mirror of https://github.com/encounter/SDL.git
1134 lines
44 KiB
C
1134 lines
44 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2021 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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} 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() */
|
|
SDL_TouchID touchId; /**< The touch device id */
|
|
SDL_FingerID fingerId;
|
|
float x; /**< Normalized in the range 0...1 */
|
|
float y; /**< Normalized in the range 0...1 */
|
|
float dx; /**< Normalized in the range -1...1 */
|
|
float dy; /**< Normalized in the range -1...1 */
|
|
float pressure; /**< Normalized in the range 0...1 */
|
|
Uint32 windowID; /**< The window underneath the finger, if any */
|
|
} SDL_TouchFingerEvent;
|
|
|
|
|
|
/**
|
|
* \brief Multiple Finger Gesture Event (event.mgesture.*)
|
|
*/
|
|
typedef struct SDL_MultiGestureEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_MULTIGESTURE */
|
|
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
|
|
SDL_TouchID touchId; /**< The touch device id */
|
|
float dTheta;
|
|
float dDist;
|
|
float x;
|
|
float y;
|
|
Uint16 numFingers;
|
|
Uint16 padding;
|
|
} SDL_MultiGestureEvent;
|
|
|
|
|
|
/**
|
|
* \brief Dollar Gesture Event (event.dgesture.*)
|
|
*/
|
|
typedef struct SDL_DollarGestureEvent
|
|
{
|
|
Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
|
|
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
|
|
SDL_TouchID touchId; /**< The touch device id */
|
|
SDL_GestureID gestureId;
|
|
Uint32 numFingers;
|
|
float error;
|
|
float x; /**< Normalized center of gesture */
|
|
float y; /**< Normalized center of gesture */
|
|
} SDL_DollarGestureEvent;
|
|
|
|
|
|
/**
|
|
* \brief An event used to request a file open by the system (event.drop.*)
|
|
* This event is enabled by default, you can disable it with SDL_EventState().
|
|
* \note If this event is enabled, you must free the filename in the event.
|
|
*/
|
|
typedef struct SDL_DropEvent
|
|
{
|
|
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
|
|
* \param userdata a pointer that is passed to `filter`
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_GetEventFilter
|
|
* \sa SDL_SetEventFilter
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
|
|
void *userdata);
|
|
|
|
/* @{ */
|
|
#define SDL_QUERY -1
|
|
#define SDL_IGNORE 0
|
|
#define SDL_DISABLE 0
|
|
#define SDL_ENABLE 1
|
|
|
|
/**
|
|
* Set the state of processing events by type.
|
|
*
|
|
* `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
|
|
*
|
|
* \param type the type of event; see SDL_EventType for details
|
|
* \param state how to process the event
|
|
* \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.
|
|
*
|
|
* \sa SDL_GetEventState
|
|
*/
|
|
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: */
|