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First pass on the new SDL sensor API
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@@ -144,6 +144,9 @@ typedef enum
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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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@@ -471,6 +474,17 @@ typedef struct SDL_DropEvent
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} SDL_DropEvent;
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/**
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* \brief Sensor event structure (event.sensor.*)
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*/
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typedef struct SDL_SensorEvent
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{
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Uint32 type; /**< ::SDL_SENSORUPDATE */
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
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Sint32 which; /**< The instance ID of the sensor */
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float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
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} SDL_SensorEvent;
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/**
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* \brief The "quit requested" event
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*/
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@@ -542,6 +556,7 @@ typedef union SDL_Event
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SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
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SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
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SDL_AudioDeviceEvent adevice; /**< Audio device event data */
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SDL_SensorEvent sensor; /**< Sensor event data */
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SDL_QuitEvent quit; /**< Quit request event data */
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SDL_UserEvent user; /**< Custom event data */
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SDL_SysWMEvent syswm; /**< System dependent window event data */
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