- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> 
-   
-   This software is provided 'as-is', without any express or implied 
-   warranty.  In no event will the authors be held liable for any damages 
-   arising from the use of this software. 
-   
-   Permission is granted to anyone to use this software for any purpose, 
-   including commercial applications, and to alter it and redistribute it 
-   freely, subject to the following restrictions: 
-   
-   1. The origin of this software must not be misrepresented; you must not 
-      claim that you wrote the original software. If you use this software 
-      in a product, an acknowledgment in the product documentation would be 
-      appreciated but is not required. 
-   2. Altered source versions must be plainly marked as such, and must not be 
-      misrepresented as being the original software. 
-   3. This notice may not be removed or altered from any source distribution. 
- */ 
-   
- /** 
-  *  \file SDL_events.h 
-  * 
-  *  Include file for SDL event handling. 
-  */ 
-   
- #ifndef SDL_events_h_ 
- #define SDL_events_h_ 
-   
- #include "SDL_stdinc.h" 
- #include "SDL_error.h" 
- #include "SDL_video.h" 
- #include "SDL_keyboard.h" 
- #include "SDL_mouse.h" 
- #include "SDL_joystick.h" 
- #include "SDL_gamecontroller.h" 
- #include "SDL_quit.h" 
- #include "SDL_gesture.h" 
- #include "SDL_touch.h" 
-   
- #include "begin_code.h" 
- /* Set up for C function definitions, even when using C++ */ 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- /* General keyboard/mouse state definitions */ 
- #define SDL_RELEASED    0 
- #define SDL_PRESSED 1 
-   
- /** 
-  * The types of events that can be delivered. 
-  */ 
- typedef enum 
- { 
-     SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */ 
-   
-     /* Application events */ 
-     SDL_QUIT           = 0x100, /**< User-requested quit */ 
-   
-     /* These application events have special meaning on iOS, see README-ios.md for details */ 
-     SDL_APP_TERMINATING,        /**< The application is being terminated by the OS 
-                                      Called on iOS in applicationWillTerminate() 
-                                      Called on Android in onDestroy() 
-                                 */ 
-     SDL_APP_LOWMEMORY,          /**< The application is low on memory, free memory if possible. 
-                                      Called on iOS in applicationDidReceiveMemoryWarning() 
-                                      Called on Android in onLowMemory() 
-                                 */ 
-     SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background 
-                                      Called on iOS in applicationWillResignActive() 
-                                      Called on Android in onPause() 
-                                 */ 
-     SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time 
-                                      Called on iOS in applicationDidEnterBackground() 
-                                      Called on Android in onPause() 
-                                 */ 
-     SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground 
-                                      Called on iOS in applicationWillEnterForeground() 
-                                      Called on Android in onResume() 
-                                 */ 
-     SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive 
-                                      Called on iOS in applicationDidBecomeActive() 
-                                      Called on Android in onResume() 
-                                 */ 
-   
-     SDL_LOCALECHANGED,  /**< The user's locale preferences have changed. */ 
-   
-     /* Display events */ 
-     SDL_DISPLAYEVENT   = 0x150,  /**< Display state change */ 
-   
-     /* Window events */ 
-     SDL_WINDOWEVENT    = 0x200, /**< Window state change */ 
-     SDL_SYSWMEVENT,             /**< System specific event */ 
-   
-     /* Keyboard events */ 
-     SDL_KEYDOWN        = 0x300, /**< Key pressed */ 
-     SDL_KEYUP,                  /**< Key released */ 
-     SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */ 
-     SDL_TEXTINPUT,              /**< Keyboard text input */ 
-     SDL_KEYMAPCHANGED,          /**< Keymap changed due to a system event such as an 
-                                      input language or keyboard layout change. 
-                                 */ 
-     SDL_TEXTEDITING_EXT,       /**< Extended keyboard text editing (composition) */ 
-   
-     /* Mouse events */ 
-     SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */ 
-     SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */ 
-     SDL_MOUSEBUTTONUP,          /**< Mouse button released */ 
-     SDL_MOUSEWHEEL,             /**< Mouse wheel motion */ 
-   
-     /* Joystick events */ 
-     SDL_JOYAXISMOTION  = 0x600, /**< 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_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */ 
-     SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */ 
-     SDL_JOYBATTERYUPDATED,      /**< Joystick battery level change */ 
-   
-     /* Game controller events */ 
-     SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */ 
-     SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */ 
-     SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */ 
-     SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */ 
-     SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */ 
-     SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */ 
-     SDL_CONTROLLERTOUCHPADDOWN,        /**< Game controller touchpad was touched */ 
-     SDL_CONTROLLERTOUCHPADMOTION,      /**< Game controller touchpad finger was moved */ 
-     SDL_CONTROLLERTOUCHPADUP,          /**< Game controller touchpad finger was lifted */ 
-     SDL_CONTROLLERSENSORUPDATE,        /**< Game controller sensor was updated */ 
-   
-     /* Touch events */ 
-     SDL_FINGERDOWN      = 0x700, 
-     SDL_FINGERUP, 
-     SDL_FINGERMOTION, 
-   
-     /* Gesture events */ 
-     SDL_DOLLARGESTURE   = 0x800, 
-     SDL_DOLLARRECORD, 
-     SDL_MULTIGESTURE, 
-   
-     /* Clipboard events */ 
-     SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */ 
-   
-     /* Drag and drop events */ 
-     SDL_DROPFILE        = 0x1000, /**< The system requests a file open */ 
-     SDL_DROPTEXT,                 /**< text/plain drag-and-drop event */ 
-     SDL_DROPBEGIN,                /**< A new set of drops is beginning (NULL filename) */ 
-     SDL_DROPCOMPLETE,             /**< Current set of drops is now complete (NULL filename) */ 
-   
-     /* Audio hotplug events */ 
-     SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */ 
-     SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */ 
-   
-     /* Sensor events */ 
-     SDL_SENSORUPDATE = 0x1200,     /**< A sensor was updated */ 
-   
-     /* Render events */ 
-     SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ 
-     SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ 
-   
-     /* Internal events */ 
-     SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ 
-   
-     /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, 
-      *  and should be allocated with SDL_RegisterEvents() 
-      */ 
-     SDL_USEREVENT    = 0x8000, 
-   
-     /** 
-      *  This last event is only for bounding internal arrays 
-      */ 
-     SDL_LASTEVENT    = 0xFFFF 
- } SDL_EventType; 
-   
- /** 
-  *  \brief Fields shared by every event 
-  */ 
- typedef struct SDL_CommonEvent 
- { 
-     Uint32 type; 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
- } SDL_CommonEvent; 
-   
- /** 
-  *  \brief Display state change event data (event.display.*) 
-  */ 
- typedef struct SDL_DisplayEvent 
- { 
-     Uint32 type;        /**< ::SDL_DISPLAYEVENT */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 display;     /**< The associated display index */ 
-     Uint8 event;        /**< ::SDL_DisplayEventID */ 
-     Uint8 padding1; 
-     Uint8 padding2; 
-     Uint8 padding3; 
-     Sint32 data1;       /**< event dependent data */ 
- } SDL_DisplayEvent; 
-   
- /** 
-  *  \brief Window state change event data (event.window.*) 
-  */ 
- typedef struct SDL_WindowEvent 
- { 
-     Uint32 type;        /**< ::SDL_WINDOWEVENT */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 windowID;    /**< The associated window */ 
-     Uint8 event;        /**< ::SDL_WindowEventID */ 
-     Uint8 padding1; 
-     Uint8 padding2; 
-     Uint8 padding3; 
-     Sint32 data1;       /**< event dependent data */ 
-     Sint32 data2;       /**< event dependent data */ 
- } SDL_WindowEvent; 
-   
- /** 
-  *  \brief Keyboard button event structure (event.key.*) 
-  */ 
- typedef struct SDL_KeyboardEvent 
- { 
-     Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 windowID;    /**< The window with keyboard focus, if any */ 
-     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */ 
-     Uint8 repeat;       /**< Non-zero if this is a key repeat */ 
-     Uint8 padding2; 
-     Uint8 padding3; 
-     SDL_Keysym keysym;  /**< The key that was pressed or released */ 
- } SDL_KeyboardEvent; 
-   
- #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) 
- /** 
-  *  \brief Keyboard text editing event structure (event.edit.*) 
-  */ 
- typedef struct SDL_TextEditingEvent 
- { 
-     Uint32 type;                                /**< ::SDL_TEXTEDITING */ 
-     Uint32 timestamp;                           /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 windowID;                            /**< The window with keyboard focus, if any */ 
-     char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */ 
-     Sint32 start;                               /**< The start cursor of selected editing text */ 
-     Sint32 length;                              /**< The length of selected editing text */ 
- } SDL_TextEditingEvent; 
-   
- /** 
-  *  \brief Extended keyboard text editing event structure (event.editExt.*) when text would be 
-  *  truncated if stored in the text buffer SDL_TextEditingEvent 
-  */ 
- typedef struct SDL_TextEditingExtEvent 
- { 
-     Uint32 type;                                /**< ::SDL_TEXTEDITING_EXT */ 
-     Uint32 timestamp;                           /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 windowID;                            /**< The window with keyboard focus, if any */ 
-     char* text;                                 /**< The editing text, which should be freed with SDL_free(), and will not be NULL */ 
-     Sint32 start;                               /**< The start cursor of selected editing text */ 
-     Sint32 length;                              /**< The length of selected editing text */ 
- } SDL_TextEditingExtEvent; 
-   
- #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32) 
- /** 
-  *  \brief Keyboard text input event structure (event.text.*) 
-  */ 
- typedef struct SDL_TextInputEvent 
- { 
-     Uint32 type;                              /**< ::SDL_TEXTINPUT */ 
-     Uint32 timestamp;                         /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 windowID;                          /**< The window with keyboard focus, if any */ 
-     char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */ 
- } SDL_TextInputEvent; 
-   
- /** 
-  *  \brief Mouse motion event structure (event.motion.*) 
-  */ 
- typedef struct SDL_MouseMotionEvent 
- { 
-     Uint32 type;        /**< ::SDL_MOUSEMOTION */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 windowID;    /**< The window with mouse focus, if any */ 
-     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ 
-     Uint32 state;       /**< The current button state */ 
-     Sint32 x;           /**< X coordinate, relative to window */ 
-     Sint32 y;           /**< Y coordinate, relative to window */ 
-     Sint32 xrel;        /**< The relative motion in the X direction */ 
-     Sint32 yrel;        /**< The relative motion in the Y direction */ 
- } SDL_MouseMotionEvent; 
-   
- /** 
-  *  \brief Mouse button event structure (event.button.*) 
-  */ 
- typedef struct SDL_MouseButtonEvent 
- { 
-     Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 windowID;    /**< The window with mouse focus, if any */ 
-     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ 
-     Uint8 button;       /**< The mouse button index */ 
-     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */ 
-     Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */ 
-     Uint8 padding1; 
-     Sint32 x;           /**< X coordinate, relative to window */ 
-     Sint32 y;           /**< Y coordinate, relative to window */ 
- } SDL_MouseButtonEvent; 
-   
- /** 
-  *  \brief Mouse wheel event structure (event.wheel.*) 
-  */ 
- typedef struct SDL_MouseWheelEvent 
- { 
-     Uint32 type;        /**< ::SDL_MOUSEWHEEL */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 windowID;    /**< The window with mouse focus, if any */ 
-     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */ 
-     Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */ 
-     Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */ 
-     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 */ 
-     float preciseX;     /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */ 
-     float preciseY;     /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */ 
-     Sint32 mouseX;      /**< X coordinate, relative to window (added in 2.26.0) */ 
-     Sint32 mouseY;      /**< Y coordinate, relative to window (added in 2.26.0) */ 
- } SDL_MouseWheelEvent; 
-   
- /** 
-  *  \brief Joystick axis motion event structure (event.jaxis.*) 
-  */ 
- typedef struct SDL_JoyAxisEvent 
- { 
-     Uint32 type;        /**< ::SDL_JOYAXISMOTION */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_JoystickID which; /**< The joystick instance id */ 
-     Uint8 axis;         /**< The joystick axis index */ 
-     Uint8 padding1; 
-     Uint8 padding2; 
-     Uint8 padding3; 
-     Sint16 value;       /**< The axis value (range: -32768 to 32767) */ 
-     Uint16 padding4; 
- } SDL_JoyAxisEvent; 
-   
- /** 
-  *  \brief Joystick trackball motion event structure (event.jball.*) 
-  */ 
- typedef struct SDL_JoyBallEvent 
- { 
-     Uint32 type;        /**< ::SDL_JOYBALLMOTION */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_JoystickID which; /**< The joystick instance id */ 
-     Uint8 ball;         /**< The joystick trackball index */ 
-     Uint8 padding1; 
-     Uint8 padding2; 
-     Uint8 padding3; 
-     Sint16 xrel;        /**< The relative motion in the X direction */ 
-     Sint16 yrel;        /**< The relative motion in the Y direction */ 
- } SDL_JoyBallEvent; 
-   
- /** 
-  *  \brief Joystick hat position change event structure (event.jhat.*) 
-  */ 
- typedef struct SDL_JoyHatEvent 
- { 
-     Uint32 type;        /**< ::SDL_JOYHATMOTION */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_JoystickID which; /**< The joystick instance id */ 
-     Uint8 hat;          /**< The joystick hat index */ 
-     Uint8 value;        /**< The hat position value. 
-                          *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP 
-                          *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT 
-                          *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN 
-                          * 
-                          *   Note that zero means the POV is centered. 
-                          */ 
-     Uint8 padding1; 
-     Uint8 padding2; 
- } SDL_JoyHatEvent; 
-   
- /** 
-  *  \brief Joystick button event structure (event.jbutton.*) 
-  */ 
- typedef struct SDL_JoyButtonEvent 
- { 
-     Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_JoystickID which; /**< The joystick instance id */ 
-     Uint8 button;       /**< The joystick button index */ 
-     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */ 
-     Uint8 padding1; 
-     Uint8 padding2; 
- } SDL_JoyButtonEvent; 
-   
- /** 
-  *  \brief Joystick device event structure (event.jdevice.*) 
-  */ 
- typedef struct SDL_JoyDeviceEvent 
- { 
-     Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */ 
- } SDL_JoyDeviceEvent; 
-   
- /** 
-  *  \brief Joysick battery level change event structure (event.jbattery.*) 
-  */ 
- typedef struct SDL_JoyBatteryEvent 
- { 
-     Uint32 type;        /**< ::SDL_JOYBATTERYUPDATED */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_JoystickID which; /**< The joystick instance id */ 
-     SDL_JoystickPowerLevel level; /**< The joystick battery level */ 
- } SDL_JoyBatteryEvent; 
-   
- /** 
-  *  \brief Game controller axis motion event structure (event.caxis.*) 
-  */ 
- typedef struct SDL_ControllerAxisEvent 
- { 
-     Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_JoystickID which; /**< The joystick instance id */ 
-     Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */ 
-     Uint8 padding1; 
-     Uint8 padding2; 
-     Uint8 padding3; 
-     Sint16 value;       /**< The axis value (range: -32768 to 32767) */ 
-     Uint16 padding4; 
- } SDL_ControllerAxisEvent; 
-   
-   
- /** 
-  *  \brief Game controller button event structure (event.cbutton.*) 
-  */ 
- typedef struct SDL_ControllerButtonEvent 
- { 
-     Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_JoystickID which; /**< The joystick instance id */ 
-     Uint8 button;       /**< The controller button (SDL_GameControllerButton) */ 
-     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */ 
-     Uint8 padding1; 
-     Uint8 padding2; 
- } SDL_ControllerButtonEvent; 
-   
-   
- /** 
-  *  \brief Controller device event structure (event.cdevice.*) 
-  */ 
- typedef struct SDL_ControllerDeviceEvent 
- { 
-     Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */ 
- } SDL_ControllerDeviceEvent; 
-   
- /** 
-  *  \brief Game controller touchpad event structure (event.ctouchpad.*) 
-  */ 
- typedef struct SDL_ControllerTouchpadEvent 
- { 
-     Uint32 type;        /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_JoystickID which; /**< The joystick instance id */ 
-     Sint32 touchpad;    /**< The index of the touchpad */ 
-     Sint32 finger;      /**< The index of the finger on the touchpad */ 
-     float x;            /**< Normalized in the range 0...1 with 0 being on the left */ 
-     float y;            /**< Normalized in the range 0...1 with 0 being at the top */ 
-     float pressure;     /**< Normalized in the range 0...1 */ 
- } SDL_ControllerTouchpadEvent; 
-   
- /** 
-  *  \brief Game controller sensor event structure (event.csensor.*) 
-  */ 
- typedef struct SDL_ControllerSensorEvent 
- { 
-     Uint32 type;        /**< ::SDL_CONTROLLERSENSORUPDATE */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_JoystickID which; /**< The joystick instance id */ 
-     Sint32 sensor;      /**< The type of the sensor, one of the values of ::SDL_SensorType */ 
-     float data[3];      /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */ 
-     Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */ 
- } SDL_ControllerSensorEvent; 
-   
- /** 
-  *  \brief Audio device event structure (event.adevice.*) 
-  */ 
- typedef struct SDL_AudioDeviceEvent 
- { 
-     Uint32 type;        /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */ 
-     Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */ 
-     Uint8 padding1; 
-     Uint8 padding2; 
-     Uint8 padding3; 
- } SDL_AudioDeviceEvent; 
-   
-   
- /** 
-  *  \brief Touch finger event structure (event.tfinger.*) 
-  */ 
- typedef struct SDL_TouchFingerEvent 
- { 
-     Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_TouchID touchId; /**< The touch device id */ 
-     SDL_FingerID fingerId; 
-     float x;            /**< Normalized in the range 0...1 */ 
-     float y;            /**< Normalized in the range 0...1 */ 
-     float dx;           /**< Normalized in the range -1...1 */ 
-     float dy;           /**< Normalized in the range -1...1 */ 
-     float pressure;     /**< Normalized in the range 0...1 */ 
-     Uint32 windowID;    /**< The window underneath the finger, if any */ 
- } SDL_TouchFingerEvent; 
-   
-   
- /** 
-  *  \brief Multiple Finger Gesture Event (event.mgesture.*) 
-  */ 
- typedef struct SDL_MultiGestureEvent 
- { 
-     Uint32 type;        /**< ::SDL_MULTIGESTURE */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_TouchID touchId; /**< The touch device id */ 
-     float dTheta; 
-     float dDist; 
-     float x; 
-     float y; 
-     Uint16 numFingers; 
-     Uint16 padding; 
- } SDL_MultiGestureEvent; 
-   
-   
- /** 
-  * \brief Dollar Gesture Event (event.dgesture.*) 
-  */ 
- typedef struct SDL_DollarGestureEvent 
- { 
-     Uint32 type;        /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_TouchID touchId; /**< The touch device id */ 
-     SDL_GestureID gestureId; 
-     Uint32 numFingers; 
-     float error; 
-     float x;            /**< Normalized center of gesture */ 
-     float y;            /**< Normalized center of gesture */ 
- } SDL_DollarGestureEvent; 
-   
-   
- /** 
-  *  \brief An event used to request a file open by the system (event.drop.*) 
-  *         This event is enabled by default, you can disable it with SDL_EventState(). 
-  *  \note If this event is enabled, you must free the filename in the event. 
-  */ 
- typedef struct SDL_DropEvent 
- { 
-     Uint32 type;        /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     char *file;         /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */ 
-     Uint32 windowID;    /**< The window that was dropped on, if any */ 
- } SDL_DropEvent; 
-   
-   
- /** 
-  *  \brief Sensor event structure (event.sensor.*) 
-  */ 
- typedef struct SDL_SensorEvent 
- { 
-     Uint32 type;        /**< ::SDL_SENSORUPDATE */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Sint32 which;       /**< The instance ID of the sensor */ 
-     float data[6];      /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */ 
-     Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */ 
- } SDL_SensorEvent; 
-   
- /** 
-  *  \brief The "quit requested" event 
-  */ 
- typedef struct SDL_QuitEvent 
- { 
-     Uint32 type;        /**< ::SDL_QUIT */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
- } SDL_QuitEvent; 
-   
- /** 
-  *  \brief OS Specific event 
-  */ 
- typedef struct SDL_OSEvent 
- { 
-     Uint32 type;        /**< ::SDL_QUIT */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
- } SDL_OSEvent; 
-   
- /** 
-  *  \brief A user-defined event type (event.user.*) 
-  */ 
- typedef struct SDL_UserEvent 
- { 
-     Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     Uint32 windowID;    /**< The associated window if any */ 
-     Sint32 code;        /**< User defined event code */ 
-     void *data1;        /**< User defined data pointer */ 
-     void *data2;        /**< User defined data pointer */ 
- } SDL_UserEvent; 
-   
-   
- struct SDL_SysWMmsg; 
- typedef struct SDL_SysWMmsg SDL_SysWMmsg; 
-   
- /** 
-  *  \brief A video driver dependent system event (event.syswm.*) 
-  *         This event is disabled by default, you can enable it with SDL_EventState() 
-  * 
-  *  \note If you want to use this event, you should include SDL_syswm.h. 
-  */ 
- typedef struct SDL_SysWMEvent 
- { 
-     Uint32 type;        /**< ::SDL_SYSWMEVENT */ 
-     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */ 
-     SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */ 
- } SDL_SysWMEvent; 
-   
- /** 
-  *  \brief General event structure 
-  */ 
- typedef union SDL_Event 
- { 
-     Uint32 type;                            /**< Event type, shared with all events */ 
-     SDL_CommonEvent common;                 /**< Common event data */ 
-     SDL_DisplayEvent display;               /**< Display event data */ 
-     SDL_WindowEvent window;                 /**< Window event data */ 
-     SDL_KeyboardEvent key;                  /**< Keyboard event data */ 
-     SDL_TextEditingEvent edit;              /**< Text editing event data */ 
-     SDL_TextEditingExtEvent editExt;        /**< Extended text editing event data */ 
-     SDL_TextInputEvent text;                /**< Text input event data */ 
-     SDL_MouseMotionEvent motion;            /**< Mouse motion event data */ 
-     SDL_MouseButtonEvent button;            /**< Mouse button event data */ 
-     SDL_MouseWheelEvent wheel;              /**< Mouse wheel event data */ 
-     SDL_JoyAxisEvent jaxis;                 /**< Joystick axis event data */ 
-     SDL_JoyBallEvent jball;                 /**< Joystick ball event data */ 
-     SDL_JoyHatEvent jhat;                   /**< Joystick hat event data */ 
-     SDL_JoyButtonEvent jbutton;             /**< Joystick button event data */ 
-     SDL_JoyDeviceEvent jdevice;             /**< Joystick device change event data */ 
-     SDL_JoyBatteryEvent jbattery;           /**< Joystick battery event data */ 
-     SDL_ControllerAxisEvent caxis;          /**< Game Controller axis event data */ 
-     SDL_ControllerButtonEvent cbutton;      /**< Game Controller button event data */ 
-     SDL_ControllerDeviceEvent cdevice;      /**< Game Controller device event data */ 
-     SDL_ControllerTouchpadEvent ctouchpad;  /**< Game Controller touchpad event data */ 
-     SDL_ControllerSensorEvent csensor;      /**< Game Controller sensor event data */ 
-     SDL_AudioDeviceEvent adevice;           /**< Audio device event data */ 
-     SDL_SensorEvent sensor;                 /**< Sensor event data */ 
-     SDL_QuitEvent quit;                     /**< Quit request event data */ 
-     SDL_UserEvent user;                     /**< Custom event data */ 
-     SDL_SysWMEvent syswm;                   /**< System dependent window event data */ 
-     SDL_TouchFingerEvent tfinger;           /**< Touch finger event data */ 
-     SDL_MultiGestureEvent mgesture;         /**< Gesture event data */ 
-     SDL_DollarGestureEvent dgesture;        /**< Gesture event data */ 
-     SDL_DropEvent drop;                     /**< Drag and drop event data */ 
-   
-     /* This is necessary for ABI compatibility between Visual C++ and GCC. 
-        Visual C++ will respect the push pack pragma and use 52 bytes (size of 
-        SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit 
-        architectures) for this union, and GCC will use the alignment of the 
-        largest datatype within the union, which is 8 bytes on 64-bit 
-        architectures. 
-   
-        So... we'll add padding to force the size to be 56 bytes for both. 
-   
-        On architectures where pointers are 16 bytes, this needs rounding up to 
-        the next multiple of 16, 64, and on architectures where pointers are 
-        even larger the size of SDL_UserEvent will dominate as being 3 pointers. 
-     */ 
-     Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)]; 
- } SDL_Event; 
-   
- /* Make sure we haven't broken binary compatibility */ 
- SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding)); 
-   
-   
- /* Function prototypes */ 
-   
- /** 
-  * Pump the event loop, gathering events from the input devices. 
-  * 
-  * This function updates the event queue and internal input device state. 
-  * 
-  * **WARNING**: This should only be run in the thread that initialized the 
-  * video subsystem, and for extra safety, you should consider only doing those 
-  * things on the main thread in any case. 
-  * 
-  * SDL_PumpEvents() gathers all the pending input information from devices and 
-  * places it in the event queue. Without calls to SDL_PumpEvents() no events 
-  * would ever be placed on the queue. Often the need for calls to 
-  * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and 
-  * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not 
-  * polling or waiting for events (e.g. you are filtering them), then you must 
-  * call SDL_PumpEvents() to force an event queue update. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_PollEvent 
-  * \sa SDL_WaitEvent 
-  */ 
- extern DECLSPEC void SDLCALL SDL_PumpEvents(void); 
-   
- /* @{ */ 
- typedef enum 
- { 
-     SDL_ADDEVENT, 
-     SDL_PEEKEVENT, 
-     SDL_GETEVENT 
- } SDL_eventaction; 
-   
- /** 
-  * Check the event queue for messages and optionally return them. 
-  * 
-  * `action` may be any of the following: 
-  * 
-  * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the 
-  *   event queue. 
-  * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue, 
-  *   within the specified minimum and maximum type, will be returned to the 
-  *   caller and will _not_ be removed from the queue. 
-  * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue, 
-  *   within the specified minimum and maximum type, will be returned to the 
-  *   caller and will be removed from the queue. 
-  * 
-  * You may have to call SDL_PumpEvents() before calling this function. 
-  * Otherwise, the events may not be ready to be filtered when you call 
-  * SDL_PeepEvents(). 
-  * 
-  * This function is thread-safe. 
-  * 
-  * \param events destination buffer for the retrieved events 
-  * \param numevents if action is SDL_ADDEVENT, the number of events to add 
-  *                  back to the event queue; if action is SDL_PEEKEVENT or 
-  *                  SDL_GETEVENT, the maximum number of events to retrieve 
-  * \param action action to take; see [[#action|Remarks]] for details 
-  * \param minType minimum value of the event type to be considered; 
-  *                SDL_FIRSTEVENT is a safe choice 
-  * \param maxType maximum value of the event type to be considered; 
-  *                SDL_LASTEVENT is a safe choice 
-  * \returns the number of events actually stored or a negative error code on 
-  *          failure; call SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_PollEvent 
-  * \sa SDL_PumpEvents 
-  * \sa SDL_PushEvent 
-  */ 
- extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents, 
-                                            SDL_eventaction action, 
-                                            Uint32 minType, Uint32 maxType); 
- /* @} */ 
-   
- /** 
-  * Check for the existence of a certain event type in the event queue. 
-  * 
-  * If you need to check for a range of event types, use SDL_HasEvents() 
-  * instead. 
-  * 
-  * \param type the type of event to be queried; see SDL_EventType for details 
-  * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if 
-  *          events matching `type` are not present. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_HasEvents 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type); 
-   
-   
- /** 
-  * Check for the existence of certain event types in the event queue. 
-  * 
-  * If you need to check for a single event type, use SDL_HasEvent() instead. 
-  * 
-  * \param minType the low end of event type to be queried, inclusive; see 
-  *                SDL_EventType for details 
-  * \param maxType the high end of event type to be queried, inclusive; see 
-  *                SDL_EventType for details 
-  * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are 
-  *          present, or SDL_FALSE if not. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_HasEvents 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); 
-   
- /** 
-  * Clear events of a specific type from the event queue. 
-  * 
-  * This will unconditionally remove any events from the queue that match 
-  * `type`. If you need to remove a range of event types, use SDL_FlushEvents() 
-  * instead. 
-  * 
-  * It's also normal to just ignore events you don't care about in your event 
-  * loop without calling this function. 
-  * 
-  * This function only affects currently queued events. If you want to make 
-  * sure that all pending OS events are flushed, you can call SDL_PumpEvents() 
-  * on the main thread immediately before the flush call. 
-  * 
-  * \param type the type of event to be cleared; see SDL_EventType for details 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_FlushEvents 
-  */ 
- extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); 
-   
- /** 
-  * Clear events of a range of types from the event queue. 
-  * 
-  * This will unconditionally remove any events from the queue that are in the 
-  * range of `minType` to `maxType`, inclusive. If you need to remove a single 
-  * event type, use SDL_FlushEvent() instead. 
-  * 
-  * It's also normal to just ignore events you don't care about in your event 
-  * loop without calling this function. 
-  * 
-  * This function only affects currently queued events. If you want to make 
-  * sure that all pending OS events are flushed, you can call SDL_PumpEvents() 
-  * on the main thread immediately before the flush call. 
-  * 
-  * \param minType the low end of event type to be cleared, inclusive; see 
-  *                SDL_EventType for details 
-  * \param maxType the high end of event type to be cleared, inclusive; see 
-  *                SDL_EventType for details 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_FlushEvent 
-  */ 
- extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); 
-   
- /** 
-  * Poll for currently pending events. 
-  * 
-  * If `event` is not NULL, the next event is removed from the queue and stored 
-  * in the SDL_Event structure pointed to by `event`. The 1 returned refers to 
-  * this event, immediately stored in the SDL Event structure -- not an event 
-  * to follow. 
-  * 
-  * If `event` is NULL, it simply returns 1 if there is an event in the queue, 
-  * but will not remove it from the queue. 
-  * 
-  * As this function may implicitly call SDL_PumpEvents(), you can only call 
-  * this function in the thread that set the video mode. 
-  * 
-  * SDL_PollEvent() is the favored way of receiving system events since it can 
-  * be done from the main loop and does not suspend the main loop while waiting 
-  * on an event to be posted. 
-  * 
-  * The common practice is to fully process the event queue once every frame, 
-  * usually as a first step before updating the game's state: 
-  * 
-  * ```c 
-  * while (game_is_still_running) { 
-  *     SDL_Event event; 
-  *     while (SDL_PollEvent(&event)) {  // poll until all events are handled! 
-  *         // decide what to do with this event. 
-  *     } 
-  * 
-  *     // update game state, draw the current frame 
-  * } 
-  * ``` 
-  * 
-  * \param event the SDL_Event structure to be filled with the next event from 
-  *              the queue, or NULL 
-  * \returns 1 if there is a pending event or 0 if there are none available. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetEventFilter 
-  * \sa SDL_PeepEvents 
-  * \sa SDL_PushEvent 
-  * \sa SDL_SetEventFilter 
-  * \sa SDL_WaitEvent 
-  * \sa SDL_WaitEventTimeout 
-  */ 
- extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event); 
-   
- /** 
-  * Wait indefinitely for the next available event. 
-  * 
-  * If `event` is not NULL, the next event is removed from the queue and stored 
-  * in the SDL_Event structure pointed to by `event`. 
-  * 
-  * As this function may implicitly call SDL_PumpEvents(), you can only call 
-  * this function in the thread that initialized the video subsystem. 
-  * 
-  * \param event the SDL_Event structure to be filled in with the next event 
-  *              from the queue, or NULL 
-  * \returns 1 on success or 0 if there was an error while waiting for events; 
-  *          call SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_PollEvent 
-  * \sa SDL_PumpEvents 
-  * \sa SDL_WaitEventTimeout 
-  */ 
- extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event); 
-   
- /** 
-  * Wait until the specified timeout (in milliseconds) for the next available 
-  * event. 
-  * 
-  * If `event` is not NULL, the next event is removed from the queue and stored 
-  * in the SDL_Event structure pointed to by `event`. 
-  * 
-  * As this function may implicitly call SDL_PumpEvents(), you can only call 
-  * this function in the thread that initialized the video subsystem. 
-  * 
-  * \param event the SDL_Event structure to be filled in with the next event 
-  *              from the queue, or NULL 
-  * \param timeout the maximum number of milliseconds to wait for the next 
-  *                available event 
-  * \returns 1 on success or 0 if there was an error while waiting for events; 
-  *          call SDL_GetError() for more information. This also returns 0 if 
-  *          the timeout elapsed without an event arriving. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_PollEvent 
-  * \sa SDL_PumpEvents 
-  * \sa SDL_WaitEvent 
-  */ 
- extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event, 
-                                                  int timeout); 
-   
- /** 
-  * Add an event to the event queue. 
-  * 
-  * The event queue can actually be used as a two way communication channel. 
-  * Not only can events be read from the queue, but the user can also push 
-  * their own events onto it. `event` is a pointer to the event structure you 
-  * wish to push onto the queue. The event is copied into the queue, and the 
-  * caller may dispose of the memory pointed to after SDL_PushEvent() returns. 
-  * 
-  * Note: Pushing device input events onto the queue doesn't modify the state 
-  * of the device within SDL. 
-  * 
-  * This function is thread-safe, and can be called from other threads safely. 
-  * 
-  * Note: Events pushed onto the queue with SDL_PushEvent() get passed through 
-  * the event filter but events added with SDL_PeepEvents() do not. 
-  * 
-  * For pushing application-specific events, please use SDL_RegisterEvents() to 
-  * get an event type that does not conflict with other code that also wants 
-  * its own custom event types. 
-  * 
-  * \param event the SDL_Event to be added to the queue 
-  * \returns 1 on success, 0 if the event was filtered, or a negative error 
-  *          code on failure; call SDL_GetError() for more information. A 
-  *          common reason for error is the event queue being full. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_PeepEvents 
-  * \sa SDL_PollEvent 
-  * \sa SDL_RegisterEvents 
-  */ 
- extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event); 
-   
- /** 
-  * A function pointer used for callbacks that watch the event queue. 
-  * 
-  * \param userdata what was passed as `userdata` to SDL_SetEventFilter() 
-  *        or SDL_AddEventWatch, etc 
-  * \param event the event that triggered the callback 
-  * \returns 1 to permit event to be added to the queue, and 0 to disallow 
-  *          it. When used with SDL_AddEventWatch, the return value is ignored. 
-  * 
-  * \sa SDL_SetEventFilter 
-  * \sa SDL_AddEventWatch 
-  */ 
- typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event); 
-   
- /** 
-  * Set up a filter to process all events before they change internal state and 
-  * are posted to the internal event queue. 
-  * 
-  * If the filter function returns 1 when called, 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! 
-  * 
-  * On platforms that support it, if the quit event is generated by an 
-  * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the 
-  * application at the next event poll. 
-  * 
-  * 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. 
-  * 
-  * Note: Disabled events never make it to the event filter function; see 
-  * SDL_EventState(). 
-  * 
-  * Note: If you just want to inspect events without filtering, you should use 
-  * SDL_AddEventWatch() instead. 
-  * 
-  * Note: Events pushed onto the queue with SDL_PushEvent() get passed through 
-  * the event filter, but events pushed onto the queue with SDL_PeepEvents() do 
-  * not. 
-  * 
-  * \param filter An SDL_EventFilter function to call when an event happens 
-  * \param userdata a pointer that is passed to `filter` 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_AddEventWatch 
-  * \sa SDL_EventState 
-  * \sa SDL_GetEventFilter 
-  * \sa SDL_PeepEvents 
-  * \sa SDL_PushEvent 
-  */ 
- extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, 
-                                                 void *userdata); 
-   
- /** 
-  * Query the current event filter. 
-  * 
-  * This function can be used to "chain" filters, by saving the existing filter 
-  * before replacing it with a function that will call that saved filter. 
-  * 
-  * \param filter the current callback function will be stored here 
-  * \param userdata the pointer that is passed to the current event filter will 
-  *                 be stored here 
-  * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetEventFilter 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter, 
-                                                     void **userdata); 
-   
- /** 
-  * Add a callback to be triggered when an event is added to the event queue. 
-  * 
-  * `filter` will be called when an event happens, and its return value is 
-  * ignored. 
-  * 
-  * **WARNING**: Be very careful of what you do in the event filter function, 
-  * as it may run in a different thread! 
-  * 
-  * If the quit event is generated by a signal (e.g. SIGINT), it will bypass 
-  * the internal queue and be delivered to the watch callback immediately, and 
-  * arrive at the next event poll. 
-  * 
-  * Note: the callback is called for events posted by the user through 
-  * SDL_PushEvent(), but not for disabled events, nor for events by a filter 
-  * callback set with SDL_SetEventFilter(), nor for events posted by the user 
-  * through SDL_PeepEvents(). 
-  * 
-  * \param filter an SDL_EventFilter function to call when an event happens. 
-  * \param userdata a pointer that is passed to `filter` 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_DelEventWatch 
-  * \sa SDL_SetEventFilter 
-  */ 
- extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, 
-                                                void *userdata); 
-   
- /** 
-  * Remove an event watch callback added with SDL_AddEventWatch(). 
-  * 
-  * This function takes the same input as SDL_AddEventWatch() to identify and 
-  * delete the corresponding callback. 
-  * 
-  * \param filter the function originally passed to SDL_AddEventWatch() 
-  * \param userdata the pointer originally passed to SDL_AddEventWatch() 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_AddEventWatch 
-  */ 
- extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, 
-                                                void *userdata); 
-   
- /** 
-  * Run a specific filter function on the current event queue, removing any 
-  * events for which the filter returns 0. 
-  * 
-  * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(), 
-  * this function does not change the filter permanently, it only uses the 
-  * supplied filter until this function returns. 
-  * 
-  * \param filter the SDL_EventFilter function to call when an event happens 
-  * \param userdata a pointer that is passed to `filter` 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetEventFilter 
-  * \sa SDL_SetEventFilter 
-  */ 
- extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, 
-                                               void *userdata); 
-   
- /* @{ */ 
- #define SDL_QUERY   -1 
- #define SDL_IGNORE   0 
- #define SDL_DISABLE  0 
- #define SDL_ENABLE   1 
-   
- /** 
-  * Set the state of processing events by type. 
-  * 
-  * `state` may be any of the following: 
-  * 
-  * - `SDL_QUERY`: returns the current processing state of the specified event 
-  * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped 
-  *   from the event queue and will not be filtered 
-  * - `SDL_ENABLE`: the event will be processed normally 
-  * 
-  * \param type the type of event; see SDL_EventType for details 
-  * \param state how to process the event 
-  * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state 
-  *          of the event before this function makes any changes to it. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetEventState 
-  */ 
- extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state); 
- /* @} */ 
- #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) 
-   
- /** 
-  * Allocate a set of user-defined events, and return the beginning event 
-  * number for that set of events. 
-  * 
-  * Calling this function with `numevents` <= 0 is an error and will return 
-  * (Uint32)-1. 
-  * 
-  * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or 
-  * 0xFFFFFFFF), but is clearer to write. 
-  * 
-  * \param numevents the number of events to be allocated 
-  * \returns the beginning event number, or (Uint32)-1 if there are not enough 
-  *          user-defined events left. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_PushEvent 
-  */ 
- extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); 
-   
- /* Ends C function definitions when using C++ */ 
- #ifdef __cplusplus 
- } 
- #endif 
- #include "close_code.h" 
-   
- #endif /* SDL_events_h_ */ 
-   
- /* vi: set ts=4 sw=4 expandtab: */ 
-