include/SDL_events.h
author Sam Lantinga <slouken@libsdl.org>
Sun, 10 Dec 2017 09:17:33 -0800
changeset 11758 c70cf178aacb
parent 11302 657c10a0a705
permissions -rw-r--r--
Workaround for bug 3931 - spurious SDL_MOUSEMOTION events with SDL_HINT_MOUSE_RELATIVE_MODE_WARP 1 since Windows 10 Fall Creators update

Elisée Maurer

The attached minimal program sets the SDL_HINT_MOUSE_RELATIVE_MODE_WARP to 1, enables relative mouse mode then logs all SDL_MOUSEMOTION xrel values as they happen.

When moving the mouse exclusively to the right:

* On a Windows 10 installation before Fall Creators update (for instance, Version 10.0.15063 Build 15063), only positive values are reported, as expected
* On a Windows 10 installation after Fall Creators update (for instance, Version 10.0.16299 Update 16299), a mix of positive and negative values are reported.

3 different people have reproduced this bug and have confirmed it started to happen after the Fall Creators update was installed. It happens with SDL 2.0.7 as well as latest default branch as of today.

It seems like some obscure (maybe unintended) Windows behavior change? Haven't been able to pin it down more yet.

(To force-upgrade a Windows installation to the Fall Creators update, you can use the update assistant at https://www.microsoft.com/en-us/software-download/windows10)

Eric Wasylishen

Broken GetCursorPos / SetCursorPos based games on Win 10 fall creators are not limited to SDL.. I just tested winquake.exe (original 1997 exe) and it now has "jumps" in the mouse input if you try to look around in a circle. It uses GetCursorPos/SetCursorPos by default. Switching WinQuake to use directinput (-dinput flag) seems to get rid of the jumps.

Daniel Gibson

A friend tested on Win10 1607 (which is before the Fall Creators Update) and the the bug doesn't occur there, so the regression that SetCursorPos() doesn't reliably generate mouse events was indeed introduced with that update.
I even reproduced it in a minimal WinAPI-only application (https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68), the weird thing is that if you don't do anything each "frame" (i.e. the mainloop only polls the events and does nothing else), there are a lot of mouse events with the coordinates you passed to SetCursorPos(), but when sleeping for 10ms in each iteration of the mainloop, those events basically don't happen anymore. Which is bad, because in games the each iteration of the mainloop usually takes 16ms..

I have a patch now that I find acceptable.
It checks for the windows version with RtlGetVersion() (https://msdn.microsoft.com/en-us/library/windows/hardware/ff561910.aspx) and only if it's >= Win10 build 16299, enables the workaround.
All code is in video/windows/SDL_windowsevents.c
and the workaround is, that for each WM_MOUSEMOVE event, "if(isWin10FCUorNewer && mouseID != SDL_TOUCH_MOUSEID && mouse->relative_mode_warp)", an addition mouse move event is generated with the coordinates of the center of the screen
(SDL_SendMouseMotion(data->window, mouseID, 0, center_x, center_y);) - which is exactly what would happen if windows generated those reliably itself.
This will cause SDL_PrivateSendMouseMotion() to set mouse->last_x = center_x; and mouse->last_y = center_y; so the next mouse relative mouse event will be calculated correctly.

If Microsoft ever fixes this bug, the IsWin10FCUorNewer() function would have to
be adjusted to also check for a maximum version, so the workaround is then disabled again.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2017 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     SDL_DROPBEGIN,                /**< A new set of drops is beginning (NULL filename) */
   141     SDL_DROPCOMPLETE,             /**< Current set of drops is now complete (NULL filename) */
   142 
   143     /* Audio hotplug events */
   144     SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
   145     SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
   146 
   147     /* Render events */
   148     SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
   149     SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
   150 
   151     /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
   152      *  and should be allocated with SDL_RegisterEvents()
   153      */
   154     SDL_USEREVENT    = 0x8000,
   155 
   156     /**
   157      *  This last event is only for bounding internal arrays
   158      */
   159     SDL_LASTEVENT    = 0xFFFF
   160 } SDL_EventType;
   161 
   162 /**
   163  *  \brief Fields shared by every event
   164  */
   165 typedef struct SDL_CommonEvent
   166 {
   167     Uint32 type;
   168     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   169 } SDL_CommonEvent;
   170 
   171 /**
   172  *  \brief Window state change event data (event.window.*)
   173  */
   174 typedef struct SDL_WindowEvent
   175 {
   176     Uint32 type;        /**< ::SDL_WINDOWEVENT */
   177     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   178     Uint32 windowID;    /**< The associated window */
   179     Uint8 event;        /**< ::SDL_WindowEventID */
   180     Uint8 padding1;
   181     Uint8 padding2;
   182     Uint8 padding3;
   183     Sint32 data1;       /**< event dependent data */
   184     Sint32 data2;       /**< event dependent data */
   185 } SDL_WindowEvent;
   186 
   187 /**
   188  *  \brief Keyboard button event structure (event.key.*)
   189  */
   190 typedef struct SDL_KeyboardEvent
   191 {
   192     Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
   193     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   194     Uint32 windowID;    /**< The window with keyboard focus, if any */
   195     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   196     Uint8 repeat;       /**< Non-zero if this is a key repeat */
   197     Uint8 padding2;
   198     Uint8 padding3;
   199     SDL_Keysym keysym;  /**< The key that was pressed or released */
   200 } SDL_KeyboardEvent;
   201 
   202 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
   203 /**
   204  *  \brief Keyboard text editing event structure (event.edit.*)
   205  */
   206 typedef struct SDL_TextEditingEvent
   207 {
   208     Uint32 type;                                /**< ::SDL_TEXTEDITING */
   209     Uint32 timestamp;                           /**< In milliseconds, populated using SDL_GetTicks() */
   210     Uint32 windowID;                            /**< The window with keyboard focus, if any */
   211     char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
   212     Sint32 start;                               /**< The start cursor of selected editing text */
   213     Sint32 length;                              /**< The length of selected editing text */
   214 } SDL_TextEditingEvent;
   215 
   216 
   217 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
   218 /**
   219  *  \brief Keyboard text input event structure (event.text.*)
   220  */
   221 typedef struct SDL_TextInputEvent
   222 {
   223     Uint32 type;                              /**< ::SDL_TEXTINPUT */
   224     Uint32 timestamp;                         /**< In milliseconds, populated using SDL_GetTicks() */
   225     Uint32 windowID;                          /**< The window with keyboard focus, if any */
   226     char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
   227 } SDL_TextInputEvent;
   228 
   229 /**
   230  *  \brief Mouse motion event structure (event.motion.*)
   231  */
   232 typedef struct SDL_MouseMotionEvent
   233 {
   234     Uint32 type;        /**< ::SDL_MOUSEMOTION */
   235     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   236     Uint32 windowID;    /**< The window with mouse focus, if any */
   237     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   238     Uint32 state;       /**< The current button state */
   239     Sint32 x;           /**< X coordinate, relative to window */
   240     Sint32 y;           /**< Y coordinate, relative to window */
   241     Sint32 xrel;        /**< The relative motion in the X direction */
   242     Sint32 yrel;        /**< The relative motion in the Y direction */
   243 } SDL_MouseMotionEvent;
   244 
   245 /**
   246  *  \brief Mouse button event structure (event.button.*)
   247  */
   248 typedef struct SDL_MouseButtonEvent
   249 {
   250     Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
   251     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   252     Uint32 windowID;    /**< The window with mouse focus, if any */
   253     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   254     Uint8 button;       /**< The mouse button index */
   255     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   256     Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
   257     Uint8 padding1;
   258     Sint32 x;           /**< X coordinate, relative to window */
   259     Sint32 y;           /**< Y coordinate, relative to window */
   260 } SDL_MouseButtonEvent;
   261 
   262 /**
   263  *  \brief Mouse wheel event structure (event.wheel.*)
   264  */
   265 typedef struct SDL_MouseWheelEvent
   266 {
   267     Uint32 type;        /**< ::SDL_MOUSEWHEEL */
   268     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   269     Uint32 windowID;    /**< The window with mouse focus, if any */
   270     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   271     Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
   272     Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
   273     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 */
   274 } SDL_MouseWheelEvent;
   275 
   276 /**
   277  *  \brief Joystick axis motion event structure (event.jaxis.*)
   278  */
   279 typedef struct SDL_JoyAxisEvent
   280 {
   281     Uint32 type;        /**< ::SDL_JOYAXISMOTION */
   282     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   283     SDL_JoystickID which; /**< The joystick instance id */
   284     Uint8 axis;         /**< The joystick axis index */
   285     Uint8 padding1;
   286     Uint8 padding2;
   287     Uint8 padding3;
   288     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
   289     Uint16 padding4;
   290 } SDL_JoyAxisEvent;
   291 
   292 /**
   293  *  \brief Joystick trackball motion event structure (event.jball.*)
   294  */
   295 typedef struct SDL_JoyBallEvent
   296 {
   297     Uint32 type;        /**< ::SDL_JOYBALLMOTION */
   298     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   299     SDL_JoystickID which; /**< The joystick instance id */
   300     Uint8 ball;         /**< The joystick trackball index */
   301     Uint8 padding1;
   302     Uint8 padding2;
   303     Uint8 padding3;
   304     Sint16 xrel;        /**< The relative motion in the X direction */
   305     Sint16 yrel;        /**< The relative motion in the Y direction */
   306 } SDL_JoyBallEvent;
   307 
   308 /**
   309  *  \brief Joystick hat position change event structure (event.jhat.*)
   310  */
   311 typedef struct SDL_JoyHatEvent
   312 {
   313     Uint32 type;        /**< ::SDL_JOYHATMOTION */
   314     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   315     SDL_JoystickID which; /**< The joystick instance id */
   316     Uint8 hat;          /**< The joystick hat index */
   317     Uint8 value;        /**< The hat position value.
   318                          *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
   319                          *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
   320                          *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
   321                          *
   322                          *   Note that zero means the POV is centered.
   323                          */
   324     Uint8 padding1;
   325     Uint8 padding2;
   326 } SDL_JoyHatEvent;
   327 
   328 /**
   329  *  \brief Joystick button event structure (event.jbutton.*)
   330  */
   331 typedef struct SDL_JoyButtonEvent
   332 {
   333     Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
   334     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   335     SDL_JoystickID which; /**< The joystick instance id */
   336     Uint8 button;       /**< The joystick button index */
   337     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   338     Uint8 padding1;
   339     Uint8 padding2;
   340 } SDL_JoyButtonEvent;
   341 
   342 /**
   343  *  \brief Joystick device event structure (event.jdevice.*)
   344  */
   345 typedef struct SDL_JoyDeviceEvent
   346 {
   347     Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
   348     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   349     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
   350 } SDL_JoyDeviceEvent;
   351 
   352 
   353 /**
   354  *  \brief Game controller axis motion event structure (event.caxis.*)
   355  */
   356 typedef struct SDL_ControllerAxisEvent
   357 {
   358     Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
   359     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   360     SDL_JoystickID which; /**< The joystick instance id */
   361     Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
   362     Uint8 padding1;
   363     Uint8 padding2;
   364     Uint8 padding3;
   365     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
   366     Uint16 padding4;
   367 } SDL_ControllerAxisEvent;
   368 
   369 
   370 /**
   371  *  \brief Game controller button event structure (event.cbutton.*)
   372  */
   373 typedef struct SDL_ControllerButtonEvent
   374 {
   375     Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
   376     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   377     SDL_JoystickID which; /**< The joystick instance id */
   378     Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
   379     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   380     Uint8 padding1;
   381     Uint8 padding2;
   382 } SDL_ControllerButtonEvent;
   383 
   384 
   385 /**
   386  *  \brief Controller device event structure (event.cdevice.*)
   387  */
   388 typedef struct SDL_ControllerDeviceEvent
   389 {
   390     Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
   391     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   392     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
   393 } SDL_ControllerDeviceEvent;
   394 
   395 /**
   396  *  \brief Audio device event structure (event.adevice.*)
   397  */
   398 typedef struct SDL_AudioDeviceEvent
   399 {
   400     Uint32 type;        /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
   401     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   402     Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
   403     Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
   404     Uint8 padding1;
   405     Uint8 padding2;
   406     Uint8 padding3;
   407 } SDL_AudioDeviceEvent;
   408 
   409 
   410 /**
   411  *  \brief Touch finger event structure (event.tfinger.*)
   412  */
   413 typedef struct SDL_TouchFingerEvent
   414 {
   415     Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
   416     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   417     SDL_TouchID touchId; /**< The touch device id */
   418     SDL_FingerID fingerId;
   419     float x;            /**< Normalized in the range 0...1 */
   420     float y;            /**< Normalized in the range 0...1 */
   421     float dx;           /**< Normalized in the range -1...1 */
   422     float dy;           /**< Normalized in the range -1...1 */
   423     float pressure;     /**< Normalized in the range 0...1 */
   424 } SDL_TouchFingerEvent;
   425 
   426 
   427 /**
   428  *  \brief Multiple Finger Gesture Event (event.mgesture.*)
   429  */
   430 typedef struct SDL_MultiGestureEvent
   431 {
   432     Uint32 type;        /**< ::SDL_MULTIGESTURE */
   433     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   434     SDL_TouchID touchId; /**< The touch device id */
   435     float dTheta;
   436     float dDist;
   437     float x;
   438     float y;
   439     Uint16 numFingers;
   440     Uint16 padding;
   441 } SDL_MultiGestureEvent;
   442 
   443 
   444 /**
   445  * \brief Dollar Gesture Event (event.dgesture.*)
   446  */
   447 typedef struct SDL_DollarGestureEvent
   448 {
   449     Uint32 type;        /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
   450     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   451     SDL_TouchID touchId; /**< The touch device id */
   452     SDL_GestureID gestureId;
   453     Uint32 numFingers;
   454     float error;
   455     float x;            /**< Normalized center of gesture */
   456     float y;            /**< Normalized center of gesture */
   457 } SDL_DollarGestureEvent;
   458 
   459 
   460 /**
   461  *  \brief An event used to request a file open by the system (event.drop.*)
   462  *         This event is enabled by default, you can disable it with SDL_EventState().
   463  *  \note If this event is enabled, you must free the filename in the event.
   464  */
   465 typedef struct SDL_DropEvent
   466 {
   467     Uint32 type;        /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
   468     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   469     char *file;         /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
   470     Uint32 windowID;    /**< The window that was dropped on, if any */
   471 } SDL_DropEvent;
   472 
   473 
   474 /**
   475  *  \brief The "quit requested" event
   476  */
   477 typedef struct SDL_QuitEvent
   478 {
   479     Uint32 type;        /**< ::SDL_QUIT */
   480     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   481 } SDL_QuitEvent;
   482 
   483 /**
   484  *  \brief OS Specific event
   485  */
   486 typedef struct SDL_OSEvent
   487 {
   488     Uint32 type;        /**< ::SDL_QUIT */
   489     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   490 } SDL_OSEvent;
   491 
   492 /**
   493  *  \brief A user-defined event type (event.user.*)
   494  */
   495 typedef struct SDL_UserEvent
   496 {
   497     Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
   498     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   499     Uint32 windowID;    /**< The associated window if any */
   500     Sint32 code;        /**< User defined event code */
   501     void *data1;        /**< User defined data pointer */
   502     void *data2;        /**< User defined data pointer */
   503 } SDL_UserEvent;
   504 
   505 
   506 struct SDL_SysWMmsg;
   507 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
   508 
   509 /**
   510  *  \brief A video driver dependent system event (event.syswm.*)
   511  *         This event is disabled by default, you can enable it with SDL_EventState()
   512  *
   513  *  \note If you want to use this event, you should include SDL_syswm.h.
   514  */
   515 typedef struct SDL_SysWMEvent
   516 {
   517     Uint32 type;        /**< ::SDL_SYSWMEVENT */
   518     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
   519     SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
   520 } SDL_SysWMEvent;
   521 
   522 /**
   523  *  \brief General event structure
   524  */
   525 typedef union SDL_Event
   526 {
   527     Uint32 type;                    /**< Event type, shared with all events */
   528     SDL_CommonEvent common;         /**< Common event data */
   529     SDL_WindowEvent window;         /**< Window event data */
   530     SDL_KeyboardEvent key;          /**< Keyboard event data */
   531     SDL_TextEditingEvent edit;      /**< Text editing event data */
   532     SDL_TextInputEvent text;        /**< Text input event data */
   533     SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
   534     SDL_MouseButtonEvent button;    /**< Mouse button event data */
   535     SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
   536     SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
   537     SDL_JoyBallEvent jball;         /**< Joystick ball event data */
   538     SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
   539     SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
   540     SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
   541     SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
   542     SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
   543     SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
   544     SDL_AudioDeviceEvent adevice;   /**< Audio device event data */
   545     SDL_QuitEvent quit;             /**< Quit request event data */
   546     SDL_UserEvent user;             /**< Custom event data */
   547     SDL_SysWMEvent syswm;           /**< System dependent window event data */
   548     SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
   549     SDL_MultiGestureEvent mgesture; /**< Gesture event data */
   550     SDL_DollarGestureEvent dgesture; /**< Gesture event data */
   551     SDL_DropEvent drop;             /**< Drag and drop event data */
   552 
   553     /* This is necessary for ABI compatibility between Visual C++ and GCC
   554        Visual C++ will respect the push pack pragma and use 52 bytes for
   555        this structure, and GCC will use the alignment of the largest datatype
   556        within the union, which is 8 bytes.
   557 
   558        So... we'll add padding to force the size to be 56 bytes for both.
   559     */
   560     Uint8 padding[56];
   561 } SDL_Event;
   562 
   563 
   564 /* Function prototypes */
   565 
   566 /**
   567  *  Pumps the event loop, gathering events from the input devices.
   568  *
   569  *  This function updates the event queue and internal input device state.
   570  *
   571  *  This should only be run in the thread that sets the video mode.
   572  */
   573 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
   574 
   575 /* @{ */
   576 typedef enum
   577 {
   578     SDL_ADDEVENT,
   579     SDL_PEEKEVENT,
   580     SDL_GETEVENT
   581 } SDL_eventaction;
   582 
   583 /**
   584  *  Checks the event queue for messages and optionally returns them.
   585  *
   586  *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
   587  *  the back of the event queue.
   588  *
   589  *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
   590  *  of the event queue, within the specified minimum and maximum type,
   591  *  will be returned and will not be removed from the queue.
   592  *
   593  *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
   594  *  of the event queue, within the specified minimum and maximum type,
   595  *  will be returned and will be removed from the queue.
   596  *
   597  *  \return The number of events actually stored, or -1 if there was an error.
   598  *
   599  *  This function is thread-safe.
   600  */
   601 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
   602                                            SDL_eventaction action,
   603                                            Uint32 minType, Uint32 maxType);
   604 /* @} */
   605 
   606 /**
   607  *  Checks to see if certain event types are in the event queue.
   608  */
   609 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
   610 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
   611 
   612 /**
   613  *  This function clears events from the event queue
   614  *  This function only affects currently queued events. If you want to make
   615  *  sure that all pending OS events are flushed, you can call SDL_PumpEvents()
   616  *  on the main thread immediately before the flush call.
   617  */
   618 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
   619 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
   620 
   621 /**
   622  *  \brief Polls for currently pending events.
   623  *
   624  *  \return 1 if there are any pending events, or 0 if there are none available.
   625  *
   626  *  \param event If not NULL, the next event is removed from the queue and
   627  *               stored in that area.
   628  */
   629 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
   630 
   631 /**
   632  *  \brief Waits indefinitely for the next available event.
   633  *
   634  *  \return 1, or 0 if there was an error while waiting for events.
   635  *
   636  *  \param event If not NULL, the next event is removed from the queue and
   637  *               stored in that area.
   638  */
   639 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
   640 
   641 /**
   642  *  \brief Waits until the specified timeout (in milliseconds) for the next
   643  *         available event.
   644  *
   645  *  \return 1, or 0 if there was an error while waiting for events.
   646  *
   647  *  \param event If not NULL, the next event is removed from the queue and
   648  *               stored in that area.
   649  *  \param timeout The timeout (in milliseconds) to wait for next event.
   650  */
   651 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
   652                                                  int timeout);
   653 
   654 /**
   655  *  \brief Add an event to the event queue.
   656  *
   657  *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue
   658  *          was full or there was some other error.
   659  */
   660 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
   661 
   662 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
   663 
   664 /**
   665  *  Sets up a filter to process all events before they change internal state and
   666  *  are posted to the internal event queue.
   667  *
   668  *  The filter is prototyped as:
   669  *  \code
   670  *      int SDL_EventFilter(void *userdata, SDL_Event * event);
   671  *  \endcode
   672  *
   673  *  If the filter returns 1, then the event will be added to the internal queue.
   674  *  If it returns 0, then the event will be dropped from the queue, but the
   675  *  internal state will still be updated.  This allows selective filtering of
   676  *  dynamically arriving events.
   677  *
   678  *  \warning  Be very careful of what you do in the event filter function, as
   679  *            it may run in a different thread!
   680  *
   681  *  There is one caveat when dealing with the ::SDL_QuitEvent event type.  The
   682  *  event filter is only called when the window manager desires to close the
   683  *  application window.  If the event filter returns 1, then the window will
   684  *  be closed, otherwise the window will remain open if possible.
   685  *
   686  *  If the quit event is generated by an interrupt signal, it will bypass the
   687  *  internal queue and be delivered to the application at the next event poll.
   688  */
   689 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
   690                                                 void *userdata);
   691 
   692 /**
   693  *  Return the current event filter - can be used to "chain" filters.
   694  *  If there is no event filter set, this function returns SDL_FALSE.
   695  */
   696 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
   697                                                     void **userdata);
   698 
   699 /**
   700  *  Add a function which is called when an event is added to the queue.
   701  */
   702 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
   703                                                void *userdata);
   704 
   705 /**
   706  *  Remove an event watch function added with SDL_AddEventWatch()
   707  */
   708 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
   709                                                void *userdata);
   710 
   711 /**
   712  *  Run the filter function on the current event queue, removing any
   713  *  events for which the filter returns 0.
   714  */
   715 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
   716                                               void *userdata);
   717 
   718 /* @{ */
   719 #define SDL_QUERY   -1
   720 #define SDL_IGNORE   0
   721 #define SDL_DISABLE  0
   722 #define SDL_ENABLE   1
   723 
   724 /**
   725  *  This function allows you to set the state of processing certain events.
   726  *   - If \c state is set to ::SDL_IGNORE, that event will be automatically
   727  *     dropped from the event queue and will not be filtered.
   728  *   - If \c state is set to ::SDL_ENABLE, that event will be processed
   729  *     normally.
   730  *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
   731  *     current processing state of the specified event.
   732  */
   733 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
   734 /* @} */
   735 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
   736 
   737 /**
   738  *  This function allocates a set of user-defined events, and returns
   739  *  the beginning event number for that set of events.
   740  *
   741  *  If there aren't enough user-defined events left, this function
   742  *  returns (Uint32)-1
   743  */
   744 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
   745 
   746 /* Ends C function definitions when using C++ */
   747 #ifdef __cplusplus
   748 }
   749 #endif
   750 #include "close_code.h"
   751 
   752 #endif /* SDL_events_h_ */
   753 
   754 /* vi: set ts=4 sw=4 expandtab: */