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SDL_events.h

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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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/**
* @file SDL_events.h
* Include file for SDL event handling
*/
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#ifndef _SDL_events_h
#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_active.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_quit.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
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/** @name General keyboard/mouse state definitions */
/*@{*/
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#define SDL_RELEASED 0
#define SDL_PRESSED 1
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/*@}*/
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/** Event enumerations */
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typedef enum {
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SDL_NOEVENT = 0, /**< Unused (do not remove) */
SDL_ACTIVEEVENT, /**< Application loses/gains visibility */
SDL_KEYDOWN, /**< Keys pressed */
SDL_KEYUP, /**< Keys released */
SDL_MOUSEMOTION, /**< Mouse moved */
SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
SDL_MOUSEBUTTONUP, /**< Mouse button released */
SDL_JOYAXISMOTION, /**< Joystick axis motion */
SDL_JOYBALLMOTION, /**< Joystick trackball motion */
SDL_JOYHATMOTION, /**< Joystick hat position change */
SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
SDL_JOYBUTTONUP, /**< Joystick button released */
SDL_QUIT, /**< User-requested quit */
SDL_SYSWMEVENT, /**< System specific event */
SDL_EVENT_RESERVEDA, /**< Reserved for future use.. */
SDL_EVENT_RESERVEDB, /**< Reserved for future use.. */
SDL_VIDEORESIZE, /**< User resized video mode */
SDL_VIDEOEXPOSE, /**< Screen needs to be redrawn */
SDL_EVENT_RESERVED2, /**< Reserved for future use.. */
SDL_EVENT_RESERVED3, /**< Reserved for future use.. */
SDL_EVENT_RESERVED4, /**< Reserved for future use.. */
SDL_EVENT_RESERVED5, /**< Reserved for future use.. */
SDL_EVENT_RESERVED6, /**< Reserved for future use.. */
SDL_EVENT_RESERVED7, /**< Reserved for future use.. */
/** Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
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SDL_USEREVENT = 24,
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/** This last event is only for bounding internal arrays
* It is the number of bits in the event mask datatype -- Uint32
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*/
SDL_NUMEVENTS = 32
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} SDL_EventType;
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/** @name Predefined event masks */
/*@{*/
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#define SDL_EVENTMASK(X) (1<<(X))
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typedef enum {
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SDL_ACTIVEEVENTMASK = SDL_EVENTMASK(SDL_ACTIVEEVENT),
SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN),
SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP),
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SDL_KEYEVENTMASK = SDL_EVENTMASK(SDL_KEYDOWN)|
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SDL_EVENTMASK(SDL_KEYUP),
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SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
SDL_MOUSEEVENTMASK = SDL_EVENTMASK(SDL_MOUSEMOTION)|
SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)|
SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION),
SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION),
SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION),
SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
SDL_JOYEVENTMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION)|
SDL_EVENTMASK(SDL_JOYBALLMOTION)|
SDL_EVENTMASK(SDL_JOYHATMOTION)|
SDL_EVENTMASK(SDL_JOYBUTTONDOWN)|
SDL_EVENTMASK(SDL_JOYBUTTONUP),
SDL_VIDEORESIZEMASK = SDL_EVENTMASK(SDL_VIDEORESIZE),
SDL_VIDEOEXPOSEMASK = SDL_EVENTMASK(SDL_VIDEOEXPOSE),
SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT),
SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT)
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} SDL_EventMask ;
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#define SDL_ALLEVENTS 0xFFFFFFFF
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/*@}*/
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/** Application visibility event structure */
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typedef struct SDL_ActiveEvent {
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Uint8 type; /**< SDL_ACTIVEEVENT */
Uint8 gain; /**< Whether given states were gained or lost (1/0) */
Uint8 state; /**< A mask of the focus states */
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} SDL_ActiveEvent;
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/** Keyboard event structure */
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typedef struct SDL_KeyboardEvent {
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Uint8 type; /**< SDL_KEYDOWN or SDL_KEYUP */
Uint8 which; /**< The keyboard device index */
Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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SDL_keysym keysym;
} SDL_KeyboardEvent;
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/** Mouse motion event structure */
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typedef struct SDL_MouseMotionEvent {
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Uint8 type; /**< SDL_MOUSEMOTION */
Uint8 which; /**< The mouse device index */
Uint8 state; /**< The current button state */
Uint16 x, y; /**< The X/Y coordinates of the mouse */
Sint16 xrel; /**< The relative motion in the X direction */
Sint16 yrel; /**< The relative motion in the Y direction */
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} SDL_MouseMotionEvent;
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/** Mouse button event structure */
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typedef struct SDL_MouseButtonEvent {
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Uint8 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
Uint8 which; /**< The mouse device index */
Uint8 button; /**< The mouse button index */
Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
Uint16 x, y; /**< The X/Y coordinates of the mouse at press time */
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} SDL_MouseButtonEvent;
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/** Joystick axis motion event structure */
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typedef struct SDL_JoyAxisEvent {
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Uint8 type; /**< SDL_JOYAXISMOTION */
Uint8 which; /**< The joystick device index */
Uint8 axis; /**< The joystick axis index */
Sint16 value; /**< The axis value (range: -32768 to 32767) */
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} SDL_JoyAxisEvent;
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/** Joystick trackball motion event structure */
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typedef struct SDL_JoyBallEvent {
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Uint8 type; /**< SDL_JOYBALLMOTION */
Uint8 which; /**< The joystick device index */
Uint8 ball; /**< The joystick trackball index */
Sint16 xrel; /**< The relative motion in the X direction */
Sint16 yrel; /**< The relative motion in the Y direction */
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} SDL_JoyBallEvent;
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/** Joystick hat position change event structure */
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typedef struct SDL_JoyHatEvent {
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Uint8 type; /**< SDL_JOYHATMOTION */
Uint8 which; /**< The joystick device index */
Uint8 hat; /**< The joystick hat index */
Uint8 value; /**< The hat position value:
* SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
* SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
* SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
* Note that zero means the POV is centered.
*/
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} SDL_JoyHatEvent;
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/** Joystick button event structure */
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typedef struct SDL_JoyButtonEvent {
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Uint8 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
Uint8 which; /**< The joystick device index */
Uint8 button; /**< The joystick button index */
Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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} SDL_JoyButtonEvent;
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/** The "window resized" event
* When you get this event, you are responsible for setting a new video
* mode with the new width and height.
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*/
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typedef struct SDL_ResizeEvent {
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Uint8 type; /**< SDL_VIDEORESIZE */
int w; /**< New width */
int h; /**< New height */
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} SDL_ResizeEvent;
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/** The "screen redraw" event */
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typedef struct SDL_ExposeEvent {
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Uint8 type; /**< SDL_VIDEOEXPOSE */
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} SDL_ExposeEvent;
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/** The "quit requested" event */
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typedef struct SDL_QuitEvent {
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Uint8 type; /**< SDL_QUIT */
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} SDL_QuitEvent;
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/** A user-defined event type */
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typedef struct SDL_UserEvent {
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Uint8 type; /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */
int code; /**< User defined event code */
void *data1; /**< User defined data pointer */
void *data2; /**< User defined data pointer */
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} SDL_UserEvent;
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/** If you want to use this event, you should include SDL_syswm.h */
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struct SDL_SysWMmsg;
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
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typedef struct SDL_SysWMEvent {
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Uint8 type;
SDL_SysWMmsg *msg;
} SDL_SysWMEvent;
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/** General event structure */
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typedef union SDL_Event {
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Uint8 type;
SDL_ActiveEvent active;
SDL_KeyboardEvent key;
SDL_MouseMotionEvent motion;
SDL_MouseButtonEvent button;
SDL_JoyAxisEvent jaxis;
SDL_JoyBallEvent jball;
SDL_JoyHatEvent jhat;
SDL_JoyButtonEvent jbutton;
SDL_ResizeEvent resize;
SDL_ExposeEvent expose;
SDL_QuitEvent quit;
SDL_UserEvent user;
SDL_SysWMEvent syswm;
} SDL_Event;
/* Function prototypes */
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/** Pumps the event loop, gathering events from the input devices.
* This function updates the event queue and internal input device state.
* This should only be run in the thread that sets the video mode.
*/
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extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
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typedef enum {
SDL_ADDEVENT,
SDL_PEEKEVENT,
SDL_GETEVENT
} SDL_eventaction;
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/**
* Checks the event queue for messages and optionally returns them.
*
* If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
* the back of the event queue.
* If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
* of the event queue, matching 'mask', will be returned and will not
* be removed from the queue.
* If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
* of the event queue, matching 'mask', will be returned and will be
* removed from the queue.
*
* @return
* This function returns the number of events actually stored, or -1
* if there was an error.
*
* This function is thread-safe.
*/
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extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents,
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SDL_eventaction action, Uint32 mask);
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/** Polls for currently pending events, and returns 1 if there are any pending
* events, or 0 if there are none available. If 'event' is not NULL, the next
* event is removed from the queue and stored in that area.
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*/
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extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event *event);
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/** Waits indefinitely for the next available event, returning 1, or 0 if there
* was an error while waiting for events. If 'event' is not NULL, the next
* event is removed from the queue and stored in that area.
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*/
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extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
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/** Add an event to the event queue.
* This function returns 0 on success, or -1 if the event queue was full
* or there was some other error.
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*/
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extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event);
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/** @name Event Filtering */
/*@{*/
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typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event);
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/**
* This function sets up a filter to process all events before they
* change internal state and are posted to the internal event queue.
*
* The filter is protypted as:
* @code typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event); @endcode
*
* If the filter returns 1, then the event will be added to the internal queue.
* If it returns 0, then the event will be dropped from the queue, but the
* internal state will still be updated. This allows selective filtering of
* dynamically arriving events.
*
* @warning Be very careful of what you do in the event filter function, as
* it may run in a different thread!
*
* There is one caveat when dealing with the SDL_QUITEVENT event type. The
* event filter is only called when the window manager desires to close the
* application window. If the event filter returns 1, then the window will
* be closed, otherwise the window will remain open if possible.
* If the quit event is generated by an interrupt signal, it will bypass the
* internal queue and be delivered to the application at the next event poll.
*/
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extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter);
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/**
* Return the current event filter - can be used to "chain" filters.
* If there is no event filter set, this function returns NULL.
*/
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extern DECLSPEC SDL_EventFilter SDLCALL SDL_GetEventFilter(void);
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/*@}*/
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/** @name Event State */
/*@{*/
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#define SDL_QUERY -1
#define SDL_IGNORE 0
#define SDL_DISABLE 0
#define SDL_ENABLE 1
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/*@}*/
/**
* This function allows you to set the state of processing certain events.
* If 'state' is set to SDL_IGNORE, that event will be automatically dropped
* from the event queue and will not event be filtered.
* If 'state' is set to SDL_ENABLE, that event will be processed normally.
* If 'state' is set to SDL_QUERY, SDL_EventState() will return the
* current processing state of the specified event.
*/
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extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
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/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* _SDL_events_h */