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/*
2
  Simple DirectMedia Layer
3
  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
4
 
5
  This software is provided 'as-is', without any express or implied
6
  warranty.  In no event will the authors be held liable for any damages
7
  arising from the use of this software.
8
 
9
  Permission is granted to anyone to use this software for any purpose,
10
  including commercial applications, and to alter it and redistribute it
11
  freely, subject to the following restrictions:
12
 
13
  1. The origin of this software must not be misrepresented; you must not
14
     claim that you wrote the original software. If you use this software
15
     in a product, an acknowledgment in the product documentation would be
16
     appreciated but is not required.
17
  2. Altered source versions must be plainly marked as such, and must not be
18
     misrepresented as being the original software.
19
  3. This notice may not be removed or altered from any source distribution.
20
*/
21
 
22
/**
23
 *  \file SDL_events.h
24
 *
25
 *  Include file for SDL event handling.
26
 */
27
 
28
#ifndef SDL_events_h_
29
#define SDL_events_h_
30
 
31
#include "SDL_stdinc.h"
32
#include "SDL_error.h"
33
#include "SDL_video.h"
34
#include "SDL_keyboard.h"
35
#include "SDL_mouse.h"
36
#include "SDL_joystick.h"
37
#include "SDL_gamecontroller.h"
38
#include "SDL_quit.h"
39
#include "SDL_gesture.h"
40
#include "SDL_touch.h"
41
 
42
#include "begin_code.h"
43
/* Set up for C function definitions, even when using C++ */
44
#ifdef __cplusplus
45
extern "C" {
46
#endif
47
 
48
/* General keyboard/mouse state definitions */
49
#define SDL_RELEASED    0
50
#define SDL_PRESSED 1
51
 
52
/**
53
 * \brief The types of events that can be delivered.
54
 */
55
typedef enum
56
{
57
    SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */
58
 
59
    /* Application events */
60
    SDL_QUIT           = 0x100, /**< User-requested quit */
61
 
62
    /* These application events have special meaning on iOS, see README-ios.md for details */
63
    SDL_APP_TERMINATING,        /**< The application is being terminated by the OS
64
                                     Called on iOS in applicationWillTerminate()
65
                                     Called on Android in onDestroy()
66
                                */
67
    SDL_APP_LOWMEMORY,          /**< The application is low on memory, free memory if possible.
68
                                     Called on iOS in applicationDidReceiveMemoryWarning()
69
                                     Called on Android in onLowMemory()
70
                                */
71
    SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72
                                     Called on iOS in applicationWillResignActive()
73
                                     Called on Android in onPause()
74
                                */
75
    SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
76
                                     Called on iOS in applicationDidEnterBackground()
77
                                     Called on Android in onPause()
78
                                */
79
    SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80
                                     Called on iOS in applicationWillEnterForeground()
81
                                     Called on Android in onResume()
82
                                */
83
    SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84
                                     Called on iOS in applicationDidBecomeActive()
85
                                     Called on Android in onResume()
86
                                */
87
 
88
    /* Window events */
89
    SDL_WINDOWEVENT    = 0x200, /**< Window state change */
90
    SDL_SYSWMEVENT,             /**< System specific event */
91
 
92
    /* Keyboard events */
93
    SDL_KEYDOWN        = 0x300, /**< Key pressed */
94
    SDL_KEYUP,                  /**< Key released */
95
    SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
96
    SDL_TEXTINPUT,              /**< Keyboard text input */
97
    SDL_KEYMAPCHANGED,          /**< Keymap changed due to a system event such as an
98
                                     input language or keyboard layout change.
99
                                */
100
 
101
    /* Mouse events */
102
    SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
103
    SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
104
    SDL_MOUSEBUTTONUP,          /**< Mouse button released */
105
    SDL_MOUSEWHEEL,             /**< Mouse wheel motion */
106
 
107
    /* Joystick events */
108
    SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
109
    SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
110
    SDL_JOYHATMOTION,           /**< Joystick hat position change */
111
    SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
112
    SDL_JOYBUTTONUP,            /**< Joystick button released */
113
    SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
114
    SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */
115
 
116
    /* Game controller events */
117
    SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
118
    SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
119
    SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
120
    SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
121
    SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
122
    SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
123
 
124
    /* Touch events */
125
    SDL_FINGERDOWN      = 0x700,
126
    SDL_FINGERUP,
127
    SDL_FINGERMOTION,
128
 
129
    /* Gesture events */
130
    SDL_DOLLARGESTURE   = 0x800,
131
    SDL_DOLLARRECORD,
132
    SDL_MULTIGESTURE,
133
 
134
    /* Clipboard events */
135
    SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
136
 
137
    /* Drag and drop events */
138
    SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
139
    SDL_DROPTEXT,                 /**< text/plain drag-and-drop event */
140
    SDL_DROPBEGIN,                /**< A new set of drops is beginning (NULL filename) */
141
    SDL_DROPCOMPLETE,             /**< Current set of drops is now complete (NULL filename) */
142
 
143
    /* Audio hotplug events */
144
    SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
145
    SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
146
 
147
    /* Render events */
148
    SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
149
    SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
150
 
151
    /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
152
     *  and should be allocated with SDL_RegisterEvents()
153
     */
154
    SDL_USEREVENT    = 0x8000,
155
 
156
    /**
157
     *  This last event is only for bounding internal arrays
158
     */
159
    SDL_LASTEVENT    = 0xFFFF
160
} SDL_EventType;
161
 
162
/**
163
 *  \brief Fields shared by every event
164
 */
165
typedef struct SDL_CommonEvent
166
{
167
    Uint32 type;
168
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
169
} SDL_CommonEvent;
170
 
171
/**
172
 *  \brief Window state change event data (event.window.*)
173
 */
174
typedef struct SDL_WindowEvent
175
{
176
    Uint32 type;        /**< ::SDL_WINDOWEVENT */
177
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
178
    Uint32 windowID;    /**< The associated window */
179
    Uint8 event;        /**< ::SDL_WindowEventID */
180
    Uint8 padding1;
181
    Uint8 padding2;
182
    Uint8 padding3;
183
    Sint32 data1;       /**< event dependent data */
184
    Sint32 data2;       /**< event dependent data */
185
} SDL_WindowEvent;
186
 
187
/**
188
 *  \brief Keyboard button event structure (event.key.*)
189
 */
190
typedef struct SDL_KeyboardEvent
191
{
192
    Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
193
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
194
    Uint32 windowID;    /**< The window with keyboard focus, if any */
195
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
196
    Uint8 repeat;       /**< Non-zero if this is a key repeat */
197
    Uint8 padding2;
198
    Uint8 padding3;
199
    SDL_Keysym keysym;  /**< The key that was pressed or released */
200
} SDL_KeyboardEvent;
201
 
202
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
203
/**
204
 *  \brief Keyboard text editing event structure (event.edit.*)
205
 */
206
typedef struct SDL_TextEditingEvent
207
{
208
    Uint32 type;                                /**< ::SDL_TEXTEDITING */
209
    Uint32 timestamp;                           /**< In milliseconds, populated using SDL_GetTicks() */
210
    Uint32 windowID;                            /**< The window with keyboard focus, if any */
211
    char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
212
    Sint32 start;                               /**< The start cursor of selected editing text */
213
    Sint32 length;                              /**< The length of selected editing text */
214
} SDL_TextEditingEvent;
215
 
216
 
217
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
218
/**
219
 *  \brief Keyboard text input event structure (event.text.*)
220
 */
221
typedef struct SDL_TextInputEvent
222
{
223
    Uint32 type;                              /**< ::SDL_TEXTINPUT */
224
    Uint32 timestamp;                         /**< In milliseconds, populated using SDL_GetTicks() */
225
    Uint32 windowID;                          /**< The window with keyboard focus, if any */
226
    char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
227
} SDL_TextInputEvent;
228
 
229
/**
230
 *  \brief Mouse motion event structure (event.motion.*)
231
 */
232
typedef struct SDL_MouseMotionEvent
233
{
234
    Uint32 type;        /**< ::SDL_MOUSEMOTION */
235
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
236
    Uint32 windowID;    /**< The window with mouse focus, if any */
237
    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
238
    Uint32 state;       /**< The current button state */
239
    Sint32 x;           /**< X coordinate, relative to window */
240
    Sint32 y;           /**< Y coordinate, relative to window */
241
    Sint32 xrel;        /**< The relative motion in the X direction */
242
    Sint32 yrel;        /**< The relative motion in the Y direction */
243
} SDL_MouseMotionEvent;
244
 
245
/**
246
 *  \brief Mouse button event structure (event.button.*)
247
 */
248
typedef struct SDL_MouseButtonEvent
249
{
250
    Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
251
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
252
    Uint32 windowID;    /**< The window with mouse focus, if any */
253
    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
254
    Uint8 button;       /**< The mouse button index */
255
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
256
    Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
257
    Uint8 padding1;
258
    Sint32 x;           /**< X coordinate, relative to window */
259
    Sint32 y;           /**< Y coordinate, relative to window */
260
} SDL_MouseButtonEvent;
261
 
262
/**
263
 *  \brief Mouse wheel event structure (event.wheel.*)
264
 */
265
typedef struct SDL_MouseWheelEvent
266
{
267
    Uint32 type;        /**< ::SDL_MOUSEWHEEL */
268
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
269
    Uint32 windowID;    /**< The window with mouse focus, if any */
270
    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
271
    Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
272
    Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
273
    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 */
274
} SDL_MouseWheelEvent;
275
 
276
/**
277
 *  \brief Joystick axis motion event structure (event.jaxis.*)
278
 */
279
typedef struct SDL_JoyAxisEvent
280
{
281
    Uint32 type;        /**< ::SDL_JOYAXISMOTION */
282
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
283
    SDL_JoystickID which; /**< The joystick instance id */
284
    Uint8 axis;         /**< The joystick axis index */
285
    Uint8 padding1;
286
    Uint8 padding2;
287
    Uint8 padding3;
288
    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
289
    Uint16 padding4;
290
} SDL_JoyAxisEvent;
291
 
292
/**
293
 *  \brief Joystick trackball motion event structure (event.jball.*)
294
 */
295
typedef struct SDL_JoyBallEvent
296
{
297
    Uint32 type;        /**< ::SDL_JOYBALLMOTION */
298
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
299
    SDL_JoystickID which; /**< The joystick instance id */
300
    Uint8 ball;         /**< The joystick trackball index */
301
    Uint8 padding1;
302
    Uint8 padding2;
303
    Uint8 padding3;
304
    Sint16 xrel;        /**< The relative motion in the X direction */
305
    Sint16 yrel;        /**< The relative motion in the Y direction */
306
} SDL_JoyBallEvent;
307
 
308
/**
309
 *  \brief Joystick hat position change event structure (event.jhat.*)
310
 */
311
typedef struct SDL_JoyHatEvent
312
{
313
    Uint32 type;        /**< ::SDL_JOYHATMOTION */
314
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
315
    SDL_JoystickID which; /**< The joystick instance id */
316
    Uint8 hat;          /**< The joystick hat index */
317
    Uint8 value;        /**< The hat position value.
318
                         *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
319
                         *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
320
                         *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
321
                         *
322
                         *   Note that zero means the POV is centered.
323
                         */
324
    Uint8 padding1;
325
    Uint8 padding2;
326
} SDL_JoyHatEvent;
327
 
328
/**
329
 *  \brief Joystick button event structure (event.jbutton.*)
330
 */
331
typedef struct SDL_JoyButtonEvent
332
{
333
    Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
334
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
335
    SDL_JoystickID which; /**< The joystick instance id */
336
    Uint8 button;       /**< The joystick button index */
337
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
338
    Uint8 padding1;
339
    Uint8 padding2;
340
} SDL_JoyButtonEvent;
341
 
342
/**
343
 *  \brief Joystick device event structure (event.jdevice.*)
344
 */
345
typedef struct SDL_JoyDeviceEvent
346
{
347
    Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
348
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
349
    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
350
} SDL_JoyDeviceEvent;
351
 
352
 
353
/**
354
 *  \brief Game controller axis motion event structure (event.caxis.*)
355
 */
356
typedef struct SDL_ControllerAxisEvent
357
{
358
    Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
359
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
360
    SDL_JoystickID which; /**< The joystick instance id */
361
    Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
362
    Uint8 padding1;
363
    Uint8 padding2;
364
    Uint8 padding3;
365
    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
366
    Uint16 padding4;
367
} SDL_ControllerAxisEvent;
368
 
369
 
370
/**
371
 *  \brief Game controller button event structure (event.cbutton.*)
372
 */
373
typedef struct SDL_ControllerButtonEvent
374
{
375
    Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
376
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
377
    SDL_JoystickID which; /**< The joystick instance id */
378
    Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
379
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
380
    Uint8 padding1;
381
    Uint8 padding2;
382
} SDL_ControllerButtonEvent;
383
 
384
 
385
/**
386
 *  \brief Controller device event structure (event.cdevice.*)
387
 */
388
typedef struct SDL_ControllerDeviceEvent
389
{
390
    Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
391
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
392
    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
393
} SDL_ControllerDeviceEvent;
394
 
395
/**
396
 *  \brief Audio device event structure (event.adevice.*)
397
 */
398
typedef struct SDL_AudioDeviceEvent
399
{
400
    Uint32 type;        /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
401
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
402
    Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
403
    Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
404
    Uint8 padding1;
405
    Uint8 padding2;
406
    Uint8 padding3;
407
} SDL_AudioDeviceEvent;
408
 
409
 
410
/**
411
 *  \brief Touch finger event structure (event.tfinger.*)
412
 */
413
typedef struct SDL_TouchFingerEvent
414
{
415
    Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
416
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
417
    SDL_TouchID touchId; /**< The touch device id */
418
    SDL_FingerID fingerId;
419
    float x;            /**< Normalized in the range 0...1 */
420
    float y;            /**< Normalized in the range 0...1 */
421
    float dx;           /**< Normalized in the range -1...1 */
422
    float dy;           /**< Normalized in the range -1...1 */
423
    float pressure;     /**< Normalized in the range 0...1 */
424
} SDL_TouchFingerEvent;
425
 
426
 
427
/**
428
 *  \brief Multiple Finger Gesture Event (event.mgesture.*)
429
 */
430
typedef struct SDL_MultiGestureEvent
431
{
432
    Uint32 type;        /**< ::SDL_MULTIGESTURE */
433
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
434
    SDL_TouchID touchId; /**< The touch device id */
435
    float dTheta;
436
    float dDist;
437
    float x;
438
    float y;
439
    Uint16 numFingers;
440
    Uint16 padding;
441
} SDL_MultiGestureEvent;
442
 
443
 
444
/**
445
 * \brief Dollar Gesture Event (event.dgesture.*)
446
 */
447
typedef struct SDL_DollarGestureEvent
448
{
449
    Uint32 type;        /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
450
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
451
    SDL_TouchID touchId; /**< The touch device id */
452
    SDL_GestureID gestureId;
453
    Uint32 numFingers;
454
    float error;
455
    float x;            /**< Normalized center of gesture */
456
    float y;            /**< Normalized center of gesture */
457
} SDL_DollarGestureEvent;
458
 
459
 
460
/**
461
 *  \brief An event used to request a file open by the system (event.drop.*)
462
 *         This event is enabled by default, you can disable it with SDL_EventState().
463
 *  \note If this event is enabled, you must free the filename in the event.
464
 */
465
typedef struct SDL_DropEvent
466
{
467
    Uint32 type;        /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
468
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
469
    char *file;         /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
470
    Uint32 windowID;    /**< The window that was dropped on, if any */
471
} SDL_DropEvent;
472
 
473
 
474
/**
475
 *  \brief The "quit requested" event
476
 */
477
typedef struct SDL_QuitEvent
478
{
479
    Uint32 type;        /**< ::SDL_QUIT */
480
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
481
} SDL_QuitEvent;
482
 
483
/**
484
 *  \brief OS Specific event
485
 */
486
typedef struct SDL_OSEvent
487
{
488
    Uint32 type;        /**< ::SDL_QUIT */
489
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
490
} SDL_OSEvent;
491
 
492
/**
493
 *  \brief A user-defined event type (event.user.*)
494
 */
495
typedef struct SDL_UserEvent
496
{
497
    Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
498
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
499
    Uint32 windowID;    /**< The associated window if any */
500
    Sint32 code;        /**< User defined event code */
501
    void *data1;        /**< User defined data pointer */
502
    void *data2;        /**< User defined data pointer */
503
} SDL_UserEvent;
504
 
505
 
506
struct SDL_SysWMmsg;
507
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
508
 
509
/**
510
 *  \brief A video driver dependent system event (event.syswm.*)
511
 *         This event is disabled by default, you can enable it with SDL_EventState()
512
 *
513
 *  \note If you want to use this event, you should include SDL_syswm.h.
514
 */
515
typedef struct SDL_SysWMEvent
516
{
517
    Uint32 type;        /**< ::SDL_SYSWMEVENT */
518
    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
519
    SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
520
} SDL_SysWMEvent;
521
 
522
/**
523
 *  \brief General event structure
524
 */
525
typedef union SDL_Event
526
{
527
    Uint32 type;                    /**< Event type, shared with all events */
528
    SDL_CommonEvent common;         /**< Common event data */
529
    SDL_WindowEvent window;         /**< Window event data */
530
    SDL_KeyboardEvent key;          /**< Keyboard event data */
531
    SDL_TextEditingEvent edit;      /**< Text editing event data */
532
    SDL_TextInputEvent text;        /**< Text input event data */
533
    SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
534
    SDL_MouseButtonEvent button;    /**< Mouse button event data */
535
    SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
536
    SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
537
    SDL_JoyBallEvent jball;         /**< Joystick ball event data */
538
    SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
539
    SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
540
    SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
541
    SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
542
    SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
543
    SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
544
    SDL_AudioDeviceEvent adevice;   /**< Audio device event data */
545
    SDL_QuitEvent quit;             /**< Quit request event data */
546
    SDL_UserEvent user;             /**< Custom event data */
547
    SDL_SysWMEvent syswm;           /**< System dependent window event data */
548
    SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
549
    SDL_MultiGestureEvent mgesture; /**< Gesture event data */
550
    SDL_DollarGestureEvent dgesture; /**< Gesture event data */
551
    SDL_DropEvent drop;             /**< Drag and drop event data */
552
 
553
    /* This is necessary for ABI compatibility between Visual C++ and GCC
554
       Visual C++ will respect the push pack pragma and use 52 bytes for
555
       this structure, and GCC will use the alignment of the largest datatype
556
       within the union, which is 8 bytes.
557
 
558
       So... we'll add padding to force the size to be 56 bytes for both.
559
    */
560
    Uint8 padding[56];
561
} SDL_Event;
562
 
563
 
564
/* Function prototypes */
565
 
566
/**
567
 *  Pumps the event loop, gathering events from the input devices.
568
 *
569
 *  This function updates the event queue and internal input device state.
570
 *
571
 *  This should only be run in the thread that sets the video mode.
572
 */
573
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
574
 
575
/* @{ */
576
typedef enum
577
{
578
    SDL_ADDEVENT,
579
    SDL_PEEKEVENT,
580
    SDL_GETEVENT
581
} SDL_eventaction;
582
 
583
/**
584
 *  Checks the event queue for messages and optionally returns them.
585
 *
586
 *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
587
 *  the back of the event queue.
588
 *
589
 *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
590
 *  of the event queue, within the specified minimum and maximum type,
591
 *  will be returned and will not be removed from the queue.
592
 *
593
 *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
594
 *  of the event queue, within the specified minimum and maximum type,
595
 *  will be returned and will be removed from the queue.
596
 *
597
 *  \return The number of events actually stored, or -1 if there was an error.
598
 *
599
 *  This function is thread-safe.
600
 */
601
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
602
                                           SDL_eventaction action,
603
                                           Uint32 minType, Uint32 maxType);
604
/* @} */
605
 
606
/**
607
 *  Checks to see if certain event types are in the event queue.
608
 */
609
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
610
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
611
 
612
/**
613
 *  This function clears events from the event queue
614
 *  This function only affects currently queued events. If you want to make
615
 *  sure that all pending OS events are flushed, you can call SDL_PumpEvents()
616
 *  on the main thread immediately before the flush call.
617
 */
618
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
619
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
620
 
621
/**
622
 *  \brief Polls for currently pending events.
623
 *
624
 *  \return 1 if there are any pending events, or 0 if there are none available.
625
 *
626
 *  \param event If not NULL, the next event is removed from the queue and
627
 *               stored in that area.
628
 */
629
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
630
 
631
/**
632
 *  \brief Waits indefinitely for the next available event.
633
 *
634
 *  \return 1, or 0 if there was an error while waiting for events.
635
 *
636
 *  \param event If not NULL, the next event is removed from the queue and
637
 *               stored in that area.
638
 */
639
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
640
 
641
/**
642
 *  \brief Waits until the specified timeout (in milliseconds) for the next
643
 *         available event.
644
 *
645
 *  \return 1, or 0 if there was an error while waiting for events.
646
 *
647
 *  \param event If not NULL, the next event is removed from the queue and
648
 *               stored in that area.
649
 *  \param timeout The timeout (in milliseconds) to wait for next event.
650
 */
651
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
652
                                                 int timeout);
653
 
654
/**
655
 *  \brief Add an event to the event queue.
656
 *
657
 *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue
658
 *          was full or there was some other error.
659
 */
660
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
661
 
662
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
663
 
664
/**
665
 *  Sets up a filter to process all events before they change internal state and
666
 *  are posted to the internal event queue.
667
 *
668
 *  The filter is prototyped as:
669
 *  \code
670
 *      int SDL_EventFilter(void *userdata, SDL_Event * event);
671
 *  \endcode
672
 *
673
 *  If the filter returns 1, then the event will be added to the internal queue.
674
 *  If it returns 0, then the event will be dropped from the queue, but the
675
 *  internal state will still be updated.  This allows selective filtering of
676
 *  dynamically arriving events.
677
 *
678
 *  \warning  Be very careful of what you do in the event filter function, as
679
 *            it may run in a different thread!
680
 *
681
 *  There is one caveat when dealing with the ::SDL_QuitEvent event type.  The
682
 *  event filter is only called when the window manager desires to close the
683
 *  application window.  If the event filter returns 1, then the window will
684
 *  be closed, otherwise the window will remain open if possible.
685
 *
686
 *  If the quit event is generated by an interrupt signal, it will bypass the
687
 *  internal queue and be delivered to the application at the next event poll.
688
 */
689
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
690
                                                void *userdata);
691
 
692
/**
693
 *  Return the current event filter - can be used to "chain" filters.
694
 *  If there is no event filter set, this function returns SDL_FALSE.
695
 */
696
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
697
                                                    void **userdata);
698
 
699
/**
700
 *  Add a function which is called when an event is added to the queue.
701
 */
702
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
703
                                               void *userdata);
704
 
705
/**
706
 *  Remove an event watch function added with SDL_AddEventWatch()
707
 */
708
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
709
                                               void *userdata);
710
 
711
/**
712
 *  Run the filter function on the current event queue, removing any
713
 *  events for which the filter returns 0.
714
 */
715
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
716
                                              void *userdata);
717
 
718
/* @{ */
719
#define SDL_QUERY   -1
720
#define SDL_IGNORE   0
721
#define SDL_DISABLE  0
722
#define SDL_ENABLE   1
723
 
724
/**
725
 *  This function allows you to set the state of processing certain events.
726
 *   - If \c state is set to ::SDL_IGNORE, that event will be automatically
727
 *     dropped from the event queue and will not be filtered.
728
 *   - If \c state is set to ::SDL_ENABLE, that event will be processed
729
 *     normally.
730
 *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
731
 *     current processing state of the specified event.
732
 */
733
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
734
/* @} */
735
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
736
 
737
/**
738
 *  This function allocates a set of user-defined events, and returns
739
 *  the beginning event number for that set of events.
740
 *
741
 *  If there aren't enough user-defined events left, this function
742
 *  returns (Uint32)-1
743
 */
744
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
745
 
746
/* Ends C function definitions when using C++ */
747
#ifdef __cplusplus
748
}
749
#endif
750
#include "close_code.h"
751
 
752
#endif /* SDL_events_h_ */
753
 
754
/* vi: set ts=4 sw=4 expandtab: */