102 lines
14 KiB
HTML
102 lines
14 KiB
HTML
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><title>The Be Book - Classes And Methods - The Game Kit</title><link rel="stylesheet" href="be_book.css" type="text/css" media="all" /><link rel="shortcut icon" type="image/vnd.microsoft.icon" href="./images/favicon.ico" /><!--[if IE]>
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<link rel="stylesheet" type="text/css" href="be_book_ie.css" />
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<![endif]--><meta name="generator" content="DocBook XSL Stylesheets V1.73.2" /><meta name="keywords" content="Access, BeOS, BeBook, API" /><link rel="start" href="index.html" title="The Be Book" /><link rel="up" href="TheGameKit.html" title="The Game Kit" /><link rel="prev" href="TheGameKit_Constants.html" title="Constants" /><link rel="next" href="TheInputServer.html" title="The Input Server" /></head><body><div id="header"><div id="headerT"><div id="headerTL"><a accesskey="p" href="TheGameKit_Constants.html" title="Constants"><img src="./images/navigation/prev.png" alt="Prev" /></a> <a accesskey="u" href="TheGameKit.html" title="The Game Kit"><img src="./images/navigation/up.png" alt="Up" /></a> <a accesskey="n" href="TheInputServer.html" title="The Input Server"><img src="./images/navigation/next.png" alt="Next" /></a></div><div id="headerTR"><div id="navigpeople"><a href="http://www.haiku-os.org"><img src="./images/People_24.png" alt="haiku-os.org" title="Visit The Haiku Website" /></a></div><div class="navighome" title="Home"><a accesskey="h" href="index.html"><img src="./images/navigation/home.png" alt="Home" /></a></div><div class="navigboxed" id="navigindex"><a accesskey="i" href="ClassIndex.html" title="Index">I</a></div><div class="navigboxed" id="naviglang" title="English">en</div></div><div id="headerTC">The Be Book - Classes And Methods - The Game Kit</div></div><div id="headerB">Prev: <a href="TheGameKit_Constants.html">Constants</a> Up: <a href="TheGameKit.html">The Game Kit</a> Next: <a href="TheInputServer.html">The Input Server</a></div><hr /></div><div class="section"><div xmlns="" xmlns:d="http://docbook.org/ns/docbook" class="titlepage"><div><div xmlns:d="http://docbook.org/ns/docbook"><h2 xmlns="http://www.w3.org/1999/xhtml" class="title"><a id="TheGameKit_DefinedTypes"></a>Defined Types</h2></div></div></div><div class="section"><div xmlns="" xmlns:d="http://docbook.org/ns/docbook" class="titlepage"><div><hr /><div xmlns:d="http://docbook.org/ns/docbook"><h3 xmlns="http://www.w3.org/1999/xhtml" class="title"><a id="frame_buffer_info"></a>frame_buffer_info</h3></div></div></div><a id="id958011" class="indexterm"></a><p>
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Declared in: <code class="filename">add-ons/graphics/GraphicsCard.h</code>
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</p><pre class="programlisting definition c">typedef struct {
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<span class="type">short</span> <code class="varname">bits_per_pixel</code>;
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<span class="type">short</span> <code class="varname">bytes_per_row</code>;
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<span class="type">short</span> <code class="varname">width</code>;
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<span class="type">short</span> <code class="varname">height</code>;
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<span class="type">short</span> <code class="varname">display_width</code>;
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<span class="type">short</span> <code class="varname">display_height</code>;
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<span class="type">short</span> <code class="varname">display_x</code>;
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<span class="type">short</span> <code class="varname">display_y</code>;
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} <span class="type">frame_buffer_info</span></pre><p>
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This structure is used to report the current configuration of the frame
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buffer.
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</p><p>
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See also:
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<a class="link" href="BWindowScreen.html#BWindowScreen_FrameBufferInfo" title="FrameBufferInfo()"><code class="methodname">FrameBufferInfo()</code></a>
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</p></div><div class="section"><div xmlns="" xmlns:d="http://docbook.org/ns/docbook" class="titlepage"><div><hr /><div xmlns:d="http://docbook.org/ns/docbook"><h3 xmlns="http://www.w3.org/1999/xhtml" class="title"><a id="graphics_card_hook"></a>graphics_card_hook</h3></div></div></div><a id="id958128" class="indexterm"></a><p>
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Declared in: <code class="filename">add-ons/graphics/GraphicsCard.h</code>
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</p><pre class="programlisting definition c">typedef <span class="type">void</span> (*<span class="type">graphics_card_hook</span>)(<span class="type">void</span>)</pre><p>
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This is the general type declaration for a graphics card hook function.
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Specific hook functions will in fact declare various sets of arguments
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and all return a status_t error code rather than void.
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</p><p>
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See also:
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<a class="link" href="BWindowScreen.html#BWindowScreen_CardHookAt" title="CardHookAt()"><code class="methodname">CardHookAt()</code></a>,
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"<a class="link" href="TheGameKit_CardHooks.html" title="Graphics Card Hook Functions">Graphics Card Hook Functions</a>"
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</p></div><div class="section"><div xmlns="" xmlns:d="http://docbook.org/ns/docbook" class="titlepage"><div><hr /><div xmlns:d="http://docbook.org/ns/docbook"><h3 xmlns="http://www.w3.org/1999/xhtml" class="title"><a id="graphics_card_info"></a>graphics_card_info</h3></div></div></div><a id="id958201" class="indexterm"></a><p>
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Declared in: <code class="filename">add-ons/graphics/GraphicsCard.h</code>
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</p><pre class="programlisting definition c">typedef struct {
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<span class="type">short</span> <code class="varname">version</code>;
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<span class="type">short</span> <code class="varname">id</code>;
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<span class="type">void*</span> <code class="varname">frame_buffer</code>;
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<span class="type">char</span> <code class="varname">rgba_order</code>[4];
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<span class="type">short</span> <code class="varname">flags</code>;
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<span class="type">short</span> <code class="varname">bits_per_pixel</code>;
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<span class="type">short</span> <code class="varname">bytes_per_row</code>;
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<span class="type">short</span> <code class="varname">width</code>;
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<span class="type">short</span> <code class="varname">height</code>;
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} <span class="type">graphics_card_info</span></pre><p>
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Drivers use this structure to supply information about themselves and the
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current configuration of the frame buffer to the Application Server and the
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<a class="link" href="BWindowScreen.html" title="BWindowScreen"><code class="classname">BWindowScreen</code></a> class.
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</p><p>
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See also:
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<a class="link" href="BWindowScreen.html#BWindowScreen_CardInfo" title="CardInfo()"><code class="methodname">CardInfo()</code></a>
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</p></div><div class="section"><div xmlns="" xmlns:d="http://docbook.org/ns/docbook" class="titlepage"><div><hr /><div xmlns:d="http://docbook.org/ns/docbook"><h3 xmlns="http://www.w3.org/1999/xhtml" class="title"><a id="gs_attribute"></a>gs_attribute</h3></div></div></div><a id="id958332" class="indexterm"></a><p>
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Declared in: <code class="filename">game/GameSoundDefs.h</code>
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</p><pre class="programlisting definition c">struct <span class="type">gs_attribute</span> {
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<span class="type">int32</span> <code class="varname">attribute</code>;
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<span class="type">bigtime_t</span> <code class="varname">duration</code>;
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<span class="type">float</span> <code class="varname">value</code>;
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<span class="type">uint32</span> <code class="varname">flags</code>;
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};</pre><p>
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Defines an attribute. An attribute consists of an attribute number from
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<span class="type">gs_attributes</span>, a <code class="varname">duration</code> indicating
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the period of time, in microseconds,
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over which the attribute's change takes effect, and a target <code class="varname">value</code>.
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Additional <code class="varname">flags</code> can be specified for the attribute as well; these vary
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depending on the attribute.
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</p><p>
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Currently, there are no flags defined for any of the predefined
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attributes.
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</p></div><div class="section"><div xmlns="" xmlns:d="http://docbook.org/ns/docbook" class="titlepage"><div><hr /><div xmlns:d="http://docbook.org/ns/docbook"><h3 xmlns="http://www.w3.org/1999/xhtml" class="title"><a id="gs_attribute_info"></a>gs_attribute_info</h3></div></div></div><a id="id958430" class="indexterm"></a><p>
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Declared in: <code class="filename">game/GameSoundDefs.h</code>
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</p><pre class="programlisting definition c">struct <span class="type">gs_attribute_info</span> {
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<span class="type">int32</span> <code class="varname">attribute</code>;
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<span class="type">float</span> <code class="varname">granularity</code>;
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<span class="type">float</span> <code class="varname">minimum</code>;
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<span class="type">float</span> <code class="varname">maximum</code>;
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};</pre><p>
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Describes the possible values the attribute can take. The granularity
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field indicates how finely the value of the attribute can be controlled,
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and minimum and maximum specify the minimum and maximum values the
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attribute can take on.
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</p></div><div class="section"><div xmlns="" xmlns:d="http://docbook.org/ns/docbook" class="titlepage"><div><hr /><div xmlns:d="http://docbook.org/ns/docbook"><h3 xmlns="http://www.w3.org/1999/xhtml" class="title"><a id="gs_audio_format"></a>gs_audio_format</h3></div></div></div><a id="id958508" class="indexterm"></a><p>
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Declared in: <code class="filename">game/GameSoundDefs.h</code>
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</p><pre class="programlisting definition c">struct <span class="type">gs_audio_format</span> {
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enum <code class="varname">format</code> {
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B_GS_U8 = 0x11,
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B_GS_S16 = 0x2,
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B_GS_F = 0x24,
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B_GS_S32 = 0x4
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};
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<span class="type">float</span> <code class="varname">frame_rate</code>;
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<span class="type">uint32</span> <code class="varname">channel_count</code>;
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<span class="type">uint32</span> <code class="varname">format</code>;
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<span class="type">uint32</span> <code class="varname">byte_order</code>;
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<span class="type">size_t</span> <code class="varname">buffer_size</code>;
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};</pre><p>This structure describes the format of a game sound.</p><table class="variablelist fields"><thead><tr><th>Field</th><th>Description</th></tr></thead><tbody><tr><td><p><span class="term"><code class="varname">format</code></span></p></td><td><p>The format enum
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lists the possible sound sample formats supported by the Game Kit:</p><dl class="variablelist constants"><dt><span class="term"><code class="constant">B_GS_U8</code></span></dt><dd><p>Unsigned 8-bit integer.</p></dd><dt><span class="term"><code class="constant">B_GS_S16</code></span></dt><dd><p>Signed 16-bit integer.</p></dd><dt><span class="term"><code class="constant">B_GS_F</code></span></dt><dd><p>Floating-point.</p></dd><dt><span class="term"><code class="constant">B_GS_S32</code></span></dt><dd><p>Signed 32-bit integer.</p></dd></dl></td></tr><tr><td><p><span class="term"><code class="varname">frame_rate</code></span></p></td><td><p>Indicates how many frames per second of audio should
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be played.</p></td></tr><tr><td><p><span class="term"><code class="varname">channel_count</code></span></p></td><td><p>Indicates the number of audio channels the sound uses.</p></td></tr><tr><td><p><span class="term"><code class="varname">format</code></span></p></td><td><p>Specifies the format of the audio data to be
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played must be one of the values declared in the format enum.</p></td></tr><tr><td><p><span class="term"><code class="varname">byte_order</code></span></p></td><td><p>Specifies the byte order of the sound to be played.</p></td></tr><tr><td><p><span class="term"><code class="varname">buffer_size</code></span></p></td><td><p>Used to specify how large the audio buffers used
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to play the sound should be. You can specify zero if you want the Game
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Kit to determine an appropriate size for you.</p></td></tr></tbody></table></div><div class="section"><div xmlns="" xmlns:d="http://docbook.org/ns/docbook" class="titlepage"><div><hr /><div xmlns:d="http://docbook.org/ns/docbook"><h3 xmlns="http://www.w3.org/1999/xhtml" class="title"><a id="gs_id"></a>gs_id</h3></div></div></div><a id="id958779" class="indexterm"></a><p>Declared in: <code class="filename">game/GameSoundDefs.h</code></p><pre class="programlisting definition c">typedef <span class="type">int32</span> <span class="type">gs_id</span>;</pre><p>This type is used for game sound ID numbers.</p></div></div><div id="footer"><hr /><div id="footerT">Prev: <a href="TheGameKit_Constants.html">Constants</a> Up: <a href="TheGameKit.html">The Game Kit</a> Next: <a href="TheInputServer.html">The Input Server</a> </div><div id="footerB"><div id="footerBL"><a href="TheGameKit_Constants.html" title="Constants"><img src="./images/navigation/prev.png" alt="Prev" /></a> <a href="TheGameKit.html" title="The Game Kit"><img src="./images/navigation/up.png" alt="Up" /></a> <a href="TheInputServer.html" title="The Input Server"><img src="./images/navigation/next.png" alt="Next" /></a></div><div id="footerBR"><div><a href="http://www.haiku-os.org"><img src="./images/People_24.png" alt="haiku-os.org" title="Visit The Haiku Website" /></a></div><div class="navighome" title="Home"><a accesskey="h" href="index.html"><img src="./images/navigation/home.png" alt="Home" /></a></div></div><div id="footerBC"><a href="http://www.access-company.com/home.html" title="ACCESS Co."><img alt="Access Company" src="./images/access_logo.png" /></a></div></div></div><div id="licenseFooter"><div id="licenseFooterBL"><a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/3.0/" title="Creative Commons License"><img alt="Creative Commons License" style="border-width:0" src="https://licensebuttons.net/l/by-nc-nd/3.0/88x31.png" /></a></div><div id="licenseFooterBR"><a href="./LegalNotice.html">Legal Notice</a></div><div id="licenseFooterBC"><span id="licenseText">This work is licensed under a
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<a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/3.0/">Creative
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Commons Attribution-Non commercial-No Derivative Works 3.0 License</a>.</span></div></div></body></html>
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