2 Simple DirectMedia Layer
3 Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
25 * Include file for SDL event handling.
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_video.h"
34 #include "SDL_keyboard.h"
35 #include "SDL_mouse.h"
36 #include "SDL_joystick.h"
37 #include "SDL_gamecontroller.h"
39 #include "SDL_gesture.h"
40 #include "SDL_touch.h"
42 #include "begin_code.h"
43 /* Set up for C function definitions, even when using C++ */
48 /* General keyboard/mouse state definitions */
49 #define SDL_RELEASED 0
53 * \brief The types of events that can be delivered.
57 SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
59 /* Application events */
60 SDL_QUIT = 0x100, /**< User-requested quit */
62 /* These application events have special meaning on iOS, see README-ios.md for details */
63 SDL_APP_TERMINATING, /**< The application is being terminated by the OS
64 Called on iOS in applicationWillTerminate()
65 Called on Android in onDestroy()
67 SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
68 Called on iOS in applicationDidReceiveMemoryWarning()
69 Called on Android in onLowMemory()
71 SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72 Called on iOS in applicationWillResignActive()
73 Called on Android in onPause()
75 SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
76 Called on iOS in applicationDidEnterBackground()
77 Called on Android in onPause()
79 SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80 Called on iOS in applicationWillEnterForeground()
81 Called on Android in onResume()
83 SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84 Called on iOS in applicationDidBecomeActive()
85 Called on Android in onResume()
89 SDL_DISPLAYEVENT = 0x150, /**< Display state change */
92 SDL_WINDOWEVENT = 0x200, /**< Window state change */
93 SDL_SYSWMEVENT, /**< System specific event */
96 SDL_KEYDOWN = 0x300, /**< Key pressed */
97 SDL_KEYUP, /**< Key released */
98 SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
99 SDL_TEXTINPUT, /**< Keyboard text input */
100 SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
101 input language or keyboard layout change.
105 SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
106 SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
107 SDL_MOUSEBUTTONUP, /**< Mouse button released */
108 SDL_MOUSEWHEEL, /**< Mouse wheel motion */
110 /* Joystick events */
111 SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
112 SDL_JOYBALLMOTION, /**< Joystick trackball motion */
113 SDL_JOYHATMOTION, /**< Joystick hat position change */
114 SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
115 SDL_JOYBUTTONUP, /**< Joystick button released */
116 SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
117 SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
119 /* Game controller events */
120 SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
121 SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
122 SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
123 SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
124 SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
125 SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
128 SDL_FINGERDOWN = 0x700,
133 SDL_DOLLARGESTURE = 0x800,
137 /* Clipboard events */
138 SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
140 /* Drag and drop events */
141 SDL_DROPFILE = 0x1000, /**< The system requests a file open */
142 SDL_DROPTEXT, /**< text/plain drag-and-drop event */
143 SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
144 SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
146 /* Audio hotplug events */
147 SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
148 SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
151 SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
154 SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
155 SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
157 /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
158 * and should be allocated with SDL_RegisterEvents()
160 SDL_USEREVENT = 0x8000,
163 * This last event is only for bounding internal arrays
165 SDL_LASTEVENT = 0xFFFF
169 * \brief Fields shared by every event
171 typedef struct SDL_CommonEvent
174 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
178 * \brief Display state change event data (event.display.*)
180 typedef struct SDL_DisplayEvent
182 Uint32 type; /**< ::SDL_DISPLAYEVENT */
183 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
184 Uint32 display; /**< The associated display index */
185 Uint8 event; /**< ::SDL_DisplayEventID */
189 Sint32 data1; /**< event dependent data */
193 * \brief Window state change event data (event.window.*)
195 typedef struct SDL_WindowEvent
197 Uint32 type; /**< ::SDL_WINDOWEVENT */
198 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
199 Uint32 windowID; /**< The associated window */
200 Uint8 event; /**< ::SDL_WindowEventID */
204 Sint32 data1; /**< event dependent data */
205 Sint32 data2; /**< event dependent data */
209 * \brief Keyboard button event structure (event.key.*)
211 typedef struct SDL_KeyboardEvent
213 Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
214 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
215 Uint32 windowID; /**< The window with keyboard focus, if any */
216 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
217 Uint8 repeat; /**< Non-zero if this is a key repeat */
220 SDL_Keysym keysym; /**< The key that was pressed or released */
223 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
225 * \brief Keyboard text editing event structure (event.edit.*)
227 typedef struct SDL_TextEditingEvent
229 Uint32 type; /**< ::SDL_TEXTEDITING */
230 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
231 Uint32 windowID; /**< The window with keyboard focus, if any */
232 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
233 Sint32 start; /**< The start cursor of selected editing text */
234 Sint32 length; /**< The length of selected editing text */
235 } SDL_TextEditingEvent;
238 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
240 * \brief Keyboard text input event structure (event.text.*)
242 typedef struct SDL_TextInputEvent
244 Uint32 type; /**< ::SDL_TEXTINPUT */
245 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
246 Uint32 windowID; /**< The window with keyboard focus, if any */
247 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
248 } SDL_TextInputEvent;
251 * \brief Mouse motion event structure (event.motion.*)
253 typedef struct SDL_MouseMotionEvent
255 Uint32 type; /**< ::SDL_MOUSEMOTION */
256 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
257 Uint32 windowID; /**< The window with mouse focus, if any */
258 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
259 Uint32 state; /**< The current button state */
260 Sint32 x; /**< X coordinate, relative to window */
261 Sint32 y; /**< Y coordinate, relative to window */
262 Sint32 xrel; /**< The relative motion in the X direction */
263 Sint32 yrel; /**< The relative motion in the Y direction */
264 } SDL_MouseMotionEvent;
267 * \brief Mouse button event structure (event.button.*)
269 typedef struct SDL_MouseButtonEvent
271 Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
272 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
273 Uint32 windowID; /**< The window with mouse focus, if any */
274 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
275 Uint8 button; /**< The mouse button index */
276 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
277 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
279 Sint32 x; /**< X coordinate, relative to window */
280 Sint32 y; /**< Y coordinate, relative to window */
281 } SDL_MouseButtonEvent;
284 * \brief Mouse wheel event structure (event.wheel.*)
286 typedef struct SDL_MouseWheelEvent
288 Uint32 type; /**< ::SDL_MOUSEWHEEL */
289 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
290 Uint32 windowID; /**< The window with mouse focus, if any */
291 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
292 Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
293 Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
294 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 */
295 } SDL_MouseWheelEvent;
298 * \brief Joystick axis motion event structure (event.jaxis.*)
300 typedef struct SDL_JoyAxisEvent
302 Uint32 type; /**< ::SDL_JOYAXISMOTION */
303 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
304 SDL_JoystickID which; /**< The joystick instance id */
305 Uint8 axis; /**< The joystick axis index */
309 Sint16 value; /**< The axis value (range: -32768 to 32767) */
314 * \brief Joystick trackball motion event structure (event.jball.*)
316 typedef struct SDL_JoyBallEvent
318 Uint32 type; /**< ::SDL_JOYBALLMOTION */
319 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
320 SDL_JoystickID which; /**< The joystick instance id */
321 Uint8 ball; /**< The joystick trackball index */
325 Sint16 xrel; /**< The relative motion in the X direction */
326 Sint16 yrel; /**< The relative motion in the Y direction */
330 * \brief Joystick hat position change event structure (event.jhat.*)
332 typedef struct SDL_JoyHatEvent
334 Uint32 type; /**< ::SDL_JOYHATMOTION */
335 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
336 SDL_JoystickID which; /**< The joystick instance id */
337 Uint8 hat; /**< The joystick hat index */
338 Uint8 value; /**< The hat position value.
339 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
340 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
341 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
343 * Note that zero means the POV is centered.
350 * \brief Joystick button event structure (event.jbutton.*)
352 typedef struct SDL_JoyButtonEvent
354 Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
355 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
356 SDL_JoystickID which; /**< The joystick instance id */
357 Uint8 button; /**< The joystick button index */
358 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
361 } SDL_JoyButtonEvent;
364 * \brief Joystick device event structure (event.jdevice.*)
366 typedef struct SDL_JoyDeviceEvent
368 Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
369 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
370 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
371 } SDL_JoyDeviceEvent;
375 * \brief Game controller axis motion event structure (event.caxis.*)
377 typedef struct SDL_ControllerAxisEvent
379 Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
380 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
381 SDL_JoystickID which; /**< The joystick instance id */
382 Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
386 Sint16 value; /**< The axis value (range: -32768 to 32767) */
388 } SDL_ControllerAxisEvent;
392 * \brief Game controller button event structure (event.cbutton.*)
394 typedef struct SDL_ControllerButtonEvent
396 Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
397 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
398 SDL_JoystickID which; /**< The joystick instance id */
399 Uint8 button; /**< The controller button (SDL_GameControllerButton) */
400 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
403 } SDL_ControllerButtonEvent;
407 * \brief Controller device event structure (event.cdevice.*)
409 typedef struct SDL_ControllerDeviceEvent
411 Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
412 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
413 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
414 } SDL_ControllerDeviceEvent;
417 * \brief Audio device event structure (event.adevice.*)
419 typedef struct SDL_AudioDeviceEvent
421 Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
422 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
423 Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
424 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
428 } SDL_AudioDeviceEvent;
432 * \brief Touch finger event structure (event.tfinger.*)
434 typedef struct SDL_TouchFingerEvent
436 Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
437 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
438 SDL_TouchID touchId; /**< The touch device id */
439 SDL_FingerID fingerId;
440 float x; /**< Normalized in the range 0...1 */
441 float y; /**< Normalized in the range 0...1 */
442 float dx; /**< Normalized in the range -1...1 */
443 float dy; /**< Normalized in the range -1...1 */
444 float pressure; /**< Normalized in the range 0...1 */
445 } SDL_TouchFingerEvent;
449 * \brief Multiple Finger Gesture Event (event.mgesture.*)
451 typedef struct SDL_MultiGestureEvent
453 Uint32 type; /**< ::SDL_MULTIGESTURE */
454 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
455 SDL_TouchID touchId; /**< The touch device id */
462 } SDL_MultiGestureEvent;
466 * \brief Dollar Gesture Event (event.dgesture.*)
468 typedef struct SDL_DollarGestureEvent
470 Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
471 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
472 SDL_TouchID touchId; /**< The touch device id */
473 SDL_GestureID gestureId;
476 float x; /**< Normalized center of gesture */
477 float y; /**< Normalized center of gesture */
478 } SDL_DollarGestureEvent;
482 * \brief An event used to request a file open by the system (event.drop.*)
483 * This event is enabled by default, you can disable it with SDL_EventState().
484 * \note If this event is enabled, you must free the filename in the event.
486 typedef struct SDL_DropEvent
488 Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
489 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
490 char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
491 Uint32 windowID; /**< The window that was dropped on, if any */
496 * \brief Sensor event structure (event.sensor.*)
498 typedef struct SDL_SensorEvent
500 Uint32 type; /**< ::SDL_SENSORUPDATE */
501 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
502 Sint32 which; /**< The instance ID of the sensor */
503 float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
507 * \brief The "quit requested" event
509 typedef struct SDL_QuitEvent
511 Uint32 type; /**< ::SDL_QUIT */
512 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
516 * \brief OS Specific event
518 typedef struct SDL_OSEvent
520 Uint32 type; /**< ::SDL_QUIT */
521 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
525 * \brief A user-defined event type (event.user.*)
527 typedef struct SDL_UserEvent
529 Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
530 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
531 Uint32 windowID; /**< The associated window if any */
532 Sint32 code; /**< User defined event code */
533 void *data1; /**< User defined data pointer */
534 void *data2; /**< User defined data pointer */
539 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
542 * \brief A video driver dependent system event (event.syswm.*)
543 * This event is disabled by default, you can enable it with SDL_EventState()
545 * \note If you want to use this event, you should include SDL_syswm.h.
547 typedef struct SDL_SysWMEvent
549 Uint32 type; /**< ::SDL_SYSWMEVENT */
550 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
551 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
555 * \brief General event structure
557 typedef union SDL_Event
559 Uint32 type; /**< Event type, shared with all events */
560 SDL_CommonEvent common; /**< Common event data */
561 SDL_DisplayEvent display; /**< Window event data */
562 SDL_WindowEvent window; /**< Window event data */
563 SDL_KeyboardEvent key; /**< Keyboard event data */
564 SDL_TextEditingEvent edit; /**< Text editing event data */
565 SDL_TextInputEvent text; /**< Text input event data */
566 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
567 SDL_MouseButtonEvent button; /**< Mouse button event data */
568 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
569 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
570 SDL_JoyBallEvent jball; /**< Joystick ball event data */
571 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
572 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
573 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
574 SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
575 SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
576 SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
577 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
578 SDL_SensorEvent sensor; /**< Sensor event data */
579 SDL_QuitEvent quit; /**< Quit request event data */
580 SDL_UserEvent user; /**< Custom event data */
581 SDL_SysWMEvent syswm; /**< System dependent window event data */
582 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
583 SDL_MultiGestureEvent mgesture; /**< Gesture event data */
584 SDL_DollarGestureEvent dgesture; /**< Gesture event data */
585 SDL_DropEvent drop; /**< Drag and drop event data */
587 /* This is necessary for ABI compatibility between Visual C++ and GCC
588 Visual C++ will respect the push pack pragma and use 52 bytes for
589 this structure, and GCC will use the alignment of the largest datatype
590 within the union, which is 8 bytes.
592 So... we'll add padding to force the size to be 56 bytes for both.
597 /* Make sure we haven't broken binary compatibility */
598 SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == 56);
601 /* Function prototypes */
604 * Pumps the event loop, gathering events from the input devices.
606 * This function updates the event queue and internal input device state.
608 * This should only be run in the thread that sets the video mode.
610 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
621 * Checks the event queue for messages and optionally returns them.
623 * If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
624 * the back of the event queue.
626 * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
627 * of the event queue, within the specified minimum and maximum type,
628 * will be returned and will not be removed from the queue.
630 * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
631 * of the event queue, within the specified minimum and maximum type,
632 * will be returned and will be removed from the queue.
634 * \return The number of events actually stored, or -1 if there was an error.
636 * This function is thread-safe.
638 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
639 SDL_eventaction action,
640 Uint32 minType, Uint32 maxType);
644 * Checks to see if certain event types are in the event queue.
646 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
647 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
650 * This function clears events from the event queue
651 * This function only affects currently queued events. If you want to make
652 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
653 * on the main thread immediately before the flush call.
655 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
656 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
659 * \brief Polls for currently pending events.
661 * \return 1 if there are any pending events, or 0 if there are none available.
663 * \param event If not NULL, the next event is removed from the queue and
664 * stored in that area.
666 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
669 * \brief Waits indefinitely for the next available event.
671 * \return 1, or 0 if there was an error while waiting for events.
673 * \param event If not NULL, the next event is removed from the queue and
674 * stored in that area.
676 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
679 * \brief Waits until the specified timeout (in milliseconds) for the next
682 * \return 1, or 0 if there was an error while waiting for events.
684 * \param event If not NULL, the next event is removed from the queue and
685 * stored in that area.
686 * \param timeout The timeout (in milliseconds) to wait for next event.
688 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
692 * \brief Add an event to the event queue.
694 * \return 1 on success, 0 if the event was filtered, or -1 if the event queue
695 * was full or there was some other error.
697 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
699 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
702 * Sets up a filter to process all events before they change internal state and
703 * are posted to the internal event queue.
705 * The filter is prototyped as:
707 * int SDL_EventFilter(void *userdata, SDL_Event * event);
710 * If the filter returns 1, then the event will be added to the internal queue.
711 * If it returns 0, then the event will be dropped from the queue, but the
712 * internal state will still be updated. This allows selective filtering of
713 * dynamically arriving events.
715 * \warning Be very careful of what you do in the event filter function, as
716 * it may run in a different thread!
718 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
719 * event filter is only called when the window manager desires to close the
720 * application window. If the event filter returns 1, then the window will
721 * be closed, otherwise the window will remain open if possible.
723 * If the quit event is generated by an interrupt signal, it will bypass the
724 * internal queue and be delivered to the application at the next event poll.
726 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
730 * Return the current event filter - can be used to "chain" filters.
731 * If there is no event filter set, this function returns SDL_FALSE.
733 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
737 * Add a function which is called when an event is added to the queue.
739 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
743 * Remove an event watch function added with SDL_AddEventWatch()
745 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
749 * Run the filter function on the current event queue, removing any
750 * events for which the filter returns 0.
752 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
758 #define SDL_DISABLE 0
762 * This function allows you to set the state of processing certain events.
763 * - If \c state is set to ::SDL_IGNORE, that event will be automatically
764 * dropped from the event queue and will not be filtered.
765 * - If \c state is set to ::SDL_ENABLE, that event will be processed
767 * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
768 * current processing state of the specified event.
770 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
772 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
775 * This function allocates a set of user-defined events, and returns
776 * the beginning event number for that set of events.
778 * If there aren't enough user-defined events left, this function
781 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
783 /* Ends C function definitions when using C++ */
787 #include "close_code.h"
789 #endif /* SDL_events_h_ */
791 /* vi: set ts=4 sw=4 expandtab: */