include/SDL_events.h
author Philipp Wiesemann <philipp.wiesemann@arcor.de>
Sat, 21 Mar 2015 22:42:53 +0100
changeset 9418 eaafb42daa70
parent 9417 86483b23f44a
child 9593 66631a359254
permissions -rw-r--r--
Added missing SDL_DOLLARRECORD event type documentation in header.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2014 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 
    98     /* Mouse events */
    99     SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
   100     SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
   101     SDL_MOUSEBUTTONUP,          /**< Mouse button released */
   102     SDL_MOUSEWHEEL,             /**< Mouse wheel motion */
   103 
   104     /* Joystick events */
   105     SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
   106     SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
   107     SDL_JOYHATMOTION,           /**< Joystick hat position change */
   108     SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
   109     SDL_JOYBUTTONUP,            /**< Joystick button released */
   110     SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
   111     SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */
   112 
   113     /* Game controller events */
   114     SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
   115     SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
   116     SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
   117     SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
   118     SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
   119     SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
   120 
   121     /* Touch events */
   122     SDL_FINGERDOWN      = 0x700,
   123     SDL_FINGERUP,
   124     SDL_FINGERMOTION,
   125 
   126     /* Gesture events */
   127     SDL_DOLLARGESTURE   = 0x800,
   128     SDL_DOLLARRECORD,
   129     SDL_MULTIGESTURE,
   130 
   131     /* Clipboard events */
   132     SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
   133 
   134     /* Drag and drop events */
   135     SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
   136 
   137     /* Audio hotplug events */
   138     SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
   139     SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
   140 
   141     /* Render events */
   142     SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
   143     SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
   144 
   145     /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
   146      *  and should be allocated with SDL_RegisterEvents()
   147      */
   148     SDL_USEREVENT    = 0x8000,
   149 
   150     /**
   151      *  This last event is only for bounding internal arrays
   152      */
   153     SDL_LASTEVENT    = 0xFFFF
   154 } SDL_EventType;
   155 
   156 /**
   157  *  \brief Fields shared by every event
   158  */
   159 typedef struct SDL_CommonEvent
   160 {
   161     Uint32 type;
   162     Uint32 timestamp;
   163 } SDL_CommonEvent;
   164 
   165 /**
   166  *  \brief Window state change event data (event.window.*)
   167  */
   168 typedef struct SDL_WindowEvent
   169 {
   170     Uint32 type;        /**< ::SDL_WINDOWEVENT */
   171     Uint32 timestamp;
   172     Uint32 windowID;    /**< The associated window */
   173     Uint8 event;        /**< ::SDL_WindowEventID */
   174     Uint8 padding1;
   175     Uint8 padding2;
   176     Uint8 padding3;
   177     Sint32 data1;       /**< event dependent data */
   178     Sint32 data2;       /**< event dependent data */
   179 } SDL_WindowEvent;
   180 
   181 /**
   182  *  \brief Keyboard button event structure (event.key.*)
   183  */
   184 typedef struct SDL_KeyboardEvent
   185 {
   186     Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
   187     Uint32 timestamp;
   188     Uint32 windowID;    /**< The window with keyboard focus, if any */
   189     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   190     Uint8 repeat;       /**< Non-zero if this is a key repeat */
   191     Uint8 padding2;
   192     Uint8 padding3;
   193     SDL_Keysym keysym;  /**< The key that was pressed or released */
   194 } SDL_KeyboardEvent;
   195 
   196 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
   197 /**
   198  *  \brief Keyboard text editing event structure (event.edit.*)
   199  */
   200 typedef struct SDL_TextEditingEvent
   201 {
   202     Uint32 type;                                /**< ::SDL_TEXTEDITING */
   203     Uint32 timestamp;
   204     Uint32 windowID;                            /**< The window with keyboard focus, if any */
   205     char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
   206     Sint32 start;                               /**< The start cursor of selected editing text */
   207     Sint32 length;                              /**< The length of selected editing text */
   208 } SDL_TextEditingEvent;
   209 
   210 
   211 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
   212 /**
   213  *  \brief Keyboard text input event structure (event.text.*)
   214  */
   215 typedef struct SDL_TextInputEvent
   216 {
   217     Uint32 type;                              /**< ::SDL_TEXTINPUT */
   218     Uint32 timestamp;
   219     Uint32 windowID;                          /**< The window with keyboard focus, if any */
   220     char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
   221 } SDL_TextInputEvent;
   222 
   223 /**
   224  *  \brief Mouse motion event structure (event.motion.*)
   225  */
   226 typedef struct SDL_MouseMotionEvent
   227 {
   228     Uint32 type;        /**< ::SDL_MOUSEMOTION */
   229     Uint32 timestamp;
   230     Uint32 windowID;    /**< The window with mouse focus, if any */
   231     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   232     Uint32 state;       /**< The current button state */
   233     Sint32 x;           /**< X coordinate, relative to window */
   234     Sint32 y;           /**< Y coordinate, relative to window */
   235     Sint32 xrel;        /**< The relative motion in the X direction */
   236     Sint32 yrel;        /**< The relative motion in the Y direction */
   237 } SDL_MouseMotionEvent;
   238 
   239 /**
   240  *  \brief Mouse button event structure (event.button.*)
   241  */
   242 typedef struct SDL_MouseButtonEvent
   243 {
   244     Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
   245     Uint32 timestamp;
   246     Uint32 windowID;    /**< The window with mouse focus, if any */
   247     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   248     Uint8 button;       /**< The mouse button index */
   249     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   250     Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
   251     Uint8 padding1;
   252     Sint32 x;           /**< X coordinate, relative to window */
   253     Sint32 y;           /**< Y coordinate, relative to window */
   254 } SDL_MouseButtonEvent;
   255 
   256 /**
   257  *  \brief Mouse wheel event structure (event.wheel.*)
   258  */
   259 typedef struct SDL_MouseWheelEvent
   260 {
   261     Uint32 type;        /**< ::SDL_MOUSEWHEEL */
   262     Uint32 timestamp;
   263     Uint32 windowID;    /**< The window with mouse focus, if any */
   264     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   265     Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
   266     Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
   267     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 */
   268 } SDL_MouseWheelEvent;
   269 
   270 /**
   271  *  \brief Joystick axis motion event structure (event.jaxis.*)
   272  */
   273 typedef struct SDL_JoyAxisEvent
   274 {
   275     Uint32 type;        /**< ::SDL_JOYAXISMOTION */
   276     Uint32 timestamp;
   277     SDL_JoystickID which; /**< The joystick instance id */
   278     Uint8 axis;         /**< The joystick axis index */
   279     Uint8 padding1;
   280     Uint8 padding2;
   281     Uint8 padding3;
   282     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
   283     Uint16 padding4;
   284 } SDL_JoyAxisEvent;
   285 
   286 /**
   287  *  \brief Joystick trackball motion event structure (event.jball.*)
   288  */
   289 typedef struct SDL_JoyBallEvent
   290 {
   291     Uint32 type;        /**< ::SDL_JOYBALLMOTION */
   292     Uint32 timestamp;
   293     SDL_JoystickID which; /**< The joystick instance id */
   294     Uint8 ball;         /**< The joystick trackball index */
   295     Uint8 padding1;
   296     Uint8 padding2;
   297     Uint8 padding3;
   298     Sint16 xrel;        /**< The relative motion in the X direction */
   299     Sint16 yrel;        /**< The relative motion in the Y direction */
   300 } SDL_JoyBallEvent;
   301 
   302 /**
   303  *  \brief Joystick hat position change event structure (event.jhat.*)
   304  */
   305 typedef struct SDL_JoyHatEvent
   306 {
   307     Uint32 type;        /**< ::SDL_JOYHATMOTION */
   308     Uint32 timestamp;
   309     SDL_JoystickID which; /**< The joystick instance id */
   310     Uint8 hat;          /**< The joystick hat index */
   311     Uint8 value;        /**< The hat position value.
   312                          *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
   313                          *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
   314                          *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
   315                          *
   316                          *   Note that zero means the POV is centered.
   317                          */
   318     Uint8 padding1;
   319     Uint8 padding2;
   320 } SDL_JoyHatEvent;
   321 
   322 /**
   323  *  \brief Joystick button event structure (event.jbutton.*)
   324  */
   325 typedef struct SDL_JoyButtonEvent
   326 {
   327     Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
   328     Uint32 timestamp;
   329     SDL_JoystickID which; /**< The joystick instance id */
   330     Uint8 button;       /**< The joystick button index */
   331     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   332     Uint8 padding1;
   333     Uint8 padding2;
   334 } SDL_JoyButtonEvent;
   335 
   336 /**
   337  *  \brief Joystick device event structure (event.jdevice.*)
   338  */
   339 typedef struct SDL_JoyDeviceEvent
   340 {
   341     Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
   342     Uint32 timestamp;
   343     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
   344 } SDL_JoyDeviceEvent;
   345 
   346 
   347 /**
   348  *  \brief Game controller axis motion event structure (event.caxis.*)
   349  */
   350 typedef struct SDL_ControllerAxisEvent
   351 {
   352     Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
   353     Uint32 timestamp;
   354     SDL_JoystickID which; /**< The joystick instance id */
   355     Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
   356     Uint8 padding1;
   357     Uint8 padding2;
   358     Uint8 padding3;
   359     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
   360     Uint16 padding4;
   361 } SDL_ControllerAxisEvent;
   362 
   363 
   364 /**
   365  *  \brief Game controller button event structure (event.cbutton.*)
   366  */
   367 typedef struct SDL_ControllerButtonEvent
   368 {
   369     Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
   370     Uint32 timestamp;
   371     SDL_JoystickID which; /**< The joystick instance id */
   372     Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
   373     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   374     Uint8 padding1;
   375     Uint8 padding2;
   376 } SDL_ControllerButtonEvent;
   377 
   378 
   379 /**
   380  *  \brief Controller device event structure (event.cdevice.*)
   381  */
   382 typedef struct SDL_ControllerDeviceEvent
   383 {
   384     Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
   385     Uint32 timestamp;
   386     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
   387 } SDL_ControllerDeviceEvent;
   388 
   389 /**
   390  *  \brief Audio device event structure (event.adevice.*)
   391  */
   392 typedef struct SDL_AudioDeviceEvent
   393 {
   394     Uint32 type;        /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
   395     Uint32 timestamp;
   396     Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
   397     Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
   398     Uint8 padding1;
   399     Uint8 padding2;
   400     Uint8 padding3;
   401 } SDL_AudioDeviceEvent;
   402 
   403 
   404 /**
   405  *  \brief Touch finger event structure (event.tfinger.*)
   406  */
   407 typedef struct SDL_TouchFingerEvent
   408 {
   409     Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
   410     Uint32 timestamp;
   411     SDL_TouchID touchId; /**< The touch device id */
   412     SDL_FingerID fingerId;
   413     float x;            /**< Normalized in the range 0...1 */
   414     float y;            /**< Normalized in the range 0...1 */
   415     float dx;           /**< Normalized in the range 0...1 */
   416     float dy;           /**< Normalized in the range 0...1 */
   417     float pressure;     /**< Normalized in the range 0...1 */
   418 } SDL_TouchFingerEvent;
   419 
   420 
   421 /**
   422  *  \brief Multiple Finger Gesture Event (event.mgesture.*)
   423  */
   424 typedef struct SDL_MultiGestureEvent
   425 {
   426     Uint32 type;        /**< ::SDL_MULTIGESTURE */
   427     Uint32 timestamp;
   428     SDL_TouchID touchId; /**< The touch device index */
   429     float dTheta;
   430     float dDist;
   431     float x;
   432     float y;
   433     Uint16 numFingers;
   434     Uint16 padding;
   435 } SDL_MultiGestureEvent;
   436 
   437 
   438 /**
   439  * \brief Dollar Gesture Event (event.dgesture.*)
   440  */
   441 typedef struct SDL_DollarGestureEvent
   442 {
   443     Uint32 type;        /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
   444     Uint32 timestamp;
   445     SDL_TouchID touchId; /**< The touch device id */
   446     SDL_GestureID gestureId;
   447     Uint32 numFingers;
   448     float error;
   449     float x;            /**< Normalized center of gesture */
   450     float y;            /**< Normalized center of gesture */
   451 } SDL_DollarGestureEvent;
   452 
   453 
   454 /**
   455  *  \brief An event used to request a file open by the system (event.drop.*)
   456  *         This event is disabled by default, you can enable it with SDL_EventState()
   457  *  \note If you enable this event, you must free the filename in the event.
   458  */
   459 typedef struct SDL_DropEvent
   460 {
   461     Uint32 type;        /**< ::SDL_DROPFILE */
   462     Uint32 timestamp;
   463     char *file;         /**< The file name, which should be freed with SDL_free() */
   464 } SDL_DropEvent;
   465 
   466 
   467 /**
   468  *  \brief The "quit requested" event
   469  */
   470 typedef struct SDL_QuitEvent
   471 {
   472     Uint32 type;        /**< ::SDL_QUIT */
   473     Uint32 timestamp;
   474 } SDL_QuitEvent;
   475 
   476 /**
   477  *  \brief OS Specific event
   478  */
   479 typedef struct SDL_OSEvent
   480 {
   481     Uint32 type;        /**< ::SDL_QUIT */
   482     Uint32 timestamp;
   483 } SDL_OSEvent;
   484 
   485 /**
   486  *  \brief A user-defined event type (event.user.*)
   487  */
   488 typedef struct SDL_UserEvent
   489 {
   490     Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
   491     Uint32 timestamp;
   492     Uint32 windowID;    /**< The associated window if any */
   493     Sint32 code;        /**< User defined event code */
   494     void *data1;        /**< User defined data pointer */
   495     void *data2;        /**< User defined data pointer */
   496 } SDL_UserEvent;
   497 
   498 
   499 struct SDL_SysWMmsg;
   500 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
   501 
   502 /**
   503  *  \brief A video driver dependent system event (event.syswm.*)
   504  *         This event is disabled by default, you can enable it with SDL_EventState()
   505  *
   506  *  \note If you want to use this event, you should include SDL_syswm.h.
   507  */
   508 typedef struct SDL_SysWMEvent
   509 {
   510     Uint32 type;        /**< ::SDL_SYSWMEVENT */
   511     Uint32 timestamp;
   512     SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
   513 } SDL_SysWMEvent;
   514 
   515 /**
   516  *  \brief General event structure
   517  */
   518 typedef union SDL_Event
   519 {
   520     Uint32 type;                    /**< Event type, shared with all events */
   521     SDL_CommonEvent common;         /**< Common event data */
   522     SDL_WindowEvent window;         /**< Window event data */
   523     SDL_KeyboardEvent key;          /**< Keyboard event data */
   524     SDL_TextEditingEvent edit;      /**< Text editing event data */
   525     SDL_TextInputEvent text;        /**< Text input event data */
   526     SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
   527     SDL_MouseButtonEvent button;    /**< Mouse button event data */
   528     SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
   529     SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
   530     SDL_JoyBallEvent jball;         /**< Joystick ball event data */
   531     SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
   532     SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
   533     SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
   534     SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
   535     SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
   536     SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
   537     SDL_AudioDeviceEvent adevice;   /**< Audio device event data */
   538     SDL_QuitEvent quit;             /**< Quit request event data */
   539     SDL_UserEvent user;             /**< Custom event data */
   540     SDL_SysWMEvent syswm;           /**< System dependent window event data */
   541     SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
   542     SDL_MultiGestureEvent mgesture; /**< Gesture event data */
   543     SDL_DollarGestureEvent dgesture; /**< Gesture event data */
   544     SDL_DropEvent drop;             /**< Drag and drop event data */
   545 
   546     /* This is necessary for ABI compatibility between Visual C++ and GCC
   547        Visual C++ will respect the push pack pragma and use 52 bytes for
   548        this structure, and GCC will use the alignment of the largest datatype
   549        within the union, which is 8 bytes.
   550 
   551        So... we'll add padding to force the size to be 56 bytes for both.
   552     */
   553     Uint8 padding[56];
   554 } SDL_Event;
   555 
   556 
   557 /* Function prototypes */
   558 
   559 /**
   560  *  Pumps the event loop, gathering events from the input devices.
   561  *
   562  *  This function updates the event queue and internal input device state.
   563  *
   564  *  This should only be run in the thread that sets the video mode.
   565  */
   566 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
   567 
   568 /* @{ */
   569 typedef enum
   570 {
   571     SDL_ADDEVENT,
   572     SDL_PEEKEVENT,
   573     SDL_GETEVENT
   574 } SDL_eventaction;
   575 
   576 /**
   577  *  Checks the event queue for messages and optionally returns them.
   578  *
   579  *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
   580  *  the back of the event queue.
   581  *
   582  *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
   583  *  of the event queue, within the specified minimum and maximum type,
   584  *  will be returned and will not be removed from the queue.
   585  *
   586  *  If \c action is ::SDL_GETEVENT, 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 be removed from the queue.
   589  *
   590  *  \return The number of events actually stored, or -1 if there was an error.
   591  *
   592  *  This function is thread-safe.
   593  */
   594 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
   595                                            SDL_eventaction action,
   596                                            Uint32 minType, Uint32 maxType);
   597 /* @} */
   598 
   599 /**
   600  *  Checks to see if certain event types are in the event queue.
   601  */
   602 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
   603 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
   604 
   605 /**
   606  *  This function clears events from the event queue
   607  *  This function only affects currently queued events. If you want to make
   608  *  sure that all pending OS events are flushed, you can call SDL_PumpEvents()
   609  *  on the main thread immediately before the flush call.
   610  */
   611 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
   612 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
   613 
   614 /**
   615  *  \brief Polls for currently pending events.
   616  *
   617  *  \return 1 if there are any pending events, or 0 if there are none available.
   618  *
   619  *  \param event If not NULL, the next event is removed from the queue and
   620  *               stored in that area.
   621  */
   622 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
   623 
   624 /**
   625  *  \brief Waits indefinitely for the next available event.
   626  *
   627  *  \return 1, or 0 if there was an error while waiting for events.
   628  *
   629  *  \param event If not NULL, the next event is removed from the queue and
   630  *               stored in that area.
   631  */
   632 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
   633 
   634 /**
   635  *  \brief Waits until the specified timeout (in milliseconds) for the next
   636  *         available event.
   637  *
   638  *  \return 1, or 0 if there was an error while waiting for events.
   639  *
   640  *  \param event If not NULL, the next event is removed from the queue and
   641  *               stored in that area.
   642  *  \param timeout The timeout (in milliseconds) to wait for next event.
   643  */
   644 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
   645                                                  int timeout);
   646 
   647 /**
   648  *  \brief Add an event to the event queue.
   649  *
   650  *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue
   651  *          was full or there was some other error.
   652  */
   653 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
   654 
   655 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
   656 
   657 /**
   658  *  Sets up a filter to process all events before they change internal state and
   659  *  are posted to the internal event queue.
   660  *
   661  *  The filter is prototyped as:
   662  *  \code
   663  *      int SDL_EventFilter(void *userdata, SDL_Event * event);
   664  *  \endcode
   665  *
   666  *  If the filter returns 1, then the event will be added to the internal queue.
   667  *  If it returns 0, then the event will be dropped from the queue, but the
   668  *  internal state will still be updated.  This allows selective filtering of
   669  *  dynamically arriving events.
   670  *
   671  *  \warning  Be very careful of what you do in the event filter function, as
   672  *            it may run in a different thread!
   673  *
   674  *  There is one caveat when dealing with the ::SDL_QuitEvent event type.  The
   675  *  event filter is only called when the window manager desires to close the
   676  *  application window.  If the event filter returns 1, then the window will
   677  *  be closed, otherwise the window will remain open if possible.
   678  *
   679  *  If the quit event is generated by an interrupt signal, it will bypass the
   680  *  internal queue and be delivered to the application at the next event poll.
   681  */
   682 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
   683                                                 void *userdata);
   684 
   685 /**
   686  *  Return the current event filter - can be used to "chain" filters.
   687  *  If there is no event filter set, this function returns SDL_FALSE.
   688  */
   689 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
   690                                                     void **userdata);
   691 
   692 /**
   693  *  Add a function which is called when an event is added to the queue.
   694  */
   695 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
   696                                                void *userdata);
   697 
   698 /**
   699  *  Remove an event watch function added with SDL_AddEventWatch()
   700  */
   701 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
   702                                                void *userdata);
   703 
   704 /**
   705  *  Run the filter function on the current event queue, removing any
   706  *  events for which the filter returns 0.
   707  */
   708 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
   709                                               void *userdata);
   710 
   711 /* @{ */
   712 #define SDL_QUERY   -1
   713 #define SDL_IGNORE   0
   714 #define SDL_DISABLE  0
   715 #define SDL_ENABLE   1
   716 
   717 /**
   718  *  This function allows you to set the state of processing certain events.
   719  *   - If \c state is set to ::SDL_IGNORE, that event will be automatically
   720  *     dropped from the event queue and will not event be filtered.
   721  *   - If \c state is set to ::SDL_ENABLE, that event will be processed
   722  *     normally.
   723  *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
   724  *     current processing state of the specified event.
   725  */
   726 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
   727 /* @} */
   728 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
   729 
   730 /**
   731  *  This function allocates a set of user-defined events, and returns
   732  *  the beginning event number for that set of events.
   733  *
   734  *  If there aren't enough user-defined events left, this function
   735  *  returns (Uint32)-1
   736  */
   737 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
   738 
   739 /* Ends C function definitions when using C++ */
   740 #ifdef __cplusplus
   741 }
   742 #endif
   743 #include "close_code.h"
   744 
   745 #endif /* _SDL_events_h */
   746 
   747 /* vi: set ts=4 sw=4 expandtab: */