Fixed SDL_TouchFingerEvent documentation in header file.
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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.
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:
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.
25 * Include file for SDL event handling.
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"
39 #include "SDL_gesture.h"
40 #include "SDL_touch.h"
42 #include "begin_code.h"
43 /* Set up for C function definitions, even when using C++ */
48 /* General keyboard/mouse state definitions */
49 #define SDL_RELEASED 0
53 * \brief The types of events that can be delivered.
57 SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
59 /* Application events */
60 SDL_QUIT = 0x100, /**< User-requested quit */
62 /* These application events have special meaning on iOS, see README-ios.md for details */
63 SDL_APP_TERMINATING, /**< The application is being terminated by the OS
64 Called on iOS in applicationWillTerminate()
65 Called on Android in onDestroy()
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()
71 SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72 Called on iOS in applicationWillResignActive()
73 Called on Android in onPause()
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()
79 SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80 Called on iOS in applicationWillEnterForeground()
81 Called on Android in onResume()
83 SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84 Called on iOS in applicationDidBecomeActive()
85 Called on Android in onResume()
89 SDL_WINDOWEVENT = 0x200, /**< Window state change */
90 SDL_SYSWMEVENT, /**< System specific event */
93 SDL_KEYDOWN = 0x300, /**< Key pressed */
94 SDL_KEYUP, /**< Key released */
95 SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
96 SDL_TEXTINPUT, /**< Keyboard text input */
99 SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
100 SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
101 SDL_MOUSEBUTTONUP, /**< Mouse button released */
102 SDL_MOUSEWHEEL, /**< Mouse wheel motion */
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 */
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 */
122 SDL_FINGERDOWN = 0x700,
127 SDL_DOLLARGESTURE = 0x800,
131 /* Clipboard events */
132 SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
134 /* Drag and drop events */
135 SDL_DROPFILE = 0x1000, /**< The system requests a file open */
137 /* Audio hotplug events */
138 SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
139 SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
142 SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
143 SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
145 /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
146 * and should be allocated with SDL_RegisterEvents()
148 SDL_USEREVENT = 0x8000,
151 * This last event is only for bounding internal arrays
153 SDL_LASTEVENT = 0xFFFF
157 * \brief Fields shared by every event
159 typedef struct SDL_CommonEvent
166 * \brief Window state change event data (event.window.*)
168 typedef struct SDL_WindowEvent
170 Uint32 type; /**< ::SDL_WINDOWEVENT */
172 Uint32 windowID; /**< The associated window */
173 Uint8 event; /**< ::SDL_WindowEventID */
177 Sint32 data1; /**< event dependent data */
178 Sint32 data2; /**< event dependent data */
182 * \brief Keyboard button event structure (event.key.*)
184 typedef struct SDL_KeyboardEvent
186 Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
188 Uint32 windowID; /**< The window with keyboard focus, if any */
189 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
190 Uint8 repeat; /**< Non-zero if this is a key repeat */
193 SDL_Keysym keysym; /**< The key that was pressed or released */
196 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
198 * \brief Keyboard text editing event structure (event.edit.*)
200 typedef struct SDL_TextEditingEvent
202 Uint32 type; /**< ::SDL_TEXTEDITING */
204 Uint32 windowID; /**< The window with keyboard focus, if any */
205 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
206 Sint32 start; /**< The start cursor of selected editing text */
207 Sint32 length; /**< The length of selected editing text */
208 } SDL_TextEditingEvent;
211 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
213 * \brief Keyboard text input event structure (event.text.*)
215 typedef struct SDL_TextInputEvent
217 Uint32 type; /**< ::SDL_TEXTINPUT */
219 Uint32 windowID; /**< The window with keyboard focus, if any */
220 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
221 } SDL_TextInputEvent;
224 * \brief Mouse motion event structure (event.motion.*)
226 typedef struct SDL_MouseMotionEvent
228 Uint32 type; /**< ::SDL_MOUSEMOTION */
230 Uint32 windowID; /**< The window with mouse focus, if any */
231 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
232 Uint32 state; /**< The current button state */
233 Sint32 x; /**< X coordinate, relative to window */
234 Sint32 y; /**< Y coordinate, relative to window */
235 Sint32 xrel; /**< The relative motion in the X direction */
236 Sint32 yrel; /**< The relative motion in the Y direction */
237 } SDL_MouseMotionEvent;
240 * \brief Mouse button event structure (event.button.*)
242 typedef struct SDL_MouseButtonEvent
244 Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
246 Uint32 windowID; /**< The window with mouse focus, if any */
247 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
248 Uint8 button; /**< The mouse button index */
249 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
250 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
252 Sint32 x; /**< X coordinate, relative to window */
253 Sint32 y; /**< Y coordinate, relative to window */
254 } SDL_MouseButtonEvent;
257 * \brief Mouse wheel event structure (event.wheel.*)
259 typedef struct SDL_MouseWheelEvent
261 Uint32 type; /**< ::SDL_MOUSEWHEEL */
263 Uint32 windowID; /**< The window with mouse focus, if any */
264 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
265 Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
266 Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
267 Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
268 } SDL_MouseWheelEvent;
271 * \brief Joystick axis motion event structure (event.jaxis.*)
273 typedef struct SDL_JoyAxisEvent
275 Uint32 type; /**< ::SDL_JOYAXISMOTION */
277 SDL_JoystickID which; /**< The joystick instance id */
278 Uint8 axis; /**< The joystick axis index */
282 Sint16 value; /**< The axis value (range: -32768 to 32767) */
287 * \brief Joystick trackball motion event structure (event.jball.*)
289 typedef struct SDL_JoyBallEvent
291 Uint32 type; /**< ::SDL_JOYBALLMOTION */
293 SDL_JoystickID which; /**< The joystick instance id */
294 Uint8 ball; /**< The joystick trackball index */
298 Sint16 xrel; /**< The relative motion in the X direction */
299 Sint16 yrel; /**< The relative motion in the Y direction */
303 * \brief Joystick hat position change event structure (event.jhat.*)
305 typedef struct SDL_JoyHatEvent
307 Uint32 type; /**< ::SDL_JOYHATMOTION */
309 SDL_JoystickID which; /**< The joystick instance id */
310 Uint8 hat; /**< The joystick hat index */
311 Uint8 value; /**< The hat position value.
312 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
313 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
314 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
316 * Note that zero means the POV is centered.
323 * \brief Joystick button event structure (event.jbutton.*)
325 typedef struct SDL_JoyButtonEvent
327 Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
329 SDL_JoystickID which; /**< The joystick instance id */
330 Uint8 button; /**< The joystick button index */
331 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
334 } SDL_JoyButtonEvent;
337 * \brief Joystick device event structure (event.jdevice.*)
339 typedef struct SDL_JoyDeviceEvent
341 Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
343 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
344 } SDL_JoyDeviceEvent;
348 * \brief Game controller axis motion event structure (event.caxis.*)
350 typedef struct SDL_ControllerAxisEvent
352 Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
354 SDL_JoystickID which; /**< The joystick instance id */
355 Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
359 Sint16 value; /**< The axis value (range: -32768 to 32767) */
361 } SDL_ControllerAxisEvent;
365 * \brief Game controller button event structure (event.cbutton.*)
367 typedef struct SDL_ControllerButtonEvent
369 Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
371 SDL_JoystickID which; /**< The joystick instance id */
372 Uint8 button; /**< The controller button (SDL_GameControllerButton) */
373 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
376 } SDL_ControllerButtonEvent;
380 * \brief Controller device event structure (event.cdevice.*)
382 typedef struct SDL_ControllerDeviceEvent
384 Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
386 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
387 } SDL_ControllerDeviceEvent;
390 * \brief Audio device event structure (event.adevice.*)
392 typedef struct SDL_AudioDeviceEvent
394 Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
396 Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
397 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
401 } SDL_AudioDeviceEvent;
405 * \brief Touch finger event structure (event.tfinger.*)
407 typedef struct SDL_TouchFingerEvent
409 Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
411 SDL_TouchID touchId; /**< The touch device id */
412 SDL_FingerID fingerId;
413 float x; /**< Normalized in the range 0...1 */
414 float y; /**< Normalized in the range 0...1 */
415 float dx; /**< Normalized in the range -1...1 */
416 float dy; /**< Normalized in the range -1...1 */
417 float pressure; /**< Normalized in the range 0...1 */
418 } SDL_TouchFingerEvent;
422 * \brief Multiple Finger Gesture Event (event.mgesture.*)
424 typedef struct SDL_MultiGestureEvent
426 Uint32 type; /**< ::SDL_MULTIGESTURE */
428 SDL_TouchID touchId; /**< The touch device index */
435 } SDL_MultiGestureEvent;
439 * \brief Dollar Gesture Event (event.dgesture.*)
441 typedef struct SDL_DollarGestureEvent
443 Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
445 SDL_TouchID touchId; /**< The touch device id */
446 SDL_GestureID gestureId;
449 float x; /**< Normalized center of gesture */
450 float y; /**< Normalized center of gesture */
451 } SDL_DollarGestureEvent;
455 * \brief An event used to request a file open by the system (event.drop.*)
456 * This event is disabled by default, you can enable it with SDL_EventState()
457 * \note If you enable this event, you must free the filename in the event.
459 typedef struct SDL_DropEvent
461 Uint32 type; /**< ::SDL_DROPFILE */
463 char *file; /**< The file name, which should be freed with SDL_free() */
468 * \brief The "quit requested" event
470 typedef struct SDL_QuitEvent
472 Uint32 type; /**< ::SDL_QUIT */
477 * \brief OS Specific event
479 typedef struct SDL_OSEvent
481 Uint32 type; /**< ::SDL_QUIT */
486 * \brief A user-defined event type (event.user.*)
488 typedef struct SDL_UserEvent
490 Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
492 Uint32 windowID; /**< The associated window if any */
493 Sint32 code; /**< User defined event code */
494 void *data1; /**< User defined data pointer */
495 void *data2; /**< User defined data pointer */
500 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
503 * \brief A video driver dependent system event (event.syswm.*)
504 * This event is disabled by default, you can enable it with SDL_EventState()
506 * \note If you want to use this event, you should include SDL_syswm.h.
508 typedef struct SDL_SysWMEvent
510 Uint32 type; /**< ::SDL_SYSWMEVENT */
512 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
516 * \brief General event structure
518 typedef union SDL_Event
520 Uint32 type; /**< Event type, shared with all events */
521 SDL_CommonEvent common; /**< Common event data */
522 SDL_WindowEvent window; /**< Window event data */
523 SDL_KeyboardEvent key; /**< Keyboard event data */
524 SDL_TextEditingEvent edit; /**< Text editing event data */
525 SDL_TextInputEvent text; /**< Text input event data */
526 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
527 SDL_MouseButtonEvent button; /**< Mouse button event data */
528 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
529 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
530 SDL_JoyBallEvent jball; /**< Joystick ball event data */
531 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
532 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
533 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
534 SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
535 SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
536 SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
537 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
538 SDL_QuitEvent quit; /**< Quit request event data */
539 SDL_UserEvent user; /**< Custom event data */
540 SDL_SysWMEvent syswm; /**< System dependent window event data */
541 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
542 SDL_MultiGestureEvent mgesture; /**< Gesture event data */
543 SDL_DollarGestureEvent dgesture; /**< Gesture event data */
544 SDL_DropEvent drop; /**< Drag and drop event data */
546 /* This is necessary for ABI compatibility between Visual C++ and GCC
547 Visual C++ will respect the push pack pragma and use 52 bytes for
548 this structure, and GCC will use the alignment of the largest datatype
549 within the union, which is 8 bytes.
551 So... we'll add padding to force the size to be 56 bytes for both.
557 /* Function prototypes */
560 * Pumps the event loop, gathering events from the input devices.
562 * This function updates the event queue and internal input device state.
564 * This should only be run in the thread that sets the video mode.
566 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
577 * Checks the event queue for messages and optionally returns them.
579 * If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
580 * the back of the event queue.
582 * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
583 * of the event queue, within the specified minimum and maximum type,
584 * will be returned and will not be removed from the queue.
586 * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
587 * of the event queue, within the specified minimum and maximum type,
588 * will be returned and will be removed from the queue.
590 * \return The number of events actually stored, or -1 if there was an error.
592 * This function is thread-safe.
594 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
595 SDL_eventaction action,
596 Uint32 minType, Uint32 maxType);
600 * Checks to see if certain event types are in the event queue.
602 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
603 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
606 * This function clears events from the event queue
607 * This function only affects currently queued events. If you want to make
608 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
609 * on the main thread immediately before the flush call.
611 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
612 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
615 * \brief Polls for currently pending events.
617 * \return 1 if there are any pending events, or 0 if there are none available.
619 * \param event If not NULL, the next event is removed from the queue and
620 * stored in that area.
622 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
625 * \brief Waits indefinitely for the next available event.
627 * \return 1, or 0 if there was an error while waiting for events.
629 * \param event If not NULL, the next event is removed from the queue and
630 * stored in that area.
632 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
635 * \brief Waits until the specified timeout (in milliseconds) for the next
638 * \return 1, or 0 if there was an error while waiting for events.
640 * \param event If not NULL, the next event is removed from the queue and
641 * stored in that area.
642 * \param timeout The timeout (in milliseconds) to wait for next event.
644 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
648 * \brief Add an event to the event queue.
650 * \return 1 on success, 0 if the event was filtered, or -1 if the event queue
651 * was full or there was some other error.
653 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
655 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
658 * Sets up a filter to process all events before they change internal state and
659 * are posted to the internal event queue.
661 * The filter is prototyped as:
663 * int SDL_EventFilter(void *userdata, SDL_Event * event);
666 * If the filter returns 1, then the event will be added to the internal queue.
667 * If it returns 0, then the event will be dropped from the queue, but the
668 * internal state will still be updated. This allows selective filtering of
669 * dynamically arriving events.
671 * \warning Be very careful of what you do in the event filter function, as
672 * it may run in a different thread!
674 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
675 * event filter is only called when the window manager desires to close the
676 * application window. If the event filter returns 1, then the window will
677 * be closed, otherwise the window will remain open if possible.
679 * If the quit event is generated by an interrupt signal, it will bypass the
680 * internal queue and be delivered to the application at the next event poll.
682 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
686 * Return the current event filter - can be used to "chain" filters.
687 * If there is no event filter set, this function returns SDL_FALSE.
689 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
693 * Add a function which is called when an event is added to the queue.
695 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
699 * Remove an event watch function added with SDL_AddEventWatch()
701 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
705 * Run the filter function on the current event queue, removing any
706 * events for which the filter returns 0.
708 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
714 #define SDL_DISABLE 0
718 * This function allows you to set the state of processing certain events.
719 * - If \c state is set to ::SDL_IGNORE, that event will be automatically
720 * dropped from the event queue and will not event be filtered.
721 * - If \c state is set to ::SDL_ENABLE, that event will be processed
723 * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
724 * current processing state of the specified event.
726 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
728 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
731 * This function allocates a set of user-defined events, and returns
732 * the beginning event number for that set of events.
734 * If there aren't enough user-defined events left, this function
737 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
739 /* Ends C function definitions when using C++ */
743 #include "close_code.h"
745 #endif /* _SDL_events_h */
747 /* vi: set ts=4 sw=4 expandtab: */