| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2025 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. |
| */ |
| |
| /** |
| * # CategoryEvents |
| * |
| * Event queue management. |
| * |
| * It's extremely common--often required--that an app deal with SDL's event |
| * queue. Almost all useful information about interactions with the real world |
| * flow through here: the user interacting with the computer and app, hardware |
| * coming and going, the system changing in some way, etc. |
| * |
| * An app generally takes a moment, perhaps at the start of a new frame, to |
| * examine any events that have occurred since the last time and process or |
| * ignore them. This is generally done by calling SDL_PollEvent() in a loop |
| * until it returns false (or, if using the main callbacks, events are |
| * provided one at a time in calls to SDL_AppEvent() before the next call to |
| * SDL_AppIterate(); in this scenario, the app does not call SDL_PollEvent() |
| * at all). |
| * |
| * There is other forms of control, too: SDL_PeepEvents() has more |
| * functionality at the cost of more complexity, and SDL_WaitEvent() can block |
| * the process until something interesting happens, which might be beneficial |
| * for certain types of programs on low-power hardware. One may also call |
| * SDL_AddEventWatch() to set a callback when new events arrive. |
| * |
| * The app is free to generate their own events, too: SDL_PushEvent allows the |
| * app to put events onto the queue for later retrieval; SDL_RegisterEvents |
| * can guarantee that these events have a type that isn't in use by other |
| * parts of the system. |
| */ |
| |
| #ifndef SDL_events_h_ |
| #define SDL_events_h_ |
| |
| #include <SDL3/SDL_stdinc.h> |
| #include <SDL3/SDL_audio.h> |
| #include <SDL3/SDL_camera.h> |
| #include <SDL3/SDL_error.h> |
| #include <SDL3/SDL_gamepad.h> |
| #include <SDL3/SDL_joystick.h> |
| #include <SDL3/SDL_keyboard.h> |
| #include <SDL3/SDL_keycode.h> |
| #include <SDL3/SDL_mouse.h> |
| #include <SDL3/SDL_pen.h> |
| #include <SDL3/SDL_power.h> |
| #include <SDL3/SDL_sensor.h> |
| #include <SDL3/SDL_scancode.h> |
| #include <SDL3/SDL_touch.h> |
| #include <SDL3/SDL_video.h> |
| |
| #include <SDL3/SDL_begin_code.h> |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /* General keyboard/mouse/pen state definitions */ |
| |
| /** |
| * The types of events that can be delivered. |
| * |
| * \since This enum is available since SDL 3.2.0. |
| */ |
| typedef enum SDL_EventType |
| { |
| SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */ |
| |
| /* Application events */ |
| SDL_EVENT_QUIT = 0x100, /**< User-requested quit */ |
| |
| /* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */ |
| SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch(). |
| Called on iOS in applicationWillTerminate() |
| Called on Android in onDestroy() |
| */ |
| SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible. This event must be handled in a callback set with SDL_AddEventWatch(). |
| Called on iOS in applicationDidReceiveMemoryWarning() |
| Called on Android in onTrimMemory() |
| */ |
| SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background. This event must be handled in a callback set with SDL_AddEventWatch(). |
| Called on iOS in applicationWillResignActive() |
| Called on Android in onPause() |
| */ |
| SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time. This event must be handled in a callback set with SDL_AddEventWatch(). |
| Called on iOS in applicationDidEnterBackground() |
| Called on Android in onPause() |
| */ |
| SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground. This event must be handled in a callback set with SDL_AddEventWatch(). |
| Called on iOS in applicationWillEnterForeground() |
| Called on Android in onResume() |
| */ |
| SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch(). |
| Called on iOS in applicationDidBecomeActive() |
| Called on Android in onResume() |
| */ |
| |
| SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */ |
| |
| SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */ |
| |
| /* Display events */ |
| /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */ |
| SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */ |
| SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */ |
| SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */ |
| SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */ |
| SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED, /**< Display has changed desktop mode */ |
| SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED, /**< Display has changed current mode */ |
| SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */ |
| SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, /**< Display has changed usable bounds */ |
| SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION, |
| SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, |
| |
| /* Window events */ |
| /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */ |
| /* 0x201 was SDL_SYSWMEVENT, reserve the number for sdl2-compat */ |
| SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */ |
| SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */ |
| SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event. |
| data1 is 1 for live-resize expose events, 0 otherwise. */ |
| SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */ |
| SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */ |
| SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */ |
| SDL_EVENT_WINDOW_METAL_VIEW_RESIZED,/**< The pixel size of a Metal view associated with the window has changed */ |
| SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */ |
| SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */ |
| SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */ |
| SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */ |
| SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */ |
| SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */ |
| SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */ |
| SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */ |
| SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */ |
| SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */ |
| SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */ |
| SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */ |
| SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */ |
| SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */ |
| SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */ |
| SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */ |
| SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled |
| in an event watcher, the window handle is still valid and can still be used to retrieve any properties |
| associated with the window. Otherwise, the handle has already been destroyed and all resources |
| associated with it are invalid */ |
| SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */ |
| SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN, |
| SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED, |
| |
| /* Keyboard events */ |
| SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */ |
| SDL_EVENT_KEY_UP, /**< Key released */ |
| SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */ |
| SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */ |
| SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an |
| input language or keyboard layout change. */ |
| SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */ |
| SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */ |
| SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */ |
| SDL_EVENT_SCREEN_KEYBOARD_SHOWN, /**< The on-screen keyboard has been shown */ |
| SDL_EVENT_SCREEN_KEYBOARD_HIDDEN, /**< The on-screen keyboard has been hidden */ |
| |
| /* Mouse events */ |
| SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */ |
| SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */ |
| SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */ |
| SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */ |
| SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */ |
| SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */ |
| |
| /* Joystick events */ |
| SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */ |
| SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */ |
| SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */ |
| SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */ |
| SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */ |
| SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */ |
| SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */ |
| SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */ |
| SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */ |
| |
| /* Gamepad events */ |
| SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */ |
| SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */ |
| SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */ |
| SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */ |
| SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */ |
| SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */ |
| SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */ |
| SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */ |
| SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */ |
| SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */ |
| SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */ |
| SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */ |
| |
| /* Touch events */ |
| SDL_EVENT_FINGER_DOWN = 0x700, |
| SDL_EVENT_FINGER_UP, |
| SDL_EVENT_FINGER_MOTION, |
| SDL_EVENT_FINGER_CANCELED, |
| |
| /* Pinch events */ |
| SDL_EVENT_PINCH_BEGIN = 0x710, /**< Pinch gesture started */ |
| SDL_EVENT_PINCH_UPDATE, /**< Pinch gesture updated */ |
| SDL_EVENT_PINCH_END, /**< Pinch gesture ended */ |
| |
| /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */ |
| |
| /* Clipboard events */ |
| SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard changed */ |
| |
| /* Drag and drop events */ |
| SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */ |
| SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */ |
| SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */ |
| SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */ |
| SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */ |
| |
| /* Audio hotplug events */ |
| SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */ |
| SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */ |
| SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */ |
| |
| /* Sensor events */ |
| SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */ |
| |
| /* Pressure-sensitive pen events */ |
| SDL_EVENT_PEN_PROXIMITY_IN = 0x1300, /**< Pressure-sensitive pen has become available */ |
| SDL_EVENT_PEN_PROXIMITY_OUT, /**< Pressure-sensitive pen has become unavailable */ |
| SDL_EVENT_PEN_DOWN, /**< Pressure-sensitive pen touched drawing surface */ |
| SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */ |
| SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */ |
| SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */ |
| SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen is moving on the tablet */ |
| SDL_EVENT_PEN_AXIS, /**< Pressure-sensitive pen angle/pressure/etc changed */ |
| |
| /* Camera hotplug events */ |
| SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */ |
| SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */ |
| SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */ |
| SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */ |
| |
| /* Render events */ |
| SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ |
| SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ |
| SDL_EVENT_RENDER_DEVICE_LOST, /**< The device has been lost and can't be recovered. */ |
| |
| /* Reserved events for private platforms */ |
| SDL_EVENT_PRIVATE0 = 0x4000, |
| SDL_EVENT_PRIVATE1, |
| SDL_EVENT_PRIVATE2, |
| SDL_EVENT_PRIVATE3, |
| |
| /* Internal events */ |
| SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ |
| |
| /** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use, |
| * and should be allocated with SDL_RegisterEvents() |
| */ |
| SDL_EVENT_USER = 0x8000, |
| |
| /** |
| * This last event is only for bounding internal arrays |
| */ |
| SDL_EVENT_LAST = 0xFFFF, |
| |
| /* This just makes sure the enum is the size of Uint32 */ |
| SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF |
| |
| } SDL_EventType; |
| |
| /** |
| * Fields shared by every event |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_CommonEvent |
| { |
| Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| } SDL_CommonEvent; |
| |
| /** |
| * Display state change event data (event.display.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_DisplayEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_DISPLAY_* */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_DisplayID displayID;/**< The associated display */ |
| Sint32 data1; /**< event dependent data */ |
| Sint32 data2; /**< event dependent data */ |
| } SDL_DisplayEvent; |
| |
| /** |
| * Window state change event data (event.window.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_WindowEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_WINDOW_* */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The associated window */ |
| Sint32 data1; /**< event dependent data */ |
| Sint32 data2; /**< event dependent data */ |
| } SDL_WindowEvent; |
| |
| /** |
| * Keyboard device event structure (event.kdevice.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_KeyboardDeviceEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_KeyboardID which; /**< The keyboard instance id */ |
| } SDL_KeyboardDeviceEvent; |
| |
| /** |
| * Keyboard button event structure (event.key.*) |
| * |
| * The `key` is the base SDL_Keycode generated by pressing the `scancode` |
| * using the current keyboard layout, applying any options specified in |
| * SDL_HINT_KEYCODE_OPTIONS. You can get the SDL_Keycode corresponding to the |
| * event scancode and modifiers directly from the keyboard layout, bypassing |
| * SDL_HINT_KEYCODE_OPTIONS, by calling SDL_GetKeyFromScancode(). |
| * |
| * \since This struct is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetKeyFromScancode |
| * \sa SDL_HINT_KEYCODE_OPTIONS |
| */ |
| typedef struct SDL_KeyboardEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with keyboard focus, if any */ |
| SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */ |
| SDL_Scancode scancode; /**< SDL physical key code */ |
| SDL_Keycode key; /**< SDL virtual key code */ |
| SDL_Keymod mod; /**< current key modifiers */ |
| Uint16 raw; /**< The platform dependent scancode for this event */ |
| bool down; /**< true if the key is pressed */ |
| bool repeat; /**< true if this is a key repeat */ |
| } SDL_KeyboardEvent; |
| |
| /** |
| * Keyboard text editing event structure (event.edit.*) |
| * |
| * The start cursor is the position, in UTF-8 characters, where new typing |
| * will be inserted into the editing text. The length is the number of UTF-8 |
| * characters that will be replaced by new typing. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_TextEditingEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with keyboard focus, if any */ |
| const char *text; /**< The editing text */ |
| Sint32 start; /**< The start cursor of selected editing text, or -1 if not set */ |
| Sint32 length; /**< The length of selected editing text, or -1 if not set */ |
| } SDL_TextEditingEvent; |
| |
| /** |
| * Keyboard IME candidates event structure (event.edit_candidates.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_TextEditingCandidatesEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING_CANDIDATES */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with keyboard focus, if any */ |
| const char * const *candidates; /**< The list of candidates, or NULL if there are no candidates available */ |
| Sint32 num_candidates; /**< The number of strings in `candidates` */ |
| Sint32 selected_candidate; /**< The index of the selected candidate, or -1 if no candidate is selected */ |
| bool horizontal; /**< true if the list is horizontal, false if it's vertical */ |
| Uint8 padding1; |
| Uint8 padding2; |
| Uint8 padding3; |
| } SDL_TextEditingCandidatesEvent; |
| |
| /** |
| * Keyboard text input event structure (event.text.*) |
| * |
| * This event will never be delivered unless text input is enabled by calling |
| * SDL_StartTextInput(). Text input is disabled by default! |
| * |
| * \since This struct is available since SDL 3.2.0. |
| * |
| * \sa SDL_StartTextInput |
| * \sa SDL_StopTextInput |
| */ |
| typedef struct SDL_TextInputEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with keyboard focus, if any */ |
| const char *text; /**< The input text, UTF-8 encoded */ |
| } SDL_TextInputEvent; |
| |
| /** |
| * Mouse device event structure (event.mdevice.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_MouseDeviceEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_MouseID which; /**< The mouse instance id */ |
| } SDL_MouseDeviceEvent; |
| |
| /** |
| * Mouse motion event structure (event.motion.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_MouseMotionEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with mouse focus, if any */ |
| SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */ |
| SDL_MouseButtonFlags state; /**< The current button state */ |
| float x; /**< X coordinate, relative to window */ |
| float y; /**< Y coordinate, relative to window */ |
| float xrel; /**< The relative motion in the X direction */ |
| float yrel; /**< The relative motion in the Y direction */ |
| } SDL_MouseMotionEvent; |
| |
| /** |
| * Mouse button event structure (event.button.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_MouseButtonEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with mouse focus, if any */ |
| SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */ |
| Uint8 button; /**< The mouse button index */ |
| bool down; /**< true if the button is pressed */ |
| Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ |
| Uint8 padding; |
| float x; /**< X coordinate, relative to window */ |
| float y; /**< Y coordinate, relative to window */ |
| } SDL_MouseButtonEvent; |
| |
| /** |
| * Mouse wheel event structure (event.wheel.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_MouseWheelEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_MOUSE_WHEEL */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with mouse focus, if any */ |
| SDL_MouseID which; /**< The mouse instance id in relative mode or 0 */ |
| float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ |
| float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ |
| SDL_MouseWheelDirection 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 */ |
| float mouse_x; /**< X coordinate, relative to window */ |
| float mouse_y; /**< Y coordinate, relative to window */ |
| Sint32 integer_x; /**< The amount scrolled horizontally, accumulated to whole scroll "ticks" (added in 3.2.12) */ |
| Sint32 integer_y; /**< The amount scrolled vertically, accumulated to whole scroll "ticks" (added in 3.2.12) */ |
| } SDL_MouseWheelEvent; |
| |
| /** |
| * Joystick axis motion event structure (event.jaxis.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_JoyAxisEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_JOYSTICK_AXIS_MOTION */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| 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; |
| |
| /** |
| * Joystick trackball motion event structure (event.jball.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_JoyBallEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BALL_MOTION */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| 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; |
| |
| /** |
| * Joystick hat position change event structure (event.jhat.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_JoyHatEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_JOYSTICK_HAT_MOTION */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| 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; |
| |
| /** |
| * Joystick button event structure (event.jbutton.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_JoyButtonEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| Uint8 button; /**< The joystick button index */ |
| bool down; /**< true if the button is pressed */ |
| Uint8 padding1; |
| Uint8 padding2; |
| } SDL_JoyButtonEvent; |
| |
| /** |
| * Joystick device event structure (event.jdevice.*) |
| * |
| * SDL will send JOYSTICK_ADDED events for devices that are already plugged in |
| * during SDL_Init. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| * |
| * \sa SDL_GamepadDeviceEvent |
| */ |
| typedef struct SDL_JoyDeviceEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| } SDL_JoyDeviceEvent; |
| |
| /** |
| * Joystick battery level change event structure (event.jbattery.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_JoyBatteryEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BATTERY_UPDATED */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| SDL_PowerState state; /**< The joystick battery state */ |
| int percent; /**< The joystick battery percent charge remaining */ |
| } SDL_JoyBatteryEvent; |
| |
| /** |
| * Gamepad axis motion event structure (event.gaxis.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_GamepadAxisEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_GAMEPAD_AXIS_MOTION */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */ |
| Uint8 padding1; |
| Uint8 padding2; |
| Uint8 padding3; |
| Sint16 value; /**< The axis value (range: -32768 to 32767) */ |
| Uint16 padding4; |
| } SDL_GamepadAxisEvent; |
| |
| |
| /** |
| * Gamepad button event structure (event.gbutton.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_GamepadButtonEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| Uint8 button; /**< The gamepad button (SDL_GamepadButton) */ |
| bool down; /**< true if the button is pressed */ |
| Uint8 padding1; |
| Uint8 padding2; |
| } SDL_GamepadButtonEvent; |
| |
| |
| /** |
| * Gamepad device event structure (event.gdevice.*) |
| * |
| * Joysticks that are supported gamepads receive both an SDL_JoyDeviceEvent |
| * and an SDL_GamepadDeviceEvent. |
| * |
| * SDL will send GAMEPAD_ADDED events for joysticks that are already plugged |
| * in during SDL_Init() and are recognized as gamepads. It will also send |
| * events for joysticks that get gamepad mappings at runtime. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| * |
| * \sa SDL_JoyDeviceEvent |
| */ |
| typedef struct SDL_GamepadDeviceEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| } SDL_GamepadDeviceEvent; |
| |
| /** |
| * Gamepad touchpad event structure (event.gtouchpad.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_GamepadTouchpadEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| 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_GamepadTouchpadEvent; |
| |
| /** |
| * Gamepad sensor event structure (event.gsensor.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_GamepadSensorEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_GAMEPAD_SENSOR_UPDATE */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| Sint32 sensor; /**< The type of the sensor, one of the values of SDL_SensorType */ |
| float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */ |
| Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */ |
| } SDL_GamepadSensorEvent; |
| |
| /** |
| * Audio device event structure (event.adevice.*) |
| * |
| * Note that SDL will send a SDL_EVENT_AUDIO_DEVICE_ADDED event for every |
| * device it discovers during initialization. After that, this event will only |
| * arrive when a device is hotplugged during the program's run. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_AudioDeviceEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */ |
| bool recording; /**< false if a playback device, true if a recording device. */ |
| Uint8 padding1; |
| Uint8 padding2; |
| Uint8 padding3; |
| } SDL_AudioDeviceEvent; |
| |
| /** |
| * Camera device event structure (event.cdevice.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_CameraDeviceEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_CameraID which; /**< SDL_CameraID for the device being added or removed or changing */ |
| } SDL_CameraDeviceEvent; |
| |
| |
| /** |
| * Renderer event structure (event.render.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_RenderEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window containing the renderer in question. */ |
| } SDL_RenderEvent; |
| |
| |
| /** |
| * Touch finger event structure (event.tfinger.*) |
| * |
| * Coordinates in this event are normalized. `x` and `y` are normalized to a |
| * range between 0.0f and 1.0f, relative to the window, so (0,0) is the top |
| * left and (1,1) is the bottom right. Delta coordinates `dx` and `dy` are |
| * normalized in the ranges of -1.0f (traversed all the way from the bottom or |
| * right to all the way up or left) to 1.0f (traversed all the way from the |
| * top or left to all the way down or right). |
| * |
| * Note that while the coordinates are _normalized_, they are not _clamped_, |
| * which means in some circumstances you can get a value outside of this |
| * range. For example, a renderer using logical presentation might give a |
| * negative value when the touch is in the letterboxing. Some platforms might |
| * report a touch outside of the window, which will also be outside of the |
| * range. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_TouchFingerEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, or SDL_EVENT_FINGER_CANCELED */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| 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 */ |
| SDL_WindowID windowID; /**< The window underneath the finger, if any */ |
| } SDL_TouchFingerEvent; |
| |
| /** |
| * Pinch event structure (event.pinch.*) |
| */ |
| typedef struct SDL_PinchFingerEvent |
| { |
| SDL_EventType type; /**< ::SDL_EVENT_PINCH_BEGIN or ::SDL_EVENT_PINCH_UPDATE or ::SDL_EVENT_PINCH_END */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| float scale; /**< The scale change since the last SDL_EVENT_PINCH_UPDATE. Scale < 1 is "zoom out". Scale > 1 is "zoom in". */ |
| SDL_WindowID windowID; /**< The window underneath the finger, if any */ |
| } SDL_PinchFingerEvent; |
| |
| /** |
| * Pressure-sensitive pen proximity event structure (event.pproximity.*) |
| * |
| * When a pen becomes visible to the system (it is close enough to a tablet, |
| * etc), SDL will send an SDL_EVENT_PEN_PROXIMITY_IN event with the new pen's |
| * ID. This ID is valid until the pen leaves proximity again (has been removed |
| * from the tablet's area, the tablet has been unplugged, etc). If the same |
| * pen reenters proximity again, it will be given a new ID. |
| * |
| * Note that "proximity" means "close enough for the tablet to know the tool |
| * is there." The pen touching and lifting off from the tablet while not |
| * leaving the area are handled by SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP. |
| * |
| * Not all platforms have a window associated with the pen during proximity |
| * events. Some wait until motion/button/etc events to offer this info. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_PenProximityEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with pen focus, if any */ |
| SDL_PenID which; /**< The pen instance id */ |
| } SDL_PenProximityEvent; |
| |
| /** |
| * Pressure-sensitive pen motion event structure (event.pmotion.*) |
| * |
| * Depending on the hardware, you may get motion events when the pen is not |
| * touching a tablet, for tracking a pen even when it isn't drawing. You |
| * should listen for SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP events, or check |
| * `pen_state & SDL_PEN_INPUT_DOWN` to decide if a pen is "drawing" when |
| * dealing with pen motion. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_PenMotionEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_PEN_MOTION */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with pen focus, if any */ |
| SDL_PenID which; /**< The pen instance id */ |
| SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ |
| float x; /**< X coordinate, relative to window */ |
| float y; /**< Y coordinate, relative to window */ |
| } SDL_PenMotionEvent; |
| |
| /** |
| * Pressure-sensitive pen touched event structure (event.ptouch.*) |
| * |
| * These events come when a pen touches a surface (a tablet, etc), or lifts |
| * off from one. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_PenTouchEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with pen focus, if any */ |
| SDL_PenID which; /**< The pen instance id */ |
| SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ |
| float x; /**< X coordinate, relative to window */ |
| float y; /**< Y coordinate, relative to window */ |
| bool eraser; /**< true if eraser end is used (not all pens support this). */ |
| bool down; /**< true if the pen is touching or false if the pen is lifted off */ |
| } SDL_PenTouchEvent; |
| |
| /** |
| * Pressure-sensitive pen button event structure (event.pbutton.*) |
| * |
| * This is for buttons on the pen itself that the user might click. The pen |
| * itself pressing down to draw triggers a SDL_EVENT_PEN_DOWN event instead. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_PenButtonEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with mouse focus, if any */ |
| SDL_PenID which; /**< The pen instance id */ |
| SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ |
| float x; /**< X coordinate, relative to window */ |
| float y; /**< Y coordinate, relative to window */ |
| Uint8 button; /**< The pen button index (first button is 1). */ |
| bool down; /**< true if the button is pressed */ |
| } SDL_PenButtonEvent; |
| |
| /** |
| * Pressure-sensitive pen pressure / angle event structure (event.paxis.*) |
| * |
| * You might get some of these events even if the pen isn't touching the |
| * tablet. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_PenAxisEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_PEN_AXIS */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with pen focus, if any */ |
| SDL_PenID which; /**< The pen instance id */ |
| SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ |
| float x; /**< X coordinate, relative to window */ |
| float y; /**< Y coordinate, relative to window */ |
| SDL_PenAxis axis; /**< Axis that has changed */ |
| float value; /**< New value of axis */ |
| } SDL_PenAxisEvent; |
| |
| /** |
| * An event used to drop text or request a file open by the system |
| * (event.drop.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_DropEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window that was dropped on, if any */ |
| float x; /**< X coordinate, relative to window (not on begin) */ |
| float y; /**< Y coordinate, relative to window (not on begin) */ |
| const char *source; /**< The source app that sent this drop event, or NULL if that isn't available */ |
| const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */ |
| } SDL_DropEvent; |
| |
| /** |
| * An event triggered when the clipboard contents have changed |
| * (event.clipboard.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_ClipboardEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| bool owner; /**< are we owning the clipboard (internal update) */ |
| Sint32 num_mime_types; /**< number of mime types */ |
| const char **mime_types; /**< current mime types */ |
| } SDL_ClipboardEvent; |
| |
| /** |
| * Sensor event structure (event.sensor.*) |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_SensorEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_SENSOR_UPDATE */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_SensorID which; /**< The instance ID of the sensor */ |
| float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */ |
| Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */ |
| } SDL_SensorEvent; |
| |
| /** |
| * The "quit requested" event |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_QuitEvent |
| { |
| SDL_EventType type; /**< SDL_EVENT_QUIT */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| } SDL_QuitEvent; |
| |
| /** |
| * A user-defined event type (event.user.*) |
| * |
| * This event is unique; it is never created by SDL, but only by the |
| * application. The event can be pushed onto the event queue using |
| * SDL_PushEvent(). The contents of the structure members are completely up to |
| * the programmer; the only requirement is that '''type''' is a value obtained |
| * from SDL_RegisterEvents(). |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_UserEvent |
| { |
| Uint32 type; /**< SDL_EVENT_USER through SDL_EVENT_LAST, Uint32 because these are not in the SDL_EventType enumeration */ |
| Uint32 reserved; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID 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; |
| |
| |
| /** |
| * The structure for all events in SDL. |
| * |
| * The SDL_Event structure is the core of all event handling in SDL. SDL_Event |
| * is a union of all event structures used in SDL. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef union SDL_Event |
| { |
| Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */ |
| SDL_CommonEvent common; /**< Common event data */ |
| SDL_DisplayEvent display; /**< Display event data */ |
| SDL_WindowEvent window; /**< Window event data */ |
| SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */ |
| SDL_KeyboardEvent key; /**< Keyboard event data */ |
| SDL_TextEditingEvent edit; /**< Text editing event data */ |
| SDL_TextEditingCandidatesEvent edit_candidates; /**< Text editing candidates event data */ |
| SDL_TextInputEvent text; /**< Text input event data */ |
| SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */ |
| SDL_MouseMotionEvent motion; /**< Mouse motion event data */ |
| SDL_MouseButtonEvent button; /**< Mouse button event data */ |
| SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ |
| SDL_JoyDeviceEvent jdevice; /**< Joystick device change 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_JoyBatteryEvent jbattery; /**< Joystick battery event data */ |
| SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */ |
| SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */ |
| SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */ |
| SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */ |
| SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */ |
| SDL_AudioDeviceEvent adevice; /**< Audio device event data */ |
| SDL_CameraDeviceEvent cdevice; /**< Camera device event data */ |
| SDL_SensorEvent sensor; /**< Sensor event data */ |
| SDL_QuitEvent quit; /**< Quit request event data */ |
| SDL_UserEvent user; /**< Custom event data */ |
| SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ |
| SDL_PinchFingerEvent pinch; /**< Pinch event data */ |
| SDL_PenProximityEvent pproximity; /**< Pen proximity event data */ |
| SDL_PenTouchEvent ptouch; /**< Pen tip touching event data */ |
| SDL_PenMotionEvent pmotion; /**< Pen motion event data */ |
| SDL_PenButtonEvent pbutton; /**< Pen button event data */ |
| SDL_PenAxisEvent paxis; /**< Pen axis event data */ |
| SDL_RenderEvent render; /**< Render event data */ |
| SDL_DropEvent drop; /**< Drag and drop event data */ |
| SDL_ClipboardEvent clipboard; /**< Clipboard event data */ |
| |
| /* This is necessary for ABI compatibility between Visual C++ and GCC. |
| Visual C++ will respect the push pack pragma and use 52 bytes (size of |
| SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit |
| architectures) for this union, and GCC will use the alignment of the |
| largest datatype within the union, which is 8 bytes on 64-bit |
| architectures. |
| |
| So... we'll add padding to force the size to be the same for both. |
| |
| On architectures where pointers are 16 bytes, this needs rounding up to |
| the next multiple of 16, 64, and on architectures where pointers are |
| even larger the size of SDL_UserEvent will dominate as being 3 pointers. |
| */ |
| Uint8 padding[128]; |
| } SDL_Event; |
| |
| /* Make sure we haven't broken binary compatibility */ |
| SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof((SDL_static_cast(SDL_Event *, NULL))->padding)); |
| |
| |
| /* Function prototypes */ |
| |
| /** |
| * Pump the event loop, gathering events from the input devices. |
| * |
| * This function updates the event queue and internal input device state. |
| * |
| * 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. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PollEvent |
| * \sa SDL_WaitEvent |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_PumpEvents(void); |
| |
| /* @{ */ |
| |
| /** |
| * The type of action to request from SDL_PeepEvents(). |
| * |
| * \since This enum is available since SDL 3.2.0. |
| */ |
| typedef enum SDL_EventAction |
| { |
| SDL_ADDEVENT, /**< Add events to the back of the queue. */ |
| SDL_PEEKEVENT, /**< Check but don't remove events from the queue front. */ |
| SDL_GETEVENT /**< Retrieve/remove events from the front of the queue. */ |
| } 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. If you pass NULL for |
| * `events`, then `numevents` is ignored and the total number of matching |
| * events will be returned. |
| * - `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(). |
| * |
| * \param events destination buffer for the retrieved events, may be NULL to |
| * leave the events in the queue and return the number of events |
| * that would have been stored. |
| * \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 [Remarks](#remarks) for details. |
| * \param minType minimum value of the event type to be considered; |
| * SDL_EVENT_FIRST is a safe choice. |
| * \param maxType maximum value of the event type to be considered; |
| * SDL_EVENT_LAST is a safe choice. |
| * \returns the number of events actually stored or -1 on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PollEvent |
| * \sa SDL_PumpEvents |
| * \sa SDL_PushEvent |
| */ |
| extern SDL_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 true if events matching `type` are present, or false if events |
| * matching `type` are not present. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_HasEvents |
| */ |
| extern SDL_DECLSPEC 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 true if events with type >= `minType` and <= `maxType` are |
| * present, or false if not. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_HasEvents |
| */ |
| extern SDL_DECLSPEC 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. |
| * |
| * If you have user events with custom data that needs to be freed, you should |
| * use SDL_PeepEvents() to remove and clean up those events before calling |
| * this function. |
| * |
| * \param type the type of event to be cleared; see SDL_EventType for details. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_FlushEvents |
| */ |
| extern SDL_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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_FlushEvent |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); |
| |
| /** |
| * Poll for currently pending events. |
| * |
| * If `event` is not NULL, the next event is removed from the queue and stored |
| * in the SDL_Event structure pointed to by `event`. The 1 returned refers to |
| * this event, immediately stored in the SDL Event structure -- not an event |
| * to follow. |
| * |
| * If `event` is NULL, it simply returns 1 if there is an event in the queue, |
| * but will not remove it from the queue. |
| * |
| * As this function may implicitly call SDL_PumpEvents(), you can only call |
| * this function in the thread that set the video mode. |
| * |
| * SDL_PollEvent() is the favored way of receiving system events since it can |
| * be done from the main loop and does not suspend the main loop while waiting |
| * on an event to be posted. |
| * |
| * The common practice is to fully process the event queue once every frame, |
| * usually as a first step before updating the game's state: |
| * |
| * ```c |
| * while (game_is_still_running) { |
| * SDL_Event event; |
| * while (SDL_PollEvent(&event)) { // poll until all events are handled! |
| * // decide what to do with this event. |
| * } |
| * |
| * // update game state, draw the current frame |
| * } |
| * ``` |
| * |
| * Note that Windows (and possibly other platforms) has a quirk about how it |
| * handles events while dragging/resizing a window, which can cause this |
| * function to block for significant amounts of time. Technical explanations |
| * and solutions are discussed on the wiki: |
| * |
| * https://wiki.libsdl.org/SDL3/AppFreezeDuringDrag |
| * |
| * \param event the SDL_Event structure to be filled with the next event from |
| * the queue, or NULL. |
| * \returns true if this got an event or false if there are none available. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PushEvent |
| * \sa SDL_WaitEvent |
| * \sa SDL_WaitEventTimeout |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_PollEvent(SDL_Event *event); |
| |
| /** |
| * Wait indefinitely for the next available event. |
| * |
| * If `event` is not NULL, the next event is removed from the queue and stored |
| * in the SDL_Event structure pointed to by `event`. |
| * |
| * As this function may implicitly call SDL_PumpEvents(), you can only call |
| * this function in the thread that initialized the video subsystem. |
| * |
| * \param event the SDL_Event structure to be filled in with the next event |
| * from the queue, or NULL. |
| * \returns true on success or false if there was an error while waiting for |
| * events; call SDL_GetError() for more information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PollEvent |
| * \sa SDL_PushEvent |
| * \sa SDL_WaitEventTimeout |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_WaitEvent(SDL_Event *event); |
| |
| /** |
| * Wait until the specified timeout (in milliseconds) for the next available |
| * event. |
| * |
| * If `event` is not NULL, the next event is removed from the queue and stored |
| * in the SDL_Event structure pointed to by `event`. |
| * |
| * As this function may implicitly call SDL_PumpEvents(), you can only call |
| * this function in the thread that initialized the video subsystem. |
| * |
| * The timeout is not guaranteed, the actual wait time could be longer due to |
| * system scheduling. |
| * |
| * \param event the SDL_Event structure to be filled in with the next event |
| * from the queue, or NULL. |
| * \param timeoutMS the maximum number of milliseconds to wait for the next |
| * available event. |
| * \returns true if this got an event or false if the timeout elapsed without |
| * any events available. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PollEvent |
| * \sa SDL_PushEvent |
| * \sa SDL_WaitEvent |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS); |
| |
| /** |
| * 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. |
| * |
| * 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 true on success, false if the event was filtered or on failure; |
| * call SDL_GetError() for more information. A common reason for |
| * error is the event queue being full. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PeepEvents |
| * \sa SDL_PollEvent |
| * \sa SDL_RegisterEvents |
| */ |
| extern SDL_DECLSPEC bool 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 true to permit event to be added to the queue, and false to |
| * disallow it. When used with SDL_AddEventWatch, the return value is |
| * ignored. |
| * |
| * \threadsafety SDL may call this callback at any time from any thread; the |
| * application is responsible for locking resources the callback |
| * touches that need to be protected. |
| * |
| * \since This datatype is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetEventFilter |
| * \sa SDL_AddEventWatch |
| */ |
| typedef bool (SDLCALL *SDL_EventFilter)(void *userdata, SDL_Event *event); |
| |
| /** |
| * Set up a filter to process all events before they are added to the internal |
| * event queue. |
| * |
| * If you just want to see events without modifying them or preventing them |
| * from being queued, you should use SDL_AddEventWatch() instead. |
| * |
| * If the filter function returns true when called, then the event will be |
| * added to the internal queue. If it returns false, 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! The exception is handling of |
| * SDL_EVENT_WINDOW_EXPOSED, which is guaranteed to be sent from the OS on the |
| * main thread and you are expected to redraw your window in response to this |
| * event. |
| * |
| * 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. |
| * |
| * Note: Disabled events never make it to the event filter function; see |
| * SDL_SetEventEnabled(). |
| * |
| * 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 a function to call when an event happens. |
| * \param userdata a pointer that is passed to `filter`. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_AddEventWatch |
| * \sa SDL_SetEventEnabled |
| * \sa SDL_GetEventFilter |
| * \sa SDL_PeepEvents |
| * \sa SDL_PushEvent |
| */ |
| extern SDL_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 true on success or false if there is no event filter set. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetEventFilter |
| */ |
| extern SDL_DECLSPEC 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`. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_RemoveEventWatch |
| * \sa SDL_SetEventFilter |
| */ |
| extern SDL_DECLSPEC bool 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(). |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_AddEventWatch |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_RemoveEventWatch(SDL_EventFilter filter, void *userdata); |
| |
| /** |
| * Run a specific filter function on the current event queue, removing any |
| * events for which the filter returns false. |
| * |
| * 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`. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetEventFilter |
| * \sa SDL_SetEventFilter |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata); |
| |
| /** |
| * Set the state of processing events by type. |
| * |
| * \param type the type of event; see SDL_EventType for details. |
| * \param enabled whether to process the event or not. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_EventEnabled |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, bool enabled); |
| |
| /** |
| * Query the state of processing events by type. |
| * |
| * \param type the type of event; see SDL_EventType for details. |
| * \returns true if the event is being processed, false otherwise. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetEventEnabled |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_EventEnabled(Uint32 type); |
| |
| /** |
| * Allocate a set of user-defined events, and return the beginning event |
| * number for that set of events. |
| * |
| * \param numevents the number of events to be allocated. |
| * \returns the beginning event number, or 0 if numevents is invalid or if |
| * there are not enough user-defined events left. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PushEvent |
| */ |
| extern SDL_DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); |
| |
| /** |
| * Get window associated with an event. |
| * |
| * \param event an event containing a `windowID`. |
| * \returns the associated window on success or NULL if there is none. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PollEvent |
| * \sa SDL_WaitEvent |
| * \sa SDL_WaitEventTimeout |
| */ |
| extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromEvent(const SDL_Event *event); |
| |
| /** |
| * Generate an English description of an event. |
| * |
| * This will fill `buf` with a null-terminated string that might look |
| * something like this: |
| * |
| * ``` |
| * SDL_EVENT_MOUSE_MOTION (timestamp=1140256324 windowid=2 which=0 state=0 x=492.99 y=139.09 xrel=52 yrel=6) |
| * ``` |
| * |
| * The exact format of the string is not guaranteed; it is intended for |
| * logging purposes, to be read by a human, and not parsed by a computer. |
| * |
| * The returned value follows the same rules as SDL_snprintf(): `buf` will |
| * always be NULL-terminated (unless `buflen` is zero), and will be truncated |
| * if `buflen` is too small. The return code is the number of bytes needed for |
| * the complete string, not counting the NULL-terminator, whether the string |
| * was truncated or not. Unlike SDL_snprintf(), though, this function never |
| * returns -1. |
| * |
| * \param event an event to describe. May be NULL. |
| * \param buf the buffer to fill with the description string. May be NULL. |
| * \param buflen the maximum bytes that can be written to `buf`. |
| * \returns number of bytes needed for the full string, not counting the |
| * null-terminator byte. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.4.0. |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_GetEventDescription(const SDL_Event *event, char *buf, int buflen); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_events_h_ */ |