include/SDL_events.h
author Sam Lantinga <slouken@libsdl.org>
Mon, 10 Feb 2014 10:02:51 -0800
changeset 8207 f06add42160c
parent 8149 681eb46b8ac4
child 8232 8976fb30952f
permissions -rw-r--r--
Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
     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.txt 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     /* Render events */
   138     SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */
   139 
   140     /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
   141      *  and should be allocated with SDL_RegisterEvents()
   142      */
   143     SDL_USEREVENT    = 0x8000,
   144 
   145     /**
   146      *  This last event is only for bounding internal arrays
   147      */
   148     SDL_LASTEVENT    = 0xFFFF
   149 } SDL_EventType;
   150 
   151 /**
   152  *  \brief Fields shared by every event
   153  */
   154 typedef struct SDL_CommonEvent
   155 {
   156     Uint32 type;
   157     Uint32 timestamp;
   158 } SDL_CommonEvent;
   159 
   160 /**
   161  *  \brief Window state change event data (event.window.*)
   162  */
   163 typedef struct SDL_WindowEvent
   164 {
   165     Uint32 type;        /**< ::SDL_WINDOWEVENT */
   166     Uint32 timestamp;
   167     Uint32 windowID;    /**< The associated window */
   168     Uint8 event;        /**< ::SDL_WindowEventID */
   169     Uint8 padding1;
   170     Uint8 padding2;
   171     Uint8 padding3;
   172     Sint32 data1;       /**< event dependent data */
   173     Sint32 data2;       /**< event dependent data */
   174 } SDL_WindowEvent;
   175 
   176 /**
   177  *  \brief Keyboard button event structure (event.key.*)
   178  */
   179 typedef struct SDL_KeyboardEvent
   180 {
   181     Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
   182     Uint32 timestamp;
   183     Uint32 windowID;    /**< The window with keyboard focus, if any */
   184     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   185     Uint8 repeat;       /**< Non-zero if this is a key repeat */
   186     Uint8 padding2;
   187     Uint8 padding3;
   188     SDL_Keysym keysym;  /**< The key that was pressed or released */
   189 } SDL_KeyboardEvent;
   190 
   191 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
   192 /**
   193  *  \brief Keyboard text editing event structure (event.edit.*)
   194  */
   195 typedef struct SDL_TextEditingEvent
   196 {
   197     Uint32 type;                                /**< ::SDL_TEXTEDITING */
   198     Uint32 timestamp;
   199     Uint32 windowID;                            /**< The window with keyboard focus, if any */
   200     char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
   201     Sint32 start;                               /**< The start cursor of selected editing text */
   202     Sint32 length;                              /**< The length of selected editing text */
   203 } SDL_TextEditingEvent;
   204 
   205 
   206 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
   207 /**
   208  *  \brief Keyboard text input event structure (event.text.*)
   209  */
   210 typedef struct SDL_TextInputEvent
   211 {
   212     Uint32 type;                              /**< ::SDL_TEXTINPUT */
   213     Uint32 timestamp;
   214     Uint32 windowID;                          /**< The window with keyboard focus, if any */
   215     char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
   216 } SDL_TextInputEvent;
   217 
   218 /**
   219  *  \brief Mouse motion event structure (event.motion.*)
   220  */
   221 typedef struct SDL_MouseMotionEvent
   222 {
   223     Uint32 type;        /**< ::SDL_MOUSEMOTION */
   224     Uint32 timestamp;
   225     Uint32 windowID;    /**< The window with mouse focus, if any */
   226     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   227     Uint32 state;       /**< The current button state */
   228     Sint32 x;           /**< X coordinate, relative to window */
   229     Sint32 y;           /**< Y coordinate, relative to window */
   230     Sint32 xrel;        /**< The relative motion in the X direction */
   231     Sint32 yrel;        /**< The relative motion in the Y direction */
   232 } SDL_MouseMotionEvent;
   233 
   234 /**
   235  *  \brief Mouse button event structure (event.button.*)
   236  */
   237 typedef struct SDL_MouseButtonEvent
   238 {
   239     Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
   240     Uint32 timestamp;
   241     Uint32 windowID;    /**< The window with mouse focus, if any */
   242     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   243     Uint8 button;       /**< The mouse button index */
   244     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   245     Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
   246     Uint8 padding1;
   247     Sint32 x;           /**< X coordinate, relative to window */
   248     Sint32 y;           /**< Y coordinate, relative to window */
   249 } SDL_MouseButtonEvent;
   250 
   251 /**
   252  *  \brief Mouse wheel event structure (event.wheel.*)
   253  */
   254 typedef struct SDL_MouseWheelEvent
   255 {
   256     Uint32 type;        /**< ::SDL_MOUSEWHEEL */
   257     Uint32 timestamp;
   258     Uint32 windowID;    /**< The window with mouse focus, if any */
   259     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
   260     Sint32 x;           /**< The amount scrolled horizontally */
   261     Sint32 y;           /**< The amount scrolled vertically */
   262 } SDL_MouseWheelEvent;
   263 
   264 /**
   265  *  \brief Joystick axis motion event structure (event.jaxis.*)
   266  */
   267 typedef struct SDL_JoyAxisEvent
   268 {
   269     Uint32 type;        /**< ::SDL_JOYAXISMOTION */
   270     Uint32 timestamp;
   271     SDL_JoystickID which; /**< The joystick instance id */
   272     Uint8 axis;         /**< The joystick axis index */
   273     Uint8 padding1;
   274     Uint8 padding2;
   275     Uint8 padding3;
   276     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
   277     Uint16 padding4;
   278 } SDL_JoyAxisEvent;
   279 
   280 /**
   281  *  \brief Joystick trackball motion event structure (event.jball.*)
   282  */
   283 typedef struct SDL_JoyBallEvent
   284 {
   285     Uint32 type;        /**< ::SDL_JOYBALLMOTION */
   286     Uint32 timestamp;
   287     SDL_JoystickID which; /**< The joystick instance id */
   288     Uint8 ball;         /**< The joystick trackball index */
   289     Uint8 padding1;
   290     Uint8 padding2;
   291     Uint8 padding3;
   292     Sint16 xrel;        /**< The relative motion in the X direction */
   293     Sint16 yrel;        /**< The relative motion in the Y direction */
   294 } SDL_JoyBallEvent;
   295 
   296 /**
   297  *  \brief Joystick hat position change event structure (event.jhat.*)
   298  */
   299 typedef struct SDL_JoyHatEvent
   300 {
   301     Uint32 type;        /**< ::SDL_JOYHATMOTION */
   302     Uint32 timestamp;
   303     SDL_JoystickID which; /**< The joystick instance id */
   304     Uint8 hat;          /**< The joystick hat index */
   305     Uint8 value;        /**< The hat position value.
   306                          *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
   307                          *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
   308                          *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
   309                          *
   310                          *   Note that zero means the POV is centered.
   311                          */
   312     Uint8 padding1;
   313     Uint8 padding2;
   314 } SDL_JoyHatEvent;
   315 
   316 /**
   317  *  \brief Joystick button event structure (event.jbutton.*)
   318  */
   319 typedef struct SDL_JoyButtonEvent
   320 {
   321     Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
   322     Uint32 timestamp;
   323     SDL_JoystickID which; /**< The joystick instance id */
   324     Uint8 button;       /**< The joystick button index */
   325     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   326     Uint8 padding1;
   327     Uint8 padding2;
   328 } SDL_JoyButtonEvent;
   329 
   330 /**
   331  *  \brief Joystick device event structure (event.jdevice.*)
   332  */
   333 typedef struct SDL_JoyDeviceEvent
   334 {
   335     Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
   336     Uint32 timestamp;
   337     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
   338 } SDL_JoyDeviceEvent;
   339 
   340 
   341 /**
   342  *  \brief Game controller axis motion event structure (event.caxis.*)
   343  */
   344 typedef struct SDL_ControllerAxisEvent
   345 {
   346     Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
   347     Uint32 timestamp;
   348     SDL_JoystickID which; /**< The joystick instance id */
   349     Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
   350     Uint8 padding1;
   351     Uint8 padding2;
   352     Uint8 padding3;
   353     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
   354     Uint16 padding4;
   355 } SDL_ControllerAxisEvent;
   356 
   357 
   358 /**
   359  *  \brief Game controller button event structure (event.cbutton.*)
   360  */
   361 typedef struct SDL_ControllerButtonEvent
   362 {
   363     Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
   364     Uint32 timestamp;
   365     SDL_JoystickID which; /**< The joystick instance id */
   366     Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
   367     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
   368     Uint8 padding1;
   369     Uint8 padding2;
   370 } SDL_ControllerButtonEvent;
   371 
   372 
   373 /**
   374  *  \brief Controller device event structure (event.cdevice.*)
   375  */
   376 typedef struct SDL_ControllerDeviceEvent
   377 {
   378     Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
   379     Uint32 timestamp;
   380     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
   381 } SDL_ControllerDeviceEvent;
   382 
   383 
   384 /**
   385  *  \brief Touch finger event structure (event.tfinger.*)
   386  */
   387 typedef struct SDL_TouchFingerEvent
   388 {
   389     Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
   390     Uint32 timestamp;
   391     SDL_TouchID touchId; /**< The touch device id */
   392     SDL_FingerID fingerId;
   393     float x;            /**< Normalized in the range 0...1 */
   394     float y;            /**< Normalized in the range 0...1 */
   395     float dx;           /**< Normalized in the range 0...1 */
   396     float dy;           /**< Normalized in the range 0...1 */
   397     float pressure;     /**< Normalized in the range 0...1 */
   398 } SDL_TouchFingerEvent;
   399 
   400 
   401 /**
   402  *  \brief Multiple Finger Gesture Event (event.mgesture.*)
   403  */
   404 typedef struct SDL_MultiGestureEvent
   405 {
   406     Uint32 type;        /**< ::SDL_MULTIGESTURE */
   407     Uint32 timestamp;
   408     SDL_TouchID touchId; /**< The touch device index */
   409     float dTheta;
   410     float dDist;
   411     float x;
   412     float y;
   413     Uint16 numFingers;
   414     Uint16 padding;
   415 } SDL_MultiGestureEvent;
   416 
   417 
   418 /**
   419  * \brief Dollar Gesture Event (event.dgesture.*)
   420  */
   421 typedef struct SDL_DollarGestureEvent
   422 {
   423     Uint32 type;        /**< ::SDL_DOLLARGESTURE */
   424     Uint32 timestamp;
   425     SDL_TouchID touchId; /**< The touch device id */
   426     SDL_GestureID gestureId;
   427     Uint32 numFingers;
   428     float error;
   429     float x;            /**< Normalized center of gesture */
   430     float y;            /**< Normalized center of gesture */
   431 } SDL_DollarGestureEvent;
   432 
   433 
   434 /**
   435  *  \brief An event used to request a file open by the system (event.drop.*)
   436  *         This event is disabled by default, you can enable it with SDL_EventState()
   437  *  \note If you enable this event, you must free the filename in the event.
   438  */
   439 typedef struct SDL_DropEvent
   440 {
   441     Uint32 type;        /**< ::SDL_DROPFILE */
   442     Uint32 timestamp;
   443     char *file;         /**< The file name, which should be freed with SDL_free() */
   444 } SDL_DropEvent;
   445 
   446 
   447 /**
   448  *  \brief The "quit requested" event
   449  */
   450 typedef struct SDL_QuitEvent
   451 {
   452     Uint32 type;        /**< ::SDL_QUIT */
   453     Uint32 timestamp;
   454 } SDL_QuitEvent;
   455 
   456 /**
   457  *  \brief OS Specific event
   458  */
   459 typedef struct SDL_OSEvent
   460 {
   461     Uint32 type;        /**< ::SDL_QUIT */
   462     Uint32 timestamp;
   463 } SDL_OSEvent;
   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_LASTEVENT-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_CommonEvent common;         /**< Common 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 axis 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_MultiGestureEvent mgesture; /**< Gesture event data */
   522     SDL_DollarGestureEvent dgesture; /**< Gesture event data */
   523     SDL_DropEvent drop;             /**< Drag and drop event data */
   524 
   525     /* This is necessary for ABI compatibility between Visual C++ and GCC
   526        Visual C++ will respect the push pack pragma and use 52 bytes for
   527        this structure, and GCC will use the alignment of the largest datatype
   528        within the union, which is 8 bytes.
   529 
   530        So... we'll add padding to force the size to be 56 bytes for both.
   531     */
   532     Uint8 padding[56];
   533 } SDL_Event;
   534 
   535 
   536 /* Function prototypes */
   537 
   538 /**
   539  *  Pumps the event loop, gathering events from the input devices.
   540  *
   541  *  This function updates the event queue and internal input device state.
   542  *
   543  *  This should only be run in the thread that sets the video mode.
   544  */
   545 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
   546 
   547 /* @{ */
   548 typedef enum
   549 {
   550     SDL_ADDEVENT,
   551     SDL_PEEKEVENT,
   552     SDL_GETEVENT
   553 } SDL_eventaction;
   554 
   555 /**
   556  *  Checks the event queue for messages and optionally returns them.
   557  *
   558  *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
   559  *  the back of the event queue.
   560  *
   561  *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
   562  *  of the event queue, within the specified minimum and maximum type,
   563  *  will be returned and will not be removed from the queue.
   564  *
   565  *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
   566  *  of the event queue, within the specified minimum and maximum type,
   567  *  will be returned and will be removed from the queue.
   568  *
   569  *  \return The number of events actually stored, or -1 if there was an error.
   570  *
   571  *  This function is thread-safe.
   572  */
   573 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
   574                                            SDL_eventaction action,
   575                                            Uint32 minType, Uint32 maxType);
   576 /* @} */
   577 
   578 /**
   579  *  Checks to see if certain event types are in the event queue.
   580  */
   581 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
   582 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
   583 
   584 /**
   585  *  This function clears events from the event queue
   586  */
   587 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
   588 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
   589 
   590 /**
   591  *  \brief Polls for currently pending events.
   592  *
   593  *  \return 1 if there are any pending events, or 0 if there are none available.
   594  *
   595  *  \param event If not NULL, the next event is removed from the queue and
   596  *               stored in that area.
   597  */
   598 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
   599 
   600 /**
   601  *  \brief Waits indefinitely for the next available event.
   602  *
   603  *  \return 1, or 0 if there was an error while waiting for events.
   604  *
   605  *  \param event If not NULL, the next event is removed from the queue and
   606  *               stored in that area.
   607  */
   608 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
   609 
   610 /**
   611  *  \brief Waits until the specified timeout (in milliseconds) for the next
   612  *         available event.
   613  *
   614  *  \return 1, or 0 if there was an error while waiting for events.
   615  *
   616  *  \param event If not NULL, the next event is removed from the queue and
   617  *               stored in that area.
   618  *  \param timeout The timeout (in milliseconds) to wait for next event.
   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 prototyped 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 }
   718 #endif
   719 #include "close_code.h"
   720 
   721 #endif /* _SDL_events_h */
   722 
   723 /* vi: set ts=4 sw=4 expandtab: */