|
|
- /*
- 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 "SDL_stdinc.h"
- #include "SDL_error.h"
- #include "SDL_video.h"
- #include "SDL_keyboard.h"
- #include "SDL_mouse.h"
- #include "SDL_joystick.h"
- #include "SDL_gamecontroller.h"
- #include "SDL_quit.h"
- #include "SDL_gesture.h"
- #include "SDL_touch.h"
-
- #include "begin_code.h"
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
-
- /* General keyboard/mouse state definitions */
- #define SDL_RELEASED 0
- #define SDL_PRESSED 1
-
- /**
- * The types of events that can be delivered.
- */
- typedef enum
- {
- SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
-
- /* Application events */
- SDL_QUIT = 0x100, /**< User-requested quit */
-
- /* These application events have special meaning on iOS, see README-ios.md for details */
- SDL_APP_TERMINATING, /**< The application is being terminated by the OS
- Called on iOS in applicationWillTerminate()
- Called on Android in onDestroy()
- */
- SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
- Called on iOS in applicationDidReceiveMemoryWarning()
- Called on Android in onLowMemory()
- */
- SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
- Called on iOS in applicationWillResignActive()
- Called on Android in onPause()
- */
- SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
- Called on iOS in applicationDidEnterBackground()
- Called on Android in onPause()
- */
- SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
- Called on iOS in applicationWillEnterForeground()
- Called on Android in onResume()
- */
- SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
- Called on iOS in applicationDidBecomeActive()
- Called on Android in onResume()
- */
-
- SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */
-
- /* Display events */
- SDL_DISPLAYEVENT = 0x150, /**< Display state change */
-
- /* Window events */
- SDL_WINDOWEVENT = 0x200, /**< Window state change */
- SDL_SYSWMEVENT, /**< System specific event */
-
- /* Keyboard events */
- SDL_KEYDOWN = 0x300, /**< Key pressed */
- SDL_KEYUP, /**< Key released */
- SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
- SDL_TEXTINPUT, /**< Keyboard text input */
- SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
- input language or keyboard layout change.
- */
- SDL_TEXTEDITING_EXT, /**< Extended keyboard text editing (composition) */
-
- /* Mouse events */
- SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
- SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
- SDL_MOUSEBUTTONUP, /**< Mouse button released */
- SDL_MOUSEWHEEL, /**< Mouse wheel motion */
-
- /* Joystick events */
- SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
- SDL_JOYBALLMOTION, /**< Joystick trackball motion */
- SDL_JOYHATMOTION, /**< Joystick hat position change */
- SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
- SDL_JOYBUTTONUP, /**< Joystick button released */
- SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
- SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
- SDL_JOYBATTERYUPDATED, /**< Joystick battery level change */
-
- /* Game controller events */
- SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
- SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
- SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
- SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
- SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
- SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
- SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */
- SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
- SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
- SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
-
- /* Touch events */
- SDL_FINGERDOWN = 0x700,
- SDL_FINGERUP,
- SDL_FINGERMOTION,
-
- /* Gesture events */
- SDL_DOLLARGESTURE = 0x800,
- SDL_DOLLARRECORD,
- SDL_MULTIGESTURE,
-
- /* Clipboard events */
- SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */
-
- /* Drag and drop events */
- SDL_DROPFILE = 0x1000, /**< The system requests a file open */
- SDL_DROPTEXT, /**< text/plain drag-and-drop event */
- SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
- SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
-
- /* Audio hotplug events */
- SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
- SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
-
- /* Sensor events */
- SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
-
- /* Render events */
- SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
- SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
-
- /* Internal events */
- SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
-
- /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
- * and should be allocated with SDL_RegisterEvents()
- */
- SDL_USEREVENT = 0x8000,
-
- /**
- * This last event is only for bounding internal arrays
- */
- SDL_LASTEVENT = 0xFFFF
- } SDL_EventType;
-
- /**
- * \brief Fields shared by every event
- */
- typedef struct SDL_CommonEvent
- {
- Uint32 type;
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- } SDL_CommonEvent;
-
- /**
- * \brief Display state change event data (event.display.*)
- */
- typedef struct SDL_DisplayEvent
- {
- Uint32 type; /**< ::SDL_DISPLAYEVENT */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 display; /**< The associated display index */
- Uint8 event; /**< ::SDL_DisplayEventID */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint32 data1; /**< event dependent data */
- } SDL_DisplayEvent;
-
- /**
- * \brief Window state change event data (event.window.*)
- */
- typedef struct SDL_WindowEvent
- {
- Uint32 type; /**< ::SDL_WINDOWEVENT */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 windowID; /**< The associated window */
- Uint8 event; /**< ::SDL_WindowEventID */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint32 data1; /**< event dependent data */
- Sint32 data2; /**< event dependent data */
- } SDL_WindowEvent;
-
- /**
- * \brief Keyboard button event structure (event.key.*)
- */
- typedef struct SDL_KeyboardEvent
- {
- Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 windowID; /**< The window with keyboard focus, if any */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 repeat; /**< Non-zero if this is a key repeat */
- Uint8 padding2;
- Uint8 padding3;
- SDL_Keysym keysym; /**< The key that was pressed or released */
- } SDL_KeyboardEvent;
-
- #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
- /**
- * \brief Keyboard text editing event structure (event.edit.*)
- */
- typedef struct SDL_TextEditingEvent
- {
- Uint32 type; /**< ::SDL_TEXTEDITING */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 windowID; /**< The window with keyboard focus, if any */
- char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
- Sint32 start; /**< The start cursor of selected editing text */
- Sint32 length; /**< The length of selected editing text */
- } SDL_TextEditingEvent;
-
- /**
- * \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_TEXTEDITING_EXT */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 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_TEXTINPUT */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 windowID; /**< The window with keyboard focus, if any */
- char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
- } SDL_TextInputEvent;
-
- /**
- * \brief Mouse motion event structure (event.motion.*)
- */
- typedef struct SDL_MouseMotionEvent
- {
- Uint32 type; /**< ::SDL_MOUSEMOTION */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 windowID; /**< The window with mouse focus, if any */
- Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
- Uint32 state; /**< The current button state */
- Sint32 x; /**< X coordinate, relative to window */
- Sint32 y; /**< Y coordinate, relative to window */
- Sint32 xrel; /**< The relative motion in the X direction */
- Sint32 yrel; /**< The relative motion in the Y direction */
- } SDL_MouseMotionEvent;
-
- /**
- * \brief Mouse button event structure (event.button.*)
- */
- typedef struct SDL_MouseButtonEvent
- {
- Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 windowID; /**< The window with mouse focus, if any */
- Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
- Uint8 button; /**< The mouse button index */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
- Uint8 padding1;
- Sint32 x; /**< X coordinate, relative to window */
- Sint32 y; /**< Y coordinate, relative to window */
- } SDL_MouseButtonEvent;
-
- /**
- * \brief Mouse wheel event structure (event.wheel.*)
- */
- typedef struct SDL_MouseWheelEvent
- {
- Uint32 type; /**< ::SDL_MOUSEWHEEL */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 windowID; /**< The window with mouse focus, if any */
- Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
- Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
- Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
- Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
- float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
- float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
- Sint32 mouseX; /**< X coordinate, relative to window (added in 2.26.0) */
- Sint32 mouseY; /**< Y coordinate, relative to window (added in 2.26.0) */
- } SDL_MouseWheelEvent;
-
- /**
- * \brief Joystick axis motion event structure (event.jaxis.*)
- */
- typedef struct SDL_JoyAxisEvent
- {
- Uint32 type; /**< ::SDL_JOYAXISMOTION */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 axis; /**< The joystick axis index */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint16 value; /**< The axis value (range: -32768 to 32767) */
- Uint16 padding4;
- } SDL_JoyAxisEvent;
-
- /**
- * \brief Joystick trackball motion event structure (event.jball.*)
- */
- typedef struct SDL_JoyBallEvent
- {
- Uint32 type; /**< ::SDL_JOYBALLMOTION */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 ball; /**< The joystick trackball index */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint16 xrel; /**< The relative motion in the X direction */
- Sint16 yrel; /**< The relative motion in the Y direction */
- } SDL_JoyBallEvent;
-
- /**
- * \brief Joystick hat position change event structure (event.jhat.*)
- */
- typedef struct SDL_JoyHatEvent
- {
- Uint32 type; /**< ::SDL_JOYHATMOTION */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 hat; /**< The joystick hat index */
- Uint8 value; /**< The hat position value.
- * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
- * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
- * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
- *
- * Note that zero means the POV is centered.
- */
- Uint8 padding1;
- Uint8 padding2;
- } SDL_JoyHatEvent;
-
- /**
- * \brief Joystick button event structure (event.jbutton.*)
- */
- typedef struct SDL_JoyButtonEvent
- {
- Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 button; /**< The joystick button index */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 padding1;
- Uint8 padding2;
- } SDL_JoyButtonEvent;
-
- /**
- * \brief Joystick device event structure (event.jdevice.*)
- */
- typedef struct SDL_JoyDeviceEvent
- {
- Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
- } SDL_JoyDeviceEvent;
-
- /**
- * \brief Joysick battery level change event structure (event.jbattery.*)
- */
- typedef struct SDL_JoyBatteryEvent
- {
- Uint32 type; /**< ::SDL_JOYBATTERYUPDATED */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_JoystickID which; /**< The joystick instance id */
- SDL_JoystickPowerLevel level; /**< The joystick battery level */
- } SDL_JoyBatteryEvent;
-
- /**
- * \brief Game controller axis motion event structure (event.caxis.*)
- */
- typedef struct SDL_ControllerAxisEvent
- {
- Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint16 value; /**< The axis value (range: -32768 to 32767) */
- Uint16 padding4;
- } SDL_ControllerAxisEvent;
-
-
- /**
- * \brief Game controller button event structure (event.cbutton.*)
- */
- typedef struct SDL_ControllerButtonEvent
- {
- Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 button; /**< The controller button (SDL_GameControllerButton) */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 padding1;
- Uint8 padding2;
- } SDL_ControllerButtonEvent;
-
-
- /**
- * \brief Controller device event structure (event.cdevice.*)
- */
- typedef struct SDL_ControllerDeviceEvent
- {
- Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
- } SDL_ControllerDeviceEvent;
-
- /**
- * \brief Game controller touchpad event structure (event.ctouchpad.*)
- */
- typedef struct SDL_ControllerTouchpadEvent
- {
- Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_JoystickID which; /**< The joystick instance id */
- Sint32 touchpad; /**< The index of the touchpad */
- Sint32 finger; /**< The index of the finger on the touchpad */
- float x; /**< Normalized in the range 0...1 with 0 being on the left */
- float y; /**< Normalized in the range 0...1 with 0 being at the top */
- float pressure; /**< Normalized in the range 0...1 */
- } SDL_ControllerTouchpadEvent;
-
- /**
- * \brief Game controller sensor event structure (event.csensor.*)
- */
- typedef struct SDL_ControllerSensorEvent
- {
- Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_JoystickID which; /**< The joystick instance id */
- Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
- float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
- Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
- } SDL_ControllerSensorEvent;
-
- /**
- * \brief Audio device event structure (event.adevice.*)
- */
- typedef struct SDL_AudioDeviceEvent
- {
- Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
- Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- } SDL_AudioDeviceEvent;
-
-
- /**
- * \brief Touch finger event structure (event.tfinger.*)
- */
- typedef struct SDL_TouchFingerEvent
- {
- Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_TouchID touchId; /**< The touch device id */
- SDL_FingerID fingerId;
- float x; /**< Normalized in the range 0...1 */
- float y; /**< Normalized in the range 0...1 */
- float dx; /**< Normalized in the range -1...1 */
- float dy; /**< Normalized in the range -1...1 */
- float pressure; /**< Normalized in the range 0...1 */
- Uint32 windowID; /**< The window underneath the finger, if any */
- } SDL_TouchFingerEvent;
-
-
- /**
- * \brief Multiple Finger Gesture Event (event.mgesture.*)
- */
- typedef struct SDL_MultiGestureEvent
- {
- Uint32 type; /**< ::SDL_MULTIGESTURE */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_TouchID touchId; /**< The touch device id */
- float dTheta;
- float dDist;
- float x;
- float y;
- Uint16 numFingers;
- Uint16 padding;
- } SDL_MultiGestureEvent;
-
-
- /**
- * \brief Dollar Gesture Event (event.dgesture.*)
- */
- typedef struct SDL_DollarGestureEvent
- {
- Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_TouchID touchId; /**< The touch device id */
- SDL_GestureID gestureId;
- Uint32 numFingers;
- float error;
- float x; /**< Normalized center of gesture */
- float y; /**< Normalized center of gesture */
- } SDL_DollarGestureEvent;
-
-
- /**
- * \brief An event used to request a file open by the system (event.drop.*)
- * This event is enabled by default, you can disable it with SDL_EventState().
- * \note If this event is enabled, you must free the filename in the event.
- */
- typedef struct SDL_DropEvent
- {
- Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
- Uint32 windowID; /**< The window that was dropped on, if any */
- } SDL_DropEvent;
-
-
- /**
- * \brief Sensor event structure (event.sensor.*)
- */
- typedef struct SDL_SensorEvent
- {
- Uint32 type; /**< ::SDL_SENSORUPDATE */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Sint32 which; /**< The instance ID of the sensor */
- float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
- Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
- } SDL_SensorEvent;
-
- /**
- * \brief The "quit requested" event
- */
- typedef struct SDL_QuitEvent
- {
- Uint32 type; /**< ::SDL_QUIT */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- } SDL_QuitEvent;
-
- /**
- * \brief OS Specific event
- */
- typedef struct SDL_OSEvent
- {
- Uint32 type; /**< ::SDL_QUIT */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- } SDL_OSEvent;
-
- /**
- * \brief A user-defined event type (event.user.*)
- */
- typedef struct SDL_UserEvent
- {
- Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- Uint32 windowID; /**< The associated window if any */
- Sint32 code; /**< User defined event code */
- void *data1; /**< User defined data pointer */
- void *data2; /**< User defined data pointer */
- } SDL_UserEvent;
-
-
- struct SDL_SysWMmsg;
- typedef struct SDL_SysWMmsg SDL_SysWMmsg;
-
- /**
- * \brief A video driver dependent system event (event.syswm.*)
- * This event is disabled by default, you can enable it with SDL_EventState()
- *
- * \note If you want to use this event, you should include SDL_syswm.h.
- */
- typedef struct SDL_SysWMEvent
- {
- Uint32 type; /**< ::SDL_SYSWMEVENT */
- Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
- SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
- } SDL_SysWMEvent;
-
- /**
- * \brief General event structure
- */
- typedef union SDL_Event
- {
- Uint32 type; /**< Event type, shared with all events */
- SDL_CommonEvent common; /**< Common event data */
- SDL_DisplayEvent display; /**< Display event data */
- SDL_WindowEvent window; /**< Window event data */
- SDL_KeyboardEvent key; /**< Keyboard event data */
- SDL_TextEditingEvent edit; /**< Text editing event data */
- SDL_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_JoyBallEvent jball; /**< Joystick ball event data */
- SDL_JoyHatEvent jhat; /**< Joystick hat event data */
- SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
- SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
- SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
- SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
- SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
- SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
- SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */
- SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */
- SDL_AudioDeviceEvent adevice; /**< Audio device event data */
- SDL_SensorEvent sensor; /**< Sensor event data */
- SDL_QuitEvent quit; /**< Quit request event data */
- SDL_UserEvent user; /**< Custom event data */
- SDL_SysWMEvent syswm; /**< System dependent window event data */
- SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
- SDL_MultiGestureEvent mgesture; /**< Gesture event data */
- SDL_DollarGestureEvent dgesture; /**< Gesture event data */
- SDL_DropEvent drop; /**< Drag and drop event data */
-
- /* This is necessary for ABI compatibility between Visual C++ and GCC.
- Visual C++ will respect the push pack pragma and use 52 bytes (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[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
- } 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 2.0.0.
- *
- * \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_FIRSTEVENT is a safe choice
- * \param maxType maximum value of the event type to be considered;
- * SDL_LASTEVENT is a safe choice
- * \returns the number of events actually stored or a negative error code on
- * failure; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \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 2.0.0.
- *
- * \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 2.0.0.
- *
- * \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 2.0.0.
- *
- * \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 2.0.0.
- *
- * \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 2.0.0.
- *
- * \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 2.0.0.
- *
- * \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.
- *
- * \param event the SDL_Event structure to be filled in with the next event
- * from the queue, or NULL
- * \param timeout the maximum number of milliseconds to wait for the next
- * available event
- * \returns 1 on success or 0 if there was an error while waiting for events;
- * call SDL_GetError() for more information. This also returns 0 if
- * the timeout elapsed without an event arriving.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_PollEvent
- * \sa SDL_PumpEvents
- * \sa SDL_WaitEvent
- */
- extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
- int timeout);
-
- /**
- * Add an event to the event queue.
- *
- * The event queue can actually be used as a two way communication channel.
- * Not only can events be read from the queue, but the user can also push
- * their own events onto it. `event` is a pointer to the event structure you
- * wish to push onto the queue. The event is copied into the queue, and the
- * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
- *
- * Note: Pushing device input events onto the queue doesn't modify the state
- * of the device within SDL.
- *
- * This function is thread-safe, and can be called from other threads safely.
- *
- * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
- * the event filter but events added with SDL_PeepEvents() do not.
- *
- * For pushing application-specific events, please use SDL_RegisterEvents() to
- * get an event type that does not conflict with other code that also wants
- * its own custom event types.
- *
- * \param event the SDL_Event to be added to the queue
- * \returns 1 on success, 0 if the event was filtered, or a negative error
- * code on failure; call SDL_GetError() for more information. A
- * common reason for error is the event queue being full.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \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_EventState().
- *
- * Note: If you just want to inspect events without filtering, you should use
- * SDL_AddEventWatch() instead.
- *
- * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
- * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
- * not.
- *
- * \param filter An SDL_EventFilter function to call when an event happens
- * \param userdata a pointer that is passed to `filter`
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_AddEventWatch
- * \sa SDL_EventState
- * \sa SDL_GetEventFilter
- * \sa SDL_PeepEvents
- * \sa SDL_PushEvent
- */
- extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
- void *userdata);
-
- /**
- * Query the current event filter.
- *
- * This function can be used to "chain" filters, by saving the existing filter
- * before replacing it with a function that will call that saved filter.
- *
- * \param filter the current callback function will be stored here
- * \param userdata the pointer that is passed to the current event filter will
- * be stored here
- * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \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 2.0.0.
- *
- * \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 2.0.0.
- *
- * \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 2.0.0.
- *
- * \sa SDL_GetEventFilter
- * \sa SDL_SetEventFilter
- */
- extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
- void *userdata);
-
- /* @{ */
- #define SDL_QUERY -1
- #define SDL_IGNORE 0
- #define SDL_DISABLE 0
- #define SDL_ENABLE 1
-
- /**
- * Set the state of processing events by type.
- *
- * `state` may be any of the following:
- *
- * - `SDL_QUERY`: returns the current processing state of the specified event
- * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
- * from the event queue and will not be filtered
- * - `SDL_ENABLE`: the event will be processed normally
- *
- * \param type the type of event; see SDL_EventType for details
- * \param state how to process the event
- * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
- * of the event before this function makes any changes to it.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetEventState
- */
- extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
- /* @} */
- #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
-
- /**
- * Allocate a set of user-defined events, and return the beginning event
- * number for that set of events.
- *
- * Calling this function with `numevents` <= 0 is an error and will return
- * (Uint32)-1.
- *
- * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
- * 0xFFFFFFFF), but is clearer to write.
- *
- * \param numevents the number of events to be allocated
- * \returns the beginning event number, or (Uint32)-1 if there are not enough
- * user-defined events left.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_PushEvent
- */
- extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
-
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
-
- #endif /* SDL_events_h_ */
-
- /* vi: set ts=4 sw=4 expandtab: */
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