sdl2_frt/include/SDL_events.h

1095 lines
42 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_events.h
*
* Include file for SDL event handling.
*/
#ifndef SDL_events_h_
#define SDL_events_h_
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* General keyboard/mouse state definitions */
#define SDL_RELEASED 0
#define SDL_PRESSED 1
/**
* The types of events that can be delivered.
*/
typedef enum
{
SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
/* Application events */
SDL_QUIT = 0x100, /**< User-requested quit */
/* These application events have special meaning on iOS, see README-ios.md for details */
SDL_APP_TERMINATING, /**< The application is being terminated by the OS
Called on iOS in applicationWillTerminate()
Called on Android in onDestroy()
*/
SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
Called on iOS in applicationDidReceiveMemoryWarning()
Called on Android in onLowMemory()
*/
SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
Called on iOS in applicationWillResignActive()
Called on Android in onPause()
*/
SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
Called on iOS in applicationDidEnterBackground()
Called on Android in onPause()
*/
SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
Called on iOS in applicationWillEnterForeground()
Called on Android in onResume()
*/
SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
Called on iOS in applicationDidBecomeActive()
Called on Android in onResume()
*/
SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */
/* Display events */
SDL_DISPLAYEVENT = 0x150, /**< Display state change */
/* Window events */
SDL_WINDOWEVENT = 0x200, /**< Window state change */
SDL_SYSWMEVENT, /**< System specific event */
/* Keyboard events */
SDL_KEYDOWN = 0x300, /**< Key pressed */
SDL_KEYUP, /**< Key released */
SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
SDL_TEXTINPUT, /**< Keyboard text input */
SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
input language or keyboard layout change.
*/
/* Mouse events */
SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
SDL_MOUSEBUTTONUP, /**< Mouse button released */
SDL_MOUSEWHEEL, /**< Mouse wheel motion */
/* Joystick events */
SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
SDL_JOYBALLMOTION, /**< Joystick trackball motion */
SDL_JOYHATMOTION, /**< Joystick hat position change */
SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
SDL_JOYBUTTONUP, /**< Joystick button released */
SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
/* Game controller events */
SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */
SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
/* Touch events */
SDL_FINGERDOWN = 0x700,
SDL_FINGERUP,
SDL_FINGERMOTION,
/* Gesture events */
SDL_DOLLARGESTURE = 0x800,
SDL_DOLLARRECORD,
SDL_MULTIGESTURE,
/* Clipboard events */
SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
/* Drag and drop events */
SDL_DROPFILE = 0x1000, /**< The system requests a file open */
SDL_DROPTEXT, /**< text/plain drag-and-drop event */
SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
/* Audio hotplug events */
SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
/* Sensor events */
SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
/* Render events */
SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
* and should be allocated with SDL_RegisterEvents()
*/
SDL_USEREVENT = 0x8000,
/**
* This last event is only for bounding internal arrays
*/
SDL_LASTEVENT = 0xFFFF
} SDL_EventType;
/**
* \brief Fields shared by every event
*/
typedef struct SDL_CommonEvent
{
Uint32 type;
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_CommonEvent;
/**
* \brief Display state change event data (event.display.*)
*/
typedef struct SDL_DisplayEvent
{
Uint32 type; /**< ::SDL_DISPLAYEVENT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 display; /**< The associated display index */
Uint8 event; /**< ::SDL_DisplayEventID */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint32 data1; /**< event dependent data */
} SDL_DisplayEvent;
/**
* \brief Window state change event data (event.window.*)
*/
typedef struct SDL_WindowEvent
{
Uint32 type; /**< ::SDL_WINDOWEVENT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The associated window */
Uint8 event; /**< ::SDL_WindowEventID */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint32 data1; /**< event dependent data */
Sint32 data2; /**< event dependent data */
} SDL_WindowEvent;
/**
* \brief Keyboard button event structure (event.key.*)
*/
typedef struct SDL_KeyboardEvent
{
Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with keyboard focus, if any */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 repeat; /**< Non-zero if this is a key repeat */
Uint8 padding2;
Uint8 padding3;
SDL_Keysym keysym; /**< The key that was pressed or released */
} SDL_KeyboardEvent;
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text editing event structure (event.edit.*)
*/
typedef struct SDL_TextEditingEvent
{
Uint32 type; /**< ::SDL_TEXTEDITING */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with keyboard focus, if any */
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
Sint32 start; /**< The start cursor of selected editing text */
Sint32 length; /**< The length of selected editing text */
} SDL_TextEditingEvent;
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text input event structure (event.text.*)
*/
typedef struct SDL_TextInputEvent
{
Uint32 type; /**< ::SDL_TEXTINPUT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with keyboard focus, if any */
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
} SDL_TextInputEvent;
/**
* \brief Mouse motion event structure (event.motion.*)
*/
typedef struct SDL_MouseMotionEvent
{
Uint32 type; /**< ::SDL_MOUSEMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint32 state; /**< The current button state */
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
Sint32 xrel; /**< The relative motion in the X direction */
Sint32 yrel; /**< The relative motion in the Y direction */
} SDL_MouseMotionEvent;
/**
* \brief Mouse button event structure (event.button.*)
*/
typedef struct SDL_MouseButtonEvent
{
Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint8 button; /**< The mouse button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
Uint8 padding1;
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;
/**
* \brief Mouse wheel event structure (event.wheel.*)
*/
typedef struct SDL_MouseWheelEvent
{
Uint32 type; /**< ::SDL_MOUSEWHEEL */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
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 */
} SDL_MouseWheelEvent;
/**
* \brief Joystick axis motion event structure (event.jaxis.*)
*/
typedef struct SDL_JoyAxisEvent
{
Uint32 type; /**< ::SDL_JOYAXISMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The joystick axis index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_JoyAxisEvent;
/**
* \brief Joystick trackball motion event structure (event.jball.*)
*/
typedef struct SDL_JoyBallEvent
{
Uint32 type; /**< ::SDL_JOYBALLMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 ball; /**< The joystick trackball index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 xrel; /**< The relative motion in the X direction */
Sint16 yrel; /**< The relative motion in the Y direction */
} SDL_JoyBallEvent;
/**
* \brief Joystick hat position change event structure (event.jhat.*)
*/
typedef struct SDL_JoyHatEvent
{
Uint32 type; /**< ::SDL_JOYHATMOTION */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 hat; /**< The joystick hat index */
Uint8 value; /**< The hat position value.
* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
* \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
* \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
*
* Note that zero means the POV is centered.
*/
Uint8 padding1;
Uint8 padding2;
} SDL_JoyHatEvent;
/**
* \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 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, or ::SDL_CONTROLLERDEVICEREMAPPED */
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 */
} 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() */
} SDL_SensorEvent;
/**
* \brief The "quit requested" event
*/
typedef struct SDL_QuitEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_QuitEvent;
/**
* \brief OS Specific event
*/
typedef struct SDL_OSEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
} SDL_OSEvent;
/**
* \brief A user-defined event type (event.user.*)
*/
typedef struct SDL_UserEvent
{
Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
Uint32 windowID; /**< The associated window if any */
Sint32 code; /**< User defined event code */
void *data1; /**< User defined data pointer */
void *data2; /**< User defined data pointer */
} SDL_UserEvent;
struct SDL_SysWMmsg;
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
/**
* \brief A video driver dependent system event (event.syswm.*)
* This event is disabled by default, you can enable it with SDL_EventState()
*
* \note If you want to use this event, you should include SDL_syswm.h.
*/
typedef struct SDL_SysWMEvent
{
Uint32 type; /**< ::SDL_SYSWMEVENT */
Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
} SDL_SysWMEvent;
/**
* \brief General event structure
*/
typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events */
SDL_CommonEvent common; /**< Common event data */
SDL_DisplayEvent display; /**< Display event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
SDL_JoyBallEvent jball; /**< Joystick ball event data */
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */
SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
SDL_SensorEvent sensor; /**< Sensor event data */
SDL_QuitEvent quit; /**< Quit request event data */
SDL_UserEvent user; /**< Custom event data */
SDL_SysWMEvent syswm; /**< System dependent window event data */
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
SDL_MultiGestureEvent mgesture; /**< Gesture event data */
SDL_DollarGestureEvent dgesture; /**< Gesture event data */
SDL_DropEvent drop; /**< Drag and drop event data */
/* This is necessary for ABI compatibility between Visual C++ and GCC
Visual C++ will respect the push pack pragma and use 52 bytes 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;
/* Make sure we haven't broken binary compatibility */
SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == 56);
/* 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.
*
* \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.
*
* \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.
*
* \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.
*
* \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
*
* \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
*
* \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 implicitly calls 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.
*
* \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 implicitly calls 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.
*
* \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 implicitly calls 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.
*
* \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.
*
* \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 Filters return 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`
*
* \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.
*
* \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`
*
* \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()
*
* \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`
*
* \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.
*
* \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: */