include/SDL_events.h
author Sam Lantinga <slouken@libsdl.org>
Sat, 02 Mar 2013 20:44:16 -0800
changeset 6950 1ddb72193079
parent 6949 4de584a3a027
child 6951 7833f01322b3
permissions -rw-r--r--
Added a mouse ID to the mouse events, which set to the special value SDL_TOUCH_MOUSEID for mouse events simulated by touch input.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2013 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 /* *INDENT-OFF* */
    46 extern "C" {
    47 /* *INDENT-ON* */
    48 #endif
    49 
    50 /* General keyboard/mouse state definitions */
    51 #define SDL_RELEASED	0
    52 #define SDL_PRESSED	1
    53 
    54 /**
    55  * \brief The types of events that can be delivered.
    56  */
    57 typedef enum
    58 {
    59     SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */
    60 
    61     /* Application events */
    62     SDL_QUIT           = 0x100, /**< User-requested quit */
    63 
    64     /* Window events */
    65     SDL_WINDOWEVENT    = 0x200, /**< Window state change */
    66     SDL_SYSWMEVENT,             /**< System specific event */
    67 
    68     /* Keyboard events */
    69     SDL_KEYDOWN        = 0x300, /**< Key pressed */
    70     SDL_KEYUP,                  /**< Key released */
    71     SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
    72     SDL_TEXTINPUT,              /**< Keyboard text input */
    73 
    74     /* Mouse events */
    75     SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
    76     SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
    77     SDL_MOUSEBUTTONUP,          /**< Mouse button released */
    78     SDL_MOUSEWHEEL,             /**< Mouse wheel motion */
    79 
    80     /* Tablet or multiple mice input device events */
    81     SDL_INPUTMOTION    = 0x500, /**< Input moved */
    82     SDL_INPUTBUTTONDOWN,        /**< Input button pressed */
    83     SDL_INPUTBUTTONUP,          /**< Input button released */
    84     SDL_INPUTWHEEL,             /**< Input wheel motion */
    85     SDL_INPUTPROXIMITYIN,       /**< Input pen entered proximity */
    86     SDL_INPUTPROXIMITYOUT,      /**< Input pen left proximity */
    87 
    88     /* Joystick events */
    89     SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
    90     SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
    91     SDL_JOYHATMOTION,           /**< Joystick hat position change */
    92     SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
    93     SDL_JOYBUTTONUP,            /**< Joystick button released */
    94     SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
    95     SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */
    96 
    97 	/* Game controller events */
    98 	SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
    99 	SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
   100 	SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
   101 	SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
   102 	SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
   103 
   104     /* Touch events */
   105     SDL_FINGERDOWN      = 0x700,
   106     SDL_FINGERUP,
   107     SDL_FINGERMOTION,
   108     SDL_TOUCHBUTTONDOWN,
   109     SDL_TOUCHBUTTONUP,    
   110 
   111     /* Gesture events */
   112     SDL_DOLLARGESTURE   = 0x800,
   113     SDL_DOLLARRECORD,
   114     SDL_MULTIGESTURE,
   115 
   116     /* Clipboard events */
   117     SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
   118 
   119     /* Drag and drop events */
   120     SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
   121 
   122     /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
   123      *  and should be allocated with SDL_RegisterEvents()
   124      */
   125     SDL_USEREVENT    = 0x8000,
   126 
   127     /**
   128      *  This last event is only for bounding internal arrays
   129      */
   130     SDL_LASTEVENT    = 0xFFFF
   131 } SDL_EventType;
   132 
   133 /**
   134  *  \brief Fields shared by every event
   135  */
   136 typedef struct SDL_GenericEvent
   137 {
   138     Uint32 type;
   139     Uint32 timestamp;
   140 } SDL_GenericEvent;
   141     
   142 /**
   143  *  \brief Window state change event data (event.window.*)
   144  */
   145 typedef struct SDL_WindowEvent
   146 {
   147     Uint32 type;        /**< ::SDL_WINDOWEVENT */
   148     Uint32 timestamp;
   149     Uint32 windowID;    /**< The associated window */
   150     Uint8 event;        /**< ::SDL_WindowEventID */
   151     Uint8 padding1;
   152     Uint8 padding2;
   153     Uint8 padding3;
   154     Sint32 data1;       /**< event dependent data */
   155     Sint32 data2;       /**< event dependent data */
   156 } SDL_WindowEvent;
   157 
   158 /**
   159  *  \brief Keyboard button event structure (event.key.*)
   160  */
   161 typedef struct SDL_KeyboardEvent
   162 {
   163     Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
   164     Uint32 timestamp;
   165     Uint32 windowID;    /**< The window with keyboard focus, if any */
   166     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   167     Uint8 repeat;       /**< Non-zero if this is a key repeat */
   168     Uint8 padding2;
   169     Uint8 padding3;
   170     SDL_Keysym keysym;  /**< The key that was pressed or released */
   171 } SDL_KeyboardEvent;
   172 
   173 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
   174 /**
   175  *  \brief Keyboard text editing event structure (event.edit.*)
   176  */
   177 typedef struct SDL_TextEditingEvent
   178 {
   179     Uint32 type;                                /**< ::SDL_TEXTEDITING */
   180     Uint32 timestamp;
   181     Uint32 windowID;                            /**< The window with keyboard focus, if any */
   182     char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
   183     Sint32 start;                               /**< The start cursor of selected editing text */
   184     Sint32 length;                              /**< The length of selected editing text */
   185 } SDL_TextEditingEvent;
   186 
   187 
   188 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
   189 /**
   190  *  \brief Keyboard text input event structure (event.text.*)
   191  */
   192 typedef struct SDL_TextInputEvent
   193 {
   194     Uint32 type;                              /**< ::SDL_TEXTINPUT */
   195     Uint32 timestamp;
   196     Uint32 windowID;                          /**< The window with keyboard focus, if any */
   197     char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
   198 } SDL_TextInputEvent;
   199 
   200 /**
   201  *  \brief Mouse motion event structure (event.motion.*)
   202  */
   203 typedef struct SDL_MouseMotionEvent
   204 {
   205     Uint32 type;        /**< ::SDL_MOUSEMOTION */
   206     Uint32 timestamp;
   207     Uint32 windowID;    /**< The window with mouse focus, if any */
   208     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   209     Uint8 state;        /**< The current button state */
   210     Uint8 padding1;
   211     Uint8 padding2;
   212     Uint8 padding3;
   213     Sint32 x;           /**< X coordinate, relative to window */
   214     Sint32 y;           /**< Y coordinate, relative to window */
   215     Sint32 xrel;        /**< The relative motion in the X direction */
   216     Sint32 yrel;        /**< The relative motion in the Y direction */
   217 } SDL_MouseMotionEvent;
   218 
   219 /**
   220  *  \brief Mouse button event structure (event.button.*)
   221  */
   222 typedef struct SDL_MouseButtonEvent
   223 {
   224     Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
   225     Uint32 timestamp;
   226     Uint32 windowID;    /**< The window with mouse focus, if any */
   227     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   228     Uint8 button;       /**< The mouse button index */
   229     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   230     Uint8 padding1;
   231     Uint8 padding2;
   232     Sint32 x;           /**< X coordinate, relative to window */
   233     Sint32 y;           /**< Y coordinate, relative to window */
   234 } SDL_MouseButtonEvent;
   235 
   236 /**
   237  *  \brief Mouse wheel event structure (event.wheel.*)
   238  */
   239 typedef struct SDL_MouseWheelEvent
   240 {
   241     Uint32 type;        /**< ::SDL_MOUSEWHEEL */
   242     Uint32 timestamp;
   243     Uint32 windowID;    /**< The window with mouse focus, if any */
   244     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   245     Sint32 x;           /**< The amount scrolled horizontally */
   246     Sint32 y;           /**< The amount scrolled vertically */
   247 } SDL_MouseWheelEvent;
   248 
   249 /**
   250  *  \brief Joystick axis motion event structure (event.jaxis.*)
   251  */
   252 typedef struct SDL_JoyAxisEvent
   253 {
   254     Uint32 type;        /**< ::SDL_JOYAXISMOTION */
   255     Uint32 timestamp;
   256     Uint32 which;       /**< The joystick instance id */
   257     Uint8 axis;         /**< The joystick axis index */
   258     Uint8 padding1;
   259     Uint8 padding2;
   260     Uint8 padding3;
   261     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
   262     Uint16 padding4;
   263 } SDL_JoyAxisEvent;
   264 
   265 /**
   266  *  \brief Joystick trackball motion event structure (event.jball.*)
   267  */
   268 typedef struct SDL_JoyBallEvent
   269 {
   270     Uint32 type;        /**< ::SDL_JOYBALLMOTION */
   271     Uint32 timestamp;
   272     Uint32 which;       /**< The joystick instance id */
   273     Uint8 ball;         /**< The joystick trackball index */
   274     Uint8 padding1;
   275     Uint8 padding2;
   276     Uint8 padding3;
   277     Sint16 xrel;        /**< The relative motion in the X direction */
   278     Sint16 yrel;        /**< The relative motion in the Y direction */
   279 } SDL_JoyBallEvent;
   280 
   281 /**
   282  *  \brief Joystick hat position change event structure (event.jhat.*)
   283  */
   284 typedef struct SDL_JoyHatEvent
   285 {
   286     Uint32 type;        /**< ::SDL_JOYHATMOTION */
   287     Uint32 timestamp;
   288     Uint32 which;       /**< The joystick instance id */
   289     Uint8 hat;          /**< The joystick hat index */
   290     Uint8 value;        /**< The hat position value.
   291                          *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
   292                          *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
   293                          *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
   294                          *   
   295                          *   Note that zero means the POV is centered.
   296                          */
   297     Uint8 padding1;
   298     Uint8 padding2;
   299 } SDL_JoyHatEvent;
   300 
   301 /**
   302  *  \brief Joystick button event structure (event.jbutton.*)
   303  */
   304 typedef struct SDL_JoyButtonEvent
   305 {
   306     Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
   307     Uint32 timestamp;
   308     Uint32 which;       /**< The joystick instance id */
   309     Uint8 button;       /**< The joystick button index */
   310     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   311     Uint8 padding1;
   312     Uint8 padding2;
   313 } SDL_JoyButtonEvent;
   314 
   315 /**
   316  *  \brief Joystick device event structure (event.jdevice.*)
   317  */
   318 typedef struct SDL_JoyDeviceEvent
   319 {
   320 	Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
   321 	Uint32 timestamp;
   322 	Uint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
   323 } SDL_JoyDeviceEvent;
   324 
   325 
   326 /**
   327  *  \brief Game controller axis motion event structure (event.caxis.*)
   328  */
   329 typedef struct SDL_ControllerAxisEvent
   330 {
   331     Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
   332     Uint32 timestamp;
   333     Uint32 which;       /**< The joystick instance id */
   334     Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
   335     Uint8 padding1;
   336     Uint8 padding2;
   337     Uint8 padding3;
   338     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
   339     Uint16 padding4;
   340 } SDL_ControllerAxisEvent;
   341 
   342 
   343 /**
   344  *  \brief Game controller button event structure (event.cbutton.*)
   345  */
   346 typedef struct SDL_ControllerButtonEvent
   347 {
   348     Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
   349     Uint32 timestamp;
   350     Uint32 which;       /**< The joystick instance id */
   351     Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
   352     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   353     Uint8 padding1;
   354     Uint8 padding2;
   355 } SDL_ControllerButtonEvent;
   356 
   357 
   358 /**
   359  *  \brief Controller device event structure (event.cdevice.*)
   360  */
   361 typedef struct SDL_ControllerDeviceEvent
   362 {
   363 	Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED or ::SDL_CONTROLLERDEVICEREMOVED */
   364 	Uint32 timestamp;
   365 	Uint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
   366 } SDL_ControllerDeviceEvent;
   367 
   368 
   369 /**
   370  *  \brief Touch finger motion/finger event structure (event.tfinger.*)
   371  */
   372 typedef struct SDL_TouchFingerEvent
   373 {
   374     Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
   375     Uint32 timestamp;
   376     Uint32 windowID;    /**< The window with mouse focus, if any */
   377     SDL_TouchID touchId; /**< The touch device id */
   378     SDL_FingerID fingerId;
   379     Uint8 state;        /**< The current button state */
   380     Uint8 padding1;
   381     Uint8 padding2;
   382     Uint8 padding3;
   383     Uint16 x;
   384     Uint16 y;
   385     Sint16 dx;
   386     Sint16 dy;
   387     Uint16 pressure;
   388 } SDL_TouchFingerEvent;
   389 
   390 
   391 /**
   392  *  \brief Touch finger motion/finger event structure (event.tbutton.*)
   393  */
   394 typedef struct SDL_TouchButtonEvent
   395 {
   396     Uint32 type;        /**< ::SDL_TOUCHBUTTONUP OR SDL_TOUCHBUTTONDOWN */
   397     Uint32 timestamp;
   398     Uint32 windowID;    /**< The window with mouse focus, if any */
   399     SDL_TouchID touchId;        /**< The touch device index */
   400     Uint8 state;        /**< The current button state */
   401     Uint8 button;        /**< The button changing state */
   402     Uint8 padding1;
   403     Uint8 padding2;
   404 } SDL_TouchButtonEvent;
   405 
   406 
   407 /**
   408  *  \brief Multiple Finger Gesture Event (event.mgesture.*)
   409  */
   410 typedef struct SDL_MultiGestureEvent
   411 {
   412     Uint32 type;        /**< ::SDL_MULTIGESTURE */
   413     Uint32 timestamp;
   414     Uint32 windowID;    /**< The window with mouse focus, if any */
   415     SDL_TouchID touchId;        /**< The touch device index */
   416     float dTheta;
   417     float dDist;
   418     float x;  /* currently 0...1. Change to screen coords? */
   419     float y;  
   420     Uint16 numFingers;
   421     Uint16 padding;
   422 } SDL_MultiGestureEvent;
   423 
   424 /* (event.dgesture.*) */
   425 typedef struct SDL_DollarGestureEvent
   426 {
   427     Uint32 type;        /**< ::SDL_DOLLARGESTURE */
   428     Uint32 timestamp;
   429     Uint32 windowID;    /**< The window with mouse focus, if any */
   430     SDL_TouchID touchId;        /**< The touch device index */
   431     SDL_GestureID gestureId;
   432     Uint32 numFingers;
   433     float error;
   434   /*
   435     //TODO: Enable to give location?
   436     float x;  //currently 0...1. Change to screen coords?
   437     float y;  
   438   */
   439 } SDL_DollarGestureEvent;
   440 
   441 
   442 /**
   443  *  \brief An event used to request a file open by the system (event.drop.*)
   444  *         This event is disabled by default, you can enable it with SDL_EventState()
   445  *  \note If you enable this event, you must free the filename in the event.
   446  */
   447 typedef struct SDL_DropEvent
   448 {
   449     Uint32 type;        /**< ::SDL_DROPFILE */
   450     Uint32 timestamp;
   451     char *file;         /**< The file name, which should be freed with SDL_free() */
   452 } SDL_DropEvent;
   453 
   454 
   455 /**
   456  *  \brief The "quit requested" event
   457  */
   458 typedef struct SDL_QuitEvent
   459 {
   460     Uint32 type;        /**< ::SDL_QUIT */
   461     Uint32 timestamp;
   462 } SDL_QuitEvent;
   463 
   464 
   465 /**
   466  *  \brief A user-defined event type (event.user.*)
   467  */
   468 typedef struct SDL_UserEvent
   469 {
   470     Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_NUMEVENTS-1 */
   471     Uint32 timestamp;
   472     Uint32 windowID;    /**< The associated window if any */
   473     Sint32 code;        /**< User defined event code */
   474     void *data1;        /**< User defined data pointer */
   475     void *data2;        /**< User defined data pointer */
   476 } SDL_UserEvent;
   477 
   478 
   479 struct SDL_SysWMmsg;
   480 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
   481 
   482 /**
   483  *  \brief A video driver dependent system event (event.syswm.*)
   484  *         This event is disabled by default, you can enable it with SDL_EventState()
   485  *
   486  *  \note If you want to use this event, you should include SDL_syswm.h.
   487  */
   488 typedef struct SDL_SysWMEvent
   489 {
   490     Uint32 type;        /**< ::SDL_SYSWMEVENT */
   491     Uint32 timestamp;
   492     SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
   493 } SDL_SysWMEvent;
   494 
   495 /**
   496  *  \brief General event structure
   497  */
   498 typedef union SDL_Event
   499 {
   500     Uint32 type;                    /**< Event type, shared with all events */
   501     SDL_GenericEvent generic;       /**< Generic event data */
   502     SDL_WindowEvent window;         /**< Window event data */
   503     SDL_KeyboardEvent key;          /**< Keyboard event data */
   504     SDL_TextEditingEvent edit;      /**< Text editing event data */
   505     SDL_TextInputEvent text;        /**< Text input event data */
   506     SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
   507     SDL_MouseButtonEvent button;    /**< Mouse button event data */
   508     SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
   509     SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
   510     SDL_JoyBallEvent jball;         /**< Joystick ball event data */
   511     SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
   512     SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
   513     SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
   514 	SDL_ControllerAxisEvent caxis;		/**< Game Controller button event data */
   515 	SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
   516 	SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
   517     SDL_QuitEvent quit;             /**< Quit request event data */
   518     SDL_UserEvent user;             /**< Custom event data */
   519     SDL_SysWMEvent syswm;           /**< System dependent window event data */
   520     SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
   521     SDL_TouchButtonEvent tbutton;   /**< Touch button event data */
   522     SDL_MultiGestureEvent mgesture; /**< Multi Finger Gesture data */
   523     SDL_DollarGestureEvent dgesture; /**< Multi Finger Gesture data */
   524     SDL_DropEvent drop;             /**< Drag and drop event data */
   525 
   526     /* This is necessary for ABI compatibility between Visual C++ and GCC
   527        Visual C++ will respect the push pack pragma and use 52 bytes for
   528        this structure, and GCC will use the alignment of the largest datatype
   529        within the union, which is 8 bytes.
   530 
   531        So... we'll add padding to force the size to be 56 bytes for both.
   532     */
   533     Uint8 padding[56];
   534 } SDL_Event;
   535 
   536 
   537 /* Function prototypes */
   538 
   539 /**
   540  *  Pumps the event loop, gathering events from the input devices.
   541  *  
   542  *  This function updates the event queue and internal input device state.
   543  *  
   544  *  This should only be run in the thread that sets the video mode.
   545  */
   546 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
   547 
   548 /*@{*/
   549 typedef enum
   550 {
   551     SDL_ADDEVENT,
   552     SDL_PEEKEVENT,
   553     SDL_GETEVENT
   554 } SDL_eventaction;
   555 
   556 /**
   557  *  Checks the event queue for messages and optionally returns them.
   558  *  
   559  *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
   560  *  the back of the event queue.
   561  *  
   562  *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
   563  *  of the event queue, within the specified minimum and maximum type,
   564  *  will be returned and will not be removed from the queue.
   565  *  
   566  *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front 
   567  *  of the event queue, within the specified minimum and maximum type,
   568  *  will be returned and will be removed from the queue.
   569  *  
   570  *  \return The number of events actually stored, or -1 if there was an error.
   571  *  
   572  *  This function is thread-safe.
   573  */
   574 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
   575                                            SDL_eventaction action,
   576                                            Uint32 minType, Uint32 maxType);
   577 /*@}*/
   578 
   579 /**
   580  *  Checks to see if certain event types are in the event queue.
   581  */
   582 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
   583 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
   584 
   585 /**
   586  *  This function clears events from the event queue
   587  */
   588 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
   589 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
   590 
   591 /**
   592  *  \brief Polls for currently pending events.
   593  *  
   594  *  \return 1 if there are any pending events, or 0 if there are none available.
   595  *  
   596  *  \param event If not NULL, the next event is removed from the queue and 
   597  *               stored in that area.
   598  */
   599 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
   600 
   601 /**
   602  *  \brief Waits indefinitely for the next available event.
   603  *  
   604  *  \return 1, or 0 if there was an error while waiting for events.
   605  *   
   606  *  \param event If not NULL, the next event is removed from the queue and 
   607  *               stored in that area.
   608  */
   609 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
   610 
   611 /**
   612  *  \brief Waits until the specified timeout (in milliseconds) for the next 
   613  *         available event.
   614  *  
   615  *  \return 1, or 0 if there was an error while waiting for events.
   616  *  
   617  *  \param event If not NULL, the next event is removed from the queue and 
   618  *               stored in that area.
   619  */
   620 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
   621                                                  int timeout);
   622 
   623 /**
   624  *  \brief Add an event to the event queue.
   625  *  
   626  *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue 
   627  *          was full or there was some other error.
   628  */
   629 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
   630 
   631 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
   632 
   633 /**
   634  *  Sets up a filter to process all events before they change internal state and
   635  *  are posted to the internal event queue.
   636  *  
   637  *  The filter is protypted as:
   638  *  \code
   639  *      int SDL_EventFilter(void *userdata, SDL_Event * event);
   640  *  \endcode
   641  *
   642  *  If the filter returns 1, then the event will be added to the internal queue.
   643  *  If it returns 0, then the event will be dropped from the queue, but the 
   644  *  internal state will still be updated.  This allows selective filtering of
   645  *  dynamically arriving events.
   646  *  
   647  *  \warning  Be very careful of what you do in the event filter function, as 
   648  *            it may run in a different thread!
   649  *  
   650  *  There is one caveat when dealing with the ::SDL_QUITEVENT event type.  The
   651  *  event filter is only called when the window manager desires to close the
   652  *  application window.  If the event filter returns 1, then the window will
   653  *  be closed, otherwise the window will remain open if possible.
   654  *
   655  *  If the quit event is generated by an interrupt signal, it will bypass the
   656  *  internal queue and be delivered to the application at the next event poll.
   657  */
   658 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
   659                                                 void *userdata);
   660 
   661 /**
   662  *  Return the current event filter - can be used to "chain" filters.
   663  *  If there is no event filter set, this function returns SDL_FALSE.
   664  */
   665 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
   666                                                     void **userdata);
   667 
   668 /**
   669  *  Add a function which is called when an event is added to the queue.
   670  */
   671 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
   672                                                void *userdata);
   673 
   674 /**
   675  *  Remove an event watch function added with SDL_AddEventWatch()
   676  */
   677 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
   678                                                void *userdata);
   679 
   680 /**
   681  *  Run the filter function on the current event queue, removing any
   682  *  events for which the filter returns 0.
   683  */
   684 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
   685                                               void *userdata);
   686 
   687 /*@{*/
   688 #define SDL_QUERY	-1
   689 #define SDL_IGNORE	 0
   690 #define SDL_DISABLE	 0
   691 #define SDL_ENABLE	 1
   692 
   693 /**
   694  *  This function allows you to set the state of processing certain events.
   695  *   - If \c state is set to ::SDL_IGNORE, that event will be automatically 
   696  *     dropped from the event queue and will not event be filtered.
   697  *   - If \c state is set to ::SDL_ENABLE, that event will be processed 
   698  *     normally.
   699  *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the 
   700  *     current processing state of the specified event.
   701  */
   702 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
   703 /*@}*/
   704 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
   705 
   706 /**
   707  *  This function allocates a set of user-defined events, and returns
   708  *  the beginning event number for that set of events.
   709  *
   710  *  If there aren't enough user-defined events left, this function
   711  *  returns (Uint32)-1
   712  */
   713 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
   714 
   715 /* Ends C function definitions when using C++ */
   716 #ifdef __cplusplus
   717 /* *INDENT-OFF* */
   718 }
   719 /* *INDENT-ON* */
   720 #endif
   721 #include "close_code.h"
   722 
   723 #endif /* _SDL_events_h */
   724 
   725 /* vi: set ts=4 sw=4 expandtab: */