1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153 |
- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 Sam Lantinga <[email protected]>
- 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. */
- 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_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
- SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION,
- SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED,
- /* 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_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
- SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */
- 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 userdata
- associated with the window. Otherwise, the handle has already been destroyed and all resources
- associated with it are invalid */
- SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN,
- SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_DESTROYED,
- /* 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. */
- /* 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 */
- 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, /**< 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 */
- SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
- /* 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) */
- 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 */
- /* 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 64
- /**
- * \brief Keyboard text editing event structure (event.edit.*)
- *
- * \note This event should be cleaned up with SDL_CleanupEvent() after processing.
- */
- 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; /**< The editing text */
- char short_text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< Memory space for short editing text, use 'text' instead */
- Sint32 start; /**< The start cursor of selected editing text */
- Sint32 length; /**< The length of selected editing text */
- } SDL_TextEditingEvent;
- #define SDL_TEXTINPUTEVENT_TEXT_SIZE 64
- /**
- * \brief Keyboard text input event structure (event.text.*)
- *
- * \note This event should be cleaned up with SDL_CleanupEvent() after processing.
- */
- 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 or ::SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
- 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.gaxis.*)
- */
- 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.gbutton.*)
- */
- 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.gdevice.*)
- */
- typedef struct SDL_GamepadDeviceEvent
- {
- Uint32 type; /**< ::SDL_EVENT_GAMEPAD_ADDED, ::SDL_EVENT_GAMEPAD_REMOVED, or ::SDL_EVENT_GAMEPAD_REMAPPED or ::SDL_EVENT_GAMEPAD_UPDATE_COMPLETE */
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_JoystickID which; /**< The joystick instance id */
- } SDL_GamepadDeviceEvent;
- /**
- * \brief Gamepad touchpad event structure (event.gtouchpad.*)
- */
- 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.gsensor.*)
- */
- 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, or ::SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */
- 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;
- #define SDL_DROPEVENT_DATA_SIZE 64
- /**
- * \brief An event used to drop text or request a file open by the system (event.drop.*)
- *
- * \note This event should be cleaned up with SDL_CleanupEvent() after processing.
- */
- 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 or ::SDL_EVENT_DROP_POSITION */
- 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) */
- char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
- char short_data[SDL_DROPEVENT_DATA_SIZE]; /**< Memory space for short data, use 'data' instead */
- } SDL_DropEvent;
- /**
- * \brief An event triggered when the clipboard contents have changed (event.clipboard.*)
- */
- typedef struct SDL_ClipboardEvent
- {
- Uint32 type; /**< ::SDL_EVENT_CLIPBOARD_UPDATE */
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- } SDL_ClipboardEvent;
- /**
- * \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 This event should be cleaned up with SDL_CleanupEvent() after processing.
- *
- * \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_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 gaxis; /**< Gamepad axis event data */
- SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
- SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
- SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
- SDL_GamepadSensorEvent gsensor; /**< 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 */
- SDL_ClipboardEvent clipboard; /**< Clipboard cancelled 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 SDL_TRUE if this got an event or SDL_FALSE if there are none
- * available.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CleanupEvent
- * \sa SDL_PushEvent
- * \sa SDL_WaitEvent
- * \sa SDL_WaitEventTimeout
- */
- extern DECLSPEC SDL_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 SDL_TRUE on success or SDL_FALSE 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_CleanupEvent
- * \sa SDL_PollEvent
- * \sa SDL_PushEvent
- * \sa SDL_WaitEventTimeout
- */
- extern DECLSPEC SDL_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 SDL_TRUE if this got an event or SDL_FALSE if the timeout elapsed
- * without any events available.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CleanupEvent
- * \sa SDL_PollEvent
- * \sa SDL_PushEvent
- * \sa SDL_WaitEvent
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
- /**
- * Clean up dynamically allocated memory for an event.
- *
- * Some events have dynamically allocated data that must be cleaned up when the event is processed. If you handle any of these events, you should call SDL_CleanupEvent() after processing them:
- * SDL_EVENT_DROP_FILE
- * SDL_EVENT_DROP_TEXT
- * SDL_EVENT_SYSWM
- * SDL_EVENT_TEXT_EDITING
- *
- * It is safe, but not necessary, to call this function for other event types.
- *
- * \param event a pointer to the event that should be cleaned up
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_PollEvent
- * \sa SDL_WaitEvent
- * \sa SDL_WaitEventTimeout
- */
- extern DECLSPEC void SDLCALL SDL_CleanupEvent(SDL_Event *event);
- /**
- * 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`
- * \returns 0 on success, 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_DelEventWatch
- * \sa SDL_SetEventFilter
- */
- extern DECLSPEC int 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_ */
|