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			1197 lines
		
	
	
		
			47 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1197 lines
		
	
	
		
			47 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2025 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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 * # CategoryEvents
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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 SDL_EventType
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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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    SDL_TEXTEDITING_EXT,       /**< Extended keyboard text editing (composition) */
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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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    SDL_JOYBATTERYUPDATED,      /**< Joystick battery level change */
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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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    SDL_CONTROLLERUPDATECOMPLETE_RESERVED_FOR_SDL3,
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    SDL_CONTROLLERSTEAMHANDLEUPDATED,  /**< Game controller Steam handle has changed */
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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 or primary selection 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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 * 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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 * 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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 * 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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 * 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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 * 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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/**
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 * Extended keyboard text editing event structure (event.editExt.*) when text
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 * would be truncated if stored in the text buffer SDL_TextEditingEvent
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 */
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typedef struct SDL_TextEditingExtEvent
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{
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    Uint32 type;                                /**< SDL_TEXTEDITING_EXT */
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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;                                 /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
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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_TextEditingExtEvent;
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/**
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 * The maximum bytes of text that can be supplied in an SDL_TextInputEvent.
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 */
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#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
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/**
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 * Keyboard text input event structure (event.text.*)
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 *
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 * `text` is limited to SDL_TEXTINPUTEVENT_TEXT_SIZE bytes. If the incoming
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 * string is larger than this, SDL will split it and send it in pieces, across
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 * multiple events. The string is in UTF-8 format, and if split, SDL
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 * guarantees that it will not split in the middle of a UTF-8 sequence, so any
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 * event will only contain complete codepoints. However, if there are several
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 * codepoints that go together into a single glyph (like an emoji "thumbs up"
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 * followed by a skin color), they may be split between events.
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 *
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 * This event will never be delivered unless text input is enabled by calling
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 * SDL_StartTextInput(). Text input is enabled by default on desktop
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 * platforms, and disabled by default on mobile platforms!
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 *
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 * \sa SDL_StartTextInput
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 * \sa SDL_StopTextInput
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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; UTF-8 encoded. */
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} SDL_TextInputEvent;
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/**
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 * 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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 * 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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						|
 * Mouse wheel event structure (event.wheel.*)
 | 
						|
 */
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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() */
 | 
						|
    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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						|
    Sint32 mouseX;      /**< X coordinate, relative to window (added in 2.26.0) */
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						|
    Sint32 mouseY;      /**< Y coordinate, relative to window (added in 2.26.0) */
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						|
} SDL_MouseWheelEvent;
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						|
 | 
						|
/**
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						|
 * Joystick axis motion event structure (event.jaxis.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_JoyAxisEvent
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						|
{
 | 
						|
    Uint32 type;        /**< SDL_JOYAXISMOTION */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    SDL_JoystickID which; /**< The joystick instance id */
 | 
						|
    Uint8 axis;         /**< The joystick axis index */
 | 
						|
    Uint8 padding1;
 | 
						|
    Uint8 padding2;
 | 
						|
    Uint8 padding3;
 | 
						|
    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
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						|
    Uint16 padding4;
 | 
						|
} SDL_JoyAxisEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * Joystick trackball motion event structure (event.jball.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_JoyBallEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_JOYBALLMOTION */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    SDL_JoystickID which; /**< The joystick instance id */
 | 
						|
    Uint8 ball;         /**< The joystick trackball index */
 | 
						|
    Uint8 padding1;
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						|
    Uint8 padding2;
 | 
						|
    Uint8 padding3;
 | 
						|
    Sint16 xrel;        /**< The relative motion in the X direction */
 | 
						|
    Sint16 yrel;        /**< The relative motion in the Y direction */
 | 
						|
} SDL_JoyBallEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * Joystick hat position change event structure (event.jhat.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_JoyHatEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_JOYHATMOTION */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    SDL_JoystickID which; /**< The joystick instance id */
 | 
						|
    Uint8 hat;          /**< The joystick hat index */
 | 
						|
    Uint8 value;        /**< The hat position value.
 | 
						|
                         *   \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
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						|
                         *   \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
 | 
						|
                         *   \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
 | 
						|
                         *
 | 
						|
                         *   Note that zero means the POV is centered.
 | 
						|
                         */
 | 
						|
    Uint8 padding1;
 | 
						|
    Uint8 padding2;
 | 
						|
} SDL_JoyHatEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * Joystick button event structure (event.jbutton.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_JoyButtonEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    SDL_JoystickID which; /**< The joystick instance id */
 | 
						|
    Uint8 button;       /**< The joystick button index */
 | 
						|
    Uint8 state;        /**< SDL_PRESSED or SDL_RELEASED */
 | 
						|
    Uint8 padding1;
 | 
						|
    Uint8 padding2;
 | 
						|
} SDL_JoyButtonEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * Joystick device event structure (event.jdevice.*)
 | 
						|
 *
 | 
						|
 * SDL will send JOYSTICK_ADDED events for devices that are already plugged in
 | 
						|
 * during SDL_Init.
 | 
						|
 *
 | 
						|
 * \sa SDL_ControllerDeviceEvent
 | 
						|
 */
 | 
						|
typedef struct SDL_JoyDeviceEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_JOYDEVICEADDED or SDL_JOYDEVICEREMOVED */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
 | 
						|
} SDL_JoyDeviceEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * Joysick battery level change event structure (event.jbattery.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_JoyBatteryEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_JOYBATTERYUPDATED */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    SDL_JoystickID which; /**< The joystick instance id */
 | 
						|
    SDL_JoystickPowerLevel level; /**< The joystick battery level */
 | 
						|
} SDL_JoyBatteryEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * Game controller axis motion event structure (event.caxis.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_ControllerAxisEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_CONTROLLERAXISMOTION */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    SDL_JoystickID which; /**< The joystick instance id */
 | 
						|
    Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
 | 
						|
    Uint8 padding1;
 | 
						|
    Uint8 padding2;
 | 
						|
    Uint8 padding3;
 | 
						|
    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
 | 
						|
    Uint16 padding4;
 | 
						|
} SDL_ControllerAxisEvent;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Game controller button event structure (event.cbutton.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_ControllerButtonEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_CONTROLLERBUTTONDOWN or SDL_CONTROLLERBUTTONUP */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    SDL_JoystickID which; /**< The joystick instance id */
 | 
						|
    Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
 | 
						|
    Uint8 state;        /**< SDL_PRESSED or SDL_RELEASED */
 | 
						|
    Uint8 padding1;
 | 
						|
    Uint8 padding2;
 | 
						|
} SDL_ControllerButtonEvent;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Controller device event structure (event.cdevice.*)
 | 
						|
 *
 | 
						|
 * Joysticks that are supported game controllers receive both an
 | 
						|
 * SDL_JoyDeviceEvent and an SDL_ControllerDeviceEvent.
 | 
						|
 *
 | 
						|
 * SDL will send CONTROLLERDEVICEADDED events for joysticks that are already
 | 
						|
 * plugged in during SDL_Init() and are recognized as game controllers.
 | 
						|
 */
 | 
						|
typedef struct SDL_ControllerDeviceEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_CONTROLLERDEVICEREMAPPED, or SDL_CONTROLLERSTEAMHANDLEUPDATED */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
 | 
						|
} SDL_ControllerDeviceEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * Game controller touchpad event structure (event.ctouchpad.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_ControllerTouchpadEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_CONTROLLERTOUCHPADDOWN or SDL_CONTROLLERTOUCHPADMOTION or SDL_CONTROLLERTOUCHPADUP */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    SDL_JoystickID which; /**< The joystick instance id */
 | 
						|
    Sint32 touchpad;    /**< The index of the touchpad */
 | 
						|
    Sint32 finger;      /**< The index of the finger on the touchpad */
 | 
						|
    float x;            /**< Normalized in the range 0...1 with 0 being on the left */
 | 
						|
    float y;            /**< Normalized in the range 0...1 with 0 being at the top */
 | 
						|
    float pressure;     /**< Normalized in the range 0...1 */
 | 
						|
} SDL_ControllerTouchpadEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * Game controller sensor event structure (event.csensor.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_ControllerSensorEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_CONTROLLERSENSORUPDATE */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    SDL_JoystickID which; /**< The joystick instance id */
 | 
						|
    Sint32 sensor;      /**< The type of the sensor, one of the values of SDL_SensorType */
 | 
						|
    float data[3];      /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
 | 
						|
    Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
 | 
						|
} SDL_ControllerSensorEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * Audio device event structure (event.adevice.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_AudioDeviceEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_AUDIODEVICEADDED, or SDL_AUDIODEVICEREMOVED */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
    Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
 | 
						|
    Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
 | 
						|
    Uint8 padding1;
 | 
						|
    Uint8 padding2;
 | 
						|
    Uint8 padding3;
 | 
						|
} SDL_AudioDeviceEvent;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Touch finger event structure (event.tfinger.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_TouchFingerEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_FINGERMOTION or SDL_FINGERDOWN or SDL_FINGERUP */
 | 
						|
    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;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * 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;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * 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;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * 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().
 | 
						|
 *
 | 
						|
 * 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;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * 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() */
 | 
						|
    Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
 | 
						|
} SDL_SensorEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * The "quit requested" event
 | 
						|
 */
 | 
						|
typedef struct SDL_QuitEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< SDL_QUIT */
 | 
						|
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | 
						|
} SDL_QuitEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 * 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;
 | 
						|
 | 
						|
/**
 | 
						|
 * A video driver dependent system event (event.syswm.*)
 | 
						|
 *
 | 
						|
 * This event is disabled by default, you can enable it with SDL_EventState()
 | 
						|
 *
 | 
						|
 * 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;
 | 
						|
 | 
						|
/**
 | 
						|
 * General event structure
 | 
						|
 *
 | 
						|
 * The SDL_Event structure is the core of all event handling in SDL. SDL_Event
 | 
						|
 * is a union of all event structures used in SDL.
 | 
						|
 */
 | 
						|
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_TextEditingExtEvent editExt;        /**< Extended 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_JoyBatteryEvent jbattery;           /**< Joystick battery 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_eventaction
 | 
						|
{
 | 
						|
    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: */
 |