include/SDL_events.h
author Sam Lantinga <slouken@libsdl.org>
Mon, 20 May 2013 23:57:10 -0700
changeset 7203 c74f5dbcfd23
parent 7191 75360622e65f
child 7278 fc8b57a2a541
permissions -rw-r--r--
Fixed bug 1856 - (Patch) More bits for SDL_MouseMotionEvent.state

Gerry JJ

The state bitmask in SDL_MouseMotionEvent is stored in an Uint8. Unfortunately this doesn't actually have room for 8 buttons because SDL skips 4 button indices after the third mouse button (at least here on Linux x86-64, probably related to wheel handling?), so it's really just enough to track 4 buttons. For example, on a Logitech MX310 mouse I've got, even though the mouse has 6 buttons total, the left and right side buttons and extra middle button have indexes 8, 9 and 10, and the last two won't fit in the 8 bit button state.

The source of the button state (in SDL_Mouse) is already 32-bit, and the state field in SDL_MouseMotionEvent is 32-bit aligned and followed by three 8-bit padding fields. So simply changing the SDL_MouseMotionEvent state to an Uint32 and removing the padding fields fixes this, and I think it should be binary compatible, at least for little endian.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2013 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 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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    /* 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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    /* 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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    /** 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;
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} SDL_CommonEvent;
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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;
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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;
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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;
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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;
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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;
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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;
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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 padding1;
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    Uint8 padding2;
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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;
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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 */
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    Sint32 y;           /**< The amount scrolled vertically */
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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;
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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;
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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;
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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;
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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;
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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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   341
typedef struct SDL_ControllerAxisEvent
slouken@6690
   342
{
slouken@6690
   343
    Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
slouken@7191
   344
    Uint32 timestamp;
slouken@6974
   345
    SDL_JoystickID which; /**< The joystick instance id */
slouken@6949
   346
    Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
slouken@6949
   347
    Uint8 padding1;
slouken@6949
   348
    Uint8 padding2;
slouken@6949
   349
    Uint8 padding3;
slouken@6949
   350
    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
slouken@6949
   351
    Uint16 padding4;
slouken@6690
   352
} SDL_ControllerAxisEvent;
slouken@6690
   353
slouken@6690
   354
slouken@6690
   355
/**
slouken@6690
   356
 *  \brief Game controller button event structure (event.cbutton.*)
slouken@6690
   357
 */
slouken@6690
   358
typedef struct SDL_ControllerButtonEvent
slouken@6690
   359
{
slouken@6690
   360
    Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
slouken@7191
   361
    Uint32 timestamp;
slouken@6974
   362
    SDL_JoystickID which; /**< The joystick instance id */
slouken@6949
   363
    Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
slouken@6690
   364
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
slouken@6949
   365
    Uint8 padding1;
slouken@6949
   366
    Uint8 padding2;
slouken@6690
   367
} SDL_ControllerButtonEvent;
slouken@6690
   368
slouken@6690
   369
slouken@6690
   370
/**
slouken@6690
   371
 *  \brief Controller device event structure (event.cdevice.*)
slouken@6690
   372
 */
slouken@6690
   373
typedef struct SDL_ControllerDeviceEvent
slouken@6690
   374
{
slouken@7191
   375
    Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
slouken@7191
   376
    Uint32 timestamp;
slouken@7191
   377
    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
slouken@6690
   378
} SDL_ControllerDeviceEvent;
slouken@6690
   379
jim@4641
   380
jim@4641
   381
/**
slouken@6951
   382
 *  \brief Touch finger event structure (event.tfinger.*)
jim@4641
   383
 */
jim@4641
   384
typedef struct SDL_TouchFingerEvent
jim@4641
   385
{
slouken@6949
   386
    Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
slouken@6114
   387
    Uint32 timestamp;
slouken@6949
   388
    SDL_TouchID touchId; /**< The touch device id */
jimtla@4678
   389
    SDL_FingerID fingerId;
slouken@6951
   390
    float x;            /**< Normalized in the range 0...1 */
slouken@6951
   391
    float y;            /**< Normalized in the range 0...1 */
slouken@6951
   392
    float dx;           /**< Normalized in the range 0...1 */
slouken@6951
   393
    float dy;           /**< Normalized in the range 0...1 */
slouken@6951
   394
    float pressure;     /**< Normalized in the range 0...1 */
jim@4641
   395
} SDL_TouchFingerEvent;
jim@4641
   396
jim@4641
   397
jim@4641
   398
/**
slouken@5009
   399
 *  \brief Multiple Finger Gesture Event (event.mgesture.*)
jim@4657
   400
 */
jim@4657
   401
typedef struct SDL_MultiGestureEvent
jim@4657
   402
{
jim@4657
   403
    Uint32 type;        /**< ::SDL_MULTIGESTURE */
slouken@6114
   404
    Uint32 timestamp;
slouken@6951
   405
    SDL_TouchID touchId; /**< The touch device index */
jim@4657
   406
    float dTheta;
jim@4657
   407
    float dDist;
slouken@6951
   408
    float x;
slouken@7191
   409
    float y;
jim@4683
   410
    Uint16 numFingers;
jim@4683
   411
    Uint16 padding;
jim@4657
   412
} SDL_MultiGestureEvent;
jim@4657
   413
slouken@6951
   414
slouken@5014
   415
/* (event.dgesture.*) */
slouken@5014
   416
typedef struct SDL_DollarGestureEvent
jim@4658
   417
{
jim@4658
   418
    Uint32 type;        /**< ::SDL_DOLLARGESTURE */
slouken@6114
   419
    Uint32 timestamp;
slouken@6951
   420
    SDL_TouchID touchId; /**< The touch device id */
jimtla@4678
   421
    SDL_GestureID gestureId;
jim@4689
   422
    Uint32 numFingers;
jim@4658
   423
    float error;
slouken@6951
   424
    float x;            /**< Normalized center of gesture */
slouken@6951
   425
    float y;            /**< Normalized center of gesture */
jim@4658
   426
} SDL_DollarGestureEvent;
jim@4658
   427
jim@4657
   428
slouken@1895
   429
/**
slouken@6091
   430
 *  \brief An event used to request a file open by the system (event.drop.*)
slouken@6091
   431
 *         This event is disabled by default, you can enable it with SDL_EventState()
slouken@6091
   432
 *  \note If you enable this event, you must free the filename in the event.
slouken@6091
   433
 */
slouken@6091
   434
typedef struct SDL_DropEvent
slouken@6091
   435
{
slouken@6091
   436
    Uint32 type;        /**< ::SDL_DROPFILE */
slouken@6114
   437
    Uint32 timestamp;
slouken@6091
   438
    char *file;         /**< The file name, which should be freed with SDL_free() */
slouken@6091
   439
} SDL_DropEvent;
slouken@6091
   440
slouken@6091
   441
slouken@6091
   442
/**
slouken@3407
   443
 *  \brief The "quit requested" event
slouken@0
   444
 */
slouken@1895
   445
typedef struct SDL_QuitEvent
slouken@1895
   446
{
slouken@4429
   447
    Uint32 type;        /**< ::SDL_QUIT */
slouken@6114
   448
    Uint32 timestamp;
slouken@1895
   449
} SDL_QuitEvent;
slouken@1895
   450
slouken@7190
   451
/**
slouken@7190
   452
 *  \brief OS Specific event
slouken@7190
   453
 */
slouken@7190
   454
typedef struct SDL_OSEvent
slouken@7190
   455
{
slouken@7190
   456
    Uint32 type;        /**< ::SDL_QUIT */
slouken@7190
   457
    Uint32 timestamp;
slouken@7190
   458
} SDL_OSEvent;
slouken@5009
   459
slouken@1895
   460
/**
slouken@3407
   461
 *  \brief A user-defined event type (event.user.*)
slouken@1895
   462
 */
slouken@1895
   463
typedef struct SDL_UserEvent
slouken@1895
   464
{
slouken@4429
   465
    Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_NUMEVENTS-1 */
slouken@6114
   466
    Uint32 timestamp;
slouken@4429
   467
    Uint32 windowID;    /**< The associated window if any */
slouken@6950
   468
    Sint32 code;        /**< User defined event code */
slouken@4429
   469
    void *data1;        /**< User defined data pointer */
slouken@4429
   470
    void *data2;        /**< User defined data pointer */
slouken@1895
   471
} SDL_UserEvent;
slouken@1895
   472
slouken@5009
   473
slouken@1895
   474
struct SDL_SysWMmsg;
slouken@1895
   475
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
slouken@3407
   476
slouken@3407
   477
/**
slouken@3407
   478
 *  \brief A video driver dependent system event (event.syswm.*)
slouken@6091
   479
 *         This event is disabled by default, you can enable it with SDL_EventState()
slouken@6091
   480
 *
slouken@3407
   481
 *  \note If you want to use this event, you should include SDL_syswm.h.
slouken@3407
   482
 */
slouken@1895
   483
typedef struct SDL_SysWMEvent
slouken@1895
   484
{
slouken@4429
   485
    Uint32 type;        /**< ::SDL_SYSWMEVENT */
slouken@6114
   486
    Uint32 timestamp;
slouken@1895
   487
    SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
slouken@1895
   488
} SDL_SysWMEvent;
slouken@1895
   489
slouken@1895
   490
/**
slouken@3407
   491
 *  \brief General event structure
slouken@1895
   492
 */
slouken@1895
   493
typedef union SDL_Event
slouken@1895
   494
{
slouken@4429
   495
    Uint32 type;                    /**< Event type, shared with all events */
dludwig@7082
   496
    SDL_CommonEvent common;         /**< Common event data */
slouken@1895
   497
    SDL_WindowEvent window;         /**< Window event data */
slouken@1895
   498
    SDL_KeyboardEvent key;          /**< Keyboard event data */
slouken@3280
   499
    SDL_TextEditingEvent edit;      /**< Text editing event data */
bob@2300
   500
    SDL_TextInputEvent text;        /**< Text input event data */
slouken@1895
   501
    SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
slouken@1895
   502
    SDL_MouseButtonEvent button;    /**< Mouse button event data */
bob@2300
   503
    SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
slouken@1895
   504
    SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
slouken@1895
   505
    SDL_JoyBallEvent jball;         /**< Joystick ball event data */
slouken@1895
   506
    SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
slouken@1895
   507
    SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
slouken@6690
   508
    SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
slouken@7191
   509
    SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
slouken@7191
   510
    SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
slouken@7191
   511
    SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
slouken@1895
   512
    SDL_QuitEvent quit;             /**< Quit request event data */
slouken@1895
   513
    SDL_UserEvent user;             /**< Custom event data */
slouken@1895
   514
    SDL_SysWMEvent syswm;           /**< System dependent window event data */
jim@4641
   515
    SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
slouken@6951
   516
    SDL_MultiGestureEvent mgesture; /**< Gesture event data */
slouken@6951
   517
    SDL_DollarGestureEvent dgesture; /**< Gesture event data */
slouken@6091
   518
    SDL_DropEvent drop;             /**< Drag and drop event data */
slouken@6595
   519
slouken@6595
   520
    /* This is necessary for ABI compatibility between Visual C++ and GCC
slouken@6595
   521
       Visual C++ will respect the push pack pragma and use 52 bytes for
slouken@6595
   522
       this structure, and GCC will use the alignment of the largest datatype
slouken@6595
   523
       within the union, which is 8 bytes.
slouken@6595
   524
slouken@6595
   525
       So... we'll add padding to force the size to be 56 bytes for both.
slouken@6595
   526
    */
slouken@6595
   527
    Uint8 padding[56];
slouken@0
   528
} SDL_Event;
slouken@0
   529
slouken@0
   530
slouken@0
   531
/* Function prototypes */
slouken@0
   532
slouken@3407
   533
/**
slouken@3407
   534
 *  Pumps the event loop, gathering events from the input devices.
slouken@7191
   535
 *
slouken@3407
   536
 *  This function updates the event queue and internal input device state.
slouken@7191
   537
 *
slouken@3407
   538
 *  This should only be run in the thread that sets the video mode.
slouken@3407
   539
 */
slouken@337
   540
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
slouken@0
   541
slouken@3407
   542
/*@{*/
slouken@1895
   543
typedef enum
slouken@1895
   544
{
slouken@1895
   545
    SDL_ADDEVENT,
slouken@1895
   546
    SDL_PEEKEVENT,
slouken@1895
   547
    SDL_GETEVENT
slouken@0
   548
} SDL_eventaction;
slouken@3407
   549
slouken@3407
   550
/**
slouken@3407
   551
 *  Checks the event queue for messages and optionally returns them.
slouken@7191
   552
 *
slouken@3407
   553
 *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
slouken@3407
   554
 *  the back of the event queue.
slouken@7191
   555
 *
slouken@3407
   556
 *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
slouken@4635
   557
 *  of the event queue, within the specified minimum and maximum type,
slouken@4635
   558
 *  will be returned and will not be removed from the queue.
slouken@7191
   559
 *
slouken@7191
   560
 *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
slouken@4635
   561
 *  of the event queue, within the specified minimum and maximum type,
slouken@4635
   562
 *  will be returned and will be removed from the queue.
slouken@7191
   563
 *
slouken@3407
   564
 *  \return The number of events actually stored, or -1 if there was an error.
slouken@7191
   565
 *
slouken@3407
   566
 *  This function is thread-safe.
slouken@3407
   567
 */
slouken@1895
   568
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
slouken@1895
   569
                                           SDL_eventaction action,
slouken@4429
   570
                                           Uint32 minType, Uint32 maxType);
slouken@3407
   571
/*@}*/
slouken@1895
   572
slouken@3407
   573
/**
slouken@3407
   574
 *  Checks to see if certain event types are in the event queue.
slouken@1895
   575
 */
slouken@4429
   576
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
slouken@4429
   577
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
slouken@4429
   578
slouken@4429
   579
/**
slouken@4429
   580
 *  This function clears events from the event queue
slouken@4429
   581
 */
slouken@4429
   582
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
slouken@4429
   583
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
slouken@0
   584
slouken@3407
   585
/**
slouken@3407
   586
 *  \brief Polls for currently pending events.
slouken@7191
   587
 *
slouken@3407
   588
 *  \return 1 if there are any pending events, or 0 if there are none available.
slouken@7191
   589
 *
slouken@7191
   590
 *  \param event If not NULL, the next event is removed from the queue and
slouken@3407
   591
 *               stored in that area.
slouken@0
   592
 */
slouken@1895
   593
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
slouken@0
   594
slouken@3407
   595
/**
slouken@3407
   596
 *  \brief Waits indefinitely for the next available event.
slouken@7191
   597
 *
slouken@3407
   598
 *  \return 1, or 0 if there was an error while waiting for events.
slouken@7191
   599
 *
slouken@7191
   600
 *  \param event If not NULL, the next event is removed from the queue and
slouken@3407
   601
 *               stored in that area.
slouken@0
   602
 */
slouken@1895
   603
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
slouken@0
   604
slouken@3407
   605
/**
slouken@7191
   606
 *  \brief Waits until the specified timeout (in milliseconds) for the next
slouken@3407
   607
 *         available event.
slouken@7191
   608
 *
slouken@3407
   609
 *  \return 1, or 0 if there was an error while waiting for events.
slouken@7191
   610
 *
slouken@7191
   611
 *  \param event If not NULL, the next event is removed from the queue and
slouken@3407
   612
 *               stored in that area.
philipp@7188
   613
 *  \param timeout The timeout (in milliseconds) to wait for next event.
slouken@3072
   614
 */
slouken@3072
   615
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
slouken@3072
   616
                                                 int timeout);
slouken@3072
   617
slouken@3407
   618
/**
slouken@3407
   619
 *  \brief Add an event to the event queue.
slouken@7191
   620
 *
slouken@7191
   621
 *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue
slouken@3407
   622
 *          was full or there was some other error.
slouken@0
   623
 */
slouken@1895
   624
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
slouken@0
   625
slouken@3407
   626
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
slouken@0
   627
slouken@3407
   628
/**
slouken@3407
   629
 *  Sets up a filter to process all events before they change internal state and
slouken@3407
   630
 *  are posted to the internal event queue.
slouken@7191
   631
 *
philipp@7125
   632
 *  The filter is prototyped as:
slouken@3407
   633
 *  \code
slouken@3407
   634
 *      int SDL_EventFilter(void *userdata, SDL_Event * event);
slouken@3407
   635
 *  \endcode
slouken@3407
   636
 *
slouken@3407
   637
 *  If the filter returns 1, then the event will be added to the internal queue.
slouken@7191
   638
 *  If it returns 0, then the event will be dropped from the queue, but the
slouken@3407
   639
 *  internal state will still be updated.  This allows selective filtering of
slouken@3407
   640
 *  dynamically arriving events.
slouken@7191
   641
 *
slouken@7191
   642
 *  \warning  Be very careful of what you do in the event filter function, as
slouken@3407
   643
 *            it may run in a different thread!
slouken@7191
   644
 *
slouken@3407
   645
 *  There is one caveat when dealing with the ::SDL_QUITEVENT event type.  The
slouken@3407
   646
 *  event filter is only called when the window manager desires to close the
slouken@3407
   647
 *  application window.  If the event filter returns 1, then the window will
slouken@3407
   648
 *  be closed, otherwise the window will remain open if possible.
slouken@3407
   649
 *
slouken@3407
   650
 *  If the quit event is generated by an interrupt signal, it will bypass the
slouken@3407
   651
 *  internal queue and be delivered to the application at the next event poll.
slouken@3407
   652
 */
slouken@1895
   653
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
slouken@1895
   654
                                                void *userdata);
slouken@0
   655
slouken@3407
   656
/**
slouken@3407
   657
 *  Return the current event filter - can be used to "chain" filters.
slouken@3407
   658
 *  If there is no event filter set, this function returns SDL_FALSE.
slouken@3407
   659
 */
slouken@1895
   660
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
slouken@1895
   661
                                                    void **userdata);
slouken@1895
   662
slouken@3407
   663
/**
slouken@5146
   664
 *  Add a function which is called when an event is added to the queue.
slouken@5146
   665
 */
slouken@5146
   666
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
slouken@5146
   667
                                               void *userdata);
slouken@5146
   668
slouken@5146
   669
/**
slouken@5146
   670
 *  Remove an event watch function added with SDL_AddEventWatch()
slouken@5146
   671
 */
slouken@5146
   672
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
slouken@5146
   673
                                               void *userdata);
slouken@5146
   674
slouken@5146
   675
/**
slouken@3407
   676
 *  Run the filter function on the current event queue, removing any
slouken@3407
   677
 *  events for which the filter returns 0.
slouken@3407
   678
 */
slouken@1895
   679
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
slouken@1895
   680
                                              void *userdata);
slouken@0
   681
slouken@3407
   682
/*@{*/
slouken@7191
   683
#define SDL_QUERY   -1
slouken@7191
   684
#define SDL_IGNORE   0
slouken@7191
   685
#define SDL_DISABLE  0
slouken@7191
   686
#define SDL_ENABLE   1
slouken@3407
   687
slouken@3407
   688
/**
slouken@3407
   689
 *  This function allows you to set the state of processing certain events.
slouken@7191
   690
 *   - If \c state is set to ::SDL_IGNORE, that event will be automatically
slouken@3407
   691
 *     dropped from the event queue and will not event be filtered.
slouken@7191
   692
 *   - If \c state is set to ::SDL_ENABLE, that event will be processed
slouken@3407
   693
 *     normally.
slouken@7191
   694
 *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
slouken@3407
   695
 *     current processing state of the specified event.
slouken@3407
   696
 */
slouken@4429
   697
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
slouken@3407
   698
/*@}*/
slouken@4429
   699
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
slouken@4429
   700
slouken@4429
   701
/**
slouken@4429
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 *  This function allocates a set of user-defined events, and returns
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 *  the beginning event number for that set of events.
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 *
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 *  If there aren't enough user-defined events left, this function
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 *  returns (Uint32)-1
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 */
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extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _SDL_events_h */
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/* vi: set ts=4 sw=4 expandtab: */