SDL  2.0
SDL_events.h
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
4 
5  This software is provided 'as-is', without any express or implied
6  warranty. In no event will the authors be held liable for any damages
7  arising from the use of this software.
8 
9  Permission is granted to anyone to use this software for any purpose,
10  including commercial applications, and to alter it and redistribute it
11  freely, subject to the following restrictions:
12 
13  1. The origin of this software must not be misrepresented; you must not
14  claim that you wrote the original software. If you use this software
15  in a product, an acknowledgment in the product documentation would be
16  appreciated but is not required.
17  2. Altered source versions must be plainly marked as such, and must not be
18  misrepresented as being the original software.
19  3. This notice may not be removed or altered from any source distribution.
20 */
21 
22 /**
23  * \file SDL_events.h
24  *
25  * Include file for SDL event handling.
26  */
27 
28 #ifndef SDL_events_h_
29 #define SDL_events_h_
30 
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_video.h"
34 #include "SDL_keyboard.h"
35 #include "SDL_mouse.h"
36 #include "SDL_joystick.h"
37 #include "SDL_gamecontroller.h"
38 #include "SDL_quit.h"
39 #include "SDL_gesture.h"
40 #include "SDL_touch.h"
41 
42 #include "begin_code.h"
43 /* Set up for C function definitions, even when using C++ */
44 #ifdef __cplusplus
45 extern "C" {
46 #endif
47 
48 /* General keyboard/mouse state definitions */
49 #define SDL_RELEASED 0
50 #define SDL_PRESSED 1
51 
52 /**
53  * The types of events that can be delivered.
54  */
55 typedef enum
56 {
57  SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
58 
59  /* Application events */
60  SDL_QUIT = 0x100, /**< User-requested quit */
61 
62  /* These application events have special meaning on iOS, see README-ios.md for details */
63  SDL_APP_TERMINATING, /**< The application is being terminated by the OS
64  Called on iOS in applicationWillTerminate()
65  Called on Android in onDestroy()
66  */
67  SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
68  Called on iOS in applicationDidReceiveMemoryWarning()
69  Called on Android in onLowMemory()
70  */
71  SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72  Called on iOS in applicationWillResignActive()
73  Called on Android in onPause()
74  */
75  SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
76  Called on iOS in applicationDidEnterBackground()
77  Called on Android in onPause()
78  */
79  SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80  Called on iOS in applicationWillEnterForeground()
81  Called on Android in onResume()
82  */
83  SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84  Called on iOS in applicationDidBecomeActive()
85  Called on Android in onResume()
86  */
87 
88  SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */
89 
90  /* Display events */
91  SDL_DISPLAYEVENT = 0x150, /**< Display state change */
92 
93  /* Window events */
94  SDL_WINDOWEVENT = 0x200, /**< Window state change */
95  SDL_SYSWMEVENT, /**< System specific event */
96 
97  /* Keyboard events */
98  SDL_KEYDOWN = 0x300, /**< Key pressed */
99  SDL_KEYUP, /**< Key released */
100  SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
101  SDL_TEXTINPUT, /**< Keyboard text input */
102  SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
103  input language or keyboard layout change.
104  */
105 
106  /* Mouse events */
107  SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
108  SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
109  SDL_MOUSEBUTTONUP, /**< Mouse button released */
110  SDL_MOUSEWHEEL, /**< Mouse wheel motion */
111 
112  /* Joystick events */
113  SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
114  SDL_JOYBALLMOTION, /**< Joystick trackball motion */
115  SDL_JOYHATMOTION, /**< Joystick hat position change */
116  SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
117  SDL_JOYBUTTONUP, /**< Joystick button released */
118  SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
119  SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
120 
121  /* Game controller events */
122  SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
123  SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
124  SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
125  SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
126  SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
127  SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
128  SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */
129  SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
130  SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
131  SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
132 
133  /* Touch events */
134  SDL_FINGERDOWN = 0x700,
137 
138  /* Gesture events */
142 
143  /* Clipboard events */
144  SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
145 
146  /* Drag and drop events */
147  SDL_DROPFILE = 0x1000, /**< The system requests a file open */
148  SDL_DROPTEXT, /**< text/plain drag-and-drop event */
149  SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
150  SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
151 
152  /* Audio hotplug events */
153  SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
154  SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
155 
156  /* Sensor events */
157  SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
158 
159  /* Render events */
160  SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
161  SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
162 
163  /* Internal events */
164  SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
165 
166  /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
167  * and should be allocated with SDL_RegisterEvents()
168  */
169  SDL_USEREVENT = 0x8000,
170 
171  /**
172  * This last event is only for bounding internal arrays
173  */
174  SDL_LASTEVENT = 0xFFFF
176 
177 /**
178  * \brief Fields shared by every event
179  */
180 typedef struct SDL_CommonEvent
181 {
183  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
185 
186 /**
187  * \brief Display state change event data (event.display.*)
188  */
189 typedef struct SDL_DisplayEvent
190 {
191  Uint32 type; /**< ::SDL_DISPLAYEVENT */
192  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
193  Uint32 display; /**< The associated display index */
194  Uint8 event; /**< ::SDL_DisplayEventID */
198  Sint32 data1; /**< event dependent data */
200 
201 /**
202  * \brief Window state change event data (event.window.*)
203  */
204 typedef struct SDL_WindowEvent
205 {
206  Uint32 type; /**< ::SDL_WINDOWEVENT */
207  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
208  Uint32 windowID; /**< The associated window */
209  Uint8 event; /**< ::SDL_WindowEventID */
213  Sint32 data1; /**< event dependent data */
214  Sint32 data2; /**< event dependent data */
216 
217 /**
218  * \brief Keyboard button event structure (event.key.*)
219  */
220 typedef struct SDL_KeyboardEvent
221 {
222  Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
223  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
224  Uint32 windowID; /**< The window with keyboard focus, if any */
225  Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
226  Uint8 repeat; /**< Non-zero if this is a key repeat */
229  SDL_Keysym keysym; /**< The key that was pressed or released */
231 
232 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
233 /**
234  * \brief Keyboard text editing event structure (event.edit.*)
235  */
236 typedef struct SDL_TextEditingEvent
237 {
238  Uint32 type; /**< ::SDL_TEXTEDITING */
239  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
240  Uint32 windowID; /**< The window with keyboard focus, if any */
241  char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
242  Sint32 start; /**< The start cursor of selected editing text */
243  Sint32 length; /**< The length of selected editing text */
245 
246 
247 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
248 /**
249  * \brief Keyboard text input event structure (event.text.*)
250  */
251 typedef struct SDL_TextInputEvent
252 {
253  Uint32 type; /**< ::SDL_TEXTINPUT */
254  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
255  Uint32 windowID; /**< The window with keyboard focus, if any */
256  char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
258 
259 /**
260  * \brief Mouse motion event structure (event.motion.*)
261  */
262 typedef struct SDL_MouseMotionEvent
263 {
264  Uint32 type; /**< ::SDL_MOUSEMOTION */
265  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
266  Uint32 windowID; /**< The window with mouse focus, if any */
267  Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
268  Uint32 state; /**< The current button state */
269  Sint32 x; /**< X coordinate, relative to window */
270  Sint32 y; /**< Y coordinate, relative to window */
271  Sint32 xrel; /**< The relative motion in the X direction */
272  Sint32 yrel; /**< The relative motion in the Y direction */
274 
275 /**
276  * \brief Mouse button event structure (event.button.*)
277  */
278 typedef struct SDL_MouseButtonEvent
279 {
280  Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
281  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
282  Uint32 windowID; /**< The window with mouse focus, if any */
283  Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
284  Uint8 button; /**< The mouse button index */
285  Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
286  Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
288  Sint32 x; /**< X coordinate, relative to window */
289  Sint32 y; /**< Y coordinate, relative to window */
291 
292 /**
293  * \brief Mouse wheel event structure (event.wheel.*)
294  */
295 typedef struct SDL_MouseWheelEvent
296 {
297  Uint32 type; /**< ::SDL_MOUSEWHEEL */
298  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
299  Uint32 windowID; /**< The window with mouse focus, if any */
300  Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
301  Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
302  Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
303  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 */
304  float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
305  float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
307 
308 /**
309  * \brief Joystick axis motion event structure (event.jaxis.*)
310  */
311 typedef struct SDL_JoyAxisEvent
312 {
313  Uint32 type; /**< ::SDL_JOYAXISMOTION */
314  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
315  SDL_JoystickID which; /**< The joystick instance id */
316  Uint8 axis; /**< The joystick axis index */
320  Sint16 value; /**< The axis value (range: -32768 to 32767) */
323 
324 /**
325  * \brief Joystick trackball motion event structure (event.jball.*)
326  */
327 typedef struct SDL_JoyBallEvent
328 {
329  Uint32 type; /**< ::SDL_JOYBALLMOTION */
330  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
331  SDL_JoystickID which; /**< The joystick instance id */
332  Uint8 ball; /**< The joystick trackball index */
336  Sint16 xrel; /**< The relative motion in the X direction */
337  Sint16 yrel; /**< The relative motion in the Y direction */
339 
340 /**
341  * \brief Joystick hat position change event structure (event.jhat.*)
342  */
343 typedef struct SDL_JoyHatEvent
344 {
345  Uint32 type; /**< ::SDL_JOYHATMOTION */
346  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
347  SDL_JoystickID which; /**< The joystick instance id */
348  Uint8 hat; /**< The joystick hat index */
349  Uint8 value; /**< The hat position value.
350  * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
351  * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
352  * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
353  *
354  * Note that zero means the POV is centered.
355  */
359 
360 /**
361  * \brief Joystick button event structure (event.jbutton.*)
362  */
363 typedef struct SDL_JoyButtonEvent
364 {
365  Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
366  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
367  SDL_JoystickID which; /**< The joystick instance id */
368  Uint8 button; /**< The joystick button index */
369  Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
373 
374 /**
375  * \brief Joystick device event structure (event.jdevice.*)
376  */
377 typedef struct SDL_JoyDeviceEvent
378 {
379  Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
380  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
381  Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
383 
384 
385 /**
386  * \brief Game controller axis motion event structure (event.caxis.*)
387  */
389 {
390  Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
391  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
392  SDL_JoystickID which; /**< The joystick instance id */
393  Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
397  Sint16 value; /**< The axis value (range: -32768 to 32767) */
400 
401 
402 /**
403  * \brief Game controller button event structure (event.cbutton.*)
404  */
406 {
407  Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
408  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
409  SDL_JoystickID which; /**< The joystick instance id */
410  Uint8 button; /**< The controller button (SDL_GameControllerButton) */
411  Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
415 
416 
417 /**
418  * \brief Controller device event structure (event.cdevice.*)
419  */
421 {
422  Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
423  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
424  Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
426 
427 /**
428  * \brief Game controller touchpad event structure (event.ctouchpad.*)
429  */
431 {
432  Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */
433  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
434  SDL_JoystickID which; /**< The joystick instance id */
435  Sint32 touchpad; /**< The index of the touchpad */
436  Sint32 finger; /**< The index of the finger on the touchpad */
437  float x; /**< Normalized in the range 0...1 with 0 being on the left */
438  float y; /**< Normalized in the range 0...1 with 0 being at the top */
439  float pressure; /**< Normalized in the range 0...1 */
441 
442 /**
443  * \brief Game controller sensor event structure (event.csensor.*)
444  */
446 {
447  Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */
448  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
449  SDL_JoystickID which; /**< The joystick instance id */
450  Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
451  float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
453 
454 /**
455  * \brief Audio device event structure (event.adevice.*)
456  */
457 typedef struct SDL_AudioDeviceEvent
458 {
459  Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
460  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
461  Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
462  Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
467 
468 
469 /**
470  * \brief Touch finger event structure (event.tfinger.*)
471  */
472 typedef struct SDL_TouchFingerEvent
473 {
474  Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
475  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
476  SDL_TouchID touchId; /**< The touch device id */
478  float x; /**< Normalized in the range 0...1 */
479  float y; /**< Normalized in the range 0...1 */
480  float dx; /**< Normalized in the range -1...1 */
481  float dy; /**< Normalized in the range -1...1 */
482  float pressure; /**< Normalized in the range 0...1 */
483  Uint32 windowID; /**< The window underneath the finger, if any */
485 
486 
487 /**
488  * \brief Multiple Finger Gesture Event (event.mgesture.*)
489  */
490 typedef struct SDL_MultiGestureEvent
491 {
492  Uint32 type; /**< ::SDL_MULTIGESTURE */
493  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
494  SDL_TouchID touchId; /**< The touch device id */
495  float dTheta;
496  float dDist;
497  float x;
498  float y;
502 
503 
504 /**
505  * \brief Dollar Gesture Event (event.dgesture.*)
506  */
508 {
509  Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
510  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
511  SDL_TouchID touchId; /**< The touch device id */
514  float error;
515  float x; /**< Normalized center of gesture */
516  float y; /**< Normalized center of gesture */
518 
519 
520 /**
521  * \brief An event used to request a file open by the system (event.drop.*)
522  * This event is enabled by default, you can disable it with SDL_EventState().
523  * \note If this event is enabled, you must free the filename in the event.
524  */
525 typedef struct SDL_DropEvent
526 {
527  Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
528  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
529  char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
530  Uint32 windowID; /**< The window that was dropped on, if any */
531 } SDL_DropEvent;
532 
533 
534 /**
535  * \brief Sensor event structure (event.sensor.*)
536  */
537 typedef struct SDL_SensorEvent
538 {
539  Uint32 type; /**< ::SDL_SENSORUPDATE */
540  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
541  Sint32 which; /**< The instance ID of the sensor */
542  float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
544 
545 /**
546  * \brief The "quit requested" event
547  */
548 typedef struct SDL_QuitEvent
549 {
550  Uint32 type; /**< ::SDL_QUIT */
551  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
552 } SDL_QuitEvent;
553 
554 /**
555  * \brief OS Specific event
556  */
557 typedef struct SDL_OSEvent
558 {
559  Uint32 type; /**< ::SDL_QUIT */
560  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
561 } SDL_OSEvent;
562 
563 /**
564  * \brief A user-defined event type (event.user.*)
565  */
566 typedef struct SDL_UserEvent
567 {
568  Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
569  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
570  Uint32 windowID; /**< The associated window if any */
571  Sint32 code; /**< User defined event code */
572  void *data1; /**< User defined data pointer */
573  void *data2; /**< User defined data pointer */
574 } SDL_UserEvent;
575 
576 
577 struct SDL_SysWMmsg;
578 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
579 
580 /**
581  * \brief A video driver dependent system event (event.syswm.*)
582  * This event is disabled by default, you can enable it with SDL_EventState()
583  *
584  * \note If you want to use this event, you should include SDL_syswm.h.
585  */
586 typedef struct SDL_SysWMEvent
587 {
588  Uint32 type; /**< ::SDL_SYSWMEVENT */
589  Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
590  SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
592 
593 /**
594  * \brief General event structure
595  */
596 typedef union SDL_Event
597 {
598  Uint32 type; /**< Event type, shared with all events */
599  SDL_CommonEvent common; /**< Common event data */
600  SDL_DisplayEvent display; /**< Display event data */
601  SDL_WindowEvent window; /**< Window event data */
602  SDL_KeyboardEvent key; /**< Keyboard event data */
603  SDL_TextEditingEvent edit; /**< Text editing event data */
604  SDL_TextInputEvent text; /**< Text input event data */
605  SDL_MouseMotionEvent motion; /**< Mouse motion event data */
606  SDL_MouseButtonEvent button; /**< Mouse button event data */
607  SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
608  SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
609  SDL_JoyBallEvent jball; /**< Joystick ball event data */
610  SDL_JoyHatEvent jhat; /**< Joystick hat event data */
611  SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
612  SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
613  SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
614  SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
615  SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
616  SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */
617  SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */
618  SDL_AudioDeviceEvent adevice; /**< Audio device event data */
619  SDL_SensorEvent sensor; /**< Sensor event data */
620  SDL_QuitEvent quit; /**< Quit request event data */
621  SDL_UserEvent user; /**< Custom event data */
622  SDL_SysWMEvent syswm; /**< System dependent window event data */
623  SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
624  SDL_MultiGestureEvent mgesture; /**< Gesture event data */
625  SDL_DollarGestureEvent dgesture; /**< Gesture event data */
626  SDL_DropEvent drop; /**< Drag and drop event data */
627 
628  /* This is necessary for ABI compatibility between Visual C++ and GCC.
629  Visual C++ will respect the push pack pragma and use 52 bytes (size of
630  SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
631  architectures) for this union, and GCC will use the alignment of the
632  largest datatype within the union, which is 8 bytes on 64-bit
633  architectures.
634 
635  So... we'll add padding to force the size to be 56 bytes for both.
636 
637  On architectures where pointers are 16 bytes, this needs rounding up to
638  the next multiple of 16, 64, and on architectures where pointers are
639  even larger the size of SDL_UserEvent will dominate as being 3 pointers.
640  */
641  Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
642 } SDL_Event;
643 
644 /* Make sure we haven't broken binary compatibility */
645 SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
646 
647 
648 /* Function prototypes */
649 
650 /**
651  * Pump the event loop, gathering events from the input devices.
652  *
653  * This function updates the event queue and internal input device state.
654  *
655  * **WARNING**: This should only be run in the thread that initialized the
656  * video subsystem, and for extra safety, you should consider only doing those
657  * things on the main thread in any case.
658  *
659  * SDL_PumpEvents() gathers all the pending input information from devices and
660  * places it in the event queue. Without calls to SDL_PumpEvents() no events
661  * would ever be placed on the queue. Often the need for calls to
662  * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
663  * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
664  * polling or waiting for events (e.g. you are filtering them), then you must
665  * call SDL_PumpEvents() to force an event queue update.
666  *
667  * \since This function is available since SDL 2.0.0.
668  *
669  * \sa SDL_PollEvent
670  * \sa SDL_WaitEvent
671  */
672 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
673 
674 /* @{ */
675 typedef enum
676 {
681 
682 /**
683  * Check the event queue for messages and optionally return them.
684  *
685  * `action` may be any of the following:
686  *
687  * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
688  * event queue.
689  * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
690  * within the specified minimum and maximum type, will be returned to the
691  * caller and will _not_ be removed from the queue.
692  * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
693  * within the specified minimum and maximum type, will be returned to the
694  * caller and will be removed from the queue.
695  *
696  * You may have to call SDL_PumpEvents() before calling this function.
697  * Otherwise, the events may not be ready to be filtered when you call
698  * SDL_PeepEvents().
699  *
700  * This function is thread-safe.
701  *
702  * \param events destination buffer for the retrieved events
703  * \param numevents if action is SDL_ADDEVENT, the number of events to add
704  * back to the event queue; if action is SDL_PEEKEVENT or
705  * SDL_GETEVENT, the maximum number of events to retrieve
706  * \param action action to take; see [[#action|Remarks]] for details
707  * \param minType minimum value of the event type to be considered;
708  * SDL_FIRSTEVENT is a safe choice
709  * \param maxType maximum value of the event type to be considered;
710  * SDL_LASTEVENT is a safe choice
711  * \returns the number of events actually stored or a negative error code on
712  * failure; call SDL_GetError() for more information.
713  *
714  * \since This function is available since SDL 2.0.0.
715  *
716  * \sa SDL_PollEvent
717  * \sa SDL_PumpEvents
718  * \sa SDL_PushEvent
719  */
720 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
721  SDL_eventaction action,
722  Uint32 minType, Uint32 maxType);
723 /* @} */
724 
725 /**
726  * Check for the existence of a certain event type in the event queue.
727  *
728  * If you need to check for a range of event types, use SDL_HasEvents()
729  * instead.
730  *
731  * \param type the type of event to be queried; see SDL_EventType for details
732  * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
733  * events matching `type` are not present.
734  *
735  * \since This function is available since SDL 2.0.0.
736  *
737  * \sa SDL_HasEvents
738  */
739 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
740 
741 
742 /**
743  * Check for the existence of certain event types in the event queue.
744  *
745  * If you need to check for a single event type, use SDL_HasEvent() instead.
746  *
747  * \param minType the low end of event type to be queried, inclusive; see
748  * SDL_EventType for details
749  * \param maxType the high end of event type to be queried, inclusive; see
750  * SDL_EventType for details
751  * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
752  * present, or SDL_FALSE if not.
753  *
754  * \since This function is available since SDL 2.0.0.
755  *
756  * \sa SDL_HasEvents
757  */
758 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
759 
760 /**
761  * Clear events of a specific type from the event queue.
762  *
763  * This will unconditionally remove any events from the queue that match
764  * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
765  * instead.
766  *
767  * It's also normal to just ignore events you don't care about in your event
768  * loop without calling this function.
769  *
770  * This function only affects currently queued events. If you want to make
771  * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
772  * on the main thread immediately before the flush call.
773  *
774  * \param type the type of event to be cleared; see SDL_EventType for details
775  *
776  * \since This function is available since SDL 2.0.0.
777  *
778  * \sa SDL_FlushEvents
779  */
780 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
781 
782 /**
783  * Clear events of a range of types from the event queue.
784  *
785  * This will unconditionally remove any events from the queue that are in the
786  * range of `minType` to `maxType`, inclusive. If you need to remove a single
787  * event type, use SDL_FlushEvent() instead.
788  *
789  * It's also normal to just ignore events you don't care about in your event
790  * loop without calling this function.
791  *
792  * This function only affects currently queued events. If you want to make
793  * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
794  * on the main thread immediately before the flush call.
795  *
796  * \param minType the low end of event type to be cleared, inclusive; see
797  * SDL_EventType for details
798  * \param maxType the high end of event type to be cleared, inclusive; see
799  * SDL_EventType for details
800  *
801  * \since This function is available since SDL 2.0.0.
802  *
803  * \sa SDL_FlushEvent
804  */
805 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
806 
807 /**
808  * Poll for currently pending events.
809  *
810  * If `event` is not NULL, the next event is removed from the queue and stored
811  * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
812  * this event, immediately stored in the SDL Event structure -- not an event
813  * to follow.
814  *
815  * If `event` is NULL, it simply returns 1 if there is an event in the queue,
816  * but will not remove it from the queue.
817  *
818  * As this function may implicitly call SDL_PumpEvents(), you can only call
819  * this function in the thread that set the video mode.
820  *
821  * SDL_PollEvent() is the favored way of receiving system events since it can
822  * be done from the main loop and does not suspend the main loop while waiting
823  * on an event to be posted.
824  *
825  * The common practice is to fully process the event queue once every frame,
826  * usually as a first step before updating the game's state:
827  *
828  * ```c
829  * while (game_is_still_running) {
830  * SDL_Event event;
831  * while (SDL_PollEvent(&event)) { // poll until all events are handled!
832  * // decide what to do with this event.
833  * }
834  *
835  * // update game state, draw the current frame
836  * }
837  * ```
838  *
839  * \param event the SDL_Event structure to be filled with the next event from
840  * the queue, or NULL
841  * \returns 1 if there is a pending event or 0 if there are none available.
842  *
843  * \since This function is available since SDL 2.0.0.
844  *
845  * \sa SDL_GetEventFilter
846  * \sa SDL_PeepEvents
847  * \sa SDL_PushEvent
848  * \sa SDL_SetEventFilter
849  * \sa SDL_WaitEvent
850  * \sa SDL_WaitEventTimeout
851  */
852 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
853 
854 /**
855  * Wait indefinitely for the next available event.
856  *
857  * If `event` is not NULL, the next event is removed from the queue and stored
858  * in the SDL_Event structure pointed to by `event`.
859  *
860  * As this function may implicitly call SDL_PumpEvents(), you can only call
861  * this function in the thread that initialized the video subsystem.
862  *
863  * \param event the SDL_Event structure to be filled in with the next event
864  * from the queue, or NULL
865  * \returns 1 on success or 0 if there was an error while waiting for events;
866  * call SDL_GetError() for more information.
867  *
868  * \since This function is available since SDL 2.0.0.
869  *
870  * \sa SDL_PollEvent
871  * \sa SDL_PumpEvents
872  * \sa SDL_WaitEventTimeout
873  */
874 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
875 
876 /**
877  * Wait until the specified timeout (in milliseconds) for the next available
878  * event.
879  *
880  * If `event` is not NULL, the next event is removed from the queue and stored
881  * in the SDL_Event structure pointed to by `event`.
882  *
883  * As this function may implicitly call SDL_PumpEvents(), you can only call
884  * this function in the thread that initialized the video subsystem.
885  *
886  * \param event the SDL_Event structure to be filled in with the next event
887  * from the queue, or NULL
888  * \param timeout the maximum number of milliseconds to wait for the next
889  * available event
890  * \returns 1 on success or 0 if there was an error while waiting for events;
891  * call SDL_GetError() for more information. This also returns 0 if
892  * the timeout elapsed without an event arriving.
893  *
894  * \since This function is available since SDL 2.0.0.
895  *
896  * \sa SDL_PollEvent
897  * \sa SDL_PumpEvents
898  * \sa SDL_WaitEvent
899  */
900 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
901  int timeout);
902 
903 /**
904  * Add an event to the event queue.
905  *
906  * The event queue can actually be used as a two way communication channel.
907  * Not only can events be read from the queue, but the user can also push
908  * their own events onto it. `event` is a pointer to the event structure you
909  * wish to push onto the queue. The event is copied into the queue, and the
910  * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
911  *
912  * Note: Pushing device input events onto the queue doesn't modify the state
913  * of the device within SDL.
914  *
915  * This function is thread-safe, and can be called from other threads safely.
916  *
917  * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
918  * the event filter but events added with SDL_PeepEvents() do not.
919  *
920  * For pushing application-specific events, please use SDL_RegisterEvents() to
921  * get an event type that does not conflict with other code that also wants
922  * its own custom event types.
923  *
924  * \param event the SDL_Event to be added to the queue
925  * \returns 1 on success, 0 if the event was filtered, or a negative error
926  * code on failure; call SDL_GetError() for more information. A
927  * common reason for error is the event queue being full.
928  *
929  * \since This function is available since SDL 2.0.0.
930  *
931  * \sa SDL_PeepEvents
932  * \sa SDL_PollEvent
933  * \sa SDL_RegisterEvents
934  */
935 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
936 
937 /**
938  * A function pointer used for callbacks that watch the event queue.
939  *
940  * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
941  * or SDL_AddEventWatch, etc
942  * \param event the event that triggered the callback
943  * \returns 1 to permit event to be added to the queue, and 0 to disallow
944  * it. When used with SDL_AddEventWatch, the return value is ignored.
945  *
946  * \sa SDL_SetEventFilter
947  * \sa SDL_AddEventWatch
948  */
949 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
950 
951 /**
952  * Set up a filter to process all events before they change internal state and
953  * are posted to the internal event queue.
954  *
955  * If the filter function returns 1 when called, then the event will be added
956  * to the internal queue. If it returns 0, then the event will be dropped from
957  * the queue, but the internal state will still be updated. This allows
958  * selective filtering of dynamically arriving events.
959  *
960  * **WARNING**: Be very careful of what you do in the event filter function,
961  * as it may run in a different thread!
962  *
963  * On platforms that support it, if the quit event is generated by an
964  * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
965  * application at the next event poll.
966  *
967  * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
968  * event filter is only called when the window manager desires to close the
969  * application window. If the event filter returns 1, then the window will be
970  * closed, otherwise the window will remain open if possible.
971  *
972  * Note: Disabled events never make it to the event filter function; see
973  * SDL_EventState().
974  *
975  * Note: If you just want to inspect events without filtering, you should use
976  * SDL_AddEventWatch() instead.
977  *
978  * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
979  * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
980  * not.
981  *
982  * \param filter An SDL_EventFilter function to call when an event happens
983  * \param userdata a pointer that is passed to `filter`
984  *
985  * \since This function is available since SDL 2.0.0.
986  *
987  * \sa SDL_AddEventWatch
988  * \sa SDL_EventState
989  * \sa SDL_GetEventFilter
990  * \sa SDL_PeepEvents
991  * \sa SDL_PushEvent
992  */
993 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
994  void *userdata);
995 
996 /**
997  * Query the current event filter.
998  *
999  * This function can be used to "chain" filters, by saving the existing filter
1000  * before replacing it with a function that will call that saved filter.
1001  *
1002  * \param filter the current callback function will be stored here
1003  * \param userdata the pointer that is passed to the current event filter will
1004  * be stored here
1005  * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1006  *
1007  * \since This function is available since SDL 2.0.0.
1008  *
1009  * \sa SDL_SetEventFilter
1010  */
1011 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1012  void **userdata);
1013 
1014 /**
1015  * Add a callback to be triggered when an event is added to the event queue.
1016  *
1017  * `filter` will be called when an event happens, and its return value is
1018  * ignored.
1019  *
1020  * **WARNING**: Be very careful of what you do in the event filter function,
1021  * as it may run in a different thread!
1022  *
1023  * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1024  * the internal queue and be delivered to the watch callback immediately, and
1025  * arrive at the next event poll.
1026  *
1027  * Note: the callback is called for events posted by the user through
1028  * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1029  * callback set with SDL_SetEventFilter(), nor for events posted by the user
1030  * through SDL_PeepEvents().
1031  *
1032  * \param filter an SDL_EventFilter function to call when an event happens.
1033  * \param userdata a pointer that is passed to `filter`
1034  *
1035  * \since This function is available since SDL 2.0.0.
1036  *
1037  * \sa SDL_DelEventWatch
1038  * \sa SDL_SetEventFilter
1039  */
1040 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1041  void *userdata);
1042 
1043 /**
1044  * Remove an event watch callback added with SDL_AddEventWatch().
1045  *
1046  * This function takes the same input as SDL_AddEventWatch() to identify and
1047  * delete the corresponding callback.
1048  *
1049  * \param filter the function originally passed to SDL_AddEventWatch()
1050  * \param userdata the pointer originally passed to SDL_AddEventWatch()
1051  *
1052  * \since This function is available since SDL 2.0.0.
1053  *
1054  * \sa SDL_AddEventWatch
1055  */
1056 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1057  void *userdata);
1058 
1059 /**
1060  * Run a specific filter function on the current event queue, removing any
1061  * events for which the filter returns 0.
1062  *
1063  * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1064  * this function does not change the filter permanently, it only uses the
1065  * supplied filter until this function returns.
1066  *
1067  * \param filter the SDL_EventFilter function to call when an event happens
1068  * \param userdata a pointer that is passed to `filter`
1069  *
1070  * \since This function is available since SDL 2.0.0.
1071  *
1072  * \sa SDL_GetEventFilter
1073  * \sa SDL_SetEventFilter
1074  */
1075 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1076  void *userdata);
1077 
1078 /* @{ */
1079 #define SDL_QUERY -1
1080 #define SDL_IGNORE 0
1081 #define SDL_DISABLE 0
1082 #define SDL_ENABLE 1
1083 
1084 /**
1085  * Set the state of processing events by type.
1086  *
1087  * `state` may be any of the following:
1088  *
1089  * - `SDL_QUERY`: returns the current processing state of the specified event
1090  * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
1091  * from the event queue and will not be filtered
1092  * - `SDL_ENABLE`: the event will be processed normally
1093  *
1094  * \param type the type of event; see SDL_EventType for details
1095  * \param state how to process the event
1096  * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
1097  * of the event before this function makes any changes to it.
1098  *
1099  * \since This function is available since SDL 2.0.0.
1100  *
1101  * \sa SDL_GetEventState
1102  */
1103 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
1104 /* @} */
1105 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
1106 
1107 /**
1108  * Allocate a set of user-defined events, and return the beginning event
1109  * number for that set of events.
1110  *
1111  * Calling this function with `numevents` <= 0 is an error and will return
1112  * (Uint32)-1.
1113  *
1114  * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1115  * 0xFFFFFFFF), but is clearer to write.
1116  *
1117  * \param numevents the number of events to be allocated
1118  * \returns the beginning event number, or (Uint32)-1 if there are not enough
1119  * user-defined events left.
1120  *
1121  * \since This function is available since SDL 2.0.0.
1122  *
1123  * \sa SDL_PushEvent
1124  */
1125 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1126 
1127 /* Ends C function definitions when using C++ */
1128 #ifdef __cplusplus
1129 }
1130 #endif
1131 #include "close_code.h"
1132 
1133 #endif /* SDL_events_h_ */
1134 
1135 /* vi: set ts=4 sw=4 expandtab: */
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
void SDL_DelEventWatch(SDL_EventFilter filter, void *userdata)
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE
Definition: SDL_events.h:232
void SDL_FilterEvents(SDL_EventFilter filter, void *userdata)
SDL_bool SDL_HasEvent(Uint32 type)
int(* SDL_EventFilter)(void *userdata, SDL_Event *event)
Definition: SDL_events.h:949
int SDL_PollEvent(SDL_Event *event)
SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event)==sizeof(((SDL_Event *) NULL) ->padding))
Uint32 SDL_RegisterEvents(int numevents)
SDL_EventType
Definition: SDL_events.h:56
@ SDL_MOUSEMOTION
Definition: SDL_events.h:107
@ SDL_JOYDEVICEADDED
Definition: SDL_events.h:118
@ SDL_DROPBEGIN
Definition: SDL_events.h:149
@ SDL_SENSORUPDATE
Definition: SDL_events.h:157
@ SDL_CONTROLLERTOUCHPADDOWN
Definition: SDL_events.h:128
@ SDL_FINGERMOTION
Definition: SDL_events.h:136
@ SDL_TEXTEDITING
Definition: SDL_events.h:100
@ SDL_DROPTEXT
Definition: SDL_events.h:148
@ SDL_QUIT
Definition: SDL_events.h:60
@ SDL_APP_LOWMEMORY
Definition: SDL_events.h:67
@ SDL_JOYBUTTONDOWN
Definition: SDL_events.h:116
@ SDL_POLLSENTINEL
Definition: SDL_events.h:164
@ SDL_APP_WILLENTERFOREGROUND
Definition: SDL_events.h:79
@ SDL_USEREVENT
Definition: SDL_events.h:169
@ SDL_MOUSEBUTTONUP
Definition: SDL_events.h:109
@ SDL_JOYDEVICEREMOVED
Definition: SDL_events.h:119
@ SDL_TEXTINPUT
Definition: SDL_events.h:101
@ SDL_WINDOWEVENT
Definition: SDL_events.h:94
@ SDL_MOUSEWHEEL
Definition: SDL_events.h:110
@ SDL_CONTROLLERTOUCHPADMOTION
Definition: SDL_events.h:129
@ SDL_CLIPBOARDUPDATE
Definition: SDL_events.h:144
@ SDL_SYSWMEVENT
Definition: SDL_events.h:95
@ SDL_LOCALECHANGED
Definition: SDL_events.h:88
@ SDL_JOYBUTTONUP
Definition: SDL_events.h:117
@ SDL_JOYBALLMOTION
Definition: SDL_events.h:114
@ SDL_DISPLAYEVENT
Definition: SDL_events.h:91
@ SDL_FINGERUP
Definition: SDL_events.h:135
@ SDL_RENDER_DEVICE_RESET
Definition: SDL_events.h:161
@ SDL_CONTROLLERBUTTONUP
Definition: SDL_events.h:124
@ SDL_MOUSEBUTTONDOWN
Definition: SDL_events.h:108
@ SDL_CONTROLLERDEVICEADDED
Definition: SDL_events.h:125
@ SDL_APP_DIDENTERFOREGROUND
Definition: SDL_events.h:83
@ SDL_DOLLARRECORD
Definition: SDL_events.h:140
@ SDL_APP_WILLENTERBACKGROUND
Definition: SDL_events.h:71
@ SDL_MULTIGESTURE
Definition: SDL_events.h:141
@ SDL_FINGERDOWN
Definition: SDL_events.h:134
@ SDL_DROPCOMPLETE
Definition: SDL_events.h:150
@ SDL_DOLLARGESTURE
Definition: SDL_events.h:139
@ SDL_CONTROLLERBUTTONDOWN
Definition: SDL_events.h:123
@ SDL_APP_DIDENTERBACKGROUND
Definition: SDL_events.h:75
@ SDL_APP_TERMINATING
Definition: SDL_events.h:63
@ SDL_CONTROLLERAXISMOTION
Definition: SDL_events.h:122
@ SDL_KEYDOWN
Definition: SDL_events.h:98
@ SDL_KEYMAPCHANGED
Definition: SDL_events.h:102
@ SDL_AUDIODEVICEREMOVED
Definition: SDL_events.h:154
@ SDL_DROPFILE
Definition: SDL_events.h:147
@ SDL_AUDIODEVICEADDED
Definition: SDL_events.h:153
@ SDL_KEYUP
Definition: SDL_events.h:99
@ SDL_CONTROLLERDEVICEREMOVED
Definition: SDL_events.h:126
@ SDL_RENDER_TARGETS_RESET
Definition: SDL_events.h:160
@ SDL_CONTROLLERTOUCHPADUP
Definition: SDL_events.h:130
@ SDL_CONTROLLERDEVICEREMAPPED
Definition: SDL_events.h:127
@ SDL_JOYAXISMOTION
Definition: SDL_events.h:113
@ SDL_CONTROLLERSENSORUPDATE
Definition: SDL_events.h:131
@ SDL_JOYHATMOTION
Definition: SDL_events.h:115
@ SDL_FIRSTEVENT
Definition: SDL_events.h:57
@ SDL_LASTEVENT
Definition: SDL_events.h:174
#define SDL_TEXTINPUTEVENT_TEXT_SIZE
Definition: SDL_events.h:247
void SDL_SetEventFilter(SDL_EventFilter filter, void *userdata)
SDL_bool SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata)
void SDL_AddEventWatch(SDL_EventFilter filter, void *userdata)
int SDL_WaitEventTimeout(SDL_Event *event, int timeout)
SDL_eventaction
Definition: SDL_events.h:676
@ SDL_ADDEVENT
Definition: SDL_events.h:677
@ SDL_PEEKEVENT
Definition: SDL_events.h:678
@ SDL_GETEVENT
Definition: SDL_events.h:679
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
void SDL_FlushEvent(Uint32 type)
int SDL_WaitEvent(SDL_Event *event)
Uint8 SDL_EventState(Uint32 type, int state)
int SDL_PushEvent(SDL_Event *event)
SDL_bool SDL_HasEvents(Uint32 minType, Uint32 maxType)
void SDL_PumpEvents(void)
Sint64 SDL_GestureID
Definition: SDL_gesture.h:44
Sint32 SDL_JoystickID
Definition: SDL_joystick.h:83
uint8_t Uint8
Definition: SDL_stdinc.h:196
uint16_t Uint16
Definition: SDL_stdinc.h:208
int32_t Sint32
Definition: SDL_stdinc.h:214
SDL_bool
Definition: SDL_stdinc.h:179
int16_t Sint16
Definition: SDL_stdinc.h:202
uint32_t Uint32
Definition: SDL_stdinc.h:220
Sint64 SDL_TouchID
Definition: SDL_touch.h:41
Sint64 SDL_FingerID
Definition: SDL_touch.h:42
#define NULL
Definition: begin_code.h:163
Audio device event structure (event.adevice.*)
Definition: SDL_events.h:458
Fields shared by every event.
Definition: SDL_events.h:181
Uint32 timestamp
Definition: SDL_events.h:183
Game controller axis motion event structure (event.caxis.*)
Definition: SDL_events.h:389
SDL_JoystickID which
Definition: SDL_events.h:392
Game controller button event structure (event.cbutton.*)
Definition: SDL_events.h:406
SDL_JoystickID which
Definition: SDL_events.h:409
Controller device event structure (event.cdevice.*)
Definition: SDL_events.h:421
Game controller sensor event structure (event.csensor.*)
Definition: SDL_events.h:446
SDL_JoystickID which
Definition: SDL_events.h:449
Game controller touchpad event structure (event.ctouchpad.*)
Definition: SDL_events.h:431
Display state change event data (event.display.*)
Definition: SDL_events.h:190
Dollar Gesture Event (event.dgesture.*)
Definition: SDL_events.h:508
SDL_GestureID gestureId
Definition: SDL_events.h:512
An event used to request a file open by the system (event.drop.*) This event is enabled by default,...
Definition: SDL_events.h:526
Uint32 timestamp
Definition: SDL_events.h:528
Uint32 windowID
Definition: SDL_events.h:530
Joystick axis motion event structure (event.jaxis.*)
Definition: SDL_events.h:312
SDL_JoystickID which
Definition: SDL_events.h:315
Joystick trackball motion event structure (event.jball.*)
Definition: SDL_events.h:328
SDL_JoystickID which
Definition: SDL_events.h:331
Joystick button event structure (event.jbutton.*)
Definition: SDL_events.h:364
SDL_JoystickID which
Definition: SDL_events.h:367
Joystick device event structure (event.jdevice.*)
Definition: SDL_events.h:378
Joystick hat position change event structure (event.jhat.*)
Definition: SDL_events.h:344
SDL_JoystickID which
Definition: SDL_events.h:347
Uint32 timestamp
Definition: SDL_events.h:346
Keyboard button event structure (event.key.*)
Definition: SDL_events.h:221
SDL_Keysym keysym
Definition: SDL_events.h:229
The SDL keysym structure, used in key events.
Definition: SDL_keyboard.h:48
Mouse button event structure (event.button.*)
Definition: SDL_events.h:279
Mouse motion event structure (event.motion.*)
Definition: SDL_events.h:263
Mouse wheel event structure (event.wheel.*)
Definition: SDL_events.h:296
Multiple Finger Gesture Event (event.mgesture.*)
Definition: SDL_events.h:491
SDL_TouchID touchId
Definition: SDL_events.h:494
OS Specific event.
Definition: SDL_events.h:558
Uint32 type
Definition: SDL_events.h:559
Uint32 timestamp
Definition: SDL_events.h:560
The "quit requested" event.
Definition: SDL_events.h:549
Uint32 timestamp
Definition: SDL_events.h:551
Sensor event structure (event.sensor.*)
Definition: SDL_events.h:538
Uint32 timestamp
Definition: SDL_events.h:540
float data[6]
Definition: SDL_events.h:542
A video driver dependent system event (event.syswm.*) This event is disabled by default,...
Definition: SDL_events.h:587
Uint32 timestamp
Definition: SDL_events.h:589
SDL_SysWMmsg * msg
Definition: SDL_events.h:590
Keyboard text editing event structure (event.edit.*)
Definition: SDL_events.h:237
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]
Definition: SDL_events.h:241
Keyboard text input event structure (event.text.*)
Definition: SDL_events.h:252
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]
Definition: SDL_events.h:256
Touch finger event structure (event.tfinger.*)
Definition: SDL_events.h:473
SDL_FingerID fingerId
Definition: SDL_events.h:477
SDL_TouchID touchId
Definition: SDL_events.h:476
A user-defined event type (event.user.*)
Definition: SDL_events.h:567
void * data2
Definition: SDL_events.h:573
void * data1
Definition: SDL_events.h:572
Uint32 windowID
Definition: SDL_events.h:570
Uint32 timestamp
Definition: SDL_events.h:569
Window state change event data (event.window.*)
Definition: SDL_events.h:205
Uint32 timestamp
Definition: SDL_events.h:207
General event structure.
Definition: SDL_events.h:597
SDL_QuitEvent quit
Definition: SDL_events.h:620
SDL_AudioDeviceEvent adevice
Definition: SDL_events.h:618
SDL_JoyDeviceEvent jdevice
Definition: SDL_events.h:612
Uint32 type
Definition: SDL_events.h:598
SDL_MouseWheelEvent wheel
Definition: SDL_events.h:607
SDL_JoyHatEvent jhat
Definition: SDL_events.h:610
SDL_DollarGestureEvent dgesture
Definition: SDL_events.h:625
SDL_JoyButtonEvent jbutton
Definition: SDL_events.h:611
SDL_WindowEvent window
Definition: SDL_events.h:601
SDL_TextEditingEvent edit
Definition: SDL_events.h:603
SDL_TextInputEvent text
Definition: SDL_events.h:604
SDL_ControllerAxisEvent caxis
Definition: SDL_events.h:613
SDL_TouchFingerEvent tfinger
Definition: SDL_events.h:623
SDL_SysWMEvent syswm
Definition: SDL_events.h:622
SDL_MouseButtonEvent button
Definition: SDL_events.h:606
SDL_UserEvent user
Definition: SDL_events.h:621
SDL_KeyboardEvent key
Definition: SDL_events.h:602
SDL_CommonEvent common
Definition: SDL_events.h:599
SDL_MultiGestureEvent mgesture
Definition: SDL_events.h:624
SDL_MouseMotionEvent motion
Definition: SDL_events.h:605
SDL_JoyAxisEvent jaxis
Definition: SDL_events.h:608
SDL_DropEvent drop
Definition: SDL_events.h:626
SDL_ControllerDeviceEvent cdevice
Definition: SDL_events.h:615
SDL_ControllerSensorEvent csensor
Definition: SDL_events.h:617
Uint8 padding[sizeof(void *)<=8 ? 56 :sizeof(void *)==16 ? 64 :3 *sizeof(void *)]
Definition: SDL_events.h:641
SDL_JoyBallEvent jball
Definition: SDL_events.h:609
SDL_ControllerButtonEvent cbutton
Definition: SDL_events.h:614
SDL_SensorEvent sensor
Definition: SDL_events.h:619
SDL_ControllerTouchpadEvent ctouchpad
Definition: SDL_events.h:616
SDL_DisplayEvent display
Definition: SDL_events.h:600