| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| |
| /** |
| * \file SDL_events.h |
| * |
| * Include file for SDL event handling. |
| */ |
| |
| #ifndef SDL_events_h_ |
| #define SDL_events_h_ |
| |
| #include <SDL3/SDL_audio.h> |
| #include <SDL3/SDL_error.h> |
| #include <SDL3/SDL_gamepad.h> |
| #include <SDL3/SDL_joystick.h> |
| #include <SDL3/SDL_keyboard.h> |
| #include <SDL3/SDL_mouse.h> |
| #include <SDL3/SDL_quit.h> |
| #include <SDL3/SDL_stdinc.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 state definitions */ |
| #define SDL_RELEASED 0 |
| #define SDL_PRESSED 1 |
| |
| /** |
| * The types of events that can be delivered. |
| */ |
| typedef enum |
| { |
| 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, see README-ios.md for details */ |
| SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS |
| Called on iOS in applicationWillTerminate() |
| Called on Android in onDestroy() |
| */ |
| SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible. |
| Called on iOS in applicationDidReceiveMemoryWarning() |
| Called on Android in onLowMemory() |
| */ |
| SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background |
| 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 |
| Called on iOS in applicationDidEnterBackground() |
| Called on Android in onPause() |
| */ |
| SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground |
| Called on iOS in applicationWillEnterForeground() |
| Called on Android in onResume() |
| */ |
| SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive |
| Called on iOS in applicationDidBecomeActive() |
| Called on Android in onResume() |
| */ |
| |
| SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have 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_CONNECTED, /**< Display has been added to the system */ |
| SDL_EVENT_DISPLAY_DISCONNECTED, /**< Display has been removed from the system */ |
| SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */ |
| SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION, |
| SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_DISCONNECTED, |
| |
| /* Window events */ |
| /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */ |
| SDL_EVENT_SYSWM = 0x201, /**< System specific event */ |
| SDL_EVENT_WINDOW_SHOWN, /**< Window has been shown */ |
| SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */ |
| SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn */ |
| 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_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_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */ |
| 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_FIRST = SDL_EVENT_WINDOW_SHOWN, |
| SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_DISPLAY_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_TEXT_EDITING_EXT, /**< Extended keyboard text editing (composition) */ |
| |
| /* 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 */ |
| |
| /* Joystick events */ |
| SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */ |
| SDL_EVENT_JOYSTICK_HAT_MOTION = 0x602, /**< 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 */ |
| |
| /* 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, /**< An opened 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 */ |
| |
| /* Touch events */ |
| SDL_EVENT_FINGER_DOWN = 0x700, |
| SDL_EVENT_FINGER_UP, |
| SDL_EVENT_FINGER_MOTION, |
| |
| /* 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 or primary selection 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) */ |
| |
| /* 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. */ |
| |
| /* Sensor events */ |
| SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */ |
| |
| /* 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 */ |
| |
| /* 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 |
| } SDL_EventType; |
| |
| /** |
| * \brief Fields shared by every event |
| */ |
| typedef struct SDL_CommonEvent |
| { |
| Uint32 type; |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| } SDL_CommonEvent; |
| |
| /** |
| * \brief Display state change event data (event.display.*) |
| */ |
| typedef struct SDL_DisplayEvent |
| { |
| Uint32 type; /**< ::SDL_DISPLAYEVENT_* */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_DisplayID displayID;/**< The associated display */ |
| Sint32 data1; /**< event dependent data */ |
| } SDL_DisplayEvent; |
| |
| /** |
| * \brief Window state change event data (event.window.*) |
| */ |
| typedef struct SDL_WindowEvent |
| { |
| Uint32 type; /**< ::SDL_WINDOWEVENT_* */ |
| 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; |
| |
| /** |
| * \brief Keyboard button event structure (event.key.*) |
| */ |
| typedef struct SDL_KeyboardEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_KEY_DOWN or ::SDL_EVENT_KEY_UP */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID;/**< The window with keyboard focus, if any */ |
| Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
| Uint8 repeat; /**< Non-zero if this is a key repeat */ |
| Uint8 padding2; |
| Uint8 padding3; |
| SDL_Keysym keysym; /**< The key that was pressed or released */ |
| } SDL_KeyboardEvent; |
| |
| #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) |
| /** |
| * \brief Keyboard text editing event structure (event.edit.*) |
| */ |
| typedef struct SDL_TextEditingEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with keyboard focus, if any */ |
| char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */ |
| Sint32 start; /**< The start cursor of selected editing text */ |
| Sint32 length; /**< The length of selected editing text */ |
| } SDL_TextEditingEvent; |
| |
| /** |
| * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be |
| * truncated if stored in the text buffer SDL_TextEditingEvent |
| */ |
| typedef struct SDL_TextEditingExtEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING_EXT */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with keyboard focus, if any */ |
| char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */ |
| Sint32 start; /**< The start cursor of selected editing text */ |
| Sint32 length; /**< The length of selected editing text */ |
| } SDL_TextEditingExtEvent; |
| |
| #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32) |
| /** |
| * \brief Keyboard text input event structure (event.text.*) |
| */ |
| typedef struct SDL_TextInputEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_TEXT_INPUT */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_WindowID windowID; /**< The window with keyboard focus, if any */ |
| char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */ |
| } SDL_TextInputEvent; |
| |
| /** |
| * \brief Mouse motion event structure (event.motion.*) |
| */ |
| typedef struct SDL_MouseMotionEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_MOUSE_MOTION */ |
| 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, or SDL_TOUCH_MOUSEID */ |
| Uint32 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; |
| |
| /** |
| * \brief Mouse button event structure (event.button.*) |
| */ |
| typedef struct SDL_MouseButtonEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_MOUSE_BUTTON_DOWN or ::SDL_EVENT_MOUSE_BUTTON_UP */ |
| 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, or SDL_TOUCH_MOUSEID */ |
| Uint8 button; /**< The mouse button index */ |
| Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
| Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ |
| Uint8 padding; |
| float x; /**< X coordinate, relative to window */ |
| float y; /**< Y coordinate, relative to window */ |
| } SDL_MouseButtonEvent; |
| |
| /** |
| * \brief Mouse wheel event structure (event.wheel.*) |
| */ |
| typedef struct SDL_MouseWheelEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_MOUSE_WHEEL */ |
| 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, or SDL_TOUCH_MOUSEID */ |
| 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 */ |
| 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 */ |
| float mouseX; /**< X coordinate, relative to window */ |
| float mouseY; /**< Y coordinate, relative to window */ |
| } SDL_MouseWheelEvent; |
| |
| /** |
| * \brief Joystick axis motion event structure (event.jaxis.*) |
| */ |
| typedef struct SDL_JoyAxisEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_JOYSTICK_AXIS_MOTION */ |
| 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; |
| |
| /** |
| * \brief Joystick hat position change event structure (event.jhat.*) |
| */ |
| typedef struct SDL_JoyHatEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_JOYSTICK_HAT_MOTION */ |
| 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; |
| |
| /** |
| * \brief Joystick button event structure (event.jbutton.*) |
| */ |
| typedef struct SDL_JoyButtonEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BUTTON_DOWN or ::SDL_EVENT_JOYSTICK_BUTTON_UP */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| Uint8 button; /**< The joystick button index */ |
| Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
| Uint8 padding1; |
| Uint8 padding2; |
| } SDL_JoyButtonEvent; |
| |
| /** |
| * \brief Joystick device event structure (event.jdevice.*) |
| */ |
| typedef struct SDL_JoyDeviceEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_JOYSTICK_ADDED or ::SDL_EVENT_JOYSTICK_REMOVED */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| } SDL_JoyDeviceEvent; |
| |
| /** |
| * \brief Joysick battery level change event structure (event.jbattery.*) |
| */ |
| typedef struct SDL_JoyBatteryEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BATTERY_UPDATED */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| SDL_JoystickPowerLevel level; /**< The joystick battery level */ |
| } SDL_JoyBatteryEvent; |
| |
| /** |
| * \brief Gamepad axis motion event structure (event.caxis.*) |
| */ |
| typedef struct SDL_GamepadAxisEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_GAMEPAD_AXIS_MOTION */ |
| 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; |
| |
| |
| /** |
| * \brief Gamepad button event structure (event.cbutton.*) |
| */ |
| typedef struct SDL_GamepadButtonEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_GAMEPAD_BUTTON_DOWN or ::SDL_EVENT_GAMEPAD_BUTTON_UP */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| Uint8 button; /**< The gamepad button (SDL_GamepadButton) */ |
| Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
| Uint8 padding1; |
| Uint8 padding2; |
| } SDL_GamepadButtonEvent; |
| |
| |
| /** |
| * \brief Gamepad device event structure (event.cdevice.*) |
| */ |
| typedef struct SDL_GamepadDeviceEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_GAMEPAD_ADDED, ::SDL_EVENT_GAMEPAD_REMOVED, or ::SDL_EVENT_GAMEPAD_REMAPPED */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_JoystickID which; /**< The joystick instance id */ |
| } SDL_GamepadDeviceEvent; |
| |
| /** |
| * \brief Gamepad touchpad event structure (event.ctouchpad.*) |
| */ |
| typedef struct SDL_GamepadTouchpadEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or ::SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or ::SDL_EVENT_GAMEPAD_TOUCHPAD_UP */ |
| 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; |
| |
| /** |
| * \brief Gamepad sensor event structure (event.csensor.*) |
| */ |
| typedef struct SDL_GamepadSensorEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_GAMEPAD_SENSOR_UPDATE */ |
| 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; |
| |
| /** |
| * \brief Audio device event structure (event.adevice.*) |
| */ |
| typedef struct SDL_AudioDeviceEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_AUDIO_DEVICE_ADDED, or ::SDL_EVENT_AUDIO_DEVICE_REMOVED */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_AudioDeviceID which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */ |
| Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */ |
| Uint8 padding1; |
| Uint8 padding2; |
| Uint8 padding3; |
| } SDL_AudioDeviceEvent; |
| |
| |
| /** |
| * \brief Touch finger event structure (event.tfinger.*) |
| */ |
| typedef struct SDL_TouchFingerEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_FINGER_MOTION or ::SDL_EVENT_FINGER_DOWN or ::SDL_EVENT_FINGER_UP */ |
| 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; |
| |
| |
| /** |
| * \brief An event used to request a file open by the system (event.drop.*) |
| * This event is enabled by default, you can disable it with SDL_SetEventEnabled(). |
| * \note If this event is enabled, you must free the filename in the event. |
| */ |
| typedef struct SDL_DropEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_DROP_BEGIN or ::SDL_EVENT_DROP_FILE or ::SDL_EVENT_DROP_TEXT or ::SDL_EVENT_DROP_COMPLETE */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */ |
| SDL_WindowID windowID;/**< The window that was dropped on, if any */ |
| } SDL_DropEvent; |
| |
| |
| /** |
| * \brief Sensor event structure (event.sensor.*) |
| */ |
| typedef struct SDL_SensorEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_SENSOR_UPDATE */ |
| 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; |
| |
| /** |
| * \brief The "quit requested" event |
| */ |
| typedef struct SDL_QuitEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_QUIT */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| } SDL_QuitEvent; |
| |
| /** |
| * \brief OS Specific event |
| */ |
| typedef struct SDL_OSEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_QUIT */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| } SDL_OSEvent; |
| |
| /** |
| * \brief A user-defined event type (event.user.*) |
| */ |
| typedef struct SDL_UserEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_USER through ::SDL_EVENT_LAST-1 */ |
| 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; |
| |
| |
| struct SDL_SysWMmsg; |
| typedef struct SDL_SysWMmsg SDL_SysWMmsg; |
| |
| /** |
| * \brief A video driver dependent system event (event.syswm.*) |
| * This event is disabled by default, you can enable it with SDL_SetEventEnabled() |
| * |
| * \note If you want to use this event, you should include SDL_syswm.h. |
| */ |
| typedef struct SDL_SysWMEvent |
| { |
| Uint32 type; /**< ::SDL_EVENT_SYSWM */ |
| Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ |
| SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */ |
| } SDL_SysWMEvent; |
| |
| /** |
| * \brief General event structure |
| */ |
| typedef union SDL_Event |
| { |
| Uint32 type; /**< Event type, shared with all events */ |
| SDL_CommonEvent common; /**< Common event data */ |
| SDL_DisplayEvent display; /**< Display event data */ |
| SDL_WindowEvent window; /**< Window event data */ |
| SDL_KeyboardEvent key; /**< Keyboard event data */ |
| SDL_TextEditingEvent edit; /**< Text editing event data */ |
| SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */ |
| SDL_TextInputEvent text; /**< Text input event data */ |
| SDL_MouseMotionEvent motion; /**< Mouse motion event data */ |
| SDL_MouseButtonEvent button; /**< Mouse button event data */ |
| SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ |
| SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ |
| SDL_JoyHatEvent jhat; /**< Joystick hat event data */ |
| SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ |
| SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ |
| SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */ |
| SDL_GamepadAxisEvent caxis; /**< Gamepad axis event data */ |
| SDL_GamepadButtonEvent cbutton; /**< Gamepad button event data */ |
| SDL_GamepadDeviceEvent cdevice; /**< Gamepad device event data */ |
| SDL_GamepadTouchpadEvent ctouchpad; /**< Gamepad touchpad event data */ |
| SDL_GamepadSensorEvent csensor; /**< Gamepad sensor event data */ |
| SDL_AudioDeviceEvent adevice; /**< Audio device event data */ |
| SDL_SensorEvent sensor; /**< Sensor event data */ |
| SDL_QuitEvent quit; /**< Quit request event data */ |
| SDL_UserEvent user; /**< Custom event data */ |
| SDL_SysWMEvent syswm; /**< System dependent window event data */ |
| SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ |
| SDL_DropEvent drop; /**< Drag and drop event data */ |
| |
| /* This is necessary for ABI compatibility between Visual C++ and GCC. |
| Visual C++ will respect the push pack pragma and use 52 bytes (size of |
| SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit |
| architectures) for this union, and GCC will use the alignment of the |
| largest datatype within the union, which is 8 bytes on 64-bit |
| architectures. |
| |
| So... we'll add padding to force the size to be 56 bytes for both. |
| |
| On architectures where pointers are 16 bytes, this needs rounding up to |
| the next multiple of 16, 64, and on architectures where pointers are |
| even larger the size of SDL_UserEvent will dominate as being 3 pointers. |
| */ |
| Uint8 padding[128]; |
| } SDL_Event; |
| |
| /* Make sure we haven't broken binary compatibility */ |
| SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding)); |
| |
| |
| /* Function prototypes */ |
| |
| /** |
| * Pump the event loop, gathering events from the input devices. |
| * |
| * This function updates the event queue and internal input device state. |
| * |
| * **WARNING**: This should only be run in the thread that initialized the |
| * video subsystem, and for extra safety, you should consider only doing those |
| * things on the main thread in any case. |
| * |
| * SDL_PumpEvents() gathers all the pending input information from devices and |
| * places it in the event queue. Without calls to SDL_PumpEvents() no events |
| * would ever be placed on the queue. Often the need for calls to |
| * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and |
| * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not |
| * polling or waiting for events (e.g. you are filtering them), then you must |
| * call SDL_PumpEvents() to force an event queue update. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_PollEvent |
| * \sa SDL_WaitEvent |
| */ |
| extern DECLSPEC void SDLCALL SDL_PumpEvents(void); |
| |
| /* @{ */ |
| typedef enum |
| { |
| SDL_ADDEVENT, |
| SDL_PEEKEVENT, |
| SDL_GETEVENT |
| } SDL_eventaction; |
| |
| /** |
| * Check the event queue for messages and optionally return them. |
| * |
| * `action` may be any of the following: |
| * |
| * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the |
| * event queue. |
| * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue, |
| * within the specified minimum and maximum type, will be returned to the |
| * caller and will _not_ be removed from the queue. |
| * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue, |
| * within the specified minimum and maximum type, will be returned to the |
| * caller and will be removed from the queue. |
| * |
| * You may have to call SDL_PumpEvents() before calling this function. |
| * Otherwise, the events may not be ready to be filtered when you call |
| * SDL_PeepEvents(). |
| * |
| * This function is thread-safe. |
| * |
| * \param events destination buffer for the retrieved events |
| * \param numevents if action is SDL_ADDEVENT, the number of events to add |
| * back to the event queue; if action is SDL_PEEKEVENT or |
| * SDL_GETEVENT, the maximum number of events to retrieve |
| * \param action action to take; see [[#action|Remarks]] for details |
| * \param minType minimum value of the event type to be considered; |
| * SDL_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 a negative error code on |
| * failure; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_PollEvent |
| * \sa SDL_PumpEvents |
| * \sa SDL_PushEvent |
| */ |
| extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents, |
| SDL_eventaction action, |
| Uint32 minType, Uint32 maxType); |
| /* @} */ |
| |
| /** |
| * Check for the existence of a certain event type in the event queue. |
| * |
| * If you need to check for a range of event types, use SDL_HasEvents() |
| * instead. |
| * |
| * \param type the type of event to be queried; see SDL_EventType for details |
| * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if |
| * events matching `type` are not present. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_HasEvents |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type); |
| |
| |
| /** |
| * Check for the existence of certain event types in the event queue. |
| * |
| * If you need to check for a single event type, use SDL_HasEvent() instead. |
| * |
| * \param minType the low end of event type to be queried, inclusive; see |
| * SDL_EventType for details |
| * \param maxType the high end of event type to be queried, inclusive; see |
| * SDL_EventType for details |
| * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are |
| * present, or SDL_FALSE if not. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_HasEvents |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); |
| |
| /** |
| * Clear events of a specific type from the event queue. |
| * |
| * This will unconditionally remove any events from the queue that match |
| * `type`. If you need to remove a range of event types, use SDL_FlushEvents() |
| * instead. |
| * |
| * It's also normal to just ignore events you don't care about in your event |
| * loop without calling this function. |
| * |
| * This function only affects currently queued events. If you want to make |
| * sure that all pending OS events are flushed, you can call SDL_PumpEvents() |
| * on the main thread immediately before the flush call. |
| * |
| * \param type the type of event to be cleared; see SDL_EventType for details |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_FlushEvents |
| */ |
| extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); |
| |
| /** |
| * Clear events of a range of types from the event queue. |
| * |
| * This will unconditionally remove any events from the queue that are in the |
| * range of `minType` to `maxType`, inclusive. If you need to remove a single |
| * event type, use SDL_FlushEvent() instead. |
| * |
| * It's also normal to just ignore events you don't care about in your event |
| * loop without calling this function. |
| * |
| * This function only affects currently queued events. If you want to make |
| * sure that all pending OS events are flushed, you can call SDL_PumpEvents() |
| * on the main thread immediately before the flush call. |
| * |
| * \param minType the low end of event type to be cleared, inclusive; see |
| * SDL_EventType for details |
| * \param maxType the high end of event type to be cleared, inclusive; see |
| * SDL_EventType for details |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_FlushEvent |
| */ |
| extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); |
| |
| /** |
| * Poll for currently pending events. |
| * |
| * If `event` is not NULL, the next event is removed from the queue and stored |
| * in the SDL_Event structure pointed to by `event`. The 1 returned refers to |
| * this event, immediately stored in the SDL Event structure -- not an event |
| * to follow. |
| * |
| * If `event` is NULL, it simply returns 1 if there is an event in the queue, |
| * but will not remove it from the queue. |
| * |
| * As this function may implicitly call SDL_PumpEvents(), you can only call |
| * this function in the thread that set the video mode. |
| * |
| * SDL_PollEvent() is the favored way of receiving system events since it can |
| * be done from the main loop and does not suspend the main loop while waiting |
| * on an event to be posted. |
| * |
| * The common practice is to fully process the event queue once every frame, |
| * usually as a first step before updating the game's state: |
| * |
| * ```c |
| * while (game_is_still_running) { |
| * SDL_Event event; |
| * while (SDL_PollEvent(&event)) { // poll until all events are handled! |
| * // decide what to do with this event. |
| * } |
| * |
| * // update game state, draw the current frame |
| * } |
| * ``` |
| * |
| * \param event the SDL_Event structure to be filled with the next event from |
| * the queue, or NULL |
| * \returns 1 if there is a pending event or 0 if there are none available. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetEventFilter |
| * \sa SDL_PeepEvents |
| * \sa SDL_PushEvent |
| * \sa SDL_SetEventFilter |
| * \sa SDL_WaitEvent |
| * \sa SDL_WaitEventTimeout |
| */ |
| extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event); |
| |
| /** |
| * Wait indefinitely for the next available event. |
| * |
| * If `event` is not NULL, the next event is removed from the queue and stored |
| * in the SDL_Event structure pointed to by `event`. |
| * |
| * As this function may implicitly call SDL_PumpEvents(), you can only call |
| * this function in the thread that initialized the video subsystem. |
| * |
| * \param event the SDL_Event structure to be filled in with the next event |
| * from the queue, or NULL |
| * \returns 1 on success or 0 if there was an error while waiting for events; |
| * call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_PollEvent |
| * \sa SDL_PumpEvents |
| * \sa SDL_WaitEventTimeout |
| */ |
| extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event); |
| |
| /** |
| * Wait until the specified timeout (in milliseconds) for the next available |
| * event. |
| * |
| * If `event` is not NULL, the next event is removed from the queue and stored |
| * in the SDL_Event structure pointed to by `event`. |
| * |
| * As this function may implicitly call SDL_PumpEvents(), you can only call |
| * this function in the thread that initialized the video subsystem. |
| * |
| * 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 1 on success or 0 if there was an error while waiting for events; |
| * call SDL_GetError() for more information. This also returns 0 if |
| * the timeout elapsed without an event arriving. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_PollEvent |
| * \sa SDL_PumpEvents |
| * \sa SDL_WaitEvent |
| */ |
| extern DECLSPEC int 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. |
| * |
| * This function is thread-safe, and can be called from other threads safely. |
| * |
| * Note: Events pushed onto the queue with SDL_PushEvent() get passed through |
| * the event filter but events added with SDL_PeepEvents() do not. |
| * |
| * For pushing application-specific events, please use SDL_RegisterEvents() to |
| * get an event type that does not conflict with other code that also wants |
| * its own custom event types. |
| * |
| * \param event the SDL_Event to be added to the queue |
| * \returns 1 on success, 0 if the event was filtered, or a negative error |
| * code on failure; call SDL_GetError() for more information. A |
| * common reason for error is the event queue being full. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_PeepEvents |
| * \sa SDL_PollEvent |
| * \sa SDL_RegisterEvents |
| */ |
| extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event); |
| |
| /** |
| * A function pointer used for callbacks that watch the event queue. |
| * |
| * \param userdata what was passed as `userdata` to SDL_SetEventFilter() |
| * or SDL_AddEventWatch, etc |
| * \param event the event that triggered the callback |
| * \returns 1 to permit event to be added to the queue, and 0 to disallow |
| * it. When used with SDL_AddEventWatch, the return value is ignored. |
| * |
| * \sa SDL_SetEventFilter |
| * \sa SDL_AddEventWatch |
| */ |
| typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event); |
| |
| /** |
| * Set up a filter to process all events before they change internal state and |
| * are posted to the internal event queue. |
| * |
| * If the filter function returns 1 when called, then the event will be added |
| * to the internal queue. If it returns 0, then the event will be dropped from |
| * the queue, but the internal state will still be updated. This allows |
| * selective filtering of dynamically arriving events. |
| * |
| * **WARNING**: Be very careful of what you do in the event filter function, |
| * as it may run in a different thread! |
| * |
| * On platforms that support it, if the quit event is generated by an |
| * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the |
| * application at the next event poll. |
| * |
| * There is one caveat when dealing with the ::SDL_QuitEvent event type. The |
| * event filter is only called when the window manager desires to close the |
| * application window. If the event filter returns 1, then the window will be |
| * closed, otherwise the window will remain open if possible. |
| * |
| * Note: Disabled events never make it to the event filter function; see |
| * SDL_SetEventEnabled(). |
| * |
| * Note: If you just want to inspect events without filtering, you should use |
| * SDL_AddEventWatch() instead. |
| * |
| * Note: Events pushed onto the queue with SDL_PushEvent() get passed through |
| * the event filter, but events pushed onto the queue with SDL_PeepEvents() do |
| * not. |
| * |
| * \param filter An SDL_EventFilter function to call when an event happens |
| * \param userdata a pointer that is passed to `filter` |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_AddEventWatch |
| * \sa SDL_SetEventEnabled |
| * \sa SDL_GetEventFilter |
| * \sa SDL_PeepEvents |
| * \sa SDL_PushEvent |
| */ |
| extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, |
| void *userdata); |
| |
| /** |
| * Query the current event filter. |
| * |
| * This function can be used to "chain" filters, by saving the existing filter |
| * before replacing it with a function that will call that saved filter. |
| * |
| * \param filter the current callback function will be stored here |
| * \param userdata the pointer that is passed to the current event filter will |
| * be stored here |
| * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetEventFilter |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, |
| void **userdata); |
| |
| /** |
| * Add a callback to be triggered when an event is added to the event queue. |
| * |
| * `filter` will be called when an event happens, and its return value is |
| * ignored. |
| * |
| * **WARNING**: Be very careful of what you do in the event filter function, |
| * as it may run in a different thread! |
| * |
| * If the quit event is generated by a signal (e.g. SIGINT), it will bypass |
| * the internal queue and be delivered to the watch callback immediately, and |
| * arrive at the next event poll. |
| * |
| * Note: the callback is called for events posted by the user through |
| * SDL_PushEvent(), but not for disabled events, nor for events by a filter |
| * callback set with SDL_SetEventFilter(), nor for events posted by the user |
| * through SDL_PeepEvents(). |
| * |
| * \param filter an SDL_EventFilter function to call when an event happens. |
| * \param userdata a pointer that is passed to `filter` |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_DelEventWatch |
| * \sa SDL_SetEventFilter |
| */ |
| extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, |
| void *userdata); |
| |
| /** |
| * Remove an event watch callback added with SDL_AddEventWatch(). |
| * |
| * This function takes the same input as SDL_AddEventWatch() to identify and |
| * delete the corresponding callback. |
| * |
| * \param filter the function originally passed to SDL_AddEventWatch() |
| * \param userdata the pointer originally passed to SDL_AddEventWatch() |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_AddEventWatch |
| */ |
| extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, |
| void *userdata); |
| |
| /** |
| * Run a specific filter function on the current event queue, removing any |
| * events for which the filter returns 0. |
| * |
| * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(), |
| * this function does not change the filter permanently, it only uses the |
| * supplied filter until this function returns. |
| * |
| * \param filter the SDL_EventFilter function to call when an event happens |
| * \param userdata a pointer that is passed to `filter` |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetEventFilter |
| * \sa SDL_SetEventFilter |
| */ |
| extern 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 |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_IsEventEnabled |
| */ |
| extern DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, SDL_bool enabled); |
| |
| /** |
| * Query the state of processing events by type. |
| * |
| * \param type the type of event; see SDL_EventType for details |
| * \returns SDL_TRUE if the event is being processed, SDL_FALSE otherwise. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetEventEnabled |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_EventEnabled(Uint32 type); |
| |
| /** |
| * Allocate a set of user-defined events, and return the beginning event |
| * number for that set of events. |
| * |
| * Calling this function with `numevents` <= 0 is an error and will return |
| * (Uint32)-1. |
| * |
| * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or |
| * 0xFFFFFFFF), but is clearer to write. |
| * |
| * \param numevents the number of events to be allocated |
| * \returns the beginning event number, or (Uint32)-1 if there are not enough |
| * user-defined events left. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_PushEvent |
| */ |
| extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_events_h_ */ |