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792 lines
30 KiB
792 lines
30 KiB
/* |
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Simple DirectMedia Layer |
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely, subject to the following restrictions: |
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1. The origin of this software must not be misrepresented; you must not |
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claim that you wrote the original software. If you use this software |
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in a product, an acknowledgment in the product documentation would be |
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appreciated but is not required. |
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2. Altered source versions must be plainly marked as such, and must not be |
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misrepresented as being the original software. |
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3. This notice may not be removed or altered from any source distribution. |
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*/ |
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/** |
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* \file SDL_events.h |
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* |
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* Include file for SDL event handling. |
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*/ |
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#ifndef SDL_events_h_ |
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#define SDL_events_h_ |
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#include "SDL_stdinc.h" |
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#include "SDL_error.h" |
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#include "SDL_video.h" |
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#include "SDL_keyboard.h" |
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#include "SDL_mouse.h" |
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#include "SDL_joystick.h" |
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#include "SDL_gamecontroller.h" |
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#include "SDL_quit.h" |
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#include "SDL_gesture.h" |
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#include "SDL_touch.h" |
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#include "begin_code.h" |
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/* Set up for C function definitions, even when using C++ */ |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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/* General keyboard/mouse state definitions */ |
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#define SDL_RELEASED 0 |
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#define SDL_PRESSED 1 |
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/** |
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* \brief The types of events that can be delivered. |
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*/ |
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typedef enum |
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{ |
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SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */ |
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/* Application events */ |
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SDL_QUIT = 0x100, /**< User-requested quit */ |
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/* These application events have special meaning on iOS, see README-ios.md for details */ |
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SDL_APP_TERMINATING, /**< The application is being terminated by the OS |
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Called on iOS in applicationWillTerminate() |
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Called on Android in onDestroy() |
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*/ |
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SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible. |
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Called on iOS in applicationDidReceiveMemoryWarning() |
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Called on Android in onLowMemory() |
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*/ |
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SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background |
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Called on iOS in applicationWillResignActive() |
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Called on Android in onPause() |
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*/ |
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SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time |
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Called on iOS in applicationDidEnterBackground() |
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Called on Android in onPause() |
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*/ |
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SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground |
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Called on iOS in applicationWillEnterForeground() |
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Called on Android in onResume() |
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*/ |
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SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive |
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Called on iOS in applicationDidBecomeActive() |
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Called on Android in onResume() |
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*/ |
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/* Display events */ |
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SDL_DISPLAYEVENT = 0x150, /**< Display state change */ |
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/* Window events */ |
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SDL_WINDOWEVENT = 0x200, /**< Window state change */ |
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SDL_SYSWMEVENT, /**< System specific event */ |
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/* Keyboard events */ |
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SDL_KEYDOWN = 0x300, /**< Key pressed */ |
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SDL_KEYUP, /**< Key released */ |
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SDL_TEXTEDITING, /**< Keyboard text editing (composition) */ |
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SDL_TEXTINPUT, /**< Keyboard text input */ |
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SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an |
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input language or keyboard layout change. |
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*/ |
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/* Mouse events */ |
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SDL_MOUSEMOTION = 0x400, /**< Mouse moved */ |
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SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */ |
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SDL_MOUSEBUTTONUP, /**< Mouse button released */ |
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SDL_MOUSEWHEEL, /**< Mouse wheel motion */ |
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/* Joystick events */ |
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SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */ |
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SDL_JOYBALLMOTION, /**< Joystick trackball motion */ |
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SDL_JOYHATMOTION, /**< Joystick hat position change */ |
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SDL_JOYBUTTONDOWN, /**< Joystick button pressed */ |
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SDL_JOYBUTTONUP, /**< Joystick button released */ |
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SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */ |
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SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */ |
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/* Game controller events */ |
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SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */ |
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SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */ |
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SDL_CONTROLLERBUTTONUP, /**< Game controller button released */ |
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SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */ |
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SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */ |
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SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */ |
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/* Touch events */ |
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SDL_FINGERDOWN = 0x700, |
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SDL_FINGERUP, |
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SDL_FINGERMOTION, |
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/* Gesture events */ |
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SDL_DOLLARGESTURE = 0x800, |
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SDL_DOLLARRECORD, |
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SDL_MULTIGESTURE, |
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/* Clipboard events */ |
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SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */ |
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/* Drag and drop events */ |
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SDL_DROPFILE = 0x1000, /**< The system requests a file open */ |
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SDL_DROPTEXT, /**< text/plain drag-and-drop event */ |
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SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */ |
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SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */ |
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/* Audio hotplug events */ |
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SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */ |
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SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */ |
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/* Sensor events */ |
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SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */ |
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/* Render events */ |
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SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ |
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SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ |
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/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, |
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* and should be allocated with SDL_RegisterEvents() |
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*/ |
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SDL_USEREVENT = 0x8000, |
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/** |
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* This last event is only for bounding internal arrays |
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*/ |
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SDL_LASTEVENT = 0xFFFF |
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} SDL_EventType; |
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/** |
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* \brief Fields shared by every event |
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*/ |
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typedef struct SDL_CommonEvent |
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{ |
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Uint32 type; |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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} SDL_CommonEvent; |
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/** |
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* \brief Display state change event data (event.display.*) |
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*/ |
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typedef struct SDL_DisplayEvent |
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{ |
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Uint32 type; /**< ::SDL_DISPLAYEVENT */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 display; /**< The associated display index */ |
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Uint8 event; /**< ::SDL_DisplayEventID */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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Sint32 data1; /**< event dependent data */ |
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} SDL_DisplayEvent; |
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/** |
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* \brief Window state change event data (event.window.*) |
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*/ |
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typedef struct SDL_WindowEvent |
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{ |
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Uint32 type; /**< ::SDL_WINDOWEVENT */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The associated window */ |
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Uint8 event; /**< ::SDL_WindowEventID */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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Sint32 data1; /**< event dependent data */ |
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Sint32 data2; /**< event dependent data */ |
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} SDL_WindowEvent; |
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/** |
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* \brief Keyboard button event structure (event.key.*) |
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*/ |
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typedef struct SDL_KeyboardEvent |
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{ |
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Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with keyboard focus, if any */ |
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
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Uint8 repeat; /**< Non-zero if this is a key repeat */ |
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Uint8 padding2; |
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Uint8 padding3; |
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SDL_Keysym keysym; /**< The key that was pressed or released */ |
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} SDL_KeyboardEvent; |
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#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) |
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/** |
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* \brief Keyboard text editing event structure (event.edit.*) |
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*/ |
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typedef struct SDL_TextEditingEvent |
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{ |
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Uint32 type; /**< ::SDL_TEXTEDITING */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with keyboard focus, if any */ |
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char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */ |
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Sint32 start; /**< The start cursor of selected editing text */ |
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Sint32 length; /**< The length of selected editing text */ |
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} SDL_TextEditingEvent; |
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#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32) |
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/** |
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* \brief Keyboard text input event structure (event.text.*) |
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*/ |
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typedef struct SDL_TextInputEvent |
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{ |
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Uint32 type; /**< ::SDL_TEXTINPUT */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with keyboard focus, if any */ |
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char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */ |
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} SDL_TextInputEvent; |
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/** |
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* \brief Mouse motion event structure (event.motion.*) |
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*/ |
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typedef struct SDL_MouseMotionEvent |
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{ |
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Uint32 type; /**< ::SDL_MOUSEMOTION */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with mouse focus, if any */ |
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ |
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Uint32 state; /**< The current button state */ |
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Sint32 x; /**< X coordinate, relative to window */ |
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Sint32 y; /**< Y coordinate, relative to window */ |
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Sint32 xrel; /**< The relative motion in the X direction */ |
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Sint32 yrel; /**< The relative motion in the Y direction */ |
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} SDL_MouseMotionEvent; |
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/** |
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* \brief Mouse button event structure (event.button.*) |
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*/ |
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typedef struct SDL_MouseButtonEvent |
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{ |
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Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with mouse focus, if any */ |
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ |
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Uint8 button; /**< The mouse button index */ |
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
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Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ |
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Uint8 padding1; |
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Sint32 x; /**< X coordinate, relative to window */ |
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Sint32 y; /**< Y coordinate, relative to window */ |
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} SDL_MouseButtonEvent; |
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/** |
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* \brief Mouse wheel event structure (event.wheel.*) |
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*/ |
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typedef struct SDL_MouseWheelEvent |
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{ |
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Uint32 type; /**< ::SDL_MOUSEWHEEL */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The window with mouse focus, if any */ |
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ |
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Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ |
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Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ |
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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 */ |
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} SDL_MouseWheelEvent; |
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/** |
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* \brief Joystick axis motion event structure (event.jaxis.*) |
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*/ |
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typedef struct SDL_JoyAxisEvent |
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{ |
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Uint32 type; /**< ::SDL_JOYAXISMOTION */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 axis; /**< The joystick axis index */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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Sint16 value; /**< The axis value (range: -32768 to 32767) */ |
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Uint16 padding4; |
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} SDL_JoyAxisEvent; |
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/** |
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* \brief Joystick trackball motion event structure (event.jball.*) |
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*/ |
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typedef struct SDL_JoyBallEvent |
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{ |
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Uint32 type; /**< ::SDL_JOYBALLMOTION */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 ball; /**< The joystick trackball index */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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Sint16 xrel; /**< The relative motion in the X direction */ |
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Sint16 yrel; /**< The relative motion in the Y direction */ |
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} SDL_JoyBallEvent; |
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/** |
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* \brief Joystick hat position change event structure (event.jhat.*) |
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*/ |
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typedef struct SDL_JoyHatEvent |
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{ |
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Uint32 type; /**< ::SDL_JOYHATMOTION */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 hat; /**< The joystick hat index */ |
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Uint8 value; /**< The hat position value. |
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* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP |
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* \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT |
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* \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN |
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* |
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* Note that zero means the POV is centered. |
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*/ |
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Uint8 padding1; |
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Uint8 padding2; |
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} SDL_JoyHatEvent; |
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/** |
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* \brief Joystick button event structure (event.jbutton.*) |
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*/ |
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typedef struct SDL_JoyButtonEvent |
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{ |
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Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 button; /**< The joystick button index */ |
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
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Uint8 padding1; |
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Uint8 padding2; |
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} SDL_JoyButtonEvent; |
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/** |
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* \brief Joystick device event structure (event.jdevice.*) |
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*/ |
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typedef struct SDL_JoyDeviceEvent |
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{ |
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Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */ |
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} SDL_JoyDeviceEvent; |
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/** |
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* \brief Game controller axis motion event structure (event.caxis.*) |
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*/ |
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typedef struct SDL_ControllerAxisEvent |
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{ |
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Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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Sint16 value; /**< The axis value (range: -32768 to 32767) */ |
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Uint16 padding4; |
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} SDL_ControllerAxisEvent; |
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/** |
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* \brief Game controller button event structure (event.cbutton.*) |
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*/ |
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typedef struct SDL_ControllerButtonEvent |
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{ |
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Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_JoystickID which; /**< The joystick instance id */ |
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Uint8 button; /**< The controller button (SDL_GameControllerButton) */ |
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ |
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Uint8 padding1; |
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Uint8 padding2; |
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} SDL_ControllerButtonEvent; |
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/** |
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* \brief Controller device event structure (event.cdevice.*) |
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*/ |
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typedef struct SDL_ControllerDeviceEvent |
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{ |
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Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ |
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} SDL_ControllerDeviceEvent; |
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/** |
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* \brief Audio device event structure (event.adevice.*) |
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*/ |
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typedef struct SDL_AudioDeviceEvent |
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{ |
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Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */ |
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Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */ |
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Uint8 padding1; |
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Uint8 padding2; |
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Uint8 padding3; |
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} SDL_AudioDeviceEvent; |
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/** |
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* \brief Touch finger event structure (event.tfinger.*) |
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*/ |
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typedef struct SDL_TouchFingerEvent |
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{ |
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Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_TouchID touchId; /**< The touch device id */ |
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SDL_FingerID fingerId; |
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float x; /**< Normalized in the range 0...1 */ |
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float y; /**< Normalized in the range 0...1 */ |
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float dx; /**< Normalized in the range -1...1 */ |
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float dy; /**< Normalized in the range -1...1 */ |
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float pressure; /**< Normalized in the range 0...1 */ |
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Uint32 windowID; /**< The window underneath the finger, if any */ |
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} SDL_TouchFingerEvent; |
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/** |
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* \brief Multiple Finger Gesture Event (event.mgesture.*) |
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*/ |
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typedef struct SDL_MultiGestureEvent |
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{ |
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Uint32 type; /**< ::SDL_MULTIGESTURE */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_TouchID touchId; /**< The touch device id */ |
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float dTheta; |
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float dDist; |
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float x; |
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float y; |
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Uint16 numFingers; |
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Uint16 padding; |
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} SDL_MultiGestureEvent; |
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/** |
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* \brief Dollar Gesture Event (event.dgesture.*) |
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*/ |
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typedef struct SDL_DollarGestureEvent |
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{ |
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Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_TouchID touchId; /**< The touch device id */ |
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SDL_GestureID gestureId; |
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Uint32 numFingers; |
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float error; |
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float x; /**< Normalized center of gesture */ |
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float y; /**< Normalized center of gesture */ |
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} SDL_DollarGestureEvent; |
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/** |
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* \brief An event used to request a file open by the system (event.drop.*) |
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* This event is enabled by default, you can disable it with SDL_EventState(). |
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* \note If this event is enabled, you must free the filename in the event. |
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*/ |
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typedef struct SDL_DropEvent |
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{ |
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Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */ |
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Uint32 windowID; /**< The window that was dropped on, if any */ |
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} SDL_DropEvent; |
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/** |
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* \brief Sensor event structure (event.sensor.*) |
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*/ |
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typedef struct SDL_SensorEvent |
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{ |
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Uint32 type; /**< ::SDL_SENSORUPDATE */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Sint32 which; /**< The instance ID of the sensor */ |
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float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */ |
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} SDL_SensorEvent; |
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/** |
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* \brief The "quit requested" event |
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*/ |
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typedef struct SDL_QuitEvent |
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{ |
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Uint32 type; /**< ::SDL_QUIT */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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} SDL_QuitEvent; |
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/** |
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* \brief OS Specific event |
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*/ |
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typedef struct SDL_OSEvent |
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{ |
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Uint32 type; /**< ::SDL_QUIT */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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} SDL_OSEvent; |
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/** |
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* \brief A user-defined event type (event.user.*) |
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*/ |
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typedef struct SDL_UserEvent |
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{ |
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Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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Uint32 windowID; /**< The associated window if any */ |
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Sint32 code; /**< User defined event code */ |
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void *data1; /**< User defined data pointer */ |
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void *data2; /**< User defined data pointer */ |
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} SDL_UserEvent; |
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struct SDL_SysWMmsg; |
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typedef struct SDL_SysWMmsg SDL_SysWMmsg; |
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/** |
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* \brief A video driver dependent system event (event.syswm.*) |
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* This event is disabled by default, you can enable it with SDL_EventState() |
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* |
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* \note If you want to use this event, you should include SDL_syswm.h. |
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*/ |
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typedef struct SDL_SysWMEvent |
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{ |
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Uint32 type; /**< ::SDL_SYSWMEVENT */ |
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Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */ |
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SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */ |
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} SDL_SysWMEvent; |
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|
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/** |
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* \brief General event structure |
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*/ |
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typedef union SDL_Event |
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{ |
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Uint32 type; /**< Event type, shared with all events */ |
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SDL_CommonEvent common; /**< Common event data */ |
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SDL_DisplayEvent display; /**< Display event data */ |
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SDL_WindowEvent window; /**< Window event data */ |
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SDL_KeyboardEvent key; /**< Keyboard event data */ |
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SDL_TextEditingEvent edit; /**< Text editing event data */ |
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SDL_TextInputEvent text; /**< Text input event data */ |
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SDL_MouseMotionEvent motion; /**< Mouse motion event data */ |
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SDL_MouseButtonEvent button; /**< Mouse button event data */ |
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SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ |
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SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ |
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SDL_JoyBallEvent jball; /**< Joystick ball event data */ |
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SDL_JoyHatEvent jhat; /**< Joystick hat event data */ |
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SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ |
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SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ |
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SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ |
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SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ |
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SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ |
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SDL_AudioDeviceEvent adevice; /**< Audio device event data */ |
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SDL_SensorEvent sensor; /**< Sensor event data */ |
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SDL_QuitEvent quit; /**< Quit request event data */ |
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SDL_UserEvent user; /**< Custom event data */ |
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SDL_SysWMEvent syswm; /**< System dependent window event data */ |
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SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ |
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SDL_MultiGestureEvent mgesture; /**< Gesture event data */ |
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SDL_DollarGestureEvent dgesture; /**< Gesture event data */ |
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SDL_DropEvent drop; /**< Drag and drop event data */ |
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|
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/* This is necessary for ABI compatibility between Visual C++ and GCC |
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Visual C++ will respect the push pack pragma and use 52 bytes for |
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this structure, and GCC will use the alignment of the largest datatype |
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within the union, which is 8 bytes. |
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|
|
So... we'll add padding to force the size to be 56 bytes for both. |
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*/ |
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Uint8 padding[56]; |
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} SDL_Event; |
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|
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/* Make sure we haven't broken binary compatibility */ |
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SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == 56); |
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|
|
|
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/* Function prototypes */ |
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|
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/** |
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* Pumps the event loop, gathering events from the input devices. |
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* |
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* This function updates the event queue and internal input device state. |
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* |
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* This should only be run in the thread that sets the video mode. |
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*/ |
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extern DECLSPEC void SDLCALL SDL_PumpEvents(void); |
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|
|
/* @{ */ |
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typedef enum |
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{ |
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SDL_ADDEVENT, |
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SDL_PEEKEVENT, |
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SDL_GETEVENT |
|
} SDL_eventaction; |
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|
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/** |
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* Checks the event queue for messages and optionally returns them. |
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* |
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* If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to |
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* the back of the event queue. |
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* |
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* If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front |
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* of the event queue, within the specified minimum and maximum type, |
|
* will be returned and will not be removed from the queue. |
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* |
|
* If \c action is ::SDL_GETEVENT, up to \c numevents events at the front |
|
* of the event queue, within the specified minimum and maximum type, |
|
* will be returned and will be removed from the queue. |
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* |
|
* \return The number of events actually stored, or -1 if there was an error. |
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* |
|
* This function is thread-safe. |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents, |
|
SDL_eventaction action, |
|
Uint32 minType, Uint32 maxType); |
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/* @} */ |
|
|
|
/** |
|
* Checks to see if certain event types are in the event queue. |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type); |
|
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); |
|
|
|
/** |
|
* This function clears events from the event queue |
|
* 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. |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); |
|
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); |
|
|
|
/** |
|
* \brief Polls for currently pending events. |
|
* |
|
* \return 1 if there are any pending events, or 0 if there are none available. |
|
* |
|
* \param event If not NULL, the next event is removed from the queue and |
|
* stored in that area. |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event); |
|
|
|
/** |
|
* \brief Waits indefinitely for the next available event. |
|
* |
|
* \return 1, or 0 if there was an error while waiting for events. |
|
* |
|
* \param event If not NULL, the next event is removed from the queue and |
|
* stored in that area. |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); |
|
|
|
/** |
|
* \brief Waits until the specified timeout (in milliseconds) for the next |
|
* available event. |
|
* |
|
* \return 1, or 0 if there was an error while waiting for events. |
|
* |
|
* \param event If not NULL, the next event is removed from the queue and |
|
* stored in that area. |
|
* \param timeout The timeout (in milliseconds) to wait for next event. |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, |
|
int timeout); |
|
|
|
/** |
|
* \brief Add an event to the event queue. |
|
* |
|
* \return 1 on success, 0 if the event was filtered, or -1 if the event queue |
|
* was full or there was some other error. |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event); |
|
|
|
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event); |
|
|
|
/** |
|
* Sets up a filter to process all events before they change internal state and |
|
* are posted to the internal event queue. |
|
* |
|
* The filter is prototyped as: |
|
* \code |
|
* int SDL_EventFilter(void *userdata, SDL_Event * event); |
|
* \endcode |
|
* |
|
* If the filter returns 1, 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! |
|
* |
|
* 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. |
|
* |
|
* If the quit event is generated by an interrupt signal, it will bypass the |
|
* internal queue and be delivered to the application at the next event poll. |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, |
|
void *userdata); |
|
|
|
/** |
|
* Return the current event filter - can be used to "chain" filters. |
|
* If there is no event filter set, this function returns SDL_FALSE. |
|
*/ |
|
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, |
|
void **userdata); |
|
|
|
/** |
|
* Add a function which is called when an event is added to the queue. |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, |
|
void *userdata); |
|
|
|
/** |
|
* Remove an event watch function added with SDL_AddEventWatch() |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, |
|
void *userdata); |
|
|
|
/** |
|
* Run the filter function on the current event queue, removing any |
|
* events for which the filter returns 0. |
|
*/ |
|
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 |
|
|
|
/** |
|
* This function allows you to set the state of processing certain events. |
|
* - If \c state is set to ::SDL_IGNORE, that event will be automatically |
|
* dropped from the event queue and will not be filtered. |
|
* - If \c state is set to ::SDL_ENABLE, that event will be processed |
|
* normally. |
|
* - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the |
|
* current processing state of the specified event. |
|
*/ |
|
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); |
|
/* @} */ |
|
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) |
|
|
|
/** |
|
* This function allocates a set of user-defined events, and returns |
|
* the beginning event number for that set of events. |
|
* |
|
* If there aren't enough user-defined events left, this function |
|
* returns (Uint32)-1 |
|
*/ |
|
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: */
|
|
|