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1135 lines
44 KiB
1135 lines
44 KiB
/* |
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Simple DirectMedia Layer |
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely, subject to the following restrictions: |
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1. The origin of this software must not be misrepresented; you must not |
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claim that you wrote the original software. If you use this software |
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in a product, an acknowledgment in the product documentation would be |
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appreciated but is not required. |
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2. Altered source versions must be plainly marked as such, and must not be |
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misrepresented as being the original software. |
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3. This notice may not be removed or altered from any source distribution. |
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*/ |
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/** |
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* \file SDL_events.h |
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* |
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* Include file for SDL event handling. |
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*/ |
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#ifndef SDL_events_h_ |
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#define SDL_events_h_ |
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#include "SDL_stdinc.h" |
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#include "SDL_error.h" |
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#include "SDL_video.h" |
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#include "SDL_keyboard.h" |
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#include "SDL_mouse.h" |
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#include "SDL_joystick.h" |
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#include "SDL_gamecontroller.h" |
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#include "SDL_quit.h" |
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#include "SDL_gesture.h" |
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#include "SDL_touch.h" |
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#include "begin_code.h" |
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/* Set up for C function definitions, even when using C++ */ |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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/* General keyboard/mouse state definitions */ |
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#define SDL_RELEASED 0 |
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#define SDL_PRESSED 1 |
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/** |
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* The types of events that can be delivered. |
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*/ |
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typedef enum |
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{ |
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SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */ |
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/* Application events */ |
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SDL_QUIT = 0x100, /**< User-requested quit */ |
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/* These application events have special meaning on iOS, see README-ios.md for details */ |
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SDL_APP_TERMINATING, /**< The application is being terminated by the OS |
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Called on iOS in applicationWillTerminate() |
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Called on Android in onDestroy() |
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*/ |
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SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible. |
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Called on iOS in applicationDidReceiveMemoryWarning() |
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Called on Android in onLowMemory() |
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*/ |
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SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background |
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Called on iOS in applicationWillResignActive() |
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Called on Android in onPause() |
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*/ |
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SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time |
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Called on iOS in applicationDidEnterBackground() |
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Called on Android in onPause() |
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*/ |
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SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground |
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Called on iOS in applicationWillEnterForeground() |
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Called on Android in onResume() |
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*/ |
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SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive |
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Called on iOS in applicationDidBecomeActive() |
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Called on Android in onResume() |
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*/ |
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SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */ |
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/* Display events */ |
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SDL_DISPLAYEVENT = 0x150, /**< Display state change */ |
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/* Window events */ |
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SDL_WINDOWEVENT = 0x200, /**< Window state change */ |
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SDL_SYSWMEVENT, /**< System specific event */ |
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/* Keyboard events */ |
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SDL_KEYDOWN = 0x300, /**< Key pressed */ |
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SDL_KEYUP, /**< Key released */ |
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SDL_TEXTEDITING, /**< Keyboard text editing (composition) */ |
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SDL_TEXTINPUT, /**< Keyboard text input */ |
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SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an |
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input language or keyboard layout change. |
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*/ |
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/* Mouse events */ |
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SDL_MOUSEMOTION = 0x400, /**< Mouse moved */ |
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SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */ |
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SDL_MOUSEBUTTONUP, /**< Mouse button released */ |
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SDL_MOUSEWHEEL, /**< Mouse wheel motion */ |
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/* Joystick events */ |
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SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */ |
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SDL_JOYBALLMOTION, /**< Joystick trackball motion */ |
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SDL_JOYHATMOTION, /**< Joystick hat position change */ |
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SDL_JOYBUTTONDOWN, /**< Joystick button pressed */ |
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SDL_JOYBUTTONUP, /**< Joystick button released */ |
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SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */ |
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SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */ |
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/* Game controller events */ |
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SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */ |
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SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */ |
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SDL_CONTROLLERBUTTONUP, /**< Game controller button released */ |
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SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */ |
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SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */ |
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SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */ |
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SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */ |
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SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */ |
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SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */ |
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SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */ |
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/* Touch events */ |
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SDL_FINGERDOWN = 0x700, |
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SDL_FINGERUP, |
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SDL_FINGERMOTION, |
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/* Gesture events */ |
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SDL_DOLLARGESTURE = 0x800, |
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SDL_DOLLARRECORD, |
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SDL_MULTIGESTURE, |
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/* Clipboard events */ |
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SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */ |
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/* Drag and drop events */ |
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SDL_DROPFILE = 0x1000, /**< The system requests a file open */ |
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SDL_DROPTEXT, /**< text/plain drag-and-drop event */ |
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SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */ |
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SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */ |
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/* Audio hotplug events */ |
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SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */ |
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SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */ |
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/* Sensor events */ |
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SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */ |
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/* Render events */ |
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SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ |
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SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ |
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/* Internal events */ |
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SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ |
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/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, |
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* and should be allocated with SDL_RegisterEvents() |
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*/ |
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SDL_USEREVENT = 0x8000, |
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/** |
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* This last event is only for bounding internal arrays |
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*/ |
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SDL_LASTEVENT = 0xFFFF |
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} SDL_EventType; |
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/** |
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* \brief Fields shared by every event |
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*/ |
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typedef struct SDL_CommonEvent |
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{ |
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Uint32 type; |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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} SDL_CommonEvent; |
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/** |
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* \brief Display state change event data (event.display.*) |
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*/ |
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typedef struct SDL_DisplayEvent |
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{ |
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Uint32 type; /**< ::SDL_DISPLAYEVENT */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 display; /**< The associated display index */ |
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Uint8 event; /**< ::SDL_DisplayEventID */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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Sint32 data1; /**< event dependent data */ |
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} SDL_DisplayEvent; |
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/** |
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* \brief Window state change event data (event.window.*) |
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*/ |
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typedef struct SDL_WindowEvent |
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{ |
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Uint32 type; /**< ::SDL_WINDOWEVENT */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The associated window */ |
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Uint8 event; /**< ::SDL_WindowEventID */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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Sint32 data1; /**< event dependent data */ |
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Sint32 data2; /**< event dependent data */ |
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} SDL_WindowEvent; |
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/** |
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* \brief Keyboard button event structure (event.key.*) |
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*/ |
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typedef struct SDL_KeyboardEvent |
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{ |
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Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with keyboard focus, if any */ |
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
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Uint8 repeat; /**< Non-zero if this is a key repeat */ |
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Uint8 padding2; |
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Uint8 padding3; |
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SDL_Keysym keysym; /**< The key that was pressed or released */ |
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} SDL_KeyboardEvent; |
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#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) |
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/** |
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* \brief Keyboard text editing event structure (event.edit.*) |
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*/ |
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typedef struct SDL_TextEditingEvent |
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{ |
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Uint32 type; /**< ::SDL_TEXTEDITING */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with keyboard focus, if any */ |
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char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */ |
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Sint32 start; /**< The start cursor of selected editing text */ |
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Sint32 length; /**< The length of selected editing text */ |
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} SDL_TextEditingEvent; |
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#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32) |
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/** |
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* \brief Keyboard text input event structure (event.text.*) |
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*/ |
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typedef struct SDL_TextInputEvent |
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{ |
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Uint32 type; /**< ::SDL_TEXTINPUT */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with keyboard focus, if any */ |
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char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */ |
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} SDL_TextInputEvent; |
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/** |
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* \brief Mouse motion event structure (event.motion.*) |
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*/ |
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typedef struct SDL_MouseMotionEvent |
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{ |
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Uint32 type; /**< ::SDL_MOUSEMOTION */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with mouse focus, if any */ |
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ |
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Uint32 state; /**< The current button state */ |
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Sint32 x; /**< X coordinate, relative to window */ |
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Sint32 y; /**< Y coordinate, relative to window */ |
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Sint32 xrel; /**< The relative motion in the X direction */ |
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Sint32 yrel; /**< The relative motion in the Y direction */ |
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} SDL_MouseMotionEvent; |
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/** |
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* \brief Mouse button event structure (event.button.*) |
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*/ |
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typedef struct SDL_MouseButtonEvent |
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{ |
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Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with mouse focus, if any */ |
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ |
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Uint8 button; /**< The mouse button index */ |
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
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Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ |
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Uint8 padding1; |
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Sint32 x; /**< X coordinate, relative to window */ |
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Sint32 y; /**< Y coordinate, relative to window */ |
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} SDL_MouseButtonEvent; |
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/** |
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* \brief Mouse wheel event structure (event.wheel.*) |
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*/ |
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typedef struct SDL_MouseWheelEvent |
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{ |
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Uint32 type; /**< ::SDL_MOUSEWHEEL */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with mouse focus, if any */ |
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ |
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Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ |
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Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ |
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Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */ |
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float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */ |
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float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */ |
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} SDL_MouseWheelEvent; |
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/** |
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* \brief Joystick axis motion event structure (event.jaxis.*) |
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*/ |
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typedef struct SDL_JoyAxisEvent |
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{ |
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Uint32 type; /**< ::SDL_JOYAXISMOTION */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 axis; /**< The joystick axis index */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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Sint16 value; /**< The axis value (range: -32768 to 32767) */ |
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Uint16 padding4; |
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} SDL_JoyAxisEvent; |
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/** |
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* \brief Joystick trackball motion event structure (event.jball.*) |
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*/ |
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typedef struct SDL_JoyBallEvent |
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{ |
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Uint32 type; /**< ::SDL_JOYBALLMOTION */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 ball; /**< The joystick trackball index */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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Sint16 xrel; /**< The relative motion in the X direction */ |
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Sint16 yrel; /**< The relative motion in the Y direction */ |
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} SDL_JoyBallEvent; |
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/** |
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* \brief Joystick hat position change event structure (event.jhat.*) |
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*/ |
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typedef struct SDL_JoyHatEvent |
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{ |
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Uint32 type; /**< ::SDL_JOYHATMOTION */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 hat; /**< The joystick hat index */ |
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Uint8 value; /**< The hat position value. |
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* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP |
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* \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT |
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* \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN |
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* |
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* Note that zero means the POV is centered. |
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*/ |
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Uint8 padding1; |
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Uint8 padding2; |
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} SDL_JoyHatEvent; |
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/** |
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* \brief Joystick button event structure (event.jbutton.*) |
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*/ |
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typedef struct SDL_JoyButtonEvent |
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{ |
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Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 button; /**< The joystick button index */ |
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
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Uint8 padding1; |
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Uint8 padding2; |
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} SDL_JoyButtonEvent; |
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/** |
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* \brief Joystick device event structure (event.jdevice.*) |
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*/ |
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typedef struct SDL_JoyDeviceEvent |
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{ |
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Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */ |
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} SDL_JoyDeviceEvent; |
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/** |
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* \brief Game controller axis motion event structure (event.caxis.*) |
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*/ |
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typedef struct SDL_ControllerAxisEvent |
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{ |
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Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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Sint16 value; /**< The axis value (range: -32768 to 32767) */ |
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Uint16 padding4; |
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} SDL_ControllerAxisEvent; |
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/** |
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* \brief Game controller button event structure (event.cbutton.*) |
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*/ |
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typedef struct SDL_ControllerButtonEvent |
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{ |
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Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 button; /**< The controller button (SDL_GameControllerButton) */ |
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
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Uint8 padding1; |
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Uint8 padding2; |
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} SDL_ControllerButtonEvent; |
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/** |
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* \brief Controller device event structure (event.cdevice.*) |
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*/ |
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typedef struct SDL_ControllerDeviceEvent |
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{ |
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Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ |
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} SDL_ControllerDeviceEvent; |
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/** |
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* \brief Game controller touchpad event structure (event.ctouchpad.*) |
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*/ |
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typedef struct SDL_ControllerTouchpadEvent |
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{ |
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Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Sint32 touchpad; /**< The index of the touchpad */ |
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Sint32 finger; /**< The index of the finger on the touchpad */ |
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float x; /**< Normalized in the range 0...1 with 0 being on the left */ |
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float y; /**< Normalized in the range 0...1 with 0 being at the top */ |
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float pressure; /**< Normalized in the range 0...1 */ |
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} SDL_ControllerTouchpadEvent; |
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/** |
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* \brief Game controller sensor event structure (event.csensor.*) |
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*/ |
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typedef struct SDL_ControllerSensorEvent |
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{ |
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Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */ |
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float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */ |
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} SDL_ControllerSensorEvent; |
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/** |
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* \brief Audio device event structure (event.adevice.*) |
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*/ |
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typedef struct SDL_AudioDeviceEvent |
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{ |
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Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */ |
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Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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} SDL_AudioDeviceEvent; |
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/** |
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* \brief Touch finger event structure (event.tfinger.*) |
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*/ |
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typedef struct SDL_TouchFingerEvent |
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{ |
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Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_TouchID touchId; /**< The touch device id */ |
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SDL_FingerID fingerId; |
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float x; /**< Normalized in the range 0...1 */ |
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float y; /**< Normalized in the range 0...1 */ |
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float dx; /**< Normalized in the range -1...1 */ |
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float dy; /**< Normalized in the range -1...1 */ |
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float pressure; /**< Normalized in the range 0...1 */ |
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Uint32 windowID; /**< The window underneath the finger, if any */ |
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} SDL_TouchFingerEvent; |
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/** |
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* \brief Multiple Finger Gesture Event (event.mgesture.*) |
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*/ |
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typedef struct SDL_MultiGestureEvent |
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{ |
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Uint32 type; /**< ::SDL_MULTIGESTURE */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_TouchID touchId; /**< The touch device id */ |
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float dTheta; |
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float dDist; |
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float x; |
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float y; |
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Uint16 numFingers; |
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Uint16 padding; |
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} SDL_MultiGestureEvent; |
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/** |
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* \brief Dollar Gesture Event (event.dgesture.*) |
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*/ |
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typedef struct SDL_DollarGestureEvent |
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{ |
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Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_TouchID touchId; /**< The touch device id */ |
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SDL_GestureID gestureId; |
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Uint32 numFingers; |
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float error; |
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float x; /**< Normalized center of gesture */ |
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float y; /**< Normalized center of gesture */ |
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} SDL_DollarGestureEvent; |
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/** |
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* \brief An event used to request a file open by the system (event.drop.*) |
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* This event is enabled by default, you can disable it with SDL_EventState(). |
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* \note If this event is enabled, you must free the filename in the event. |
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*/ |
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typedef struct SDL_DropEvent |
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{ |
|
Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */ |
|
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
|
char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */ |
|
Uint32 windowID; /**< The window that was dropped on, if any */ |
|
} SDL_DropEvent; |
|
|
|
|
|
/** |
|
* \brief Sensor event structure (event.sensor.*) |
|
*/ |
|
typedef struct SDL_SensorEvent |
|
{ |
|
Uint32 type; /**< ::SDL_SENSORUPDATE */ |
|
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
|
Sint32 which; /**< The instance ID of the sensor */ |
|
float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */ |
|
} SDL_SensorEvent; |
|
|
|
/** |
|
* \brief The "quit requested" event |
|
*/ |
|
typedef struct SDL_QuitEvent |
|
{ |
|
Uint32 type; /**< ::SDL_QUIT */ |
|
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
|
} SDL_QuitEvent; |
|
|
|
/** |
|
* \brief OS Specific event |
|
*/ |
|
typedef struct SDL_OSEvent |
|
{ |
|
Uint32 type; /**< ::SDL_QUIT */ |
|
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
|
} SDL_OSEvent; |
|
|
|
/** |
|
* \brief A user-defined event type (event.user.*) |
|
*/ |
|
typedef struct SDL_UserEvent |
|
{ |
|
Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */ |
|
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
|
Uint32 windowID; /**< The associated window if any */ |
|
Sint32 code; /**< User defined event code */ |
|
void *data1; /**< User defined data pointer */ |
|
void *data2; /**< User defined data pointer */ |
|
} SDL_UserEvent; |
|
|
|
|
|
struct SDL_SysWMmsg; |
|
typedef struct SDL_SysWMmsg SDL_SysWMmsg; |
|
|
|
/** |
|
* \brief A video driver dependent system event (event.syswm.*) |
|
* This event is disabled by default, you can enable it with SDL_EventState() |
|
* |
|
* \note If you want to use this event, you should include SDL_syswm.h. |
|
*/ |
|
typedef struct SDL_SysWMEvent |
|
{ |
|
Uint32 type; /**< ::SDL_SYSWMEVENT */ |
|
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
|
SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */ |
|
} SDL_SysWMEvent; |
|
|
|
/** |
|
* \brief General event structure |
|
*/ |
|
typedef union SDL_Event |
|
{ |
|
Uint32 type; /**< Event type, shared with all events */ |
|
SDL_CommonEvent common; /**< Common event data */ |
|
SDL_DisplayEvent display; /**< Display event data */ |
|
SDL_WindowEvent window; /**< Window event data */ |
|
SDL_KeyboardEvent key; /**< Keyboard event data */ |
|
SDL_TextEditingEvent edit; /**< Text editing event data */ |
|
SDL_TextInputEvent text; /**< Text input event data */ |
|
SDL_MouseMotionEvent motion; /**< Mouse motion event data */ |
|
SDL_MouseButtonEvent button; /**< Mouse button event data */ |
|
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ |
|
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ |
|
SDL_JoyBallEvent jball; /**< Joystick ball event data */ |
|
SDL_JoyHatEvent jhat; /**< Joystick hat event data */ |
|
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ |
|
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ |
|
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ |
|
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ |
|
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ |
|
SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */ |
|
SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */ |
|
SDL_AudioDeviceEvent adevice; /**< Audio device event data */ |
|
SDL_SensorEvent sensor; /**< Sensor event data */ |
|
SDL_QuitEvent quit; /**< Quit request event data */ |
|
SDL_UserEvent user; /**< Custom event data */ |
|
SDL_SysWMEvent syswm; /**< System dependent window event data */ |
|
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ |
|
SDL_MultiGestureEvent mgesture; /**< Gesture event data */ |
|
SDL_DollarGestureEvent dgesture; /**< Gesture event data */ |
|
SDL_DropEvent drop; /**< Drag and drop event data */ |
|
|
|
/* This is necessary for ABI compatibility between Visual C++ and GCC. |
|
Visual C++ will respect the push pack pragma and use 52 bytes (size of |
|
SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit |
|
architectures) for this union, and GCC will use the alignment of the |
|
largest datatype within the union, which is 8 bytes on 64-bit |
|
architectures. |
|
|
|
So... we'll add padding to force the size to be 56 bytes for both. |
|
|
|
On architectures where pointers are 16 bytes, this needs rounding up to |
|
the next multiple of 16, 64, and on architectures where pointers are |
|
even larger the size of SDL_UserEvent will dominate as being 3 pointers. |
|
*/ |
|
Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)]; |
|
} SDL_Event; |
|
|
|
/* Make sure we haven't broken binary compatibility */ |
|
SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding)); |
|
|
|
|
|
/* Function prototypes */ |
|
|
|
/** |
|
* Pump the event loop, gathering events from the input devices. |
|
* |
|
* This function updates the event queue and internal input device state. |
|
* |
|
* **WARNING**: This should only be run in the thread that initialized the |
|
* video subsystem, and for extra safety, you should consider only doing those |
|
* things on the main thread in any case. |
|
* |
|
* SDL_PumpEvents() gathers all the pending input information from devices and |
|
* places it in the event queue. Without calls to SDL_PumpEvents() no events |
|
* would ever be placed on the queue. Often the need for calls to |
|
* SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and |
|
* SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not |
|
* polling or waiting for events (e.g. you are filtering them), then you must |
|
* call SDL_PumpEvents() to force an event queue update. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_PollEvent |
|
* \sa SDL_WaitEvent |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_PumpEvents(void); |
|
|
|
/* @{ */ |
|
typedef enum |
|
{ |
|
SDL_ADDEVENT, |
|
SDL_PEEKEVENT, |
|
SDL_GETEVENT |
|
} SDL_eventaction; |
|
|
|
/** |
|
* Check the event queue for messages and optionally return them. |
|
* |
|
* `action` may be any of the following: |
|
* |
|
* - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the |
|
* event queue. |
|
* - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue, |
|
* within the specified minimum and maximum type, will be returned to the |
|
* caller and will _not_ be removed from the queue. |
|
* - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue, |
|
* within the specified minimum and maximum type, will be returned to the |
|
* caller and will be removed from the queue. |
|
* |
|
* You may have to call SDL_PumpEvents() before calling this function. |
|
* Otherwise, the events may not be ready to be filtered when you call |
|
* SDL_PeepEvents(). |
|
* |
|
* This function is thread-safe. |
|
* |
|
* \param events destination buffer for the retrieved events |
|
* \param numevents if action is SDL_ADDEVENT, the number of events to add |
|
* back to the event queue; if action is SDL_PEEKEVENT or |
|
* SDL_GETEVENT, the maximum number of events to retrieve |
|
* \param action action to take; see [[#action|Remarks]] for details |
|
* \param minType minimum value of the event type to be considered; |
|
* SDL_FIRSTEVENT is a safe choice |
|
* \param maxType maximum value of the event type to be considered; |
|
* SDL_LASTEVENT is a safe choice |
|
* \returns the number of events actually stored or a negative error code on |
|
* failure; call SDL_GetError() for more information. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_PollEvent |
|
* \sa SDL_PumpEvents |
|
* \sa SDL_PushEvent |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents, |
|
SDL_eventaction action, |
|
Uint32 minType, Uint32 maxType); |
|
/* @} */ |
|
|
|
/** |
|
* Check for the existence of a certain event type in the event queue. |
|
* |
|
* If you need to check for a range of event types, use SDL_HasEvents() |
|
* instead. |
|
* |
|
* \param type the type of event to be queried; see SDL_EventType for details |
|
* \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if |
|
* events matching `type` are not present. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_HasEvents |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type); |
|
|
|
|
|
/** |
|
* Check for the existence of certain event types in the event queue. |
|
* |
|
* If you need to check for a single event type, use SDL_HasEvent() instead. |
|
* |
|
* \param minType the low end of event type to be queried, inclusive; see |
|
* SDL_EventType for details |
|
* \param maxType the high end of event type to be queried, inclusive; see |
|
* SDL_EventType for details |
|
* \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are |
|
* present, or SDL_FALSE if not. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_HasEvents |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); |
|
|
|
/** |
|
* Clear events of a specific type from the event queue. |
|
* |
|
* This will unconditionally remove any events from the queue that match |
|
* `type`. If you need to remove a range of event types, use SDL_FlushEvents() |
|
* instead. |
|
* |
|
* It's also normal to just ignore events you don't care about in your event |
|
* loop without calling this function. |
|
* |
|
* This function only affects currently queued events. If you want to make |
|
* sure that all pending OS events are flushed, you can call SDL_PumpEvents() |
|
* on the main thread immediately before the flush call. |
|
* |
|
* \param type the type of event to be cleared; see SDL_EventType for details |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_FlushEvents |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); |
|
|
|
/** |
|
* Clear events of a range of types from the event queue. |
|
* |
|
* This will unconditionally remove any events from the queue that are in the |
|
* range of `minType` to `maxType`, inclusive. If you need to remove a single |
|
* event type, use SDL_FlushEvent() instead. |
|
* |
|
* It's also normal to just ignore events you don't care about in your event |
|
* loop without calling this function. |
|
* |
|
* This function only affects currently queued events. If you want to make |
|
* sure that all pending OS events are flushed, you can call SDL_PumpEvents() |
|
* on the main thread immediately before the flush call. |
|
* |
|
* \param minType the low end of event type to be cleared, inclusive; see |
|
* SDL_EventType for details |
|
* \param maxType the high end of event type to be cleared, inclusive; see |
|
* SDL_EventType for details |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_FlushEvent |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); |
|
|
|
/** |
|
* Poll for currently pending events. |
|
* |
|
* If `event` is not NULL, the next event is removed from the queue and stored |
|
* in the SDL_Event structure pointed to by `event`. The 1 returned refers to |
|
* this event, immediately stored in the SDL Event structure -- not an event |
|
* to follow. |
|
* |
|
* If `event` is NULL, it simply returns 1 if there is an event in the queue, |
|
* but will not remove it from the queue. |
|
* |
|
* As this function may implicitly call SDL_PumpEvents(), you can only call |
|
* this function in the thread that set the video mode. |
|
* |
|
* SDL_PollEvent() is the favored way of receiving system events since it can |
|
* be done from the main loop and does not suspend the main loop while waiting |
|
* on an event to be posted. |
|
* |
|
* The common practice is to fully process the event queue once every frame, |
|
* usually as a first step before updating the game's state: |
|
* |
|
* ```c |
|
* while (game_is_still_running) { |
|
* SDL_Event event; |
|
* while (SDL_PollEvent(&event)) { // poll until all events are handled! |
|
* // decide what to do with this event. |
|
* } |
|
* |
|
* // update game state, draw the current frame |
|
* } |
|
* ``` |
|
* |
|
* \param event the SDL_Event structure to be filled with the next event from |
|
* the queue, or NULL |
|
* \returns 1 if there is a pending event or 0 if there are none available. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_GetEventFilter |
|
* \sa SDL_PeepEvents |
|
* \sa SDL_PushEvent |
|
* \sa SDL_SetEventFilter |
|
* \sa SDL_WaitEvent |
|
* \sa SDL_WaitEventTimeout |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event); |
|
|
|
/** |
|
* Wait indefinitely for the next available event. |
|
* |
|
* If `event` is not NULL, the next event is removed from the queue and stored |
|
* in the SDL_Event structure pointed to by `event`. |
|
* |
|
* As this function may implicitly call SDL_PumpEvents(), you can only call |
|
* this function in the thread that initialized the video subsystem. |
|
* |
|
* \param event the SDL_Event structure to be filled in with the next event |
|
* from the queue, or NULL |
|
* \returns 1 on success or 0 if there was an error while waiting for events; |
|
* call SDL_GetError() for more information. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_PollEvent |
|
* \sa SDL_PumpEvents |
|
* \sa SDL_WaitEventTimeout |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); |
|
|
|
/** |
|
* Wait until the specified timeout (in milliseconds) for the next available |
|
* event. |
|
* |
|
* If `event` is not NULL, the next event is removed from the queue and stored |
|
* in the SDL_Event structure pointed to by `event`. |
|
* |
|
* As this function may implicitly call SDL_PumpEvents(), you can only call |
|
* this function in the thread that initialized the video subsystem. |
|
* |
|
* \param event the SDL_Event structure to be filled in with the next event |
|
* from the queue, or NULL |
|
* \param timeout the maximum number of milliseconds to wait for the next |
|
* available event |
|
* \returns 1 on success or 0 if there was an error while waiting for events; |
|
* call SDL_GetError() for more information. This also returns 0 if |
|
* the timeout elapsed without an event arriving. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_PollEvent |
|
* \sa SDL_PumpEvents |
|
* \sa SDL_WaitEvent |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, |
|
int timeout); |
|
|
|
/** |
|
* Add an event to the event queue. |
|
* |
|
* The event queue can actually be used as a two way communication channel. |
|
* Not only can events be read from the queue, but the user can also push |
|
* their own events onto it. `event` is a pointer to the event structure you |
|
* wish to push onto the queue. The event is copied into the queue, and the |
|
* caller may dispose of the memory pointed to after SDL_PushEvent() returns. |
|
* |
|
* Note: Pushing device input events onto the queue doesn't modify the state |
|
* of the device within SDL. |
|
* |
|
* This function is thread-safe, and can be called from other threads safely. |
|
* |
|
* Note: Events pushed onto the queue with SDL_PushEvent() get passed through |
|
* the event filter but events added with SDL_PeepEvents() do not. |
|
* |
|
* For pushing application-specific events, please use SDL_RegisterEvents() to |
|
* get an event type that does not conflict with other code that also wants |
|
* its own custom event types. |
|
* |
|
* \param event the SDL_Event to be added to the queue |
|
* \returns 1 on success, 0 if the event was filtered, or a negative error |
|
* code on failure; call SDL_GetError() for more information. A |
|
* common reason for error is the event queue being full. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_PeepEvents |
|
* \sa SDL_PollEvent |
|
* \sa SDL_RegisterEvents |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event); |
|
|
|
/** |
|
* A function pointer used for callbacks that watch the event queue. |
|
* |
|
* \param userdata what was passed as `userdata` to SDL_SetEventFilter() |
|
* or SDL_AddEventWatch, etc |
|
* \param event the event that triggered the callback |
|
* \returns 1 to permit event to be added to the queue, and 0 to disallow |
|
* it. When used with SDL_AddEventWatch, the return value is ignored. |
|
* |
|
* \sa SDL_SetEventFilter |
|
* \sa SDL_AddEventWatch |
|
*/ |
|
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event); |
|
|
|
/** |
|
* Set up a filter to process all events before they change internal state and |
|
* are posted to the internal event queue. |
|
* |
|
* If the filter function returns 1 when called, then the event will be added |
|
* to the internal queue. If it returns 0, then the event will be dropped from |
|
* the queue, but the internal state will still be updated. This allows |
|
* selective filtering of dynamically arriving events. |
|
* |
|
* **WARNING**: Be very careful of what you do in the event filter function, |
|
* as it may run in a different thread! |
|
* |
|
* On platforms that support it, if the quit event is generated by an |
|
* interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the |
|
* application at the next event poll. |
|
* |
|
* There is one caveat when dealing with the ::SDL_QuitEvent event type. The |
|
* event filter is only called when the window manager desires to close the |
|
* application window. If the event filter returns 1, then the window will be |
|
* closed, otherwise the window will remain open if possible. |
|
* |
|
* Note: Disabled events never make it to the event filter function; see |
|
* SDL_EventState(). |
|
* |
|
* Note: If you just want to inspect events without filtering, you should use |
|
* SDL_AddEventWatch() instead. |
|
* |
|
* Note: Events pushed onto the queue with SDL_PushEvent() get passed through |
|
* the event filter, but events pushed onto the queue with SDL_PeepEvents() do |
|
* not. |
|
* |
|
* \param filter An SDL_EventFilter function to call when an event happens |
|
* \param userdata a pointer that is passed to `filter` |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_AddEventWatch |
|
* \sa SDL_EventState |
|
* \sa SDL_GetEventFilter |
|
* \sa SDL_PeepEvents |
|
* \sa SDL_PushEvent |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, |
|
void *userdata); |
|
|
|
/** |
|
* Query the current event filter. |
|
* |
|
* This function can be used to "chain" filters, by saving the existing filter |
|
* before replacing it with a function that will call that saved filter. |
|
* |
|
* \param filter the current callback function will be stored here |
|
* \param userdata the pointer that is passed to the current event filter will |
|
* be stored here |
|
* \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_SetEventFilter |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, |
|
void **userdata); |
|
|
|
/** |
|
* Add a callback to be triggered when an event is added to the event queue. |
|
* |
|
* `filter` will be called when an event happens, and its return value is |
|
* ignored. |
|
* |
|
* **WARNING**: Be very careful of what you do in the event filter function, |
|
* as it may run in a different thread! |
|
* |
|
* If the quit event is generated by a signal (e.g. SIGINT), it will bypass |
|
* the internal queue and be delivered to the watch callback immediately, and |
|
* arrive at the next event poll. |
|
* |
|
* Note: the callback is called for events posted by the user through |
|
* SDL_PushEvent(), but not for disabled events, nor for events by a filter |
|
* callback set with SDL_SetEventFilter(), nor for events posted by the user |
|
* through SDL_PeepEvents(). |
|
* |
|
* \param filter an SDL_EventFilter function to call when an event happens. |
|
* \param userdata a pointer that is passed to `filter` |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_DelEventWatch |
|
* \sa SDL_SetEventFilter |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, |
|
void *userdata); |
|
|
|
/** |
|
* Remove an event watch callback added with SDL_AddEventWatch(). |
|
* |
|
* This function takes the same input as SDL_AddEventWatch() to identify and |
|
* delete the corresponding callback. |
|
* |
|
* \param filter the function originally passed to SDL_AddEventWatch() |
|
* \param userdata the pointer originally passed to SDL_AddEventWatch() |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_AddEventWatch |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, |
|
void *userdata); |
|
|
|
/** |
|
* Run a specific filter function on the current event queue, removing any |
|
* events for which the filter returns 0. |
|
* |
|
* See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(), |
|
* this function does not change the filter permanently, it only uses the |
|
* supplied filter until this function returns. |
|
* |
|
* \param filter the SDL_EventFilter function to call when an event happens |
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* \param userdata a pointer that is passed to `filter` |
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* |
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* \since This function is available since SDL 2.0.0. |
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* |
|
* \sa SDL_GetEventFilter |
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* \sa SDL_SetEventFilter |
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*/ |
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extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, |
|
void *userdata); |
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|
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/* @{ */ |
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#define SDL_QUERY -1 |
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#define SDL_IGNORE 0 |
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#define SDL_DISABLE 0 |
|
#define SDL_ENABLE 1 |
|
|
|
/** |
|
* Set the state of processing events by type. |
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* |
|
* `state` may be any of the following: |
|
* |
|
* - `SDL_QUERY`: returns the current processing state of the specified event |
|
* - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped |
|
* from the event queue and will not be filtered |
|
* - `SDL_ENABLE`: the event will be processed normally |
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* |
|
* \param type the type of event; see SDL_EventType for details |
|
* \param state how to process the event |
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* \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state |
|
* of the event before this function makes any changes to it. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
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* |
|
* \sa SDL_GetEventState |
|
*/ |
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extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); |
|
/* @} */ |
|
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) |
|
|
|
/** |
|
* Allocate a set of user-defined events, and return the beginning event |
|
* number for that set of events. |
|
* |
|
* Calling this function with `numevents` <= 0 is an error and will return |
|
* (Uint32)-1. |
|
* |
|
* Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or |
|
* 0xFFFFFFFF), but is clearer to write. |
|
* |
|
* \param numevents the number of events to be allocated |
|
* \returns the beginning event number, or (Uint32)-1 if there are not enough |
|
* user-defined events left. |
|
* |
|
* \since This function is available since SDL 2.0.0. |
|
* |
|
* \sa SDL_PushEvent |
|
*/ |
|
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); |
|
|
|
/* Ends C function definitions when using C++ */ |
|
#ifdef __cplusplus |
|
} |
|
#endif |
|
#include "close_code.h" |
|
|
|
#endif /* SDL_events_h_ */ |
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
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|