1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2014 Sam Lantinga <slouken (at) libsdl.org> 4 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. 8 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: 12 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. 20 */ 21 22 /** 23 * \file SDL_events.h 24 * 25 * Include file for SDL event handling. 26 */ 27 28 #ifndef _SDL_events_h 29 #define _SDL_events_h 30 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" 38 #include "SDL_quit.h" 39 #include "SDL_gesture.h" 40 #include "SDL_touch.h" 41 42 #include "begin_code.h" 43 /* Set up for C function definitions, even when using C++ */ 44 #ifdef __cplusplus 45 extern "C" { 46 #endif 47 48 /* General keyboard/mouse state definitions */ 49 #define SDL_RELEASED 0 50 #define SDL_PRESSED 1 51 52 /** 53 * \brief The types of events that can be delivered. 54 */ 55 typedef enum 56 { 57 SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */ 58 59 /* Application events */ 60 SDL_QUIT = 0x100, /**< User-requested quit */ 61 62 /* These application events have special meaning on iOS, see README-ios.txt 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() 66 */ 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() 70 */ 71 SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background 72 Called on iOS in applicationWillResignActive() 73 Called on Android in onPause() 74 */ 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() 78 */ 79 SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground 80 Called on iOS in applicationWillEnterForeground() 81 Called on Android in onResume() 82 */ 83 SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive 84 Called on iOS in applicationDidBecomeActive() 85 Called on Android in onResume() 86 */ 87 88 /* Window events */ 89 SDL_WINDOWEVENT = 0x200, /**< Window state change */ 90 SDL_SYSWMEVENT, /**< System specific event */ 91 92 /* Keyboard events */ 93 SDL_KEYDOWN = 0x300, /**< Key pressed */ 94 SDL_KEYUP, /**< Key released */ 95 SDL_TEXTEDITING, /**< Keyboard text editing (composition) */ 96 SDL_TEXTINPUT, /**< Keyboard text input */ 97 98 /* Mouse events */ 99 SDL_MOUSEMOTION = 0x400, /**< Mouse moved */ 100 SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */ 101 SDL_MOUSEBUTTONUP, /**< Mouse button released */ 102 SDL_MOUSEWHEEL, /**< Mouse wheel motion */ 103 104 /* Joystick events */ 105 SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */ 106 SDL_JOYBALLMOTION, /**< Joystick trackball motion */ 107 SDL_JOYHATMOTION, /**< Joystick hat position change */ 108 SDL_JOYBUTTONDOWN, /**< Joystick button pressed */ 109 SDL_JOYBUTTONUP, /**< Joystick button released */ 110 SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */ 111 SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */ 112 113 /* Game controller events */ 114 SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */ 115 SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */ 116 SDL_CONTROLLERBUTTONUP, /**< Game controller button released */ 117 SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */ 118 SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */ 119 SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */ 120 121 /* Touch events */ 122 SDL_FINGERDOWN = 0x700, 123 SDL_FINGERUP, 124 SDL_FINGERMOTION, 125 126 /* Gesture events */ 127 SDL_DOLLARGESTURE = 0x800, 128 SDL_DOLLARRECORD, 129 SDL_MULTIGESTURE, 130 131 /* Clipboard events */ 132 SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */ 133 134 /* Drag and drop events */ 135 SDL_DROPFILE = 0x1000, /**< The system requests a file open */ 136 137 /* Render events */ 138 SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */ 139 140 /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, 141 * and should be allocated with SDL_RegisterEvents() 142 */ 143 SDL_USEREVENT = 0x8000, 144 145 /** 146 * This last event is only for bounding internal arrays 147 */ 148 SDL_LASTEVENT = 0xFFFF 149 } SDL_EventType; 150 151 /** 152 * \brief Fields shared by every event 153 */ 154 typedef struct SDL_CommonEvent 155 { 156 Uint32 type; 157 Uint32 timestamp; 158 } SDL_CommonEvent; 159 160 /** 161 * \brief Window state change event data (event.window.*) 162 */ 163 typedef struct SDL_WindowEvent 164 { 165 Uint32 type; /**< ::SDL_WINDOWEVENT */ 166 Uint32 timestamp; 167 Uint32 windowID; /**< The associated window */ 168 Uint8 event; /**< ::SDL_WindowEventID */ 169 Uint8 padding1; 170 Uint8 padding2; 171 Uint8 padding3; 172 Sint32 data1; /**< event dependent data */ 173 Sint32 data2; /**< event dependent data */ 174 } SDL_WindowEvent; 175 176 /** 177 * \brief Keyboard button event structure (event.key.*) 178 */ 179 typedef struct SDL_KeyboardEvent 180 { 181 Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */ 182 Uint32 timestamp; 183 Uint32 windowID; /**< The window with keyboard focus, if any */ 184 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ 185 Uint8 repeat; /**< Non-zero if this is a key repeat */ 186 Uint8 padding2; 187 Uint8 padding3; 188 SDL_Keysym keysym; /**< The key that was pressed or released */ 189 } SDL_KeyboardEvent; 190 191 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) 192 /** 193 * \brief Keyboard text editing event structure (event.edit.*) 194 */ 195 typedef struct SDL_TextEditingEvent 196 { 197 Uint32 type; /**< ::SDL_TEXTEDITING */ 198 Uint32 timestamp; 199 Uint32 windowID; /**< The window with keyboard focus, if any */ 200 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */ 201 Sint32 start; /**< The start cursor of selected editing text */ 202 Sint32 length; /**< The length of selected editing text */ 203 } SDL_TextEditingEvent; 204 205 206 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32) 207 /** 208 * \brief Keyboard text input event structure (event.text.*) 209 */ 210 typedef struct SDL_TextInputEvent 211 { 212 Uint32 type; /**< ::SDL_TEXTINPUT */ 213 Uint32 timestamp; 214 Uint32 windowID; /**< The window with keyboard focus, if any */ 215 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */ 216 } SDL_TextInputEvent; 217 218 /** 219 * \brief Mouse motion event structure (event.motion.*) 220 */ 221 typedef struct SDL_MouseMotionEvent 222 { 223 Uint32 type; /**< ::SDL_MOUSEMOTION */ 224 Uint32 timestamp; 225 Uint32 windowID; /**< The window with mouse focus, if any */ 226 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ 227 Uint32 state; /**< The current button state */ 228 Sint32 x; /**< X coordinate, relative to window */ 229 Sint32 y; /**< Y coordinate, relative to window */ 230 Sint32 xrel; /**< The relative motion in the X direction */ 231 Sint32 yrel; /**< The relative motion in the Y direction */ 232 } SDL_MouseMotionEvent; 233 234 /** 235 * \brief Mouse button event structure (event.button.*) 236 */ 237 typedef struct SDL_MouseButtonEvent 238 { 239 Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */ 240 Uint32 timestamp; 241 Uint32 windowID; /**< The window with mouse focus, if any */ 242 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ 243 Uint8 button; /**< The mouse button index */ 244 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ 245 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ 246 Uint8 padding1; 247 Sint32 x; /**< X coordinate, relative to window */ 248 Sint32 y; /**< Y coordinate, relative to window */ 249 } SDL_MouseButtonEvent; 250 251 /** 252 * \brief Mouse wheel event structure (event.wheel.*) 253 */ 254 typedef struct SDL_MouseWheelEvent 255 { 256 Uint32 type; /**< ::SDL_MOUSEWHEEL */ 257 Uint32 timestamp; 258 Uint32 windowID; /**< The window with mouse focus, if any */ 259 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ 260 Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ 261 Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ 262 } SDL_MouseWheelEvent; 263 264 /** 265 * \brief Joystick axis motion event structure (event.jaxis.*) 266 */ 267 typedef struct SDL_JoyAxisEvent 268 { 269 Uint32 type; /**< ::SDL_JOYAXISMOTION */ 270 Uint32 timestamp; 271 SDL_JoystickID which; /**< The joystick instance id */ 272 Uint8 axis; /**< The joystick axis index */ 273 Uint8 padding1; 274 Uint8 padding2; 275 Uint8 padding3; 276 Sint16 value; /**< The axis value (range: -32768 to 32767) */ 277 Uint16 padding4; 278 } SDL_JoyAxisEvent; 279 280 /** 281 * \brief Joystick trackball motion event structure (event.jball.*) 282 */ 283 typedef struct SDL_JoyBallEvent 284 { 285 Uint32 type; /**< ::SDL_JOYBALLMOTION */ 286 Uint32 timestamp; 287 SDL_JoystickID which; /**< The joystick instance id */ 288 Uint8 ball; /**< The joystick trackball index */ 289 Uint8 padding1; 290 Uint8 padding2; 291 Uint8 padding3; 292 Sint16 xrel; /**< The relative motion in the X direction */ 293 Sint16 yrel; /**< The relative motion in the Y direction */ 294 } SDL_JoyBallEvent; 295 296 /** 297 * \brief Joystick hat position change event structure (event.jhat.*) 298 */ 299 typedef struct SDL_JoyHatEvent 300 { 301 Uint32 type; /**< ::SDL_JOYHATMOTION */ 302 Uint32 timestamp; 303 SDL_JoystickID which; /**< The joystick instance id */ 304 Uint8 hat; /**< The joystick hat index */ 305 Uint8 value; /**< The hat position value. 306 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP 307 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT 308 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN 309 * 310 * Note that zero means the POV is centered. 311 */ 312 Uint8 padding1; 313 Uint8 padding2; 314 } SDL_JoyHatEvent; 315 316 /** 317 * \brief Joystick button event structure (event.jbutton.*) 318 */ 319 typedef struct SDL_JoyButtonEvent 320 { 321 Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */ 322 Uint32 timestamp; 323 SDL_JoystickID which; /**< The joystick instance id */ 324 Uint8 button; /**< The joystick button index */ 325 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ 326 Uint8 padding1; 327 Uint8 padding2; 328 } SDL_JoyButtonEvent; 329 330 /** 331 * \brief Joystick device event structure (event.jdevice.*) 332 */ 333 typedef struct SDL_JoyDeviceEvent 334 { 335 Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */ 336 Uint32 timestamp; 337 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */ 338 } SDL_JoyDeviceEvent; 339 340 341 /** 342 * \brief Game controller axis motion event structure (event.caxis.*) 343 */ 344 typedef struct SDL_ControllerAxisEvent 345 { 346 Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */ 347 Uint32 timestamp; 348 SDL_JoystickID which; /**< The joystick instance id */ 349 Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */ 350 Uint8 padding1; 351 Uint8 padding2; 352 Uint8 padding3; 353 Sint16 value; /**< The axis value (range: -32768 to 32767) */ 354 Uint16 padding4; 355 } SDL_ControllerAxisEvent; 356 357 358 /** 359 * \brief Game controller button event structure (event.cbutton.*) 360 */ 361 typedef struct SDL_ControllerButtonEvent 362 { 363 Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */ 364 Uint32 timestamp; 365 SDL_JoystickID which; /**< The joystick instance id */ 366 Uint8 button; /**< The controller button (SDL_GameControllerButton) */ 367 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */ 368 Uint8 padding1; 369 Uint8 padding2; 370 } SDL_ControllerButtonEvent; 371 372 373 /** 374 * \brief Controller device event structure (event.cdevice.*) 375 */ 376 typedef struct SDL_ControllerDeviceEvent 377 { 378 Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */ 379 Uint32 timestamp; 380 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ 381 } SDL_ControllerDeviceEvent; 382 383 384 /** 385 * \brief Touch finger event structure (event.tfinger.*) 386 */ 387 typedef struct SDL_TouchFingerEvent 388 { 389 Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */ 390 Uint32 timestamp; 391 SDL_TouchID touchId; /**< The touch device id */ 392 SDL_FingerID fingerId; 393 float x; /**< Normalized in the range 0...1 */ 394 float y; /**< Normalized in the range 0...1 */ 395 float dx; /**< Normalized in the range 0...1 */ 396 float dy; /**< Normalized in the range 0...1 */ 397 float pressure; /**< Normalized in the range 0...1 */ 398 } SDL_TouchFingerEvent; 399 400 401 /** 402 * \brief Multiple Finger Gesture Event (event.mgesture.*) 403 */ 404 typedef struct SDL_MultiGestureEvent 405 { 406 Uint32 type; /**< ::SDL_MULTIGESTURE */ 407 Uint32 timestamp; 408 SDL_TouchID touchId; /**< The touch device index */ 409 float dTheta; 410 float dDist; 411 float x; 412 float y; 413 Uint16 numFingers; 414 Uint16 padding; 415 } SDL_MultiGestureEvent; 416 417 418 /** 419 * \brief Dollar Gesture Event (event.dgesture.*) 420 */ 421 typedef struct SDL_DollarGestureEvent 422 { 423 Uint32 type; /**< ::SDL_DOLLARGESTURE */ 424 Uint32 timestamp; 425 SDL_TouchID touchId; /**< The touch device id */ 426 SDL_GestureID gestureId; 427 Uint32 numFingers; 428 float error; 429 float x; /**< Normalized center of gesture */ 430 float y; /**< Normalized center of gesture */ 431 } SDL_DollarGestureEvent; 432 433 434 /** 435 * \brief An event used to request a file open by the system (event.drop.*) 436 * This event is disabled by default, you can enable it with SDL_EventState() 437 * \note If you enable this event, you must free the filename in the event. 438 */ 439 typedef struct SDL_DropEvent 440 { 441 Uint32 type; /**< ::SDL_DROPFILE */ 442 Uint32 timestamp; 443 char *file; /**< The file name, which should be freed with SDL_free() */ 444 } SDL_DropEvent; 445 446 447 /** 448 * \brief The "quit requested" event 449 */ 450 typedef struct SDL_QuitEvent 451 { 452 Uint32 type; /**< ::SDL_QUIT */ 453 Uint32 timestamp; 454 } SDL_QuitEvent; 455 456 /** 457 * \brief OS Specific event 458 */ 459 typedef struct SDL_OSEvent 460 { 461 Uint32 type; /**< ::SDL_QUIT */ 462 Uint32 timestamp; 463 } SDL_OSEvent; 464 465 /** 466 * \brief A user-defined event type (event.user.*) 467 */ 468 typedef struct SDL_UserEvent 469 { 470 Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */ 471 Uint32 timestamp; 472 Uint32 windowID; /**< The associated window if any */ 473 Sint32 code; /**< User defined event code */ 474 void *data1; /**< User defined data pointer */ 475 void *data2; /**< User defined data pointer */ 476 } SDL_UserEvent; 477 478 479 struct SDL_SysWMmsg; 480 typedef struct SDL_SysWMmsg SDL_SysWMmsg; 481 482 /** 483 * \brief A video driver dependent system event (event.syswm.*) 484 * This event is disabled by default, you can enable it with SDL_EventState() 485 * 486 * \note If you want to use this event, you should include SDL_syswm.h. 487 */ 488 typedef struct SDL_SysWMEvent 489 { 490 Uint32 type; /**< ::SDL_SYSWMEVENT */ 491 Uint32 timestamp; 492 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */ 493 } SDL_SysWMEvent; 494 495 /** 496 * \brief General event structure 497 */ 498 typedef union SDL_Event 499 { 500 Uint32 type; /**< Event type, shared with all events */ 501 SDL_CommonEvent common; /**< Common event data */ 502 SDL_WindowEvent window; /**< Window event data */ 503 SDL_KeyboardEvent key; /**< Keyboard event data */ 504 SDL_TextEditingEvent edit; /**< Text editing event data */ 505 SDL_TextInputEvent text; /**< Text input event data */ 506 SDL_MouseMotionEvent motion; /**< Mouse motion event data */ 507 SDL_MouseButtonEvent button; /**< Mouse button event data */ 508 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ 509 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ 510 SDL_JoyBallEvent jball; /**< Joystick ball event data */ 511 SDL_JoyHatEvent jhat; /**< Joystick hat event data */ 512 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ 513 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ 514 SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */ 515 SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */ 516 SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */ 517 SDL_QuitEvent quit; /**< Quit request event data */ 518 SDL_UserEvent user; /**< Custom event data */ 519 SDL_SysWMEvent syswm; /**< System dependent window event data */ 520 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ 521 SDL_MultiGestureEvent mgesture; /**< Gesture event data */ 522 SDL_DollarGestureEvent dgesture; /**< Gesture event data */ 523 SDL_DropEvent drop; /**< Drag and drop event data */ 524 525 /* This is necessary for ABI compatibility between Visual C++ and GCC 526 Visual C++ will respect the push pack pragma and use 52 bytes for 527 this structure, and GCC will use the alignment of the largest datatype 528 within the union, which is 8 bytes. 529 530 So... we'll add padding to force the size to be 56 bytes for both. 531 */ 532 Uint8 padding[56]; 533 } SDL_Event; 534 535 536 /* Function prototypes */ 537 538 /** 539 * Pumps the event loop, gathering events from the input devices. 540 * 541 * This function updates the event queue and internal input device state. 542 * 543 * This should only be run in the thread that sets the video mode. 544 */ 545 extern DECLSPEC void SDLCALL SDL_PumpEvents(void); 546 547 /* @{ */ 548 typedef enum 549 { 550 SDL_ADDEVENT, 551 SDL_PEEKEVENT, 552 SDL_GETEVENT 553 } SDL_eventaction; 554 555 /** 556 * Checks the event queue for messages and optionally returns them. 557 * 558 * If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to 559 * the back of the event queue. 560 * 561 * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front 562 * of the event queue, within the specified minimum and maximum type, 563 * will be returned and will not be removed from the queue. 564 * 565 * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front 566 * of the event queue, within the specified minimum and maximum type, 567 * will be returned and will be removed from the queue. 568 * 569 * \return The number of events actually stored, or -1 if there was an error. 570 * 571 * This function is thread-safe. 572 */ 573 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents, 574 SDL_eventaction action, 575 Uint32 minType, Uint32 maxType); 576 /* @} */ 577 578 /** 579 * Checks to see if certain event types are in the event queue. 580 */ 581 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type); 582 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); 583 584 /** 585 * This function clears events from the event queue 586 */ 587 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); 588 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); 589 590 /** 591 * \brief Polls for currently pending events. 592 * 593 * \return 1 if there are any pending events, or 0 if there are none available. 594 * 595 * \param event If not NULL, the next event is removed from the queue and 596 * stored in that area. 597 */ 598 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event); 599 600 /** 601 * \brief Waits indefinitely for the next available event. 602 * 603 * \return 1, or 0 if there was an error while waiting for events. 604 * 605 * \param event If not NULL, the next event is removed from the queue and 606 * stored in that area. 607 */ 608 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); 609 610 /** 611 * \brief Waits until the specified timeout (in milliseconds) for the next 612 * available event. 613 * 614 * \return 1, or 0 if there was an error while waiting for events. 615 * 616 * \param event If not NULL, the next event is removed from the queue and 617 * stored in that area. 618 * \param timeout The timeout (in milliseconds) to wait for next event. 619 */ 620 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, 621 int timeout); 622 623 /** 624 * \brief Add an event to the event queue. 625 * 626 * \return 1 on success, 0 if the event was filtered, or -1 if the event queue 627 * was full or there was some other error. 628 */ 629 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event); 630 631 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event); 632 633 /** 634 * Sets up a filter to process all events before they change internal state and 635 * are posted to the internal event queue. 636 * 637 * The filter is prototyped as: 638 * \code 639 * int SDL_EventFilter(void *userdata, SDL_Event * event); 640 * \endcode 641 * 642 * If the filter returns 1, then the event will be added to the internal queue. 643 * If it returns 0, then the event will be dropped from the queue, but the 644 * internal state will still be updated. This allows selective filtering of 645 * dynamically arriving events. 646 * 647 * \warning Be very careful of what you do in the event filter function, as 648 * it may run in a different thread! 649 * 650 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The 651 * event filter is only called when the window manager desires to close the 652 * application window. If the event filter returns 1, then the window will 653 * be closed, otherwise the window will remain open if possible. 654 * 655 * If the quit event is generated by an interrupt signal, it will bypass the 656 * internal queue and be delivered to the application at the next event poll. 657 */ 658 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, 659 void *userdata); 660 661 /** 662 * Return the current event filter - can be used to "chain" filters. 663 * If there is no event filter set, this function returns SDL_FALSE. 664 */ 665 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, 666 void **userdata); 667 668 /** 669 * Add a function which is called when an event is added to the queue. 670 */ 671 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, 672 void *userdata); 673 674 /** 675 * Remove an event watch function added with SDL_AddEventWatch() 676 */ 677 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, 678 void *userdata); 679 680 /** 681 * Run the filter function on the current event queue, removing any 682 * events for which the filter returns 0. 683 */ 684 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, 685 void *userdata); 686 687 /* @{ */ 688 #define SDL_QUERY -1 689 #define SDL_IGNORE 0 690 #define SDL_DISABLE 0 691 #define SDL_ENABLE 1 692 693 /** 694 * This function allows you to set the state of processing certain events. 695 * - If \c state is set to ::SDL_IGNORE, that event will be automatically 696 * dropped from the event queue and will not event be filtered. 697 * - If \c state is set to ::SDL_ENABLE, that event will be processed 698 * normally. 699 * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the 700 * current processing state of the specified event. 701 */ 702 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); 703 /* @} */ 704 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) 705 706 /** 707 * This function allocates a set of user-defined events, and returns 708 * the beginning event number for that set of events. 709 * 710 * If there aren't enough user-defined events left, this function 711 * returns (Uint32)-1 712 */ 713 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); 714 715 /* Ends C function definitions when using C++ */ 716 #ifdef __cplusplus 717 } 718 #endif 719 #include "close_code.h" 720 721 #endif /* _SDL_events_h */ 722 723 /* vi: set ts=4 sw=4 expandtab: */ 724