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			1160 lines
		
	
	
		
			46 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1160 lines
		
	
	
		
			46 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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| 
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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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| 
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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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| 
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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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| /**
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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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| 
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| #ifndef SDL_events_h_
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| #define SDL_events_h_
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| 
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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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| 
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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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| 
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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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| /**
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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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| 
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|     /* Application events */
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|     SDL_QUIT           = 0x100, /**< User-requested quit */
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| 
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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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| 
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|     SDL_LOCALECHANGED,  /**< The user's locale preferences have changed. */
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| 
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|     /* Display events */
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|     SDL_DISPLAYEVENT   = 0x150,  /**< Display state change */
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     /* Clipboard events */
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|     SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */
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| 
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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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| 
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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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| 
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|     /* Sensor events */
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|     SDL_SENSORUPDATE = 0x1200,     /**< A sensor was updated */
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| 
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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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| 
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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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| 
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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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|     /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| 
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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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| 
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| /**
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|  *  \brief Extended keyboard text editing event structure (event.editExt.*) when text would be
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|  *  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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| #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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| /**
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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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| /**
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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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| /**
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|  *  \brief Mouse wheel event structure (event.wheel.*)
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|  */
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| typedef struct SDL_MouseWheelEvent
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| {
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|     Uint32 type;        /**< ::SDL_MOUSEWHEEL */
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|     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
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|     Uint32 windowID;    /**< The window with mouse focus, if any */
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|     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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|     Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
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|     Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
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|     Uint32 direction;   /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
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|     float preciseX;     /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
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|     float preciseY;     /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
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|     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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| /**
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|  *  \brief Joystick axis motion event structure (event.jaxis.*)
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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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| /**
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|  *  \brief Joystick trackball motion event structure (event.jball.*)
 | |
|  */
 | |
| 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 */
 | |
| } SDL_JoyBallEvent;
 | |
| 
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| /**
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|  *  \brief Joystick hat position change event structure (event.jhat.*)
 | |
|  */
 | |
| typedef struct SDL_JoyHatEvent
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| {
 | |
|     Uint32 type;        /**< ::SDL_JOYHATMOTION */
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|     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
 | |
|     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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|                          */
 | |
|     Uint8 padding1;
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|     Uint8 padding2;
 | |
| } SDL_JoyHatEvent;
 | |
| 
 | |
| /**
 | |
|  *  \brief 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;
 | |
| 
 | |
| /**
 | |
|  *  \brief Joystick device event structure (event.jdevice.*)
 | |
|  */
 | |
| 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;
 | |
| 
 | |
| /**
 | |
|  *  \brief 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;
 | |
| 
 | |
| /**
 | |
|  *  \brief 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;
 | |
| 
 | |
| 
 | |
| /**
 | |
|  *  \brief 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;
 | |
| 
 | |
| 
 | |
| /**
 | |
|  *  \brief Controller device event structure (event.cdevice.*)
 | |
|  */
 | |
| 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;
 | |
| 
 | |
| /**
 | |
|  *  \brief 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;
 | |
| 
 | |
| /**
 | |
|  *  \brief 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;
 | |
| 
 | |
| /**
 | |
|  *  \brief 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;
 | |
| 
 | |
| 
 | |
| /**
 | |
|  *  \brief 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;
 | |
| 
 | |
| 
 | |
| /**
 | |
|  *  \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() */
 | |
|     Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
 | |
| } 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 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_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_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: */
 | 
