include/SDL_events.h
author Darren Alton <dalton@stevens.edu>
Mon, 23 Jun 2008 11:55:26 +0000
branchgsoc2008_nds
changeset 2674 f1d07ba2e275
parent 2300 c97ad1abe05b
child 2678 3895761db26a
permissions -rw-r--r--
Started adding framework for Touchscreen API, based on and (consistent with) the existing Joystick API.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2006 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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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_touchscreen.h"
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#include "SDL_quit.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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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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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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 * \enum SDL_EventType
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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_NOEVENT = 0,            /**< Unused (do not remove) */
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    SDL_WINDOWEVENT,            /**< Window state change */
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    SDL_KEYDOWN,                /**< Keys pressed */
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    SDL_KEYUP,                  /**< Keys released */
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    SDL_TEXTINPUT,              /**< Keyboard text input */
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    SDL_MOUSEMOTION,            /**< 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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    SDL_JOYAXISMOTION,          /**< 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_TOUCHPRESSED,           /**< Touchscreen pressed */
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    SDL_TOUCHRELEASED,          /**< Touchscreen no longer pressed */
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    SDL_TOUCHMOTION,            /**< Touchscreen point motion */
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    SDL_QUIT,                   /**< User-requested quit */
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    SDL_SYSWMEVENT,             /**< System specific event */
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    SDL_EVENT_RESERVED1,        /**< Reserved for future use... */
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    SDL_EVENT_RESERVED2,        /**< Reserved for future use... */
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    SDL_EVENT_RESERVED3,        /**< Reserved for future use... */
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    /* Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
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    SDL_USEREVENT = 24,
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    /* This last event is only for bounding internal arrays
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       It is the number of bits in the event mask datatype -- Uint32
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     */
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    SDL_NUMEVENTS = 32
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} SDL_EventType;
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/**
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 * \enum SDL_EventMask
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 *
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 * \brief Predefined event masks
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 */
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#define SDL_EVENTMASK(X)	(1<<(X))
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typedef enum
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{
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    SDL_WINDOWEVENTMASK = SDL_EVENTMASK(SDL_WINDOWEVENT),
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    SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN),
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    SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP),
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    SDL_KEYEVENTMASK = SDL_EVENTMASK(SDL_KEYDOWN) | SDL_EVENTMASK(SDL_KEYUP),
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    SDL_TEXTINPUTMASK = SDL_EVENTMASK(SDL_TEXTINPUT),
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    SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
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    SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
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    SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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    SDL_MOUSEWHEELMASK = SDL_EVENTMASK(SDL_MOUSEWHEEL),
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    SDL_MOUSEEVENTMASK = SDL_EVENTMASK(SDL_MOUSEMOTION) |
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        SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN) | SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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    SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION),
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    SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION),
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    SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION),
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    SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
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    SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
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    SDL_JOYEVENTMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION) |
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        SDL_EVENTMASK(SDL_JOYBALLMOTION) |
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        SDL_EVENTMASK(SDL_JOYHATMOTION) |
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        SDL_EVENTMASK(SDL_JOYBUTTONDOWN) | SDL_EVENTMASK(SDL_JOYBUTTONUP),
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    SDL_TOUCHPRESSEDMASK = SDL_EVENTMASK(SDL_TOUCHPRESSED),
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    SDL_TOUCHRELEASEDMASK = SDL_EVENTMASK(SDL_TOUCHRELEASED),
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    SDL_TOUCHMOTIONMASK = SDL_EVENTMASK(SDL_TOUCHMOTION),
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    SDL_TOUCHEVENTMASK = SDL_EVENTMASK(SDL_TOUCHPRESSED) |
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        SDL_EVENTMASK(SDL_TOUCHRELEASED) | SDL_EVENTMASK(SDL_TOUCHMOTION),
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    SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT),
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    SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT)
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} SDL_EventMask;
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#define SDL_ALLEVENTS		0xFFFFFFFF
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/**
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 * \struct SDL_WindowEvent
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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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    Uint8 type;             /**< SDL_WINDOWEVENT */
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    Uint8 event;            /**< SDL_WindowEventID */
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    int data1;              /**< event dependent data */
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    int data2;              /**< event dependent data */
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    SDL_WindowID windowID;  /**< The associated window */
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} SDL_WindowEvent;
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/**
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 * \struct SDL_KeyboardEvent
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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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    Uint8 type;             /**< SDL_KEYDOWN or SDL_KEYUP */
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    Uint8 which;            /**< The keyboard device index */
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    Uint8 state;            /**< SDL_PRESSED or SDL_RELEASED */
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    SDL_keysym keysym;      /**< The key that was pressed or released */
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    SDL_WindowID windowID;  /**< The window with keyboard focus, if any */
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} SDL_KeyboardEvent;
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/**
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 * \struct SDL_TextInputEvent
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 *
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 * \brief Keyboard text input event structure (event.text.*)
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 */
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#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
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typedef struct SDL_TextInputEvent
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{
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    Uint8 type;                               /**< SDL_TEXTINPUT */
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    Uint8 which;                              /**< The keyboard device index */
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    char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
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    SDL_WindowID windowID;                    /**< The window with keyboard focus, if any */
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} SDL_TextInputEvent;
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/**
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 * \struct SDL_MouseMotionEvent
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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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    Uint8 type;             /**< SDL_MOUSEMOTION */
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    Uint8 which;            /**< The mouse device index */
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    Uint8 state;            /**< The current button state */
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    int x;                  /**< X coordinate, relative to window */
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    int y;                  /**< Y coordinate, relative to window */
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    int xrel;               /**< The relative motion in the X direction */
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    int yrel;               /**< The relative motion in the Y direction */
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    SDL_WindowID windowID;  /**< The window with mouse focus, if any */
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} SDL_MouseMotionEvent;
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/**
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 * \struct SDL_MouseButtonEvent
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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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    Uint8 type;             /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
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    Uint8 which;            /**< The mouse device index */
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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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    int x;                  /**< X coordinate, relative to window */
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    int y;                  /**< Y coordinate, relative to window */
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    SDL_WindowID windowID;  /**< The window with mouse focus, if any */
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} SDL_MouseButtonEvent;
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/**
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 * \struct SDL_MouseWheelEvent
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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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    Uint8 type;             /**< SDL_MOUSEWHEEL */
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    Uint8 which;            /**< The mouse device index */
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    int x;                  /**< The amount scrolled horizontally */
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    int y;                  /**< The amount scrolled vertically */
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    SDL_WindowID windowID;  /**< The window with mouse focus, if any */
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} SDL_MouseWheelEvent;
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/**
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 * \struct SDL_JoyAxisEvent
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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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    Uint8 type;         /**< SDL_JOYAXISMOTION */
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    Uint8 which;        /**< The joystick device index */
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    Uint8 axis;         /**< The joystick axis index */
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    int value;          /**< The axis value (range: -32768 to 32767) */
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} SDL_JoyAxisEvent;
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/**
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 * \struct SDL_JoyBallEvent
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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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    Uint8 type;         /**< SDL_JOYBALLMOTION */
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    Uint8 which;        /**< The joystick device index */
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    Uint8 ball;         /**< The joystick trackball index */
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    int xrel;           /**< The relative motion in the X direction */
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    int yrel;           /**< The relative motion in the Y direction */
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} SDL_JoyBallEvent;
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/**
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 * \struct SDL_JoyHatEvent
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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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    Uint8 type;         /**< SDL_JOYHATMOTION */
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    Uint8 which;        /**< The joystick device index */
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    Uint8 hat;          /**< The joystick hat index */
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    Uint8 value;        /**< The hat position value:
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                             SDL_HAT_LEFTUP   SDL_HAT_UP       SDL_HAT_RIGHTUP
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                             SDL_HAT_LEFT     SDL_HAT_CENTERED SDL_HAT_RIGHT
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                             SDL_HAT_LEFTDOWN SDL_HAT_DOWN     SDL_HAT_RIGHTDOWN
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                             Note that zero means the POV is centered.
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                         */
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} SDL_JoyHatEvent;
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/**
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 * \struct SDL_JoyButtonEvent
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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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    Uint8 type;         /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
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    Uint8 which;        /**< The joystick device index */
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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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} SDL_JoyButtonEvent;
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/**
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 * \struct SDL_TouchEvent
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 *
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 * \brief Touchscreen motion event structure (event.touch.*)
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 */
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typedef struct SDL_TouchEvent
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{
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    Uint8 type;         /**< SDL_TOUCHMOTION, SDL_TOUCHPRESS, SDL_TOUCHRELEASED */
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    Uint8 which;        /**< The touchscreen device index */
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    int point;          /**< The touch point index, relevant for multitouch. */
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    int xpos;           /**< The X coordinate of the touch point. */
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    int ypos;           /**< The Y coordinate of the touch point. */
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    int pressure;       /**< The pressure of the touch */
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} SDL_TouchEvent;
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/**
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 * \struct SDL_QuitEvent
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 *
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 * \brief The "quit requested" event
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 */
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typedef struct SDL_QuitEvent
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{
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    Uint8 type;         /**< SDL_QUIT */
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} SDL_QuitEvent;
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/**
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 * \struct SDL_UserEvent
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 *
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 * \brief A user-defined event type (event.user.*)
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 */
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typedef struct SDL_UserEvent
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{
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    Uint8 type;             /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */
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    int code;               /**< User defined event code */
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    void *data1;            /**< User defined data pointer */
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    void *data2;            /**< User defined data pointer */
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    SDL_WindowID windowID;  /**< The associated window if any*/
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} SDL_UserEvent;
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/**
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 * \struct SDL_SysWMEvent
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 *
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 * \brief A video driver dependent system event (event.syswm.*)
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 *
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 * \note If you want to use this event, you should include SDL_syswm.h
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 */
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struct SDL_SysWMmsg;
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typedef struct SDL_SysWMmsg SDL_SysWMmsg;
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typedef struct SDL_SysWMEvent
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{
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    Uint8 type;         /**< SDL_SYSWMEVENT */
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    SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
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} SDL_SysWMEvent;
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/* Typedefs for backwards compatibility */
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typedef struct SDL_ActiveEvent
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{
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    Uint8 type;
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    Uint8 gain;
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    Uint8 state;
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} SDL_ActiveEvent;
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typedef struct SDL_ResizeEvent
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{
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    Uint8 type;
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    int w;
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    int h;
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} SDL_ResizeEvent;
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/**
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 * \union SDL_Event
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 *
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 * \brief General event structure
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 */
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typedef union SDL_Event
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{
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    Uint8 type;                     /**< Event type, shared with all events */
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    SDL_WindowEvent window;         /**< Window event data */
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    SDL_KeyboardEvent key;          /**< Keyboard event data */
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    SDL_TextInputEvent text;        /**< Text input event data */
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    SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
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    SDL_MouseButtonEvent button;    /**< Mouse button event data */
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    SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
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    SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
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    SDL_JoyBallEvent jball;         /**< Joystick ball event data */
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    SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
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    SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
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    SDL_TouchEvent touch;           /**< Touchscreen event data */
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    SDL_QuitEvent quit;             /**< Quit request event data */
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    SDL_UserEvent user;             /**< Custom event data */
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    SDL_SysWMEvent syswm;           /**< System dependent window event data */
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    /* Temporarily here for backwards compatibility */
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    SDL_ActiveEvent active;
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    SDL_ResizeEvent resize;
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} SDL_Event;
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/* Function prototypes */
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/* Pumps the event loop, gathering events from the input devices.
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   This function updates the event queue and internal input device state.
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   This should only be run in the thread that sets the video mode.
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*/
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extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
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/* Checks the event queue for messages and optionally returns them.
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   If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
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   the back of the event queue.
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   If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
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   of the event queue, matching 'mask', will be returned and will not
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   be removed from the queue.
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   If 'action' is SDL_GETEVENT, up to 'numevents' events at the front 
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   of the event queue, matching 'mask', will be returned and will be
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   removed from the queue.
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   This function returns the number of events actually stored, or -1
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   if there was an error.  This function is thread-safe.
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*/
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typedef enum
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{
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    SDL_ADDEVENT,
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    SDL_PEEKEVENT,
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    SDL_GETEVENT
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} SDL_eventaction;
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/* */
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extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
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                                           SDL_eventaction action,
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                                           Uint32 mask);
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/* Checks to see if certain event types are in the event queue.
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 */
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extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 mask);
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/* Polls for currently pending events, and returns 1 if there are any pending
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   events, or 0 if there are none available.  If 'event' is not NULL, the next
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   event is removed from the queue and stored in that area.
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 */
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extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
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/* Waits indefinitely for the next available event, returning 1, or 0 if there
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   was an error while waiting for events.  If 'event' is not NULL, the next
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   event is removed from the queue and stored in that area.
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 */
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extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
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/* Add an event to the event queue.
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   This function returns 1 on success, 0 if the event was filtered,
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   or -1 if the event queue was full or there was some other error.
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 */
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extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
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/*
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  This function sets up a filter to process all events before they
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  change internal state and are posted to the internal event queue.
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  The filter is protypted as:
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*/
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typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
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/*
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  If the filter returns 1, then the event will be added to the internal queue.
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  If it returns 0, then the event will be dropped from the queue, but the 
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  internal state will still be updated.  This allows selective filtering of
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  dynamically arriving events.
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  WARNING:  Be very careful of what you do in the event filter function, as 
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            it may run in a different thread!
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  There is one caveat when dealing with the SDL_QUITEVENT event type.  The
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  event filter is only called when the window manager desires to close the
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  application window.  If the event filter returns 1, then the window will
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  be closed, otherwise the window will remain open if possible.
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  If the quit event is generated by an interrupt signal, it will bypass the
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  internal queue and be delivered to the application at the next event poll.
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*/
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extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
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                                                void *userdata);
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/*
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  Return the current event filter - can be used to "chain" filters.
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  If there is no event filter set, this function returns SDL_FALSE.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
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                                                    void **userdata);
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/*
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  Run the filter function on the current event queue, removing any
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  events for which the filter returns 0.
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*/
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extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
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                                              void *userdata);
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/*
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  This function allows you to set the state of processing certain events.
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  If 'state' is set to SDL_IGNORE, that event will be automatically dropped
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  from the event queue and will not event be filtered.
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  If 'state' is set to SDL_ENABLE, that event will be processed normally.
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  If 'state' is set to SDL_QUERY, SDL_EventState() will return the 
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  current processing state of the specified event.
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*/
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#define SDL_QUERY	-1
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#define SDL_IGNORE	 0
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#define SDL_DISABLE	 0
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#define SDL_ENABLE	 1
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extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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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: */