mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-11-21 20:47:19 +01:00
755 lines
27 KiB
C
755 lines
27 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_events.h
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*
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* Include file for SDL event handling.
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*/
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#ifndef SDL_events_h_
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#define SDL_events_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "SDL_keyboard.h"
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#include "SDL_mouse.h"
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#include "SDL_joystick.h"
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#include "SDL_gamecontroller.h"
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#include "SDL_quit.h"
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#include "SDL_gesture.h"
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#include "SDL_touch.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* General keyboard/mouse state definitions */
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#define SDL_RELEASED 0
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#define SDL_PRESSED 1
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/**
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* \brief The types of events that can be delivered.
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*/
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typedef enum
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{
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SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
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/* Application events */
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SDL_QUIT = 0x100, /**< User-requested quit */
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/* These application events have special meaning on iOS, see README-ios.md for details */
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SDL_APP_TERMINATING, /**< The application is being terminated by the OS
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Called on iOS in applicationWillTerminate()
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Called on Android in onDestroy()
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*/
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SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
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Called on iOS in applicationDidReceiveMemoryWarning()
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Called on Android in onLowMemory()
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*/
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SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
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Called on iOS in applicationWillResignActive()
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Called on Android in onPause()
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*/
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SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
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Called on iOS in applicationDidEnterBackground()
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Called on Android in onPause()
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*/
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SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
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Called on iOS in applicationWillEnterForeground()
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Called on Android in onResume()
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*/
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SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
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Called on iOS in applicationDidBecomeActive()
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Called on Android in onResume()
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*/
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/* Window events */
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SDL_WINDOWEVENT = 0x200, /**< Window state change */
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SDL_SYSWMEVENT, /**< System specific event */
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/* Keyboard events */
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SDL_KEYDOWN = 0x300, /**< Key pressed */
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SDL_KEYUP, /**< Key released */
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SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
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SDL_TEXTINPUT, /**< Keyboard text input */
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SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
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input language or keyboard layout change.
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*/
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/* Mouse events */
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SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
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SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
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SDL_MOUSEBUTTONUP, /**< Mouse button released */
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SDL_MOUSEWHEEL, /**< Mouse wheel motion */
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/* Joystick events */
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SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
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SDL_JOYBALLMOTION, /**< Joystick trackball motion */
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SDL_JOYHATMOTION, /**< Joystick hat position change */
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SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
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SDL_JOYBUTTONUP, /**< Joystick button released */
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SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
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SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
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/* Game controller events */
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SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
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SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
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SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
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SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
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SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
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SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
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/* Touch events */
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SDL_FINGERDOWN = 0x700,
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SDL_FINGERUP,
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SDL_FINGERMOTION,
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/* Gesture events */
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SDL_DOLLARGESTURE = 0x800,
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SDL_DOLLARRECORD,
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SDL_MULTIGESTURE,
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/* Clipboard events */
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SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
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/* Drag and drop events */
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SDL_DROPFILE = 0x1000, /**< The system requests a file open */
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SDL_DROPTEXT, /**< text/plain drag-and-drop event */
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SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
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SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
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/* Audio hotplug events */
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SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
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SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
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/* 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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/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
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* and should be allocated with SDL_RegisterEvents()
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*/
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SDL_USEREVENT = 0x8000,
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/**
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* This last event is only for bounding internal arrays
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*/
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SDL_LASTEVENT = 0xFFFF
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} SDL_EventType;
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/**
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* \brief Fields shared by every event
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*/
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typedef struct SDL_CommonEvent
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{
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Uint32 type;
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Uint32 timestamp;
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} SDL_CommonEvent;
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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;
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Uint32 windowID; /**< The associated window */
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Uint8 event; /**< ::SDL_WindowEventID */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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Sint32 data1; /**< event dependent data */
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Sint32 data2; /**< event dependent data */
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} SDL_WindowEvent;
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/**
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* \brief Keyboard button event structure (event.key.*)
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*/
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typedef struct SDL_KeyboardEvent
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{
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Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with keyboard focus, if any */
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
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Uint8 repeat; /**< Non-zero if this is a key repeat */
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Uint8 padding2;
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Uint8 padding3;
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SDL_Keysym keysym; /**< The key that was pressed or released */
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} SDL_KeyboardEvent;
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#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
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/**
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* \brief Keyboard text editing event structure (event.edit.*)
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*/
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typedef struct SDL_TextEditingEvent
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{
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Uint32 type; /**< ::SDL_TEXTEDITING */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with keyboard focus, if any */
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char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
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Sint32 start; /**< The start cursor of selected editing text */
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Sint32 length; /**< The length of selected editing text */
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} SDL_TextEditingEvent;
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#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
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/**
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* \brief Keyboard text input event structure (event.text.*)
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*/
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typedef struct SDL_TextInputEvent
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{
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Uint32 type; /**< ::SDL_TEXTINPUT */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with keyboard focus, if any */
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char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
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} SDL_TextInputEvent;
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/**
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* \brief Mouse motion event structure (event.motion.*)
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*/
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typedef struct SDL_MouseMotionEvent
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{
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Uint32 type; /**< ::SDL_MOUSEMOTION */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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Uint32 state; /**< The current button state */
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Sint32 x; /**< X coordinate, relative to window */
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Sint32 y; /**< Y coordinate, relative to window */
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Sint32 xrel; /**< The relative motion in the X direction */
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Sint32 yrel; /**< The relative motion in the Y direction */
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} SDL_MouseMotionEvent;
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/**
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* \brief Mouse button event structure (event.button.*)
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*/
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typedef struct SDL_MouseButtonEvent
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{
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Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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Uint8 button; /**< The mouse button index */
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
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Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
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Uint8 padding1;
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Sint32 x; /**< X coordinate, relative to window */
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Sint32 y; /**< Y coordinate, relative to window */
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} SDL_MouseButtonEvent;
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/**
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* \brief Mouse wheel event structure (event.wheel.*)
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*/
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typedef struct SDL_MouseWheelEvent
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{
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Uint32 type; /**< ::SDL_MOUSEWHEEL */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
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Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
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Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
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} SDL_MouseWheelEvent;
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/**
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* \brief Joystick axis motion event structure (event.jaxis.*)
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*/
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typedef struct SDL_JoyAxisEvent
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{
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Uint32 type; /**< ::SDL_JOYAXISMOTION */
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Uint32 timestamp;
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 axis; /**< The joystick axis index */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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Sint16 value; /**< The axis value (range: -32768 to 32767) */
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Uint16 padding4;
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} SDL_JoyAxisEvent;
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/**
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* \brief Joystick trackball motion event structure (event.jball.*)
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*/
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typedef struct SDL_JoyBallEvent
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{
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Uint32 type; /**< ::SDL_JOYBALLMOTION */
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Uint32 timestamp;
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 ball; /**< The joystick trackball index */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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Sint16 xrel; /**< The relative motion in the X direction */
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Sint16 yrel; /**< The relative motion in the Y direction */
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} SDL_JoyBallEvent;
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/**
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* \brief Joystick hat position change event structure (event.jhat.*)
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*/
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typedef struct SDL_JoyHatEvent
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{
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Uint32 type; /**< ::SDL_JOYHATMOTION */
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Uint32 timestamp;
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 hat; /**< The joystick hat index */
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Uint8 value; /**< The hat position value.
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* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
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* \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
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* \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
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*
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* Note that zero means the POV is centered.
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*/
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Uint8 padding1;
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Uint8 padding2;
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} SDL_JoyHatEvent;
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/**
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* \brief Joystick button event structure (event.jbutton.*)
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*/
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typedef struct SDL_JoyButtonEvent
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{
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Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
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Uint32 timestamp;
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 button; /**< The joystick button index */
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
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Uint8 padding1;
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Uint8 padding2;
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} SDL_JoyButtonEvent;
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/**
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* \brief Joystick device event structure (event.jdevice.*)
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*/
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typedef struct SDL_JoyDeviceEvent
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{
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Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
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Uint32 timestamp;
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Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
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} SDL_JoyDeviceEvent;
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/**
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* \brief Game controller axis motion event structure (event.caxis.*)
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*/
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typedef struct SDL_ControllerAxisEvent
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{
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Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
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Uint32 timestamp;
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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Sint16 value; /**< The axis value (range: -32768 to 32767) */
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Uint16 padding4;
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} SDL_ControllerAxisEvent;
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/**
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* \brief Game controller button event structure (event.cbutton.*)
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*/
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typedef struct SDL_ControllerButtonEvent
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{
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Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
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Uint32 timestamp;
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 button; /**< The controller button (SDL_GameControllerButton) */
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
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Uint8 padding1;
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Uint8 padding2;
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} SDL_ControllerButtonEvent;
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/**
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* \brief Controller device event structure (event.cdevice.*)
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*/
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typedef struct SDL_ControllerDeviceEvent
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{
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Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
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Uint32 timestamp;
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Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
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} SDL_ControllerDeviceEvent;
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/**
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* \brief Audio device event structure (event.adevice.*)
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*/
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typedef struct SDL_AudioDeviceEvent
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{
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Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
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Uint32 timestamp;
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Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
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Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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} SDL_AudioDeviceEvent;
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/**
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* \brief Touch finger event structure (event.tfinger.*)
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*/
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typedef struct SDL_TouchFingerEvent
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{
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Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
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Uint32 timestamp;
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SDL_TouchID touchId; /**< The touch device id */
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SDL_FingerID fingerId;
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float x; /**< Normalized in the range 0...1 */
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float y; /**< Normalized in the range 0...1 */
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float dx; /**< Normalized in the range -1...1 */
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float dy; /**< Normalized in the range -1...1 */
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float pressure; /**< Normalized in the range 0...1 */
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} SDL_TouchFingerEvent;
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/**
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* \brief Multiple Finger Gesture Event (event.mgesture.*)
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*/
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typedef struct SDL_MultiGestureEvent
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{
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Uint32 type; /**< ::SDL_MULTIGESTURE */
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Uint32 timestamp;
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SDL_TouchID touchId; /**< The touch device id */
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float dTheta;
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float dDist;
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float x;
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float y;
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Uint16 numFingers;
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Uint16 padding;
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} SDL_MultiGestureEvent;
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/**
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* \brief Dollar Gesture Event (event.dgesture.*)
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*/
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typedef struct SDL_DollarGestureEvent
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{
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Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
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Uint32 timestamp;
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SDL_TouchID touchId; /**< The touch device id */
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SDL_GestureID gestureId;
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Uint32 numFingers;
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float error;
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float x; /**< Normalized center of gesture */
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float y; /**< Normalized center of gesture */
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} SDL_DollarGestureEvent;
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/**
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* \brief An event used to request a file open by the system (event.drop.*)
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* This event is enabled by default, you can disable it with SDL_EventState().
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* \note If this event is enabled, you must free the filename in the event.
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*/
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typedef struct SDL_DropEvent
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{
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Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
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Uint32 timestamp;
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char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
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Uint32 windowID; /**< The window that was dropped on, if any */
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} SDL_DropEvent;
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/**
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* \brief The "quit requested" event
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*/
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typedef struct SDL_QuitEvent
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{
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Uint32 type; /**< ::SDL_QUIT */
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Uint32 timestamp;
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} SDL_QuitEvent;
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/**
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* \brief OS Specific event
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*/
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typedef struct SDL_OSEvent
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{
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Uint32 type; /**< ::SDL_QUIT */
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Uint32 timestamp;
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} SDL_OSEvent;
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/**
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* \brief A user-defined event type (event.user.*)
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*/
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typedef struct SDL_UserEvent
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{
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Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
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Uint32 timestamp;
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Uint32 windowID; /**< The associated window if any */
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Sint32 code; /**< User defined event code */
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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;
|
|
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_WindowEvent window; /**< Window event data */
|
|
SDL_KeyboardEvent key; /**< Keyboard event data */
|
|
SDL_TextEditingEvent edit; /**< Text editing event data */
|
|
SDL_TextInputEvent text; /**< Text input event data */
|
|
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
|
|
SDL_MouseButtonEvent button; /**< Mouse button event data */
|
|
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
|
|
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
|
|
SDL_JoyBallEvent jball; /**< Joystick ball event data */
|
|
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
|
|
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
|
|
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
|
|
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
|
|
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
|
|
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
|
|
SDL_AudioDeviceEvent adevice; /**< Audio device 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 for
|
|
this structure, and GCC will use the alignment of the largest datatype
|
|
within the union, which is 8 bytes.
|
|
|
|
So... we'll add padding to force the size to be 56 bytes for both.
|
|
*/
|
|
Uint8 padding[56];
|
|
} SDL_Event;
|
|
|
|
|
|
/* Function prototypes */
|
|
|
|
/**
|
|
* Pumps the event loop, gathering events from the input devices.
|
|
*
|
|
* This function updates the event queue and internal input device state.
|
|
*
|
|
* This should only be run in the thread that sets the video mode.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
|
|
|
|
/* @{ */
|
|
typedef enum
|
|
{
|
|
SDL_ADDEVENT,
|
|
SDL_PEEKEVENT,
|
|
SDL_GETEVENT
|
|
} SDL_eventaction;
|
|
|
|
/**
|
|
* Checks the event queue for messages and optionally returns them.
|
|
*
|
|
* If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
|
|
* the back of the event queue.
|
|
*
|
|
* If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
|
|
* of the event queue, within the specified minimum and maximum type,
|
|
* will be returned and will not be removed from the queue.
|
|
*
|
|
* If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
|
|
* of the event queue, within the specified minimum and maximum type,
|
|
* will be returned and will be removed from the queue.
|
|
*
|
|
* \return The number of events actually stored, or -1 if there was an error.
|
|
*
|
|
* This function is thread-safe.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
|
|
SDL_eventaction action,
|
|
Uint32 minType, Uint32 maxType);
|
|
/* @} */
|
|
|
|
/**
|
|
* Checks to see if certain event types are in the event queue.
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
|
|
|
|
/**
|
|
* This function clears events from the event queue
|
|
* 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.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
|
|
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
|
|
|
|
/**
|
|
* \brief Polls for currently pending events.
|
|
*
|
|
* \return 1 if there are any pending events, or 0 if there are none available.
|
|
*
|
|
* \param event If not NULL, the next event is removed from the queue and
|
|
* stored in that area.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
|
|
|
|
/**
|
|
* \brief Waits indefinitely for the next available event.
|
|
*
|
|
* \return 1, or 0 if there was an error while waiting for events.
|
|
*
|
|
* \param event If not NULL, the next event is removed from the queue and
|
|
* stored in that area.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
|
|
|
|
/**
|
|
* \brief Waits until the specified timeout (in milliseconds) for the next
|
|
* available event.
|
|
*
|
|
* \return 1, or 0 if there was an error while waiting for events.
|
|
*
|
|
* \param event If not NULL, the next event is removed from the queue and
|
|
* stored in that area.
|
|
* \param timeout The timeout (in milliseconds) to wait for next event.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
|
|
int timeout);
|
|
|
|
/**
|
|
* \brief Add an event to the event queue.
|
|
*
|
|
* \return 1 on success, 0 if the event was filtered, or -1 if the event queue
|
|
* was full or there was some other error.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
|
|
|
|
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
|
|
|
|
/**
|
|
* Sets up a filter to process all events before they change internal state and
|
|
* are posted to the internal event queue.
|
|
*
|
|
* The filter is prototyped as:
|
|
* \code
|
|
* int SDL_EventFilter(void *userdata, SDL_Event * event);
|
|
* \endcode
|
|
*
|
|
* If the filter returns 1, 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!
|
|
*
|
|
* 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.
|
|
*
|
|
* If the quit event is generated by an interrupt signal, it will bypass the
|
|
* internal queue and be delivered to the application at the next event poll.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
|
|
void *userdata);
|
|
|
|
/**
|
|
* Return the current event filter - can be used to "chain" filters.
|
|
* If there is no event filter set, this function returns SDL_FALSE.
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
|
|
void **userdata);
|
|
|
|
/**
|
|
* Add a function which is called when an event is added to the queue.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
|
|
void *userdata);
|
|
|
|
/**
|
|
* Remove an event watch function added with SDL_AddEventWatch()
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
|
|
void *userdata);
|
|
|
|
/**
|
|
* Run the filter function on the current event queue, removing any
|
|
* events for which the filter returns 0.
|
|
*/
|
|
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
|
|
|
|
/**
|
|
* This function allows you to set the state of processing certain events.
|
|
* - If \c state is set to ::SDL_IGNORE, that event will be automatically
|
|
* dropped from the event queue and will not event be filtered.
|
|
* - If \c state is set to ::SDL_ENABLE, that event will be processed
|
|
* normally.
|
|
* - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
|
|
* current processing state of the specified event.
|
|
*/
|
|
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
|
|
/* @} */
|
|
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
|
|
|
|
/**
|
|
* This function allocates a set of user-defined events, and returns
|
|
* the beginning event number for that set of events.
|
|
*
|
|
* If there aren't enough user-defined events left, this function
|
|
* returns (Uint32)-1
|
|
*/
|
|
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: */
|