y -= 1;
-                        break;
-                    case SDLK_DOWN:
-                        alien_y += 1;
-                        break;
-                    default:
-                        break;
-                }
-            }
-        }
-    }
-    .
-    .</PRE
->
-At first glance you may think this is a perfectly reasonable piece of code for the task, but it isn't. Like I said keyboard events only occur when a key changes state, so the user would have to press and release the left cursor key 100 times to move the alien 100 pixels to the left.</P
-><P
->To get around this problem we must not use the events to change the position of the alien, we use the events to set flags which are then used in a seperate section of code to move the alien. Something like this:</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN363"
-></A
-><P
-><B
->Example 3-12. Proper Game Movement</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    /* Alien screen coordinates */
-    int alien_x=0, alien_y=0;
-    int alien_xvel=0, alien_yvel=0;
-    .
-    .
-    /* Initialise SDL and video modes and all that */
-    .
-    /* Main game loop */
-    /* Check for events */
-    while( SDL_PollEvent( &#38;event ) ){
-        switch( event.type ){
-            /* Look for a keypress */
-            case SDL_KEYDOWN:
-                /* Check the SDLKey values and move change the coords */
-                switch( event.key.keysym.sym ){
-                    case SDLK_LEFT:
-                        alien_xvel = -1;
-                        break;
-                    case SDLK_RIGHT:
-                        alien_xvel =  1;
-                        break;
-                    case SDLK_UP:
-                        alien_yvel = -1;
-                        break;
-                    case SDLK_DOWN:
-                        alien_yvel =  1;
-                        break;
-                    default:
-                        break;
-                }
-                break;
-            /* We must also use the SDL_KEYUP events to zero the x */
-            /* and y velocity variables. But we must also be       */
-            /* careful not to zero the velocities when we shouldn't*/
-            case SDL_KEYUP:
-                switch( event.key.keysym.sym ){
-                    case SDLK_LEFT:
-                        /* We check to make sure the alien is moving */
-                        /* to the left. If it is then we zero the    */
-                        /* velocity. If the alien is moving to the   */
-                        /* right then the right key is still press   */
-                        /* so we don't tocuh the velocity            */
-                        if( alien_xvel &#60; 0 )
-                            alien_xvel = 0;
-                        break;
-                    case SDLK_RIGHT:
-                        if( alien_xvel &#62; 0 )
-                            alien_xvel = 0;
-                        break;
-                    case SDLK_UP:
-                        if( alien_yvel &#60; 0 )
-                            alien_yvel = 0;
-                        break;
-                    case SDLK_DOWN:
-                        if( alien_yvel &#62; 0 )
-                            alien_yvel = 0;
-                        break;
-                    default:
-                        break;
-                }
-                break;
-            
-            default:
-                break;
-        }
-    }
-    .
-    .
-    /* Update the alien position */
-    alien_x += alien_xvel;
-    alien_y += alien_yvel;</PRE
-></DIV
-><P
->As can be seen, we use two extra variables, alien_xvel and alien_yvel, which represent the motion of the ship, it is these variables that we update when we detect keypresses and releases.</P
-></DIV
-></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="guideinput.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="guideexamples.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->Input handling</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="guideinput.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->Examples</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/guidepreface.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,178 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Preface</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 Guide"
-HREF="guide.html"><LINK
-REL="PREVIOUS"
-TITLE="SDL Guide"
-HREF="guide.html"><LINK
-REL="NEXT"
-TITLE="About SDLdoc"
-HREF="guideaboutsdldoc.html"></HEAD
-><BODY
-CLASS="PREFACE"
-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="guide.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
-></TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="guideaboutsdldoc.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="PREFACE"
-><H1
-><A
-NAME="GUIDEPREFACE"
-></A
->Preface</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><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
-></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDEABOUTSDL"
-></A
->About SDL</H1
-><P
->The SDL library is designed to make it easy to write games that run on Linux, *BSD, MacOS, Win32 and BeOS using the various native high-performance media interfaces, (for video, audio, etc) and presenting a single source-code level API to your application. SDL is a fairly low level API, but using it, completely portable applications can be written with a great deal of flexibility.</P
-></DIV
-></DIV
-><DIV
-CLASS="NAVFOOTER"
-><HR
-ALIGN="LEFT"
-WIDTH="100%"><TABLE
-SUMMARY="Footer navigation table"
-WIDTH="100%"
-BORDER="0"
-CELLPADDING="0"
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-><TR
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-WIDTH="33%"
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-HREF="guide.html"
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->Prev</A
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->Up</A
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-></HTML
->
\ No newline at end of file
--- a/docs/html/guidethebasics.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,173 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->The Basics</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 Guide"
-HREF="guide.html"><LINK
-REL="PREVIOUS"
-TITLE="Credits"
-HREF="guidecredits.html"><LINK
-REL="NEXT"
-TITLE="Initializing SDL"
-HREF="guidebasicsinit.html"></HEAD
-><BODY
-CLASS="CHAPTER"
-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="guidecredits.html"
-ACCESSKEY="P"
->Prev</A
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-><DIV
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-><H1
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-NAME="GUIDETHEBASICS"
-></A
->Chapter 1. The Basics</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
-><A
-HREF="guidethebasics.html#GUIDEINTRODUCTION"
->Introduction</A
-></DT
-><DT
-><A
-HREF="guidebasicsinit.html"
->Initializing SDL</A
-></DT
-></DL
-></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDEINTRODUCTION"
-></A
->Introduction</H1
-><P
->The SDL Guide section is pretty incomplete. If you feel you have anything to add mail akawaka@skynet.ie or visit http://akawaka.csn.ul.ie/tne/.</P
-></DIV
-></DIV
-><DIV
-CLASS="NAVFOOTER"
-><HR
-ALIGN="LEFT"
-WIDTH="100%"><TABLE
-SUMMARY="Footer navigation table"
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->Prev</A
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-></TR
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-></HTML
->
\ No newline at end of file
--- a/docs/html/guidetimeexamples.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,183 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Time Examples</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="Examples"
-HREF="guideexamples.html"><LINK
-REL="PREVIOUS"
-TITLE="CDROM Examples"
-HREF="guidecdromexamples.html"><LINK
-REL="NEXT"
-TITLE="SDL Reference"
-HREF="reference.html"></HEAD
-><BODY
-CLASS="SECT1"
-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="guidecdromexamples.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
->Chapter 4. Examples</TD
-><TD
-WIDTH="10%"
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-VALIGN="bottom"
-><A
-HREF="reference.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDETIMEEXAMPLES"
-></A
->Time Examples</H1
-><P
-></P
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN412"
-></A
->Time based game loop</H2
-><P
-><PRE
-CLASS="PROGRAMLISTING"
->#define TICK_INTERVAL    30
-
-static Uint32 next_time;
-
-Uint32 time_left(void)
-{
-    Uint32 now;
-
-    now = SDL_GetTicks();
-    if(next_time &#60;= now)
-        return 0;
-    else
-        return next_time - now;
-}
-
-
-/* main game loop */
-
-    next_time = SDL_GetTicks() + TICK_INTERVAL;
-    while ( game_running ) {
-        update_game_state();
-        SDL_Delay(time_left());
-        next_time += TICK_INTERVAL;
-    }&#13;</PRE
-></P
-></DIV
-></DIV
-><DIV
-CLASS="NAVFOOTER"
-><HR
-ALIGN="LEFT"
-WIDTH="100%"><TABLE
-SUMMARY="Footer navigation table"
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-CELLSPACING="0"
-><TR
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-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
-><A
-HREF="guidecdromexamples.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
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-HREF="index.html"
-ACCESSKEY="H"
->Home</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
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-HREF="reference.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->CDROM Examples</TD
-><TD
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-ALIGN="center"
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-><A
-HREF="guideexamples.html"
-ACCESSKEY="U"
->Up</A
-></TD
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-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->SDL Reference</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/guidevideo.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,463 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Graphics and Video</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 Guide"
-HREF="guide.html"><LINK
-REL="PREVIOUS"
-TITLE="Initializing SDL"
-HREF="guidebasicsinit.html"><LINK
-REL="NEXT"
-TITLE="Using OpenGL With SDL"
-HREF="guidevideoopengl.html"></HEAD
-><BODY
-CLASS="CHAPTER"
-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="guidebasicsinit.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
-></TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="guidevideoopengl.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="CHAPTER"
-><H1
-><A
-NAME="GUIDEVIDEO"
-></A
->Chapter 2. Graphics and Video</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
-><A
-HREF="guidevideo.html#GUIDEVIDEOINTRO"
->Introduction to SDL Video</A
-></DT
-><DT
-><A
-HREF="guidevideoopengl.html"
->Using OpenGL With SDL</A
-></DT
-></DL
-></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDEVIDEOINTRO"
-></A
->Introduction to SDL Video</H1
-><P
->Video is probably the most common thing that SDL is used for, and
-so it has the most complete subsystem. Here are a few
-examples to demonstrate the basics.</P
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN68"
-></A
->Initializing the Video Display</H2
-><P
->This is what almost all SDL programs have to do in one way or
-another.</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN71"
-></A
-><P
-><B
->Example 2-1. Initializing the Video Display</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    SDL_Surface *screen;
-
-    /* Initialize the SDL library */
-    if( SDL_Init(SDL_INIT_VIDEO) &#60; 0 ) {
-        fprintf(stderr,
-                "Couldn't initialize SDL: %s\n", SDL_GetError());
-        exit(1);
-    }
-
-    /* Clean up on exit */
-    atexit(SDL_Quit);
-    
-    /*
-     * Initialize the display in a 640x480 8-bit palettized mode,
-     * requesting a software surface
-     */
-    screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
-    if ( screen == NULL ) {
-        fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
-                        SDL_GetError());
-        exit(1);
-    }</PRE
-></DIV
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN74"
-></A
->Initializing the Best Video Mode</H2
-><P
->If you have a preference for a certain pixel depth but will accept any
-other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also
-use SDL_VideoModeOK() to find the native video mode that is closest to
-the mode you request.</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN77"
-></A
-><P
-><B
->Example 2-2. Initializing the Best Video Mode</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    /* Have a preference for 8-bit, but accept any depth */
-    screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);
-    if ( screen == NULL ) {
-        fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
-                        SDL_GetError());
-        exit(1);
-    }
-    printf("Set 640x480 at %d bits-per-pixel mode\n",
-           screen-&#62;format-&#62;BitsPerPixel);</PRE
-></DIV
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN80"
-></A
->Loading and Displaying a BMP File</H2
-><P
->The following function loads and displays a BMP file given as
-argument, once SDL is initialised and a video mode has been set.</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN83"
-></A
-><P
-><B
->Example 2-3. Loading and Displaying a BMP File</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->void display_bmp(char *file_name)
-{
-    SDL_Surface *image;
-
-    /* Load the BMP file into a surface */
-    image = SDL_LoadBMP(file_name);
-    if (image == NULL) {
-        fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
-        return;
-    }
-
-    /*
-     * Palettized screen modes will have a default palette (a standard
-     * 8*8*4 colour cube), but if the image is palettized as well we can
-     * use that palette for a nicer colour matching
-     */
-    if (image-&#62;format-&#62;palette &#38;&#38; screen-&#62;format-&#62;palette) {
-    SDL_SetColors(screen, image-&#62;format-&#62;palette-&#62;colors, 0,
-                  image-&#62;format-&#62;palette-&#62;ncolors);
-    }
-
-    /* Blit onto the screen surface */
-    if(SDL_BlitSurface(image, NULL, screen, NULL) &#60; 0)
-        fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());
-
-    SDL_UpdateRect(screen, 0, 0, image-&#62;w, image-&#62;h);
-
-    /* Free the allocated BMP surface */
-    SDL_FreeSurface(image);
-}</PRE
-></DIV
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN86"
-></A
->Drawing Directly to the Display</H2
-><P
->The following two functions can be used to get and set single
-pixels of a surface. They are carefully written to work with any depth
-currently supported by SDL. Remember to lock the surface before
-calling them, and to unlock it before calling any other SDL
-functions.</P
-><P
->To convert between pixel values and their red, green, blue
-components, use SDL_GetRGB() and SDL_MapRGB().</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN90"
-></A
-><P
-><B
->Example 2-4. getpixel()</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->/*
- * Return the pixel value at (x, y)
- * NOTE: The surface must be locked before calling this!
- */
-Uint32 getpixel(SDL_Surface *surface, int x, int y)
-{
-    int bpp = surface-&#62;format-&#62;BytesPerPixel;
-    /* Here p is the address to the pixel we want to retrieve */
-    Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;
-
-    switch(bpp) {
-    case 1:
-        return *p;
-
-    case 2:
-        return *(Uint16 *)p;
-
-    case 3:
-        if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
-            return p[0] &#60;&#60; 16 | p[1] &#60;&#60; 8 | p[2];
-        else
-            return p[0] | p[1] &#60;&#60; 8 | p[2] &#60;&#60; 16;
-
-    case 4:
-        return *(Uint32 *)p;
-
-    default:
-        return 0;       /* shouldn't happen, but avoids warnings */
-    }
-}</PRE
-></DIV
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN93"
-></A
-><P
-><B
->Example 2-5. putpixel()</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->/*
- * Set the pixel at (x, y) to the given value
- * NOTE: The surface must be locked before calling this!
- */
-void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
-{
-    int bpp = surface-&#62;format-&#62;BytesPerPixel;
-    /* Here p is the address to the pixel we want to set */
-    Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;
-
-    switch(bpp) {
-    case 1:
-        *p = pixel;
-        break;
-
-    case 2:
-        *(Uint16 *)p = pixel;
-        break;
-
-    case 3:
-        if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
-            p[0] = (pixel &#62;&#62; 16) &#38; 0xff;
-            p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
-            p[2] = pixel &#38; 0xff;
-        } else {
-            p[0] = pixel &#38; 0xff;
-            p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
-            p[2] = (pixel &#62;&#62; 16) &#38; 0xff;
-        }
-        break;
-
-    case 4:
-        *(Uint32 *)p = pixel;
-        break;
-    }
-}</PRE
-></DIV
-><P
->The following code uses the putpixel() function above to set a
-yellow pixel in the middle of the screen.</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN97"
-></A
-><P
-><B
->Example 2-6. Using putpixel()</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->&#13;    /* Code to set a yellow pixel at the center of the screen */
-
-    int x, y;
-    Uint32 yellow;
-
-    /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)
-       Note:  If the display is palettized, you must set the palette first.
-    */
-    yellow = SDL_MapRGB(screen-&#62;format, 0xff, 0xff, 0x00);
-
-    x = screen-&#62;w / 2;
-    y = screen-&#62;h / 2;
-
-    /* Lock the screen for direct access to the pixels */
-    if ( SDL_MUSTLOCK(screen) ) {
-        if ( SDL_LockSurface(screen) &#60; 0 ) {
-            fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError());
-            return;
-        }
-    }
-
-    putpixel(screen, x, y, yellow);
-
-    if ( SDL_MUSTLOCK(screen) ) {
-        SDL_UnlockSurface(screen);
-    }
-    /* Update just the part of the display that we've changed */
-    SDL_UpdateRect(screen, x, y, 1, 1);
-
-    return;&#13;</PRE
-></DIV
-></DIV
-></DIV
-></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="guidebasicsinit.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="guidevideoopengl.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->Initializing SDL</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="guide.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->Using OpenGL With SDL</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/guidevideoopengl.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,730 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Using OpenGL With SDL</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="Graphics and Video"
-HREF="guidevideo.html"><LINK
-REL="PREVIOUS"
-TITLE="Graphics and Video"
-HREF="guidevideo.html"><LINK
-REL="NEXT"
-TITLE="Input handling"
-HREF="guideinput.html"></HEAD
-><BODY
-CLASS="SECT1"
-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="guidevideo.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
->Chapter 2. Graphics and Video</TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="guideinput.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="SECT1"
-><H1
-CLASS="SECT1"
-><A
-NAME="GUIDEVIDEOOPENGL"
-></A
->Using OpenGL With SDL</H1
-><P
->SDL has the ability to create and use OpenGL contexts on several platforms(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, Mac OS X, FreeBSD/X11 and Solaris/X11). This allows you to use SDL's audio, event handling, threads and times in your OpenGL applications (a function often performed by GLUT).</P
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN103"
-></A
->Initialisation</H2
-><P
->Initialising SDL to use OpenGL is not very different to initialising SDL normally. There are three differences; you must pass <TT
-CLASS="LITERAL"
->SDL_OPENGL</TT
-> to <A
-HREF="sdlsetvideomode.html"
-><TT
-CLASS="FUNCTION"
->SDL_SetVideoMode</TT
-></A
->, you must specify several GL attributes (depth buffer size, framebuffer sizes) using <A
-HREF="sdlglsetattribute.html"
-><TT
-CLASS="FUNCTION"
->SDL_GL_SetAttribute</TT
-></A
-> and finally, if you wish to use double buffering you must specify it as a GL attribute, <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->not</I
-></SPAN
-> by passing the <TT
-CLASS="LITERAL"
->SDL_DOUBLEBUF</TT
-> flag to <TT
-CLASS="FUNCTION"
->SDL_SetVideoMode</TT
->.</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN114"
-></A
-><P
-><B
->Example 2-7. Initializing SDL with OpenGL</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->    /* Information about the current video settings. */
-    const SDL_VideoInfo* info = NULL;
-    /* Dimensions of our window. */
-    int width = 0;
-    int height = 0;
-    /* Color depth in bits of our window. */
-    int bpp = 0;
-    /* Flags we will pass into SDL_SetVideoMode. */
-    int flags = 0;
-
-    /* First, initialize SDL's video subsystem. */
-    if( SDL_Init( SDL_INIT_VIDEO ) &#60; 0 ) {
-        /* Failed, exit. */
-        fprintf( stderr, "Video initialization failed: %s\n",
-             SDL_GetError( ) );
-        quit_tutorial( 1 );
-    }
-
-    /* Let's get some video information. */
-    info = SDL_GetVideoInfo( );
-
-    if( !info ) {
-        /* This should probably never happen. */
-        fprintf( stderr, "Video query failed: %s\n",
-             SDL_GetError( ) );
-        quit_tutorial( 1 );
-    }
-
-    /*
-     * Set our width/height to 640/480 (you would
-     * of course let the user decide this in a normal
-     * app). We get the bpp we will request from
-     * the display. On X11, VidMode can't change
-     * resolution, so this is probably being overly
-     * safe. Under Win32, ChangeDisplaySettings
-     * can change the bpp.
-     */
-    width = 640;
-    height = 480;
-    bpp = info-&#62;vfmt-&#62;BitsPerPixel;
-
-    /*
-     * Now, we want to setup our requested
-     * window attributes for our OpenGL window.
-     * We want *at least* 5 bits of red, green
-     * and blue. We also want at least a 16-bit
-     * depth buffer.
-     *
-     * The last thing we do is request a double
-     * buffered window. '1' turns on double
-     * buffering, '0' turns it off.
-     *
-     * Note that we do not use SDL_DOUBLEBUF in
-     * the flags to SDL_SetVideoMode. That does
-     * not affect the GL attribute state, only
-     * the standard 2D blitting setup.
-     */
-    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
-    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
-    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
-    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
-    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
-
-    /*
-     * We want to request that SDL provide us
-     * with an OpenGL window, in a fullscreen
-     * video mode.
-     *
-     * EXERCISE:
-     * Make starting windowed an option, and
-     * handle the resize events properly with
-     * glViewport.
-     */
-    flags = SDL_OPENGL | SDL_FULLSCREEN;
-
-    /*
-     * Set the video mode
-     */
-    if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
-        /* 
-         * This could happen for a variety of reasons,
-         * including DISPLAY not being set, the specified
-         * resolution not being available, etc.
-         */
-        fprintf( stderr, "Video mode set failed: %s\n",
-             SDL_GetError( ) );
-        quit_tutorial( 1 );
-    }</PRE
-></DIV
-></DIV
-><DIV
-CLASS="SECT2"
-><H2
-CLASS="SECT2"
-><A
-NAME="AEN117"
-></A
->Drawing</H2
-><P
->Apart from initialisation, using OpenGL within SDL is the same as using OpenGL
-with any other API, e.g. GLUT. You still use all the same function calls and
-data types. However if you are using a double-buffered display, then you must
-use
-<A
-HREF="sdlglswapbuffers.html"
-><TT
-CLASS="FUNCTION"
->SDL_GL_SwapBuffers()</TT
-></A
->
-to swap the buffers and update the display. To request double-buffering
-with OpenGL, use
-<A
-HREF="sdlglsetattribute.html"
-><TT
-CLASS="FUNCTION"
->SDL_GL_SetAttribute</TT
-></A
->
-with <TT
-CLASS="LITERAL"
->SDL_GL_DOUBLEBUFFER</TT
->, and use
-<A
-HREF="sdlglgetattribute.html"
-><TT
-CLASS="FUNCTION"
->SDL_GL_GetAttribute</TT
-></A
->
-to see if you actually got it.</P
-><P
->A full example code listing is now presented below.</P
-><DIV
-CLASS="EXAMPLE"
-><A
-NAME="AEN128"
-></A
-><P
-><B
->Example 2-8. SDL and OpenGL</B
-></P
-><PRE
-CLASS="PROGRAMLISTING"
->/*
- * SDL OpenGL Tutorial.
- * (c) Michael Vance, 2000
- * briareos@lokigames.com
- *
- * Distributed under terms of the LGPL. 
- */
-
-#include &#60;SDL/SDL.h&#62;
-#include &#60;GL/gl.h&#62;
-#include &#60;GL/glu.h&#62;
-
-#include &#60;stdio.h&#62;
-#include &#60;stdlib.h&#62;
-
-static GLboolean should_rotate = GL_TRUE;
-
-static void quit_tutorial( int code )
-{
-    /*
-     * Quit SDL so we can release the fullscreen
-     * mode and restore the previous video settings,
-     * etc.
-     */
-    SDL_Quit( );
-
-    /* Exit program. */
-    exit( code );
-}
-
-static void handle_key_down( SDL_keysym* keysym )
-{
-
-    /* 
-     * We're only interested if 'Esc' has
-     * been presssed.
-     *
-     * EXERCISE: 
-     * Handle the arrow keys and have that change the
-     * viewing position/angle.
-     */
-    switch( keysym-&#62;sym ) {
-    case SDLK_ESCAPE:
-        quit_tutorial( 0 );
-        break;
-    case SDLK_SPACE:
-        should_rotate = !should_rotate;
-        break;
-    default:
-        break;
-    }
-
-}
-
-static void process_events( void )
-{
-    /* Our SDL event placeholder. */
-    SDL_Event event;
-
-    /* Grab all the events off the queue. */
-    while( SDL_PollEvent( &#38;event ) ) {
-
-        switch( event.type ) {
-        case SDL_KEYDOWN:
-            /* Handle key presses. */
-            handle_key_down( &#38;event.key.keysym );
-            break;
-        case SDL_QUIT:
-            /* Handle quit requests (like Ctrl-c). */
-            quit_tutorial( 0 );
-            break;
-        }
-
-    }
-
-}
-
-static void draw_screen( void )
-{
-    /* Our angle of rotation. */
-    static float angle = 0.0f;
-
-    /*
-     * EXERCISE:
-     * Replace this awful mess with vertex
-     * arrays and a call to glDrawElements.
-     *
-     * EXERCISE:
-     * After completing the above, change
-     * it to use compiled vertex arrays.
-     *
-     * EXERCISE:
-     * Verify my windings are correct here ;).
-     */
-    static GLfloat v0[] = { -1.0f, -1.0f,  1.0f };
-    static GLfloat v1[] = {  1.0f, -1.0f,  1.0f };
-    static GLfloat v2[] = {  1.0f,  1.0f,  1.0f };
-    static GLfloat v3[] = { -1.0f,  1.0f,  1.0f };
-    static GLfloat v4[] = { -1.0f, -1.0f, -1.0f };
-    static GLfloat v5[] = {  1.0f, -1.0f, -1.0f };
-    static GLfloat v6[] = {  1.0f,  1.0f, -1.0f };
-    static GLfloat v7[] = { -1.0f,  1.0f, -1.0f };
-    static GLubyte red[]    = { 255,   0,   0, 255 };
-    static GLubyte green[]  = {   0, 255,   0, 255 };
-    static GLubyte blue[]   = {   0,   0, 255, 255 };
-    static GLubyte white[]  = { 255, 255, 255, 255 };
-    static GLubyte yellow[] = {   0, 255, 255, 255 };
-    static GLubyte black[]  = {   0,   0,   0, 255 };
-    static GLubyte orange[] = { 255, 255,   0, 255 };
-    static GLubyte purple[] = { 255,   0, 255,   0 };
-
-    /* Clear the color and depth buffers. */
-    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
-    /* We don't want to modify the projection matrix. */
-    glMatrixMode( GL_MODELVIEW );
-    glLoadIdentity( );
-
-    /* Move down the z-axis. */
-    glTranslatef( 0.0, 0.0, -5.0 );
-
-    /* Rotate. */
-    glRotatef( angle, 0.0, 1.0, 0.0 );
-
-    if( should_rotate ) {
-
-        if( ++angle &#62; 360.0f ) {
-            angle = 0.0f;
-        }
-
-    }
-
-    /* Send our triangle data to the pipeline. */
-    glBegin( GL_TRIANGLES );
-
-    glColor4ubv( red );
-    glVertex3fv( v0 );
-    glColor4ubv( green );
-    glVertex3fv( v1 );
-    glColor4ubv( blue );
-    glVertex3fv( v2 );
-
-    glColor4ubv( red );
-    glVertex3fv( v0 );
-    glColor4ubv( blue );
-    glVertex3fv( v2 );
-    glColor4ubv( white );
-    glVertex3fv( v3 );
-
-    glColor4ubv( green );
-    glVertex3fv( v1 );
-    glColor4ubv( black );
-    glVertex3fv( v5 );
-    glColor4ubv( orange );
-    glVertex3fv( v6 );
-
-    glColor4ubv( green );
-    glVertex3fv( v1 );
-    glColor4ubv( orange );
-    glVertex3fv( v6 );
-    glColor4ubv( blue );
-    glVertex3fv( v2 );
-
-    glColor4ubv( black );
-    glVertex3fv( v5 );
-    glColor4ubv( yellow );
-    glVertex3fv( v4 );
-    glColor4ubv( purple );
-    glVertex3fv( v7 );
-
-    glColor4ubv( black );
-    glVertex3fv( v5 );
-    glColor4ubv( purple );
-    glVertex3fv( v7 );
-    glColor4ubv( orange );
-    glVertex3fv( v6 );
-
-    glColor4ubv( yellow );
-    glVertex3fv( v4 );
-    glColor4ubv( red );
-    glVertex3fv( v0 );
-    glColor4ubv( white );
-    glVertex3fv( v3 );
-
-    glColor4ubv( yellow );
-    glVertex3fv( v4 );
-    glColor4ubv( white );
-    glVertex3fv( v3 );
-    glColor4ubv( purple );
-    glVertex3fv( v7 );
-
-    glColor4ubv( white );
-    glVertex3fv( v3 );
-    glColor4ubv( blue );
-    glVertex3fv( v2 );
-    glColor4ubv( orange );
-    glVertex3fv( v6 );
-
-    glColor4ubv( white );
-    glVertex3fv( v3 );
-    glColor4ubv( orange );
-    glVertex3fv( v6 );
-    glColor4ubv( purple );
-    glVertex3fv( v7 );
-
-    glColor4ubv( green );
-    glVertex3fv( v1 );
-    glColor4ubv( red );
-    glVertex3fv( v0 );
-    glColor4ubv( yellow );
-    glVertex3fv( v4 );
-
-    glColor4ubv( green );
-    glVertex3fv( v1 );
-    glColor4ubv( yellow );
-    glVertex3fv( v4 );
-    glColor4ubv( black );
-    glVertex3fv( v5 );
-
-    glEnd( );
-
-    /*
-     * EXERCISE:
-     * Draw text telling the user that 'Spc'
-     * pauses the rotation and 'Esc' quits.
-     * Do it using vetors and textured quads.
-     */
-
-    /*
-     * Swap the buffers. This this tells the driver to
-     * render the next frame from the contents of the
-     * back-buffer, and to set all rendering operations
-     * to occur on what was the front-buffer.
-     *
-     * Double buffering prevents nasty visual tearing
-     * from the application drawing on areas of the
-     * screen that are being updated at the same time.
-     */
-    SDL_GL_SwapBuffers( );
-}
-
-static void setup_opengl( int width, int height )
-{
-    float ratio = (float) width / (float) height;
-
-    /* Our shading model--Gouraud (smooth). */
-    glShadeModel( GL_SMOOTH );
-
-    /* Culling. */
-    glCullFace( GL_BACK );
-    glFrontFace( GL_CCW );
-    glEnable( GL_CULL_FACE );
-
-    /* Set the clear color. */
-    glClearColor( 0, 0, 0, 0 );
-
-    /* Setup our viewport. */
-    glViewport( 0, 0, width, height );
-
-    /*
-     * Change to the projection matrix and set
-     * our viewing volume.
-     */
-    glMatrixMode( GL_PROJECTION );
-    glLoadIdentity( );
-    /*
-     * EXERCISE:
-     * Replace this with a call to glFrustum.
-     */
-    gluPerspective( 60.0, ratio, 1.0, 1024.0 );
-}
-
-int main( int argc, char* argv[] )
-{
-    /* Information about the current video settings. */
-    const SDL_VideoInfo* info = NULL;
-    /* Dimensions of our window. */
-    int width = 0;
-    int height = 0;
-    /* Color depth in bits of our window. */
-    int bpp = 0;
-    /* Flags we will pass into SDL_SetVideoMode. */
-    int flags = 0;
-
-    /* First, initialize SDL's video subsystem. */
-    if( SDL_Init( SDL_INIT_VIDEO ) &#60; 0 ) {
-        /* Failed, exit. */
-        fprintf( stderr, "Video initialization failed: %s\n",
-             SDL_GetError( ) );
-        quit_tutorial( 1 );
-    }
-
-    /* Let's get some video information. */
-    info = SDL_GetVideoInfo( );
-
-    if( !info ) {
-        /* This should probably never happen. */
-        fprintf( stderr, "Video query failed: %s\n",
-             SDL_GetError( ) );
-        quit_tutorial( 1 );
-    }
-
-    /*
-     * Set our width/height to 640/480 (you would
-     * of course let the user decide this in a normal
-     * app). We get the bpp we will request from
-     * the display. On X11, VidMode can't change
-     * resolution, so this is probably being overly
-     * safe. Under Win32, ChangeDisplaySettings
-     * can change the bpp.
-     */
-    width = 640;
-    height = 480;
-    bpp = info-&#62;vfmt-&#62;BitsPerPixel;
-
-    /*
-     * Now, we want to setup our requested
-     * window attributes for our OpenGL window.
-     * We want *at least* 5 bits of red, green
-     * and blue. We also want at least a 16-bit
-     * depth buffer.
-     *
-     * The last thing we do is request a double
-     * buffered window. '1' turns on double
-     * buffering, '0' turns it off.
-     *
-     * Note that we do not use SDL_DOUBLEBUF in
-     * the flags to SDL_SetVideoMode. That does
-     * not affect the GL attribute state, only
-     * the standard 2D blitting setup.
-     */
-    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
-    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
-    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
-    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
-    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
-
-    /*
-     * We want to request that SDL provide us
-     * with an OpenGL window, in a fullscreen
-     * video mode.
-     *
-     * EXERCISE:
-     * Make starting windowed an option, and
-     * handle the resize events properly with
-     * glViewport.
-     */
-    flags = SDL_OPENGL | SDL_FULLSCREEN;
-
-    /*
-     * Set the video mode
-     */
-    if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
-        /* 
-         * This could happen for a variety of reasons,
-         * including DISPLAY not being set, the specified
-         * resolution not being available, etc.
-         */
-        fprintf( stderr, "Video mode set failed: %s\n",
-             SDL_GetError( ) );
-        quit_tutorial( 1 );
-    }
-
-    /*
-     * At this point, we should have a properly setup
-     * double-buffered window for use with OpenGL.
-     */
-    setup_opengl( width, height );
-
-    /*
-     * Now we want to begin our normal app process--
-     * an event loop with a lot of redrawing.
-     */
-    while( 1 ) {
-        /* Process incoming events. */
-        process_events( );
-        /* Draw the screen. */
-        draw_screen( );
-    }
-
-    /*
-     * EXERCISE:
-     * Record timings using SDL_GetTicks() and
-     * and print out frames per second at program
-     * end.
-     */
-
-    /* Never reached. */
-    return 0;
-}</PRE
-></DIV
-></DIV
-></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="guidevideo.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="guideinput.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->Graphics and Video</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="guidevideo.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->Input handling</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/index.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,1156 +0,0 @@
-<HTML
-><HEAD
-><TITLE
-></TITLE
-><META
-NAME="GENERATOR"
-CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
-"><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
->&nbsp;--&nbsp;Initializes SDL</DT
-><DT
-><A
-HREF="sdlinitsubsystem.html"
->SDL_InitSubSystem</A
->&nbsp;--&nbsp;Initialize subsystems</DT
-><DT
-><A
-HREF="sdlquitsubsystem.html"
->SDL_QuitSubSystem</A
->&nbsp;--&nbsp;Shut down a subsystem</DT
-><DT
-><A
-HREF="sdlquit.html"
->SDL_Quit</A
->&nbsp;--&nbsp;Shut down SDL</DT
-><DT
-><A
-HREF="sdlwasinit.html"
->SDL_WasInit</A
->&nbsp;--&nbsp;Check which subsystems are initialized</DT
-><DT
-><A
-HREF="sdlgeterror.html"
->SDL_GetError</A
->&nbsp;--&nbsp;Get SDL error string</DT
-><DT
-><A
-HREF="sdlenvvars.html"
->SDL_envvars</A
->&nbsp;--&nbsp;SDL environment variables</DT
-></DL
-></DD
-><DT
->6. <A
-HREF="video.html"
->Video</A
-></DT
-><DD
-><DL
-><DT
-><A
-HREF="sdlgetvideosurface.html"
->SDL_GetVideoSurface</A
->&nbsp;--&nbsp;returns a pointer to the current display surface</DT
-><DT
-><A
-HREF="sdlgetvideoinfo.html"
->SDL_GetVideoInfo</A
->&nbsp;--&nbsp;returns a pointer to information about the video hardware</DT
-><DT
-><A
-HREF="sdlvideodrivername.html"
->SDL_VideoDriverName</A
->&nbsp;--&nbsp;Obtain the name of the video driver</DT
-><DT
-><A
-HREF="sdllistmodes.html"
->SDL_ListModes</A
->&nbsp;--&nbsp;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
->&nbsp;--&nbsp;Check to see if a particular video mode is supported.</DT
-><DT
-><A
-HREF="sdlsetvideomode.html"
->SDL_SetVideoMode</A
->&nbsp;--&nbsp;Set up a video mode with the specified width, height and bits-per-pixel.</DT
-><DT
-><A
-HREF="sdlupdaterect.html"
->SDL_UpdateRect</A
->&nbsp;--&nbsp;Makes sure the given area is updated on the given screen.</DT
-><DT
-><A
-HREF="sdlupdaterects.html"
->SDL_UpdateRects</A
->&nbsp;--&nbsp;Makes sure the given list of rectangles is updated on the given screen.</DT
-><DT
-><A
-HREF="sdlflip.html"
->SDL_Flip</A
->&nbsp;--&nbsp;Swaps screen buffers</DT
-><DT
-><A
-HREF="sdlsetcolors.html"
->SDL_SetColors</A
->&nbsp;--&nbsp;Sets a portion of the colormap for the given 8-bit surface.</DT
-><DT
-><A
-HREF="sdlsetpalette.html"
->SDL_SetPalette</A
->&nbsp;--&nbsp;Sets the colors in the palette of an 8-bit surface.</DT
-><DT
-><A
-HREF="sdlsetgamma.html"
->SDL_SetGamma</A
->&nbsp;--&nbsp;Sets the color gamma function for the display</DT
-><DT
-><A
-HREF="sdlgetgammaramp.html"
->SDL_GetGammaRamp</A
->&nbsp;--&nbsp;Gets the color gamma lookup tables for the display</DT
-><DT
-><A
-HREF="sdlsetgammaramp.html"
->SDL_SetGammaRamp</A
->&nbsp;--&nbsp;Sets the color gamma lookup tables for the display</DT
-><DT
-><A
-HREF="sdlmaprgb.html"
->SDL_MapRGB</A
->&nbsp;--&nbsp;Map a RGB color value to a pixel format.</DT
-><DT
-><A
-HREF="sdlmaprgba.html"
->SDL_MapRGBA</A
->&nbsp;--&nbsp;Map a RGBA color value to a pixel format.</DT
-><DT
-><A
-HREF="sdlgetrgb.html"
->SDL_GetRGB</A
->&nbsp;--&nbsp;Get RGB values from a pixel in the specified pixel format.</DT
-><DT
-><A
-HREF="sdlgetrgba.html"
->SDL_GetRGBA</A
->&nbsp;--&nbsp;Get RGBA values from a pixel in the specified pixel format.</DT
-><DT
-><A
-HREF="sdlcreatergbsurface.html"
->SDL_CreateRGBSurface</A
->&nbsp;--&nbsp;Create an empty SDL_Surface</DT
-><DT
-><A
-HREF="sdlcreatergbsurfacefrom.html"
->SDL_CreateRGBSurfaceFrom</A
->&nbsp;--&nbsp;Create an SDL_Surface from pixel data</DT
-><DT
-><A
-HREF="sdlfreesurface.html"
->SDL_FreeSurface</A
->&nbsp;--&nbsp;Frees (deletes) a SDL_Surface</DT
-><DT
-><A
-HREF="sdllocksurface.html"
->SDL_LockSurface</A
->&nbsp;--&nbsp;Lock a surface for directly access.</DT
-><DT
-><A
-HREF="sdlunlocksurface.html"
->SDL_UnlockSurface</A
->&nbsp;--&nbsp;Unlocks a previously locked surface.</DT
-><DT
-><A
-HREF="sdlloadbmp.html"
->SDL_LoadBMP</A
->&nbsp;--&nbsp;Load a Windows BMP file into an SDL_Surface.</DT
-><DT
-><A
-HREF="sdlsavebmp.html"
->SDL_SaveBMP</A
->&nbsp;--&nbsp;Save an SDL_Surface as a Windows BMP file.</DT
-><DT
-><A
-HREF="sdlsetcolorkey.html"
->SDL_SetColorKey</A
->&nbsp;--&nbsp;Sets the color key (transparent pixel) in a blittable surface and
-RLE acceleration.</DT
-><DT
-><A
-HREF="sdlsetalpha.html"
->SDL_SetAlpha</A
->&nbsp;--&nbsp;Adjust the alpha properties of a surface</DT
-><DT
-><A
-HREF="sdlsetcliprect.html"
->SDL_SetClipRect</A
->&nbsp;--&nbsp;Sets the clipping rectangle for a surface.</DT
-><DT
-><A
-HREF="sdlgetcliprect.html"
->SDL_GetClipRect</A
->&nbsp;--&nbsp;Gets the clipping rectangle for a surface.</DT
-><DT
-><A
-HREF="sdlconvertsurface.html"
->SDL_ConvertSurface</A
->&nbsp;--&nbsp;Converts a surface to the same format as another surface.</DT
-><DT
-><A
-HREF="sdlblitsurface.html"
->SDL_BlitSurface</A
->&nbsp;--&nbsp;This performs a fast blit from the source surface to the destination surface.</DT
-><DT
-><A
-HREF="sdlfillrect.html"
->SDL_FillRect</A
->&nbsp;--&nbsp;This function performs a fast fill of the given rectangle with some color</DT
-><DT
-><A
-HREF="sdldisplayformat.html"
->SDL_DisplayFormat</A
->&nbsp;--&nbsp;Convert a surface to the display format</DT
-><DT
-><A
-HREF="sdldisplayformatalpha.html"
->SDL_DisplayFormatAlpha</A
->&nbsp;--&nbsp;Convert a surface to the display format</DT
-><DT
-><A
-HREF="sdlwarpmouse.html"
->SDL_WarpMouse</A
->&nbsp;--&nbsp;Set the position of the mouse cursor.</DT
-><DT
-><A
-HREF="sdlcreatecursor.html"
->SDL_CreateCursor</A
->&nbsp;--&nbsp;Creates a new mouse cursor.</DT
-><DT
-><A
-HREF="sdlfreecursor.html"
->SDL_FreeCursor</A
->&nbsp;--&nbsp;Frees a cursor created with SDL_CreateCursor.</DT
-><DT
-><A
-HREF="sdlsetcursor.html"
->SDL_SetCursor</A
->&nbsp;--&nbsp;Set the currently active mouse cursor.</DT
-><DT
-><A
-HREF="sdlgetcursor.html"
->SDL_GetCursor</A
->&nbsp;--&nbsp;Get the currently active mouse cursor.</DT
-><DT
-><A
-HREF="sdlshowcursor.html"
->SDL_ShowCursor</A
->&nbsp;--&nbsp;Toggle whether or not the cursor is shown on the screen.</DT
-><DT
-><A
-HREF="sdlglloadlibrary.html"
->SDL_GL_LoadLibrary</A
->&nbsp;--&nbsp;Specify an OpenGL library</DT
-><DT
-><A
-HREF="sdlglgetprocaddress.html"
->SDL_GL_GetProcAddress</A
->&nbsp;--&nbsp;Get the address of a GL function</DT
-><DT
-><A
-HREF="sdlglgetattribute.html"
->SDL_GL_GetAttribute</A
->&nbsp;--&nbsp;Get the value of a special SDL/OpenGL attribute</DT
-><DT
-><A
-HREF="sdlglsetattribute.html"
->SDL_GL_SetAttribute</A
->&nbsp;--&nbsp;Set a special SDL/OpenGL attribute</DT
-><DT
-><A
-HREF="sdlglswapbuffers.html"
->SDL_GL_SwapBuffers</A
->&nbsp;--&nbsp;Swap OpenGL framebuffers/Update Display</DT
-><DT
-><A
-HREF="sdlcreateyuvoverlay.html"
->SDL_CreateYUVOverlay</A
->&nbsp;--&nbsp;Create a YUV video overlay</DT
-><DT
-><A
-HREF="sdllockyuvoverlay.html"
->SDL_LockYUVOverlay</A
->&nbsp;--&nbsp;Lock an overlay</DT
-><DT
-><A
-HREF="sdlunlockyuvoverlay.html"
->SDL_UnlockYUVOverlay</A
->&nbsp;--&nbsp;Unlock an overlay</DT
-><DT
-><A
-HREF="sdldisplayyuvoverlay.html"
->SDL_DisplayYUVOverlay</A
->&nbsp;--&nbsp;Blit the overlay to the display</DT
-><DT
-><A
-HREF="sdlfreeyuvoverlay.html"
->SDL_FreeYUVOverlay</A
->&nbsp;--&nbsp;Free a YUV video overlay</DT
-><DT
-><A
-HREF="sdlglattr.html"
->SDL_GLattr</A
->&nbsp;--&nbsp;SDL GL Attributes</DT
-><DT
-><A
-HREF="sdlrect.html"
->SDL_Rect</A
->&nbsp;--&nbsp;Defines a rectangular area</DT
-><DT
-><A
-HREF="sdlcolor.html"
->SDL_Color</A
->&nbsp;--&nbsp;Format independent color description</DT
-><DT
-><A
-HREF="sdlpalette.html"
->SDL_Palette</A
->&nbsp;--&nbsp;Color palette for 8-bit pixel formats</DT
-><DT
-><A
-HREF="sdlpixelformat.html"
->SDL_PixelFormat</A
->&nbsp;--&nbsp;Stores surface format information</DT
-><DT
-><A
-HREF="sdlsurface.html"
->SDL_Surface</A
->&nbsp;--&nbsp;Graphical Surface Structure</DT
-><DT
-><A
-HREF="sdlvideoinfo.html"
->SDL_VideoInfo</A
->&nbsp;--&nbsp;Video Target information</DT
-><DT
-><A
-HREF="sdloverlay.html"
->SDL_Overlay</A
->&nbsp;--&nbsp;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
->&nbsp;--&nbsp;Sets the window tile and icon name.</DT
-><DT
-><A
-HREF="sdlwmgetcaption.html"
->SDL_WM_GetCaption</A
->&nbsp;--&nbsp;Gets the window title and icon name.</DT
-><DT
-><A
-HREF="sdlwmseticon.html"
->SDL_WM_SetIcon</A
->&nbsp;--&nbsp;Sets the icon for the display window.</DT
-><DT
-><A
-HREF="sdlwmiconifywindow.html"
->SDL_WM_IconifyWindow</A
->&nbsp;--&nbsp;Iconify/Minimise the window</DT
-><DT
-><A
-HREF="sdlwmtogglefullscreen.html"
->SDL_WM_ToggleFullScreen</A
->&nbsp;--&nbsp;Toggles fullscreen mode</DT
-><DT
-><A
-HREF="sdlwmgrabinput.html"
->SDL_WM_GrabInput</A
->&nbsp;--&nbsp;Grabs mouse and keyboard input.</DT
-></DL
-></DD
-><DT
->8. <A
-HREF="event.html"
->Events</A
-></DT
-><DD
-><DL
-><DT
-><A
-HREF="event.html#AEN3691"
->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
->&nbsp;--&nbsp;Count available joysticks.</DT
-><DT
-><A
-HREF="sdljoystickname.html"
->SDL_JoystickName</A
->&nbsp;--&nbsp;Get joystick name.</DT
-><DT
-><A
-HREF="sdljoystickopen.html"
->SDL_JoystickOpen</A
->&nbsp;--&nbsp;Opens a joystick for use.</DT
-><DT
-><A
-HREF="sdljoystickopened.html"
->SDL_JoystickOpened</A
->&nbsp;--&nbsp;Determine if a joystick has been opened</DT
-><DT
-><A
-HREF="sdljoystickindex.html"
->SDL_JoystickIndex</A
->&nbsp;--&nbsp;Get the index of an SDL_Joystick.</DT
-><DT
-><A
-HREF="sdljoysticknumaxes.html"
->SDL_JoystickNumAxes</A
->&nbsp;--&nbsp;Get the number of joystick axes</DT
-><DT
-><A
-HREF="sdljoysticknumballs.html"
->SDL_JoystickNumBalls</A
->&nbsp;--&nbsp;Get the number of joystick trackballs</DT
-><DT
-><A
-HREF="sdljoysticknumhats.html"
->SDL_JoystickNumHats</A
->&nbsp;--&nbsp;Get the number of joystick hats</DT
-><DT
-><A
-HREF="sdljoysticknumbuttons.html"
->SDL_JoystickNumButtons</A
->&nbsp;--&nbsp;Get the number of joysitck buttons</DT
-><DT
-><A
-HREF="sdljoystickupdate.html"
->SDL_JoystickUpdate</A
->&nbsp;--&nbsp;Updates the state of all joysticks</DT
-><DT
-><A
-HREF="sdljoystickgetaxis.html"
->SDL_JoystickGetAxis</A
->&nbsp;--&nbsp;Get the current state of an axis</DT
-><DT
-><A
-HREF="sdljoystickgethat.html"
->SDL_JoystickGetHat</A
->&nbsp;--&nbsp;Get the current state of a joystick hat</DT
-><DT
-><A
-HREF="sdljoystickgetbutton.html"
->SDL_JoystickGetButton</A
->&nbsp;--&nbsp;Get the current state of a given button on a given joystick</DT
-><DT
-><A
-HREF="sdljoystickgetball.html"
->SDL_JoystickGetBall</A
->&nbsp;--&nbsp;Get relative trackball motion</DT
-><DT
-><A
-HREF="sdljoystickclose.html"
->SDL_JoystickClose</A
->&nbsp;--&nbsp;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
->&nbsp;--&nbsp;Audio Specification Structure</DT
-><DT
-><A
-HREF="sdlopenaudio.html"
->SDL_OpenAudio</A
->&nbsp;--&nbsp;Opens the audio device with the desired parameters.</DT
-><DT
-><A
-HREF="sdlpauseaudio.html"
->SDL_PauseAudio</A
->&nbsp;--&nbsp;Pauses and unpauses the audio callback processing</DT
-><DT
-><A
-HREF="sdlgetaudiostatus.html"
->SDL_GetAudioStatus</A
->&nbsp;--&nbsp;Get the current audio state</DT
-><DT
-><A
-HREF="sdlloadwav.html"
->SDL_LoadWAV</A
->&nbsp;--&nbsp;Load a WAVE file</DT
-><DT
-><A
-HREF="sdlfreewav.html"
->SDL_FreeWAV</A
->&nbsp;--&nbsp;Frees previously opened WAV data</DT
-><DT
-><A
-HREF="sdlaudiocvt.html"
->SDL_AudioCVT</A
->&nbsp;--&nbsp;Audio Conversion Structure</DT
-><DT
-><A
-HREF="sdlbuildaudiocvt.html"
->SDL_BuildAudioCVT</A
->&nbsp;--&nbsp;Initializes a SDL_AudioCVT structure for conversion</DT
-><DT
-><A
-HREF="sdlconvertaudio.html"
->SDL_ConvertAudio</A
->&nbsp;--&nbsp;Convert audio data to a desired audio format.</DT
-><DT
-><A
-HREF="sdlmixaudio.html"
->SDL_MixAudio</A
->&nbsp;--&nbsp;Mix audio data</DT
-><DT
-><A
-HREF="sdllockaudio.html"
->SDL_LockAudio</A
->&nbsp;--&nbsp;Lock out the callback function</DT
-><DT
-><A
-HREF="sdlunlockaudio.html"
->SDL_UnlockAudio</A
->&nbsp;--&nbsp;Unlock the callback function</DT
-><DT
-><A
-HREF="sdlcloseaudio.html"
->SDL_CloseAudio</A
->&nbsp;--&nbsp;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
->&nbsp;--&nbsp;Returns the number of CD-ROM drives on the system.</DT
-><DT
-><A
-HREF="sdlcdname.html"
->SDL_CDName</A
->&nbsp;--&nbsp;Returns a human-readable, system-dependent identifier for the CD-ROM.</DT
-><DT
-><A
-HREF="sdlcdopen.html"
->SDL_CDOpen</A
->&nbsp;--&nbsp;Opens a CD-ROM drive for access.</DT
-><DT
-><A
-HREF="sdlcdstatus.html"
->SDL_CDStatus</A
->&nbsp;--&nbsp;Returns the current status of the given drive.</DT
-><DT
-><A
-HREF="sdlcdplay.html"
->SDL_CDPlay</A
->&nbsp;--&nbsp;Play a CD</DT
-><DT
-><A
-HREF="sdlcdplaytracks.html"
->SDL_CDPlayTracks</A
->&nbsp;--&nbsp;Play the given CD track(s)</DT
-><DT
-><A
-HREF="sdlcdpause.html"
->SDL_CDPause</A
->&nbsp;--&nbsp;Pauses a CDROM</DT
-><DT
-><A
-HREF="sdlcdresume.html"
->SDL_CDResume</A
->&nbsp;--&nbsp;Resumes a CDROM</DT
-><DT
-><A
-HREF="sdlcdstop.html"
->SDL_CDStop</A
->&nbsp;--&nbsp;Stops a CDROM</DT
-><DT
-><A
-HREF="sdlcdeject.html"
->SDL_CDEject</A
->&nbsp;--&nbsp;Ejects a CDROM</DT
-><DT
-><A
-HREF="sdlcdclose.html"
->SDL_CDClose</A
->&nbsp;--&nbsp;Closes a SDL_CD handle</DT
-><DT
-><A
-HREF="sdlcd.html"
->SDL_CD</A
->&nbsp;--&nbsp;CDROM Drive Information</DT
-><DT
-><A
-HREF="sdlcdtrack.html"
->SDL_CDtrack</A
->&nbsp;--&nbsp;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
->&nbsp;--&nbsp;Creates a new thread of execution that shares its parent's properties.</DT
-><DT
-><A
-HREF="sdlthreadid.html"
->SDL_ThreadID</A
->&nbsp;--&nbsp;Get the 32-bit thread identifier for the current thread.</DT
-><DT
-><A
-HREF="sdlgetthreadid.html"
->SDL_GetThreadID</A
->&nbsp;--&nbsp;Get the SDL thread ID of a SDL_Thread</DT
-><DT
-><A
-HREF="sdlwaitthread.html"
->SDL_WaitThread</A
->&nbsp;--&nbsp;Wait for a thread to finish.</DT
-><DT
-><A
-HREF="sdlkillthread.html"
->SDL_KillThread</A
->&nbsp;--&nbsp;Gracelessly terminates the thread.</DT
-><DT
-><A
-HREF="sdlcreatemutex.html"
->SDL_CreateMutex</A
->&nbsp;--&nbsp;Create a mutex</DT
-><DT
-><A
-HREF="sdldestroymutex.html"
->SDL_DestroyMutex</A
->&nbsp;--&nbsp;Destroy a mutex</DT
-><DT
-><A
-HREF="sdlmutexp.html"
->SDL_mutexP</A
->&nbsp;--&nbsp;Lock a mutex</DT
-><DT
-><A
-HREF="sdlmutexv.html"
->SDL_mutexV</A
->&nbsp;--&nbsp;Unlock a mutex</DT
-><DT
-><A
-HREF="sdlcreatesemaphore.html"
->SDL_CreateSemaphore</A
->&nbsp;--&nbsp;Creates a new semaphore and assigns an initial value to it.</DT
-><DT
-><A
-HREF="sdldestroysemaphore.html"
->SDL_DestroySemaphore</A
->&nbsp;--&nbsp;Destroys a semaphore that was created by <A
-HREF="sdlcreatesemaphore.html"
->SDL_CreateSemaphore</A
->.</DT
-><DT
-><A
-HREF="sdlsemwait.html"
->SDL_SemWait</A
->&nbsp;--&nbsp;Lock a semaphore and suspend the thread if the semaphore value is zero.</DT
-><DT
-><A
-HREF="sdlsemtrywait.html"
->SDL_SemTryWait</A
->&nbsp;--&nbsp;Attempt to lock a semaphore but don't suspend the thread.</DT
-><DT
-><A
-HREF="sdlsemwaittimeout.html"
->SDL_SemWaitTimeout</A
->&nbsp;--&nbsp;Lock a semaphore, but only wait up to a specified maximum time.</DT
-><DT
-><A
-HREF="sdlsempost.html"
->SDL_SemPost</A
->&nbsp;--&nbsp;Unlock a semaphore.</DT
-><DT
-><A
-HREF="sdlsemvalue.html"
->SDL_SemValue</A
->&nbsp;--&nbsp;Return the current value of a semaphore.</DT
-><DT
-><A
-HREF="sdlcreatecond.html"
->SDL_CreateCond</A
->&nbsp;--&nbsp;Create a condition variable</DT
-><DT
-><A
-HREF="sdldestroycond.html"
->SDL_DestroyCond</A
->&nbsp;--&nbsp;Destroy a condition variable</DT
-><DT
-><A
-HREF="sdlcondsignal.html"
->SDL_CondSignal</A
->&nbsp;--&nbsp;Restart a thread wait on a condition variable</DT
-><DT
-><A
-HREF="sdlcondbroadcast.html"
->SDL_CondBroadcast</A
->&nbsp;--&nbsp;Restart all threads waiting on a condition variable</DT
-><DT
-><A
-HREF="sdlcondwait.html"
->SDL_CondWait</A
->&nbsp;--&nbsp;Wait on a condition variable</DT
-><DT
-><A
-HREF="sdlcondwaittimeout.html"
->SDL_CondWaitTimeout</A
->&nbsp;--&nbsp;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
->&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
-HREF="sdladdtimer.html"
->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
-></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#AEN4720"
->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
-></DIV
-></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"
->&nbsp;</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
->&nbsp;</TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
-><A
-HREF="guide.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->&nbsp;</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
->&nbsp;</TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->SDL Guide</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/joystick.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,296 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->Joystick</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 Reference"
-HREF="reference.html"><LINK
-REL="PREVIOUS"
-TITLE="SDL_JoystickEventState"
-HREF="sdljoystickeventstate.html"><LINK
-REL="NEXT"
-TITLE="SDL_NumJoysticks"
-HREF="sdlnumjoysticks.html"><META
-NAME="KEYWORD"
-CONTENT="joystick"><META
-NAME="KEYWORD"
-CONTENT="function"></HEAD
-><BODY
-CLASS="CHAPTER"
-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="sdljoystickeventstate.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
-></TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="sdlnumjoysticks.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="CHAPTER"
-><H1
-><A
-NAME="JOYSTICK"
-></A
->Chapter 9. Joystick</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
-><A
-HREF="sdlnumjoysticks.html"
->SDL_NumJoysticks</A
->&nbsp;--&nbsp;Count available joysticks.</DT
-><DT
-><A
-HREF="sdljoystickname.html"
->SDL_JoystickName</A
->&nbsp;--&nbsp;Get joystick name.</DT
-><DT
-><A
-HREF="sdljoystickopen.html"
->SDL_JoystickOpen</A
->&nbsp;--&nbsp;Opens a joystick for use.</DT
-><DT
-><A
-HREF="sdljoystickopened.html"
->SDL_JoystickOpened</A
->&nbsp;--&nbsp;Determine if a joystick has been opened</DT
-><DT
-><A
-HREF="sdljoystickindex.html"
->SDL_JoystickIndex</A
->&nbsp;--&nbsp;Get the index of an SDL_Joystick.</DT
-><DT
-><A
-HREF="sdljoysticknumaxes.html"
->SDL_JoystickNumAxes</A
->&nbsp;--&nbsp;Get the number of joystick axes</DT
-><DT
-><A
-HREF="sdljoysticknumballs.html"
->SDL_JoystickNumBalls</A
->&nbsp;--&nbsp;Get the number of joystick trackballs</DT
-><DT
-><A
-HREF="sdljoysticknumhats.html"
->SDL_JoystickNumHats</A
->&nbsp;--&nbsp;Get the number of joystick hats</DT
-><DT
-><A
-HREF="sdljoysticknumbuttons.html"
->SDL_JoystickNumButtons</A
->&nbsp;--&nbsp;Get the number of joysitck buttons</DT
-><DT
-><A
-HREF="sdljoystickupdate.html"
->SDL_JoystickUpdate</A
->&nbsp;--&nbsp;Updates the state of all joysticks</DT
-><DT
-><A
-HREF="sdljoystickgetaxis.html"
->SDL_JoystickGetAxis</A
->&nbsp;--&nbsp;Get the current state of an axis</DT
-><DT
-><A
-HREF="sdljoystickgethat.html"
->SDL_JoystickGetHat</A
->&nbsp;--&nbsp;Get the current state of a joystick hat</DT
-><DT
-><A
-HREF="sdljoystickgetbutton.html"
->SDL_JoystickGetButton</A
->&nbsp;--&nbsp;Get the current state of a given button on a given joystick</DT
-><DT
-><A
-HREF="sdljoystickgetball.html"
->SDL_JoystickGetBall</A
->&nbsp;--&nbsp;Get relative trackball motion</DT
-><DT
-><A
-HREF="sdljoystickclose.html"
->SDL_JoystickClose</A
->&nbsp;--&nbsp;Closes a previously opened joystick</DT
-></DL
-></DIV
-><P
->Joysticks, and other similar input devices, have a very strong role in game playing and SDL provides comprehensive support for them. Axes, Buttons, POV Hats and trackballs are all supported.</P
-><P
->Joystick support is initialized by passed the <TT
-CLASS="LITERAL"
->SDL_INIT_JOYSTICK</TT
-> flag to <A
-HREF="sdlinit.html"
-><TT
-CLASS="FUNCTION"
->SDL_Init</TT
-></A
->. Once initilized joysticks must be opened using <A
-HREF="sdljoystickopen.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickOpen</TT
-></A
->.</P
-><P
->While using the functions describe in this secton may seem like the best way to access and read from joysticks, in most cases they aren't. Ideally joysticks should be read using the <A
-HREF="event.html"
->event</A
-> system. To enable this, you must set the joystick event processing state with <A
-HREF="sdljoystickeventstate.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickEventState</TT
-></A
->. Joysticks must be <A
-HREF="sdljoystickopen.html"
->opened</A
-> before they can be used of course.</P
-><DIV
-CLASS="NOTE"
-><BLOCKQUOTE
-CLASS="NOTE"
-><P
-><B
->Note: </B
->If you are <SPAN
-CLASS="emphasis"
-><I
-CLASS="EMPHASIS"
->not</I
-></SPAN
-> handling the joystick via the event queue then you must explicitly request a joystick update by calling <A
-HREF="sdljoystickupdate.html"
-><TT
-CLASS="FUNCTION"
->SDL_JoystickUpdate</TT
-></A
->.</P
-></BLOCKQUOTE
-></DIV
-><DIV
-CLASS="NOTE"
-><BLOCKQUOTE
-CLASS="NOTE"
-><P
-><B
->Note: </B
->Force Feedback is not yet support. Sam (slouken@libsdl.org) is soliciting suggestions from people with force-feedback experience on the best wat to desgin the API.</P
-></BLOCKQUOTE
-></DIV
-></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="sdljoystickeventstate.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="sdlnumjoysticks.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->SDL_JoystickEventState</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="reference.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->SDL_NumJoysticks</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/reference.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,194 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->SDL Reference</TITLE
-><META
-NAME="GENERATOR"
-CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
-"><LINK
-REL="HOME"
-TITLE="SDL Library Documentation"
-HREF="index.html"><LINK
-REL="PREVIOUS"
-TITLE="Time Examples"
-HREF="guidetimeexamples.html"><LINK
-REL="NEXT"
-TITLE="General"
-HREF="general.html"></HEAD
-><BODY
-CLASS="PART"
-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="guidetimeexamples.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
-></TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="general.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><DIV
-CLASS="PART"
-><A
-NAME="REFERENCE"
-></A
-><DIV
-CLASS="TITLEPAGE"
-><H1
-CLASS="TITLE"
->II. SDL Reference</H1
-><DIV
-CLASS="TOC"
-><DL
-><DT
-><B
->Table of Contents</B
-></DT
-><DT
->5. <A
-HREF="general.html"
->General</A
-></DT
-><DT
->6. <A
-HREF="video.html"
->Video</A
-></DT
-><DT
->7. <A
-HREF="wm.html"
->Window Management</A
-></DT
-><DT
->8. <A
-HREF="event.html"
->Events</A
-></DT
-><DT
->9. <A
-HREF="joystick.html"
->Joystick</A
-></DT
-><DT
->10. <A
-HREF="audio.html"
->Audio</A
-></DT
-><DT
->11. <A
-HREF="cdrom.html"
->CD-ROM</A
-></DT
-><DT
->12. <A
-HREF="thread.html"
->Multi-threaded Programming</A
-></DT
-><DT
->13. <A
-HREF="time.html"
->Time</A
-></DT
-></DL
-></DIV
-></DIV
-></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="guidetimeexamples.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="general.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->Time Examples</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
->&nbsp;</TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->General</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/sdlactiveevent.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,335 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->SDL_ActiveEvent</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_Event"
-HREF="sdlevent.html"><LINK
-REL="NEXT"
-TITLE="SDL_KeyboardEvent"
-HREF="sdlkeyboardevent.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="sdlevent.html"
-ACCESSKEY="P"
->Prev</A
-></TD
-><TD
-WIDTH="80%"
-ALIGN="center"
-VALIGN="bottom"
-></TD
-><TD
-WIDTH="10%"
-ALIGN="right"
-VALIGN="bottom"
-><A
-HREF="sdlkeyboardevent.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-></TABLE
-><HR
-ALIGN="LEFT"
-WIDTH="100%"></DIV
-><H1
-><A
-NAME="SDLACTIVEEVENT"
-></A
->SDL_ActiveEvent</H1
-><DIV
-CLASS="REFNAMEDIV"
-><A
-NAME="AEN3955"
-></A
-><H2
->Name</H2
->SDL_ActiveEvent&nbsp;--&nbsp;Application visibility event structure</DIV
-><DIV
-CLASS="REFSECT1"
-><A
-NAME="AEN3958"
-></A
-><H2
->Structure Definition</H2
-><PRE
-CLASS="PROGRAMLISTING"
->typedef struct{
-  Uint8 type;
-  Uint8 gain;
-  Uint8 state;
-} SDL_ActiveEvent;</PRE
-></DIV
-><DIV
-CLASS="REFSECT1"
-><A
-NAME="AEN3961"
-></A
-><H2
->Structure Data</H2
-><DIV
-CLASS="INFORMALTABLE"
-><A
-NAME="AEN3963"
-></A
-><P
-></P
-><TABLE
-BORDER="0"
-CLASS="CALSTABLE"
-><TBODY
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><TT
-CLASS="STRUCTFIELD"
-><I
->type</I
-></TT
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><TT
-CLASS="LITERAL"
->SDL_ACTIVEEVENT.</TT
-></TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><TT
-CLASS="STRUCTFIELD"
-><I
->gain</I
-></TT
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
->0 if the event is a loss or 1 if it is a gain.</TD
-></TR
-><TR
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><TT
-CLASS="STRUCTFIELD"
-><I
->state</I
-></TT
-></TD
-><TD
-ALIGN="LEFT"
-VALIGN="TOP"
-><TT
-CLASS="LITERAL"
->SDL_APPMOUSEFOCUS</TT
-> if mouse focus was gained or lost, <TT
-CLASS="LITERAL"
->SDL_APPINPUTFOCUS</TT
-> if input focus was gained or lost, or <TT
-CLASS="LITERAL"
->SDL_APPACTIVE</TT
-> if the application was iconified (<TT
-CLASS="STRUCTFIELD"
-><I
->gain</I
-></TT
->=0) or restored(<TT
-CLASS="STRUCTFIELD"
-><I
->gain</I
-></TT
->=1).</TD
-></TR
-></TBODY
-></TABLE
-><P
-></P
-></DIV
-></DIV
-><DIV
-CLASS="REFSECT1"
-><A
-NAME="AEN3984"
-></A
-><H2
->Description</H2
-><P
-><SPAN
-CLASS="STRUCTNAME"
->SDL_ActiveEvent</SPAN
-> is a member of the <A
-HREF="sdlevent.html"
-><SPAN
-CLASS="STRUCTNAME"
->SDL_Event</SPAN
-></A
-> union and is used when an event of type <TT
-CLASS="LITERAL"
->SDL_ACTIVEEVENT</TT
-> is reported.</P
-><P
->When the mouse leaves or enters the window area a <TT
-CLASS="LITERAL"
->SDL_APPMOUSEFOCUS</TT
-> type activation event occurs, if the mouse entered the window then <TT
-CLASS="STRUCTFIELD"
-><I
->gain</I
-></TT
-> will be 1, otherwise <TT
-CLASS="STRUCTFIELD"
-><I
->gain</I
-></TT
-> will be 0. A <TT
-CLASS="LITERAL"
->SDL_APPINPUTFOCUS</TT
-> type activation event occurs when the application loses or gains keyboard focus. This usually occurs when another application is made active. Finally, a <TT
-CLASS="LITERAL"
->SDL_APPACTIVE</TT
-> type event occurs when the application is either minimised/iconified (<TT
-CLASS="STRUCTFIELD"
-><I
->gain</I
-></TT
->=0) or restored.</P
-><DIV
-CLASS="NOTE"
-><BLOCKQUOTE
-CLASS="NOTE"
-><P
-><B
->Note: </B
->This event does not occur when an application window is first created.</P
-></BLOCKQUOTE
-></DIV
-></DIV
-><DIV
-CLASS="REFSECT1"
-><A
-NAME="AEN4000"
-></A
-><H2
->See Also</H2
-><P
-><A
-HREF="sdlevent.html"
-><SPAN
-CLASS="STRUCTNAME"
->SDL_Event</SPAN
-></A
->,
-<A
-HREF="sdlgetappstate.html"
-><TT
-CLASS="FUNCTION"
->SDL_GetAppState</TT
-></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="sdlevent.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="sdlkeyboardevent.html"
-ACCESSKEY="N"
->Next</A
-></TD
-></TR
-><TR
-><TD
-WIDTH="33%"
-ALIGN="left"
-VALIGN="top"
->SDL_Event</TD
-><TD
-WIDTH="34%"
-ALIGN="center"
-VALIGN="top"
-><A
-HREF="eventstructures.html"
-ACCESSKEY="U"
->Up</A
-></TD
-><TD
-WIDTH="33%"
-ALIGN="right"
-VALIGN="top"
->SDL_KeyboardEvent</TD
-></TR
-></TABLE
-></DIV
-></BODY
-></HTML
->
\ No newline at end of file
--- a/docs/html/sdladdtimer.html	Wed Oct 07 06:11:53 2009 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,296 +0,0 @@
-<HTML
-><HEAD
-><TITLE
->SDL_AddTimer</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="Time"
-HREF="time.html"><LINK
-REL="PREVIOUS"
-TITLE="SDL_Delay"
-HREF="sdldelay.html"><LINK
-REL="NEXT"
-TITLE="SDL_RemoveTimer"
-HREF="sdlremovetimer.html"></HEAD
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->SDL Library Documentation</TH
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-><H1
-><A
-NAME="SDLADDTIMER"
-></A
->SDL_AddTimer</H1
-><DIV
-CLASS="REFNAMEDIV"
-><A
-NAME="AEN8482"
-></A
-><H2
->Name</H2
->SDL_AddTimer&nbsp;--&nbsp;Add a timer which will call a callback after the specified number of milliseconds has
-elapsed.</DIV
-><DIV
-CLASS="REFSYNOPSISDIV"
-><A
-NAME="AEN8485"
-></A
-><H2
->Synopsis</H2
-><DIV
-CLASS="FUNCSYNOPSIS"
-><A
-NAME="AEN8486"
-></A
-><P
-></P
-><PRE
-CLASS="FUNCSYNOPSISINFO"
->#include "SDL.h"</PRE
-><P
-><CODE
-><CODE
-CLASS="FUNCDEF"
->SDL_TimerID <B
-CLASS="FSFUNC"
->SDL_AddTimer</B
-></CODE
->(Uint32 interval, SDL_NewTimerCallback callback, void *param);</CODE
-></P
-><P
-></P
-></DIV
-></DIV
-><DIV
-CLASS="REFSECT1"
-><A
-NAME="SDLNEWTIMERCALLBACK"
-></A
-><H2
->Callback</H2
-><PRE
-CLASS="PROGRAMLISTING"
->/* type definition for the "new" timer callback function */
-typedef Uint32 (*SDL_NewTimerCallback)(Uint32 interval, void *param);</PRE
-></DIV
-><DIV
-CLASS="REFSECT1"
-><A
-NAME="AEN8495"
-></A
-><H2
->Description</H2
-><P
->Adds a callback function to be run after the specified number of
-milliseconds has elapsed. The callback function is passed the current
-timer interval and the user supplied parameter from the
-<TT
-CLASS="FUNCTION"
->SDL_AddTimer</TT
-> call and returns the next timer
-interval. If the returned value from the callback is the same as the one
-passed in, the periodic alarm continues, otherwise a new alarm is
-scheduled.</P
-><P
->To cancel a currently runn