include/SDL_events.h
author Sam Lantinga <slouken@libsdl.org>
Wed, 09 Jul 2014 01:34:40 -0700
changeset 9002 c1bd00f50724
parent 8674 d7d2e69a0b08
child 9049 411e05b86ac3
permissions -rw-r--r--
Clarified the documentation for SDL_FlushEvents() so people know it only affects currently queued events.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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 *  \file SDL_events.h
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 *
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 *  Include file for SDL event handling.
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 */
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#ifndef _SDL_events_h
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#define _SDL_events_h
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "SDL_keyboard.h"
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#include "SDL_mouse.h"
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#include "SDL_joystick.h"
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#include "SDL_gamecontroller.h"
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#include "SDL_quit.h"
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#include "SDL_gesture.h"
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#include "SDL_touch.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* General keyboard/mouse state definitions */
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#define SDL_RELEASED    0
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#define SDL_PRESSED 1
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/**
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 * \brief The types of events that can be delivered.
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 */
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typedef enum
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{
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    SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */
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    /* Application events */
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    SDL_QUIT           = 0x100, /**< User-requested quit */
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    /* These application events have special meaning on iOS, see README-ios.txt for details */
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    SDL_APP_TERMINATING,        /**< The application is being terminated by the OS
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                                     Called on iOS in applicationWillTerminate()
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                                     Called on Android in onDestroy()
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                                */
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    SDL_APP_LOWMEMORY,          /**< The application is low on memory, free memory if possible.
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                                     Called on iOS in applicationDidReceiveMemoryWarning()
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                                     Called on Android in onLowMemory()
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                                */
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    SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
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                                     Called on iOS in applicationWillResignActive()
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                                     Called on Android in onPause()
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                                */
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    SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
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                                     Called on iOS in applicationDidEnterBackground()
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                                     Called on Android in onPause()
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                                */
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    SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
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                                     Called on iOS in applicationWillEnterForeground()
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                                     Called on Android in onResume()
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                                */
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    SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
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                                     Called on iOS in applicationDidBecomeActive()
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                                     Called on Android in onResume()
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                                */
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    /* Window events */
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    SDL_WINDOWEVENT    = 0x200, /**< Window state change */
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    SDL_SYSWMEVENT,             /**< System specific event */
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    /* Keyboard events */
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    SDL_KEYDOWN        = 0x300, /**< Key pressed */
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    SDL_KEYUP,                  /**< Key released */
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    SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
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    SDL_TEXTINPUT,              /**< Keyboard text input */
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    /* Mouse events */
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    SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
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    SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
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    SDL_MOUSEBUTTONUP,          /**< Mouse button released */
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    SDL_MOUSEWHEEL,             /**< Mouse wheel motion */
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    /* Joystick events */
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    SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
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    SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
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    SDL_JOYHATMOTION,           /**< Joystick hat position change */
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    SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
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    SDL_JOYBUTTONUP,            /**< Joystick button released */
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    SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
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    SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */
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    /* Game controller events */
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    SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
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    SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
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    SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
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    SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
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    SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
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    SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
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    /* Touch events */
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    SDL_FINGERDOWN      = 0x700,
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    SDL_FINGERUP,
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    SDL_FINGERMOTION,
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    /* Gesture events */
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    SDL_DOLLARGESTURE   = 0x800,
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    SDL_DOLLARRECORD,
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    SDL_MULTIGESTURE,
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    /* Clipboard events */
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    SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
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    /* Drag and drop events */
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    SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
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    /* Render events */
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    SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
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    SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
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    /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
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     *  and should be allocated with SDL_RegisterEvents()
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     */
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    SDL_USEREVENT    = 0x8000,
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    /**
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     *  This last event is only for bounding internal arrays
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     */
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    SDL_LASTEVENT    = 0xFFFF
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} SDL_EventType;
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/**
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 *  \brief Fields shared by every event
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 */
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typedef struct SDL_CommonEvent
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{
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    Uint32 type;
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    Uint32 timestamp;
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} SDL_CommonEvent;
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/**
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 *  \brief Window state change event data (event.window.*)
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 */
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typedef struct SDL_WindowEvent
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{
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    Uint32 type;        /**< ::SDL_WINDOWEVENT */
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    Uint32 timestamp;
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    Uint32 windowID;    /**< The associated window */
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    Uint8 event;        /**< ::SDL_WindowEventID */
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    Uint8 padding1;
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    Uint8 padding2;
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    Uint8 padding3;
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    Sint32 data1;       /**< event dependent data */
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    Sint32 data2;       /**< event dependent data */
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} SDL_WindowEvent;
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/**
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 *  \brief Keyboard button event structure (event.key.*)
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 */
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typedef struct SDL_KeyboardEvent
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{
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    Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
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    Uint32 timestamp;
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    Uint32 windowID;    /**< The window with keyboard focus, if any */
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    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
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    Uint8 repeat;       /**< Non-zero if this is a key repeat */
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    Uint8 padding2;
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    Uint8 padding3;
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    SDL_Keysym keysym;  /**< The key that was pressed or released */
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} SDL_KeyboardEvent;
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#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
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/**
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 *  \brief Keyboard text editing event structure (event.edit.*)
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 */
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typedef struct SDL_TextEditingEvent
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{
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    Uint32 type;                                /**< ::SDL_TEXTEDITING */
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    Uint32 timestamp;
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    Uint32 windowID;                            /**< The window with keyboard focus, if any */
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    char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
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    Sint32 start;                               /**< The start cursor of selected editing text */
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    Sint32 length;                              /**< The length of selected editing text */
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} SDL_TextEditingEvent;
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#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
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/**
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 *  \brief Keyboard text input event structure (event.text.*)
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 */
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typedef struct SDL_TextInputEvent
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{
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    Uint32 type;                              /**< ::SDL_TEXTINPUT */
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    Uint32 timestamp;
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    Uint32 windowID;                          /**< The window with keyboard focus, if any */
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    char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
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} SDL_TextInputEvent;
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/**
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 *  \brief Mouse motion event structure (event.motion.*)
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 */
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typedef struct SDL_MouseMotionEvent
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{
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    Uint32 type;        /**< ::SDL_MOUSEMOTION */
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    Uint32 timestamp;
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    Uint32 windowID;    /**< The window with mouse focus, if any */
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    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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    Uint32 state;       /**< The current button state */
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    Sint32 x;           /**< X coordinate, relative to window */
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    Sint32 y;           /**< Y coordinate, relative to window */
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    Sint32 xrel;        /**< The relative motion in the X direction */
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    Sint32 yrel;        /**< The relative motion in the Y direction */
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} SDL_MouseMotionEvent;
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/**
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 *  \brief Mouse button event structure (event.button.*)
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 */
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typedef struct SDL_MouseButtonEvent
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{
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    Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
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    Uint32 timestamp;
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    Uint32 windowID;    /**< The window with mouse focus, if any */
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    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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    Uint8 button;       /**< The mouse button index */
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    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
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    Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
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    Uint8 padding1;
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    Sint32 x;           /**< X coordinate, relative to window */
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    Sint32 y;           /**< Y coordinate, relative to window */
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} SDL_MouseButtonEvent;
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/**
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 *  \brief Mouse wheel event structure (event.wheel.*)
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 */
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typedef struct SDL_MouseWheelEvent
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{
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    Uint32 type;        /**< ::SDL_MOUSEWHEEL */
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    Uint32 timestamp;
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    Uint32 windowID;    /**< The window with mouse focus, if any */
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    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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    Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
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    Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
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} SDL_MouseWheelEvent;
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/**
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 *  \brief Joystick axis motion event structure (event.jaxis.*)
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 */
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typedef struct SDL_JoyAxisEvent
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{
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    Uint32 type;        /**< ::SDL_JOYAXISMOTION */
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    Uint32 timestamp;
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    SDL_JoystickID which; /**< The joystick instance id */
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    Uint8 axis;         /**< The joystick axis index */
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    Uint8 padding1;
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    Uint8 padding2;
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    Uint8 padding3;
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    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
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    Uint16 padding4;
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} SDL_JoyAxisEvent;
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/**
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 *  \brief Joystick trackball motion event structure (event.jball.*)
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 */
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typedef struct SDL_JoyBallEvent
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{
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    Uint32 type;        /**< ::SDL_JOYBALLMOTION */
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    Uint32 timestamp;
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    SDL_JoystickID which; /**< The joystick instance id */
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    Uint8 ball;         /**< The joystick trackball index */
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    Uint8 padding1;
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    Uint8 padding2;
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    Uint8 padding3;
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    Sint16 xrel;        /**< The relative motion in the X direction */
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    Sint16 yrel;        /**< The relative motion in the Y direction */
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} SDL_JoyBallEvent;
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/**
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 *  \brief Joystick hat position change event structure (event.jhat.*)
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 */
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typedef struct SDL_JoyHatEvent
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{
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    Uint32 type;        /**< ::SDL_JOYHATMOTION */
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    Uint32 timestamp;
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    SDL_JoystickID which; /**< The joystick instance id */
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    Uint8 hat;          /**< The joystick hat index */
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    Uint8 value;        /**< The hat position value.
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                         *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
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                         *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
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                         *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
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                         *
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                         *   Note that zero means the POV is centered.
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                         */
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    Uint8 padding1;
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    Uint8 padding2;
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} SDL_JoyHatEvent;
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/**
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 *  \brief Joystick button event structure (event.jbutton.*)
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 */
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typedef struct SDL_JoyButtonEvent
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{
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    Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
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    Uint32 timestamp;
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    SDL_JoystickID which; /**< The joystick instance id */
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    Uint8 button;       /**< The joystick button index */
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    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
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    Uint8 padding1;
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    Uint8 padding2;
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} SDL_JoyButtonEvent;
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/**
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 *  \brief Joystick device event structure (event.jdevice.*)
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 */
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typedef struct SDL_JoyDeviceEvent
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{
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    Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
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    Uint32 timestamp;
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    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
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} SDL_JoyDeviceEvent;
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/**
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 *  \brief Game controller axis motion event structure (event.caxis.*)
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 */
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typedef struct SDL_ControllerAxisEvent
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{
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    Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
slouken@7191
   348
    Uint32 timestamp;
slouken@6974
   349
    SDL_JoystickID which; /**< The joystick instance id */
slouken@6949
   350
    Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
slouken@6949
   351
    Uint8 padding1;
slouken@6949
   352
    Uint8 padding2;
slouken@6949
   353
    Uint8 padding3;
slouken@6949
   354
    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
slouken@6949
   355
    Uint16 padding4;
slouken@6690
   356
} SDL_ControllerAxisEvent;
slouken@6690
   357
slouken@6690
   358
slouken@6690
   359
/**
slouken@6690
   360
 *  \brief Game controller button event structure (event.cbutton.*)
slouken@6690
   361
 */
slouken@6690
   362
typedef struct SDL_ControllerButtonEvent
slouken@6690
   363
{
slouken@6690
   364
    Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
slouken@7191
   365
    Uint32 timestamp;
slouken@6974
   366
    SDL_JoystickID which; /**< The joystick instance id */
slouken@6949
   367
    Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
slouken@6690
   368
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
slouken@6949
   369
    Uint8 padding1;
slouken@6949
   370
    Uint8 padding2;
slouken@6690
   371
} SDL_ControllerButtonEvent;
slouken@6690
   372
slouken@6690
   373
slouken@6690
   374
/**
slouken@6690
   375
 *  \brief Controller device event structure (event.cdevice.*)
slouken@6690
   376
 */
slouken@6690
   377
typedef struct SDL_ControllerDeviceEvent
slouken@6690
   378
{
slouken@7191
   379
    Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
slouken@7191
   380
    Uint32 timestamp;
slouken@7191
   381
    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
slouken@6690
   382
} SDL_ControllerDeviceEvent;
slouken@6690
   383
jim@4641
   384
jim@4641
   385
/**
slouken@6951
   386
 *  \brief Touch finger event structure (event.tfinger.*)
jim@4641
   387
 */
jim@4641
   388
typedef struct SDL_TouchFingerEvent
jim@4641
   389
{
slouken@6949
   390
    Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
slouken@6114
   391
    Uint32 timestamp;
slouken@6949
   392
    SDL_TouchID touchId; /**< The touch device id */
jimtla@4678
   393
    SDL_FingerID fingerId;
slouken@6951
   394
    float x;            /**< Normalized in the range 0...1 */
slouken@6951
   395
    float y;            /**< Normalized in the range 0...1 */
slouken@6951
   396
    float dx;           /**< Normalized in the range 0...1 */
slouken@6951
   397
    float dy;           /**< Normalized in the range 0...1 */
slouken@6951
   398
    float pressure;     /**< Normalized in the range 0...1 */
jim@4641
   399
} SDL_TouchFingerEvent;
jim@4641
   400
jim@4641
   401
jim@4641
   402
/**
slouken@5009
   403
 *  \brief Multiple Finger Gesture Event (event.mgesture.*)
jim@4657
   404
 */
jim@4657
   405
typedef struct SDL_MultiGestureEvent
jim@4657
   406
{
jim@4657
   407
    Uint32 type;        /**< ::SDL_MULTIGESTURE */
slouken@6114
   408
    Uint32 timestamp;
slouken@6951
   409
    SDL_TouchID touchId; /**< The touch device index */
jim@4657
   410
    float dTheta;
jim@4657
   411
    float dDist;
slouken@6951
   412
    float x;
slouken@7191
   413
    float y;
jim@4683
   414
    Uint16 numFingers;
jim@4683
   415
    Uint16 padding;
jim@4657
   416
} SDL_MultiGestureEvent;
jim@4657
   417
slouken@6951
   418
philipp@7309
   419
/**
philipp@7309
   420
 * \brief Dollar Gesture Event (event.dgesture.*)
philipp@7309
   421
 */
slouken@5014
   422
typedef struct SDL_DollarGestureEvent
jim@4658
   423
{
jim@4658
   424
    Uint32 type;        /**< ::SDL_DOLLARGESTURE */
slouken@6114
   425
    Uint32 timestamp;
slouken@6951
   426
    SDL_TouchID touchId; /**< The touch device id */
jimtla@4678
   427
    SDL_GestureID gestureId;
jim@4689
   428
    Uint32 numFingers;
jim@4658
   429
    float error;
slouken@6951
   430
    float x;            /**< Normalized center of gesture */
slouken@6951
   431
    float y;            /**< Normalized center of gesture */
jim@4658
   432
} SDL_DollarGestureEvent;
jim@4658
   433
jim@4657
   434
slouken@1895
   435
/**
slouken@6091
   436
 *  \brief An event used to request a file open by the system (event.drop.*)
slouken@6091
   437
 *         This event is disabled by default, you can enable it with SDL_EventState()
slouken@6091
   438
 *  \note If you enable this event, you must free the filename in the event.
slouken@6091
   439
 */
slouken@6091
   440
typedef struct SDL_DropEvent
slouken@6091
   441
{
slouken@6091
   442
    Uint32 type;        /**< ::SDL_DROPFILE */
slouken@6114
   443
    Uint32 timestamp;
slouken@6091
   444
    char *file;         /**< The file name, which should be freed with SDL_free() */
slouken@6091
   445
} SDL_DropEvent;
slouken@6091
   446
slouken@6091
   447
slouken@6091
   448
/**
slouken@3407
   449
 *  \brief The "quit requested" event
slouken@0
   450
 */
slouken@1895
   451
typedef struct SDL_QuitEvent
slouken@1895
   452
{
slouken@4429
   453
    Uint32 type;        /**< ::SDL_QUIT */
slouken@6114
   454
    Uint32 timestamp;
slouken@1895
   455
} SDL_QuitEvent;
slouken@1895
   456
slouken@7190
   457
/**
slouken@7190
   458
 *  \brief OS Specific event
slouken@7190
   459
 */
slouken@7190
   460
typedef struct SDL_OSEvent
slouken@7190
   461
{
slouken@7190
   462
    Uint32 type;        /**< ::SDL_QUIT */
slouken@7190
   463
    Uint32 timestamp;
slouken@7190
   464
} SDL_OSEvent;
slouken@5009
   465
slouken@1895
   466
/**
slouken@3407
   467
 *  \brief A user-defined event type (event.user.*)
slouken@1895
   468
 */
slouken@1895
   469
typedef struct SDL_UserEvent
slouken@1895
   470
{
philipp@7278
   471
    Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
slouken@6114
   472
    Uint32 timestamp;
slouken@4429
   473
    Uint32 windowID;    /**< The associated window if any */
slouken@6950
   474
    Sint32 code;        /**< User defined event code */
slouken@4429
   475
    void *data1;        /**< User defined data pointer */
slouken@4429
   476
    void *data2;        /**< User defined data pointer */
slouken@1895
   477
} SDL_UserEvent;
slouken@1895
   478
slouken@5009
   479
slouken@1895
   480
struct SDL_SysWMmsg;
slouken@1895
   481
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
slouken@3407
   482
slouken@3407
   483
/**
slouken@3407
   484
 *  \brief A video driver dependent system event (event.syswm.*)
slouken@6091
   485
 *         This event is disabled by default, you can enable it with SDL_EventState()
slouken@6091
   486
 *
slouken@3407
   487
 *  \note If you want to use this event, you should include SDL_syswm.h.
slouken@3407
   488
 */
slouken@1895
   489
typedef struct SDL_SysWMEvent
slouken@1895
   490
{
slouken@4429
   491
    Uint32 type;        /**< ::SDL_SYSWMEVENT */
slouken@6114
   492
    Uint32 timestamp;
slouken@1895
   493
    SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
slouken@1895
   494
} SDL_SysWMEvent;
slouken@1895
   495
slouken@1895
   496
/**
slouken@3407
   497
 *  \brief General event structure
slouken@1895
   498
 */
slouken@1895
   499
typedef union SDL_Event
slouken@1895
   500
{
slouken@4429
   501
    Uint32 type;                    /**< Event type, shared with all events */
dludwig@7082
   502
    SDL_CommonEvent common;         /**< Common event data */
slouken@1895
   503
    SDL_WindowEvent window;         /**< Window event data */
slouken@1895
   504
    SDL_KeyboardEvent key;          /**< Keyboard event data */
slouken@3280
   505
    SDL_TextEditingEvent edit;      /**< Text editing event data */
bob@2300
   506
    SDL_TextInputEvent text;        /**< Text input event data */
slouken@1895
   507
    SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
slouken@1895
   508
    SDL_MouseButtonEvent button;    /**< Mouse button event data */
bob@2300
   509
    SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
slouken@1895
   510
    SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
slouken@1895
   511
    SDL_JoyBallEvent jball;         /**< Joystick ball event data */
slouken@1895
   512
    SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
slouken@1895
   513
    SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
slouken@6690
   514
    SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
slouken@7191
   515
    SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
slouken@7191
   516
    SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
slouken@7191
   517
    SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
slouken@1895
   518
    SDL_QuitEvent quit;             /**< Quit request event data */
slouken@1895
   519
    SDL_UserEvent user;             /**< Custom event data */
slouken@1895
   520
    SDL_SysWMEvent syswm;           /**< System dependent window event data */
jim@4641
   521
    SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
slouken@6951
   522
    SDL_MultiGestureEvent mgesture; /**< Gesture event data */
slouken@6951
   523
    SDL_DollarGestureEvent dgesture; /**< Gesture event data */
slouken@6091
   524
    SDL_DropEvent drop;             /**< Drag and drop event data */
slouken@6595
   525
slouken@6595
   526
    /* This is necessary for ABI compatibility between Visual C++ and GCC
slouken@6595
   527
       Visual C++ will respect the push pack pragma and use 52 bytes for
slouken@6595
   528
       this structure, and GCC will use the alignment of the largest datatype
slouken@6595
   529
       within the union, which is 8 bytes.
slouken@6595
   530
slouken@6595
   531
       So... we'll add padding to force the size to be 56 bytes for both.
slouken@6595
   532
    */
slouken@6595
   533
    Uint8 padding[56];
slouken@0
   534
} SDL_Event;
slouken@0
   535
slouken@0
   536
slouken@0
   537
/* Function prototypes */
slouken@0
   538
slouken@3407
   539
/**
slouken@3407
   540
 *  Pumps the event loop, gathering events from the input devices.
slouken@7191
   541
 *
slouken@3407
   542
 *  This function updates the event queue and internal input device state.
slouken@7191
   543
 *
slouken@3407
   544
 *  This should only be run in the thread that sets the video mode.
slouken@3407
   545
 */
slouken@337
   546
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
slouken@0
   547
gabomdq@7678
   548
/* @{ */
slouken@1895
   549
typedef enum
slouken@1895
   550
{
slouken@1895
   551
    SDL_ADDEVENT,
slouken@1895
   552
    SDL_PEEKEVENT,
slouken@1895
   553
    SDL_GETEVENT
slouken@0
   554
} SDL_eventaction;
slouken@3407
   555
slouken@3407
   556
/**
slouken@3407
   557
 *  Checks the event queue for messages and optionally returns them.
slouken@7191
   558
 *
slouken@3407
   559
 *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
slouken@3407
   560
 *  the back of the event queue.
slouken@7191
   561
 *
slouken@3407
   562
 *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
slouken@4635
   563
 *  of the event queue, within the specified minimum and maximum type,
slouken@4635
   564
 *  will be returned and will not be removed from the queue.
slouken@7191
   565
 *
slouken@7191
   566
 *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
slouken@4635
   567
 *  of the event queue, within the specified minimum and maximum type,
slouken@4635
   568
 *  will be returned and will be removed from the queue.
slouken@7191
   569
 *
slouken@3407
   570
 *  \return The number of events actually stored, or -1 if there was an error.
slouken@7191
   571
 *
slouken@3407
   572
 *  This function is thread-safe.
slouken@3407
   573
 */
slouken@1895
   574
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
slouken@1895
   575
                                           SDL_eventaction action,
slouken@4429
   576
                                           Uint32 minType, Uint32 maxType);
gabomdq@7678
   577
/* @} */
slouken@1895
   578
slouken@3407
   579
/**
slouken@3407
   580
 *  Checks to see if certain event types are in the event queue.
slouken@1895
   581
 */
slouken@4429
   582
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
slouken@4429
   583
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
slouken@4429
   584
slouken@4429
   585
/**
slouken@4429
   586
 *  This function clears events from the event queue
slouken@9002
   587
 *  This function only affects currently queued events. If you want to make
slouken@9002
   588
 *  sure that all pending OS events are flushed, you can call SDL_PumpEvents()
slouken@9002
   589
 *  on the main thread immediately before the flush call.
slouken@4429
   590
 */
slouken@4429
   591
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
slouken@4429
   592
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
slouken@0
   593
slouken@3407
   594
/**
slouken@3407
   595
 *  \brief Polls for currently pending events.
slouken@7191
   596
 *
slouken@3407
   597
 *  \return 1 if there are any pending events, or 0 if there are none available.
slouken@7191
   598
 *
slouken@7191
   599
 *  \param event If not NULL, the next event is removed from the queue and
slouken@3407
   600
 *               stored in that area.
slouken@0
   601
 */
slouken@1895
   602
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
slouken@0
   603
slouken@3407
   604
/**
slouken@3407
   605
 *  \brief Waits indefinitely for the next available event.
slouken@7191
   606
 *
slouken@3407
   607
 *  \return 1, or 0 if there was an error while waiting for events.
slouken@7191
   608
 *
slouken@7191
   609
 *  \param event If not NULL, the next event is removed from the queue and
slouken@3407
   610
 *               stored in that area.
slouken@0
   611
 */
slouken@1895
   612
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
slouken@0
   613
slouken@3407
   614
/**
slouken@7191
   615
 *  \brief Waits until the specified timeout (in milliseconds) for the next
slouken@3407
   616
 *         available event.
slouken@7191
   617
 *
slouken@3407
   618
 *  \return 1, or 0 if there was an error while waiting for events.
slouken@7191
   619
 *
slouken@7191
   620
 *  \param event If not NULL, the next event is removed from the queue and
slouken@3407
   621
 *               stored in that area.
philipp@7188
   622
 *  \param timeout The timeout (in milliseconds) to wait for next event.
slouken@3072
   623
 */
slouken@3072
   624
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
slouken@3072
   625
                                                 int timeout);
slouken@3072
   626
slouken@3407
   627
/**
slouken@3407
   628
 *  \brief Add an event to the event queue.
slouken@7191
   629
 *
slouken@7191
   630
 *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue
slouken@3407
   631
 *          was full or there was some other error.
slouken@0
   632
 */
slouken@1895
   633
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
slouken@0
   634
slouken@3407
   635
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
slouken@0
   636
slouken@3407
   637
/**
slouken@3407
   638
 *  Sets up a filter to process all events before they change internal state and
slouken@3407
   639
 *  are posted to the internal event queue.
slouken@7191
   640
 *
philipp@7125
   641
 *  The filter is prototyped as:
slouken@3407
   642
 *  \code
slouken@3407
   643
 *      int SDL_EventFilter(void *userdata, SDL_Event * event);
slouken@3407
   644
 *  \endcode
slouken@3407
   645
 *
slouken@3407
   646
 *  If the filter returns 1, then the event will be added to the internal queue.
slouken@7191
   647
 *  If it returns 0, then the event will be dropped from the queue, but the
slouken@3407
   648
 *  internal state will still be updated.  This allows selective filtering of
slouken@3407
   649
 *  dynamically arriving events.
slouken@7191
   650
 *
slouken@7191
   651
 *  \warning  Be very careful of what you do in the event filter function, as
slouken@3407
   652
 *            it may run in a different thread!
slouken@7191
   653
 *
philipp@7278
   654
 *  There is one caveat when dealing with the ::SDL_QuitEvent event type.  The
slouken@3407
   655
 *  event filter is only called when the window manager desires to close the
slouken@3407
   656
 *  application window.  If the event filter returns 1, then the window will
slouken@3407
   657
 *  be closed, otherwise the window will remain open if possible.
slouken@3407
   658
 *
slouken@3407
   659
 *  If the quit event is generated by an interrupt signal, it will bypass the
slouken@3407
   660
 *  internal queue and be delivered to the application at the next event poll.
slouken@3407
   661
 */
slouken@1895
   662
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
slouken@1895
   663
                                                void *userdata);
slouken@0
   664
slouken@3407
   665
/**
slouken@3407
   666
 *  Return the current event filter - can be used to "chain" filters.
slouken@3407
   667
 *  If there is no event filter set, this function returns SDL_FALSE.
slouken@3407
   668
 */
slouken@1895
   669
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
slouken@1895
   670
                                                    void **userdata);
slouken@1895
   671
slouken@3407
   672
/**
slouken@5146
   673
 *  Add a function which is called when an event is added to the queue.
slouken@5146
   674
 */
slouken@5146
   675
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
slouken@5146
   676
                                               void *userdata);
slouken@5146
   677
slouken@5146
   678
/**
slouken@5146
   679
 *  Remove an event watch function added with SDL_AddEventWatch()
slouken@5146
   680
 */
slouken@5146
   681
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
slouken@5146
   682
                                               void *userdata);
slouken@5146
   683
slouken@5146
   684
/**
slouken@3407
   685
 *  Run the filter function on the current event queue, removing any
slouken@3407
   686
 *  events for which the filter returns 0.
slouken@3407
   687
 */
slouken@1895
   688
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
slouken@1895
   689
                                              void *userdata);
slouken@0
   690
gabomdq@7678
   691
/* @{ */
slouken@7191
   692
#define SDL_QUERY   -1
slouken@7191
   693
#define SDL_IGNORE   0
slouken@7191
   694
#define SDL_DISABLE  0
slouken@7191
   695
#define SDL_ENABLE   1
slouken@3407
   696
slouken@3407
   697
/**
slouken@3407
   698
 *  This function allows you to set the state of processing certain events.
slouken@7191
   699
 *   - If \c state is set to ::SDL_IGNORE, that event will be automatically
slouken@3407
   700
 *     dropped from the event queue and will not event be filtered.
slouken@7191
   701
 *   - If \c state is set to ::SDL_ENABLE, that event will be processed
slouken@3407
   702
 *     normally.
slouken@7191
   703
 *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
slouken@3407
   704
 *     current processing state of the specified event.
slouken@3407
   705
 */
slouken@4429
   706
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
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/* @} */
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#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
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   709
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/**
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 *  This function allocates a set of user-defined events, and returns
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   712
 *  the beginning event number for that set of events.
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   713
 *
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 *  If there aren't enough user-defined events left, this function
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   715
 *  returns (Uint32)-1
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   716
 */
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   717
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
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   718
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   719
/* Ends C function definitions when using C++ */
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   720
#ifdef __cplusplus
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   721
}
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   722
#endif
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   723
#include "close_code.h"
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   724
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   725
#endif /* _SDL_events_h */
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/* vi: set ts=4 sw=4 expandtab: */