include/SDL_events.h
author Ryan C. Gordon <icculus@icculus.org>
Tue, 05 Jan 2016 02:26:45 -0500
changeset 10020 08b9e569e1ce
parent 9998 f67cf37e9cd4
child 10022 30807689ca1b
permissions -rw-r--r--
Added SDL_DROPTEXT event, for dragging and dropping string data.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 
    22 /**
    23  *  \file SDL_events.h
    24  *
    25  *  Include file for SDL event handling.
    26  */
    27 
    28 #ifndef _SDL_events_h
    29 #define _SDL_events_h
    30 
    31 #include "SDL_stdinc.h"
    32 #include "SDL_error.h"
    33 #include "SDL_video.h"
    34 #include "SDL_keyboard.h"
    35 #include "SDL_mouse.h"
    36 #include "SDL_joystick.h"
    37 #include "SDL_gamecontroller.h"
    38 #include "SDL_quit.h"
    39 #include "SDL_gesture.h"
    40 #include "SDL_touch.h"
    41 
    42 #include "begin_code.h"
    43 /* Set up for C function definitions, even when using C++ */
    44 #ifdef __cplusplus
    45 extern "C" {
    46 #endif
    47 
    48 /* General keyboard/mouse state definitions */
    49 #define SDL_RELEASED    0
    50 #define SDL_PRESSED 1
    51 
    52 /**
    53  * \brief The types of events that can be delivered.
    54  */
    55 typedef enum
    56 {
    57     SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */
    58 
    59     /* Application events */
    60     SDL_QUIT           = 0x100, /**< User-requested quit */
    61 
    62     /* These application events have special meaning on iOS, see README-ios.md for details */
    63     SDL_APP_TERMINATING,        /**< The application is being terminated by the OS
    64                                      Called on iOS in applicationWillTerminate()
    65                                      Called on Android in onDestroy()
    66                                 */
    67     SDL_APP_LOWMEMORY,          /**< The application is low on memory, free memory if possible.
    68                                      Called on iOS in applicationDidReceiveMemoryWarning()
    69                                      Called on Android in onLowMemory()
    70                                 */
    71     SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
    72                                      Called on iOS in applicationWillResignActive()
    73                                      Called on Android in onPause()
    74                                 */
    75     SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
    76                                      Called on iOS in applicationDidEnterBackground()
    77                                      Called on Android in onPause()
    78                                 */
    79     SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
    80                                      Called on iOS in applicationWillEnterForeground()
    81                                      Called on Android in onResume()
    82                                 */
    83     SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
    84                                      Called on iOS in applicationDidBecomeActive()
    85                                      Called on Android in onResume()
    86                                 */
    87 
    88     /* Window events */
    89     SDL_WINDOWEVENT    = 0x200, /**< Window state change */
    90     SDL_SYSWMEVENT,             /**< System specific event */
    91 
    92     /* Keyboard events */
    93     SDL_KEYDOWN        = 0x300, /**< Key pressed */
    94     SDL_KEYUP,                  /**< Key released */
    95     SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
    96     SDL_TEXTINPUT,              /**< Keyboard text input */
    97     SDL_KEYMAPCHANGED,          /**< Keymap changed due to a system event such as an
    98                                      input language or keyboard layout change.
    99                                 */
   100 
   101     /* Mouse events */
   102     SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
   103     SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
   104     SDL_MOUSEBUTTONUP,          /**< Mouse button released */
   105     SDL_MOUSEWHEEL,             /**< Mouse wheel motion */
   106 
   107     /* Joystick events */
   108     SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
   109     SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
   110     SDL_JOYHATMOTION,           /**< Joystick hat position change */
   111     SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
   112     SDL_JOYBUTTONUP,            /**< Joystick button released */
   113     SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
   114     SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */
   115 
   116     /* Game controller events */
   117     SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
   118     SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
   119     SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
   120     SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
   121     SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
   122     SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
   123 
   124     /* Touch events */
   125     SDL_FINGERDOWN      = 0x700,
   126     SDL_FINGERUP,
   127     SDL_FINGERMOTION,
   128 
   129     /* Gesture events */
   130     SDL_DOLLARGESTURE   = 0x800,
   131     SDL_DOLLARRECORD,
   132     SDL_MULTIGESTURE,
   133 
   134     /* Clipboard events */
   135     SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
   136 
   137     /* Drag and drop events */
   138     SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
   139     SDL_DROPTEXT,                 /**< text/plain drag-and-drop event */
   140 
   141     /* Audio hotplug events */
   142     SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
   143     SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
   144 
   145     /* Render events */
   146     SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
   147     SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
   148 
   149     /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
   150      *  and should be allocated with SDL_RegisterEvents()
   151      */
   152     SDL_USEREVENT    = 0x8000,
   153 
   154     /**
   155      *  This last event is only for bounding internal arrays
   156      */
   157     SDL_LASTEVENT    = 0xFFFF
   158 } SDL_EventType;
   159 
   160 /**
   161  *  \brief Fields shared by every event
   162  */
   163 typedef struct SDL_CommonEvent
   164 {
   165     Uint32 type;
   166     Uint32 timestamp;
   167 } SDL_CommonEvent;
   168 
   169 /**
   170  *  \brief Window state change event data (event.window.*)
   171  */
   172 typedef struct SDL_WindowEvent
   173 {
   174     Uint32 type;        /**< ::SDL_WINDOWEVENT */
   175     Uint32 timestamp;
   176     Uint32 windowID;    /**< The associated window */
   177     Uint8 event;        /**< ::SDL_WindowEventID */
   178     Uint8 padding1;
   179     Uint8 padding2;
   180     Uint8 padding3;
   181     Sint32 data1;       /**< event dependent data */
   182     Sint32 data2;       /**< event dependent data */
   183 } SDL_WindowEvent;
   184 
   185 /**
   186  *  \brief Keyboard button event structure (event.key.*)
   187  */
   188 typedef struct SDL_KeyboardEvent
   189 {
   190     Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
   191     Uint32 timestamp;
   192     Uint32 windowID;    /**< The window with keyboard focus, if any */
   193     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   194     Uint8 repeat;       /**< Non-zero if this is a key repeat */
   195     Uint8 padding2;
   196     Uint8 padding3;
   197     SDL_Keysym keysym;  /**< The key that was pressed or released */
   198 } SDL_KeyboardEvent;
   199 
   200 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
   201 /**
   202  *  \brief Keyboard text editing event structure (event.edit.*)
   203  */
   204 typedef struct SDL_TextEditingEvent
   205 {
   206     Uint32 type;                                /**< ::SDL_TEXTEDITING */
   207     Uint32 timestamp;
   208     Uint32 windowID;                            /**< The window with keyboard focus, if any */
   209     char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
   210     Sint32 start;                               /**< The start cursor of selected editing text */
   211     Sint32 length;                              /**< The length of selected editing text */
   212 } SDL_TextEditingEvent;
   213 
   214 
   215 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
   216 /**
   217  *  \brief Keyboard text input event structure (event.text.*)
   218  */
   219 typedef struct SDL_TextInputEvent
   220 {
   221     Uint32 type;                              /**< ::SDL_TEXTINPUT */
   222     Uint32 timestamp;
   223     Uint32 windowID;                          /**< The window with keyboard focus, if any */
   224     char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
   225 } SDL_TextInputEvent;
   226 
   227 /**
   228  *  \brief Mouse motion event structure (event.motion.*)
   229  */
   230 typedef struct SDL_MouseMotionEvent
   231 {
   232     Uint32 type;        /**< ::SDL_MOUSEMOTION */
   233     Uint32 timestamp;
   234     Uint32 windowID;    /**< The window with mouse focus, if any */
   235     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   236     Uint32 state;       /**< The current button state */
   237     Sint32 x;           /**< X coordinate, relative to window */
   238     Sint32 y;           /**< Y coordinate, relative to window */
   239     Sint32 xrel;        /**< The relative motion in the X direction */
   240     Sint32 yrel;        /**< The relative motion in the Y direction */
   241 } SDL_MouseMotionEvent;
   242 
   243 /**
   244  *  \brief Mouse button event structure (event.button.*)
   245  */
   246 typedef struct SDL_MouseButtonEvent
   247 {
   248     Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
   249     Uint32 timestamp;
   250     Uint32 windowID;    /**< The window with mouse focus, if any */
   251     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   252     Uint8 button;       /**< The mouse button index */
   253     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   254     Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
   255     Uint8 padding1;
   256     Sint32 x;           /**< X coordinate, relative to window */
   257     Sint32 y;           /**< Y coordinate, relative to window */
   258 } SDL_MouseButtonEvent;
   259 
   260 /**
   261  *  \brief Mouse wheel event structure (event.wheel.*)
   262  */
   263 typedef struct SDL_MouseWheelEvent
   264 {
   265     Uint32 type;        /**< ::SDL_MOUSEWHEEL */
   266     Uint32 timestamp;
   267     Uint32 windowID;    /**< The window with mouse focus, if any */
   268     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   269     Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
   270     Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
   271     Uint32 direction;   /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
   272 } SDL_MouseWheelEvent;
   273 
   274 /**
   275  *  \brief Joystick axis motion event structure (event.jaxis.*)
   276  */
   277 typedef struct SDL_JoyAxisEvent
   278 {
   279     Uint32 type;        /**< ::SDL_JOYAXISMOTION */
   280     Uint32 timestamp;
   281     SDL_JoystickID which; /**< The joystick instance id */
   282     Uint8 axis;         /**< The joystick axis index */
   283     Uint8 padding1;
   284     Uint8 padding2;
   285     Uint8 padding3;
   286     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
   287     Uint16 padding4;
   288 } SDL_JoyAxisEvent;
   289 
   290 /**
   291  *  \brief Joystick trackball motion event structure (event.jball.*)
   292  */
   293 typedef struct SDL_JoyBallEvent
   294 {
   295     Uint32 type;        /**< ::SDL_JOYBALLMOTION */
   296     Uint32 timestamp;
   297     SDL_JoystickID which; /**< The joystick instance id */
   298     Uint8 ball;         /**< The joystick trackball index */
   299     Uint8 padding1;
   300     Uint8 padding2;
   301     Uint8 padding3;
   302     Sint16 xrel;        /**< The relative motion in the X direction */
   303     Sint16 yrel;        /**< The relative motion in the Y direction */
   304 } SDL_JoyBallEvent;
   305 
   306 /**
   307  *  \brief Joystick hat position change event structure (event.jhat.*)
   308  */
   309 typedef struct SDL_JoyHatEvent
   310 {
   311     Uint32 type;        /**< ::SDL_JOYHATMOTION */
   312     Uint32 timestamp;
   313     SDL_JoystickID which; /**< The joystick instance id */
   314     Uint8 hat;          /**< The joystick hat index */
   315     Uint8 value;        /**< The hat position value.
   316                          *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
   317                          *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
   318                          *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
   319                          *
   320                          *   Note that zero means the POV is centered.
   321                          */
   322     Uint8 padding1;
   323     Uint8 padding2;
   324 } SDL_JoyHatEvent;
   325 
   326 /**
   327  *  \brief Joystick button event structure (event.jbutton.*)
   328  */
   329 typedef struct SDL_JoyButtonEvent
   330 {
   331     Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
   332     Uint32 timestamp;
   333     SDL_JoystickID which; /**< The joystick instance id */
   334     Uint8 button;       /**< The joystick button index */
   335     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   336     Uint8 padding1;
   337     Uint8 padding2;
   338 } SDL_JoyButtonEvent;
   339 
   340 /**
   341  *  \brief Joystick device event structure (event.jdevice.*)
   342  */
   343 typedef struct SDL_JoyDeviceEvent
   344 {
   345     Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
   346     Uint32 timestamp;
   347     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
   348 } SDL_JoyDeviceEvent;
   349 
   350 
   351 /**
   352  *  \brief Game controller axis motion event structure (event.caxis.*)
   353  */
   354 typedef struct SDL_ControllerAxisEvent
   355 {
   356     Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
   357     Uint32 timestamp;
   358     SDL_JoystickID which; /**< The joystick instance id */
   359     Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
   360     Uint8 padding1;
   361     Uint8 padding2;
   362     Uint8 padding3;
   363     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
   364     Uint16 padding4;
   365 } SDL_ControllerAxisEvent;
   366 
   367 
   368 /**
   369  *  \brief Game controller button event structure (event.cbutton.*)
   370  */
   371 typedef struct SDL_ControllerButtonEvent
   372 {
   373     Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
   374     Uint32 timestamp;
   375     SDL_JoystickID which; /**< The joystick instance id */
   376     Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
   377     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   378     Uint8 padding1;
   379     Uint8 padding2;
   380 } SDL_ControllerButtonEvent;
   381 
   382 
   383 /**
   384  *  \brief Controller device event structure (event.cdevice.*)
   385  */
   386 typedef struct SDL_ControllerDeviceEvent
   387 {
   388     Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
   389     Uint32 timestamp;
   390     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
   391 } SDL_ControllerDeviceEvent;
   392 
   393 /**
   394  *  \brief Audio device event structure (event.adevice.*)
   395  */
   396 typedef struct SDL_AudioDeviceEvent
   397 {
   398     Uint32 type;        /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
   399     Uint32 timestamp;
   400     Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
   401     Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
   402     Uint8 padding1;
   403     Uint8 padding2;
   404     Uint8 padding3;
   405 } SDL_AudioDeviceEvent;
   406 
   407 
   408 /**
   409  *  \brief Touch finger event structure (event.tfinger.*)
   410  */
   411 typedef struct SDL_TouchFingerEvent
   412 {
   413     Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
   414     Uint32 timestamp;
   415     SDL_TouchID touchId; /**< The touch device id */
   416     SDL_FingerID fingerId;
   417     float x;            /**< Normalized in the range 0...1 */
   418     float y;            /**< Normalized in the range 0...1 */
   419     float dx;           /**< Normalized in the range -1...1 */
   420     float dy;           /**< Normalized in the range -1...1 */
   421     float pressure;     /**< Normalized in the range 0...1 */
   422 } SDL_TouchFingerEvent;
   423 
   424 
   425 /**
   426  *  \brief Multiple Finger Gesture Event (event.mgesture.*)
   427  */
   428 typedef struct SDL_MultiGestureEvent
   429 {
   430     Uint32 type;        /**< ::SDL_MULTIGESTURE */
   431     Uint32 timestamp;
   432     SDL_TouchID touchId; /**< The touch device index */
   433     float dTheta;
   434     float dDist;
   435     float x;
   436     float y;
   437     Uint16 numFingers;
   438     Uint16 padding;
   439 } SDL_MultiGestureEvent;
   440 
   441 
   442 /**
   443  * \brief Dollar Gesture Event (event.dgesture.*)
   444  */
   445 typedef struct SDL_DollarGestureEvent
   446 {
   447     Uint32 type;        /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
   448     Uint32 timestamp;
   449     SDL_TouchID touchId; /**< The touch device id */
   450     SDL_GestureID gestureId;
   451     Uint32 numFingers;
   452     float error;
   453     float x;            /**< Normalized center of gesture */
   454     float y;            /**< Normalized center of gesture */
   455 } SDL_DollarGestureEvent;
   456 
   457 
   458 /**
   459  *  \brief An event used to request a file open by the system (event.drop.*)
   460  *         This event is enabled by default, you can disable it with SDL_EventState().
   461  *  \note If this event is enabled, you must free the filename in the event.
   462  */
   463 typedef struct SDL_DropEvent
   464 {
   465     Uint32 type;        /**< ::SDL_DROPFILE */
   466     Uint32 timestamp;
   467     char *file;         /**< The file name, which should be freed with SDL_free() */
   468 } SDL_DropEvent;
   469 
   470 
   471 /**
   472  *  \brief The "quit requested" event
   473  */
   474 typedef struct SDL_QuitEvent
   475 {
   476     Uint32 type;        /**< ::SDL_QUIT */
   477     Uint32 timestamp;
   478 } SDL_QuitEvent;
   479 
   480 /**
   481  *  \brief OS Specific event
   482  */
   483 typedef struct SDL_OSEvent
   484 {
   485     Uint32 type;        /**< ::SDL_QUIT */
   486     Uint32 timestamp;
   487 } SDL_OSEvent;
   488 
   489 /**
   490  *  \brief A user-defined event type (event.user.*)
   491  */
   492 typedef struct SDL_UserEvent
   493 {
   494     Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
   495     Uint32 timestamp;
   496     Uint32 windowID;    /**< The associated window if any */
   497     Sint32 code;        /**< User defined event code */
   498     void *data1;        /**< User defined data pointer */
   499     void *data2;        /**< User defined data pointer */
   500 } SDL_UserEvent;
   501 
   502 
   503 struct SDL_SysWMmsg;
   504 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
   505 
   506 /**
   507  *  \brief A video driver dependent system event (event.syswm.*)
   508  *         This event is disabled by default, you can enable it with SDL_EventState()
   509  *
   510  *  \note If you want to use this event, you should include SDL_syswm.h.
   511  */
   512 typedef struct SDL_SysWMEvent
   513 {
   514     Uint32 type;        /**< ::SDL_SYSWMEVENT */
   515     Uint32 timestamp;
   516     SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
   517 } SDL_SysWMEvent;
   518 
   519 /**
   520  *  \brief General event structure
   521  */
   522 typedef union SDL_Event
   523 {
   524     Uint32 type;                    /**< Event type, shared with all events */
   525     SDL_CommonEvent common;         /**< Common event data */
   526     SDL_WindowEvent window;         /**< Window event data */
   527     SDL_KeyboardEvent key;          /**< Keyboard event data */
   528     SDL_TextEditingEvent edit;      /**< Text editing event data */
   529     SDL_TextInputEvent text;        /**< Text input event data */
   530     SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
   531     SDL_MouseButtonEvent button;    /**< Mouse button event data */
   532     SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
   533     SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
   534     SDL_JoyBallEvent jball;         /**< Joystick ball event data */
   535     SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
   536     SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
   537     SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
   538     SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
   539     SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
   540     SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
   541     SDL_AudioDeviceEvent adevice;   /**< Audio device event data */
   542     SDL_QuitEvent quit;             /**< Quit request event data */
   543     SDL_UserEvent user;             /**< Custom event data */
   544     SDL_SysWMEvent syswm;           /**< System dependent window event data */
   545     SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
   546     SDL_MultiGestureEvent mgesture; /**< Gesture event data */
   547     SDL_DollarGestureEvent dgesture; /**< Gesture event data */
   548     SDL_DropEvent drop;             /**< Drag and drop event data */
   549 
   550     /* This is necessary for ABI compatibility between Visual C++ and GCC
   551        Visual C++ will respect the push pack pragma and use 52 bytes for
   552        this structure, and GCC will use the alignment of the largest datatype
   553        within the union, which is 8 bytes.
   554 
   555        So... we'll add padding to force the size to be 56 bytes for both.
   556     */
   557     Uint8 padding[56];
   558 } SDL_Event;
   559 
   560 
   561 /* Function prototypes */
   562 
   563 /**
   564  *  Pumps the event loop, gathering events from the input devices.
   565  *
   566  *  This function updates the event queue and internal input device state.
   567  *
   568  *  This should only be run in the thread that sets the video mode.
   569  */
   570 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
   571 
   572 /* @{ */
   573 typedef enum
   574 {
   575     SDL_ADDEVENT,
   576     SDL_PEEKEVENT,
   577     SDL_GETEVENT
   578 } SDL_eventaction;
   579 
   580 /**
   581  *  Checks the event queue for messages and optionally returns them.
   582  *
   583  *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
   584  *  the back of the event queue.
   585  *
   586  *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
   587  *  of the event queue, within the specified minimum and maximum type,
   588  *  will be returned and will not be removed from the queue.
   589  *
   590  *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
   591  *  of the event queue, within the specified minimum and maximum type,
   592  *  will be returned and will be removed from the queue.
   593  *
   594  *  \return The number of events actually stored, or -1 if there was an error.
   595  *
   596  *  This function is thread-safe.
   597  */
   598 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
   599                                            SDL_eventaction action,
   600                                            Uint32 minType, Uint32 maxType);
   601 /* @} */
   602 
   603 /**
   604  *  Checks to see if certain event types are in the event queue.
   605  */
   606 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
   607 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
   608 
   609 /**
   610  *  This function clears events from the event queue
   611  *  This function only affects currently queued events. If you want to make
   612  *  sure that all pending OS events are flushed, you can call SDL_PumpEvents()
   613  *  on the main thread immediately before the flush call.
   614  */
   615 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
   616 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
   617 
   618 /**
   619  *  \brief Polls for currently pending events.
   620  *
   621  *  \return 1 if there are any pending events, or 0 if there are none available.
   622  *
   623  *  \param event If not NULL, the next event is removed from the queue and
   624  *               stored in that area.
   625  */
   626 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
   627 
   628 /**
   629  *  \brief Waits indefinitely for the next available event.
   630  *
   631  *  \return 1, or 0 if there was an error while waiting for events.
   632  *
   633  *  \param event If not NULL, the next event is removed from the queue and
   634  *               stored in that area.
   635  */
   636 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
   637 
   638 /**
   639  *  \brief Waits until the specified timeout (in milliseconds) for the next
   640  *         available event.
   641  *
   642  *  \return 1, or 0 if there was an error while waiting for events.
   643  *
   644  *  \param event If not NULL, the next event is removed from the queue and
   645  *               stored in that area.
   646  *  \param timeout The timeout (in milliseconds) to wait for next event.
   647  */
   648 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
   649                                                  int timeout);
   650 
   651 /**
   652  *  \brief Add an event to the event queue.
   653  *
   654  *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue
   655  *          was full or there was some other error.
   656  */
   657 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
   658 
   659 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
   660 
   661 /**
   662  *  Sets up a filter to process all events before they change internal state and
   663  *  are posted to the internal event queue.
   664  *
   665  *  The filter is prototyped as:
   666  *  \code
   667  *      int SDL_EventFilter(void *userdata, SDL_Event * event);
   668  *  \endcode
   669  *
   670  *  If the filter returns 1, then the event will be added to the internal queue.
   671  *  If it returns 0, then the event will be dropped from the queue, but the
   672  *  internal state will still be updated.  This allows selective filtering of
   673  *  dynamically arriving events.
   674  *
   675  *  \warning  Be very careful of what you do in the event filter function, as
   676  *            it may run in a different thread!
   677  *
   678  *  There is one caveat when dealing with the ::SDL_QuitEvent event type.  The
   679  *  event filter is only called when the window manager desires to close the
   680  *  application window.  If the event filter returns 1, then the window will
   681  *  be closed, otherwise the window will remain open if possible.
   682  *
   683  *  If the quit event is generated by an interrupt signal, it will bypass the
   684  *  internal queue and be delivered to the application at the next event poll.
   685  */
   686 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
   687                                                 void *userdata);
   688 
   689 /**
   690  *  Return the current event filter - can be used to "chain" filters.
   691  *  If there is no event filter set, this function returns SDL_FALSE.
   692  */
   693 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
   694                                                     void **userdata);
   695 
   696 /**
   697  *  Add a function which is called when an event is added to the queue.
   698  */
   699 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
   700                                                void *userdata);
   701 
   702 /**
   703  *  Remove an event watch function added with SDL_AddEventWatch()
   704  */
   705 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
   706                                                void *userdata);
   707 
   708 /**
   709  *  Run the filter function on the current event queue, removing any
   710  *  events for which the filter returns 0.
   711  */
   712 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
   713                                               void *userdata);
   714 
   715 /* @{ */
   716 #define SDL_QUERY   -1
   717 #define SDL_IGNORE   0
   718 #define SDL_DISABLE  0
   719 #define SDL_ENABLE   1
   720 
   721 /**
   722  *  This function allows you to set the state of processing certain events.
   723  *   - If \c state is set to ::SDL_IGNORE, that event will be automatically
   724  *     dropped from the event queue and will not event be filtered.
   725  *   - If \c state is set to ::SDL_ENABLE, that event will be processed
   726  *     normally.
   727  *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
   728  *     current processing state of the specified event.
   729  */
   730 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
   731 /* @} */
   732 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
   733 
   734 /**
   735  *  This function allocates a set of user-defined events, and returns
   736  *  the beginning event number for that set of events.
   737  *
   738  *  If there aren't enough user-defined events left, this function
   739  *  returns (Uint32)-1
   740  */
   741 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
   742 
   743 /* Ends C function definitions when using C++ */
   744 #ifdef __cplusplus
   745 }
   746 #endif
   747 #include "close_code.h"
   748 
   749 #endif /* _SDL_events_h */
   750 
   751 /* vi: set ts=4 sw=4 expandtab: */