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1579 lines
67 KiB
C
1579 lines
67 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryEvents
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*
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* Event queue management.
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*
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* It's extremely common--often required--that an app deal with SDL's event
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* queue. Almost all useful information about interactions with the real world
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* flow through here: the user interacting with the computer and app, hardware
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* coming and going, the system changing in some way, etc.
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*
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* An app generally takes a moment, perhaps at the start of a new frame, to
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* examine any events that have occured since the last time and process or
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* ignore them. This is generally done by calling SDL_PollEvent() in a loop
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* until it returns false (or, if using the main callbacks, events are
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* provided one at a time in calls to SDL_AppEvent() before the next call to
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* SDL_AppIterate(); in this scenario, the app does not call SDL_PollEvent()
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* at all).
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*
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* There is other forms of control, too: SDL_PeepEvents() has more
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* functionality at the cost of more complexity, and SDL_WaitEvents() can
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* block the process until something interesting happens, which might be
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* beneficial for certain types of programs on low-power hardware. One may
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* also call SDL_AddEventWatch() to set a callback when new events arrive.
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*
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* The app is free to generate their own events, too: SDL_PushEvent allows the
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* app to put events onto the queue for later retrieval; SDL_RegisterEvents
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* can guarantee that these events have a type that isn't in use by other
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* parts of the system.
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*/
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#ifndef SDL_events_h_
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#define SDL_events_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_audio.h>
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#include <SDL3/SDL_camera.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_gamepad.h>
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#include <SDL3/SDL_joystick.h>
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#include <SDL3/SDL_keyboard.h>
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#include <SDL3/SDL_keycode.h>
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#include <SDL3/SDL_mouse.h>
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#include <SDL3/SDL_pen.h>
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#include <SDL3/SDL_power.h>
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#include <SDL3/SDL_sensor.h>
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#include <SDL3/SDL_scancode.h>
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#include <SDL3/SDL_touch.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* General keyboard/mouse/pen state definitions */
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/**
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* The types of events that can be delivered.
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*
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* \since This enum is available since SDL 3.1.3.
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*/
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typedef enum SDL_EventType
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{
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SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */
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/* Application events */
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SDL_EVENT_QUIT = 0x100, /**< User-requested quit */
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/* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */
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SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch().
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Called on iOS in applicationWillTerminate()
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Called on Android in onDestroy()
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*/
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SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible. This event must be handled in a callback set with SDL_AddEventWatch().
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Called on iOS in applicationDidReceiveMemoryWarning()
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Called on Android in onTrimMemory()
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*/
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SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background. This event must be handled in a callback set with SDL_AddEventWatch().
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Called on iOS in applicationWillResignActive()
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Called on Android in onPause()
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*/
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SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time. This event must be handled in a callback set with SDL_AddEventWatch().
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Called on iOS in applicationDidEnterBackground()
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Called on Android in onPause()
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*/
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SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground. This event must be handled in a callback set with SDL_AddEventWatch().
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Called on iOS in applicationWillEnterForeground()
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Called on Android in onResume()
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*/
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SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch().
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Called on iOS in applicationDidBecomeActive()
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Called on Android in onResume()
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*/
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SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */
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SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
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/* Display events */
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/* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
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SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
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SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */
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SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */
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SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
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SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED, /**< Display has changed desktop mode */
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SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED, /**< Display has changed current mode */
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SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
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SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION,
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SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED,
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/* Window events */
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/* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
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/* 0x201 was SDL_EVENT_SYSWM, reserve the number for sdl2-compat */
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SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
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SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
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SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event */
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SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
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SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
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SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
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SDL_EVENT_WINDOW_METAL_VIEW_RESIZED,/**< The pixel size of a Metal view associated with the window has changed */
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SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
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SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
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SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
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SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
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SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
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SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
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SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
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SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
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SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
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SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
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SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
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SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
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SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */
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SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */
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SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */
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SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */
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SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
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in an event watcher, the window handle is still valid and can still be used to retrieve any properties
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associated with the window. Otherwise, the handle has already been destroyed and all resources
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associated with it are invalid */
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SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */
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SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN,
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SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED,
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/* Keyboard events */
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SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
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SDL_EVENT_KEY_UP, /**< Key released */
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SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
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SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
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SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
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input language or keyboard layout change. */
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SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */
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SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */
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SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */
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/* Mouse events */
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SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
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SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
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SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
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SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
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SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */
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SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */
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/* Joystick events */
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SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
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SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */
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SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */
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SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
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SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
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SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
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SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
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SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
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SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */
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/* Gamepad events */
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SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
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SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
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SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
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SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
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SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */
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SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
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SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
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SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
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SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
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SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
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SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
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SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */
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/* Touch events */
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SDL_EVENT_FINGER_DOWN = 0x700,
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SDL_EVENT_FINGER_UP,
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SDL_EVENT_FINGER_MOTION,
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/* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
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/* Clipboard events */
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SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
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/* Drag and drop events */
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SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
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SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
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SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
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SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
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SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
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/* Audio hotplug events */
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SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
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SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
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SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */
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/* Sensor events */
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SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
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/* Pressure-sensitive pen events */
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SDL_EVENT_PEN_PROXIMITY_IN = 0x1300, /**< Pressure-sensitive pen has become available */
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SDL_EVENT_PEN_PROXIMITY_OUT, /**< Pressure-sensitive pen has become unavailable */
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SDL_EVENT_PEN_DOWN, /**< Pressure-sensitive pen touched drawing surface */
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SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */
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SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */
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SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */
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SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen is moving on the tablet */
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SDL_EVENT_PEN_AXIS, /**< Pressure-sensitive pen angle/pressure/etc changed */
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/* Camera hotplug events */
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SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */
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SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */
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SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */
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SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */
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/* Render events */
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SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
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SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
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SDL_EVENT_RENDER_DEVICE_LOST, /**< The device has been lost and can't be recovered. */
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/* Reserved events for private platforms */
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SDL_EVENT_PRIVATE0 = 0x4000,
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SDL_EVENT_PRIVATE1,
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SDL_EVENT_PRIVATE2,
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SDL_EVENT_PRIVATE3,
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/* Internal events */
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SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
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/** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use,
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* and should be allocated with SDL_RegisterEvents()
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*/
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SDL_EVENT_USER = 0x8000,
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/**
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* This last event is only for bounding internal arrays
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*/
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SDL_EVENT_LAST = 0xFFFF,
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/* This just makes sure the enum is the size of Uint32 */
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SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF
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} SDL_EventType;
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/**
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* Fields shared by every event
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*
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* \since This struct is available since SDL 3.1.3.
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*/
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typedef struct SDL_CommonEvent
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{
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Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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} SDL_CommonEvent;
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/**
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* Display state change event data (event.display.*)
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*
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* \since This struct is available since SDL 3.1.3.
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*/
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typedef struct SDL_DisplayEvent
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{
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SDL_EventType type; /**< SDL_DISPLAYEVENT_* */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_DisplayID displayID;/**< The associated display */
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Sint32 data1; /**< event dependent data */
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Sint32 data2; /**< event dependent data */
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} SDL_DisplayEvent;
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/**
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* Window state change event data (event.window.*)
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*
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* \since This struct is available since SDL 3.1.3.
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*/
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typedef struct SDL_WindowEvent
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{
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SDL_EventType type; /**< SDL_EVENT_WINDOW_* */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The associated window */
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Sint32 data1; /**< event dependent data */
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Sint32 data2; /**< event dependent data */
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} SDL_WindowEvent;
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/**
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* Keyboard device event structure (event.kdevice.*)
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*
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* \since This struct is available since SDL 3.1.3.
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*/
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typedef struct SDL_KeyboardDeviceEvent
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{
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SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_KeyboardID which; /**< The keyboard instance id */
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} SDL_KeyboardDeviceEvent;
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/**
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* Keyboard button event structure (event.key.*)
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*
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* The `key` is the base SDL_Keycode generated by pressing the `scancode`
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* using the current keyboard layout, applying any options specified in
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* SDL_HINT_KEYCODE_OPTIONS. You can get the SDL_Keycode corresponding to the
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* event scancode and modifiers directly from the keyboard layout, bypassing
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* SDL_HINT_KEYCODE_OPTIONS, by calling SDL_GetKeyFromScancode().
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*
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* \since This struct is available since SDL 3.1.3.
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*
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* \sa SDL_GetKeyFromScancode
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* \sa SDL_HINT_KEYCODE_OPTIONS
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*/
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typedef struct SDL_KeyboardEvent
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{
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SDL_EventType type; /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */
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SDL_Scancode scancode; /**< SDL physical key code */
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SDL_Keycode key; /**< SDL virtual key code */
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SDL_Keymod mod; /**< current key modifiers */
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Uint16 raw; /**< The platform dependent scancode for this event */
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bool down; /**< true if the key is pressed */
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bool repeat; /**< true if this is a key repeat */
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} SDL_KeyboardEvent;
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/**
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* Keyboard text editing event structure (event.edit.*)
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*
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* The start cursor is the position, in UTF-8 characters, where new typing
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* will be inserted into the editing text. The length is the number of UTF-8
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* characters that will be replaced by new typing.
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*
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* \since This struct is available since SDL 3.1.3.
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*/
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typedef struct SDL_TextEditingEvent
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{
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SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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const char *text; /**< The editing text */
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Sint32 start; /**< The start cursor of selected editing text, or -1 if not set */
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Sint32 length; /**< The length of selected editing text, or -1 if not set */
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} SDL_TextEditingEvent;
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/**
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* Keyboard IME candidates event structure (event.edit_candidates.*)
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*
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* \since This struct is available since SDL 3.1.3.
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*/
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typedef struct SDL_TextEditingCandidatesEvent
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{
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SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING_CANDIDATES */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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const char * const *candidates; /**< The list of candidates, or NULL if there are no candidates available */
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Sint32 num_candidates; /**< The number of strings in `candidates` */
|
|
Sint32 selected_candidate; /**< The index of the selected candidate, or -1 if no candidate is selected */
|
|
bool horizontal; /**< true if the list is horizontal, false if it's vertical */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
} SDL_TextEditingCandidatesEvent;
|
|
|
|
/**
|
|
* Keyboard text input event structure (event.text.*)
|
|
*
|
|
* This event will never be delivered unless text input is enabled by calling
|
|
* SDL_StartTextInput(). Text input is disabled by default!
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_StartTextInput
|
|
* \sa SDL_StopTextInput
|
|
*/
|
|
typedef struct SDL_TextInputEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
|
|
const char *text; /**< The input text, UTF-8 encoded */
|
|
} SDL_TextInputEvent;
|
|
|
|
/**
|
|
* Mouse device event structure (event.mdevice.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_MouseDeviceEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_MouseID which; /**< The mouse instance id */
|
|
} SDL_MouseDeviceEvent;
|
|
|
|
/**
|
|
* Mouse motion event structure (event.motion.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_MouseMotionEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window with mouse focus, if any */
|
|
SDL_MouseID which; /**< The mouse instance id or SDL_TOUCH_MOUSEID */
|
|
SDL_MouseButtonFlags state; /**< The current button state */
|
|
float x; /**< X coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
float xrel; /**< The relative motion in the X direction */
|
|
float yrel; /**< The relative motion in the Y direction */
|
|
} SDL_MouseMotionEvent;
|
|
|
|
/**
|
|
* Mouse button event structure (event.button.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_MouseButtonEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window with mouse focus, if any */
|
|
SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID */
|
|
Uint8 button; /**< The mouse button index */
|
|
bool down; /**< true if the button is pressed */
|
|
Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
|
|
Uint8 padding;
|
|
float x; /**< X coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
} SDL_MouseButtonEvent;
|
|
|
|
/**
|
|
* Mouse wheel event structure (event.wheel.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_MouseWheelEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_MOUSE_WHEEL */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window with mouse focus, if any */
|
|
SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID */
|
|
float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
|
|
float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
|
|
SDL_MouseWheelDirection 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 mouse_x; /**< X coordinate, relative to window */
|
|
float mouse_y; /**< Y coordinate, relative to window */
|
|
} SDL_MouseWheelEvent;
|
|
|
|
/**
|
|
* Joystick axis motion event structure (event.jaxis.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_JoyAxisEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_AXIS_MOTION */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
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;
|
|
|
|
/**
|
|
* Joystick trackball motion event structure (event.jball.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_JoyBallEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BALL_MOTION */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
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;
|
|
|
|
/**
|
|
* Joystick hat position change event structure (event.jhat.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_JoyHatEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_HAT_MOTION */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
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;
|
|
|
|
/**
|
|
* Joystick button event structure (event.jbutton.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_JoyButtonEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
Uint8 button; /**< The joystick button index */
|
|
bool down; /**< true if the button is pressed */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
} SDL_JoyButtonEvent;
|
|
|
|
/**
|
|
* Joystick device event structure (event.jdevice.*)
|
|
*
|
|
* SDL will send JOYSTICK_ADDED events for devices that are already plugged in
|
|
* during SDL_Init.
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_GamepadDeviceEvent
|
|
*/
|
|
typedef struct SDL_JoyDeviceEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
} SDL_JoyDeviceEvent;
|
|
|
|
/**
|
|
* Joystick battery level change event structure (event.jbattery.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_JoyBatteryEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
SDL_PowerState state; /**< The joystick battery state */
|
|
int percent; /**< The joystick battery percent charge remaining */
|
|
} SDL_JoyBatteryEvent;
|
|
|
|
/**
|
|
* Gamepad axis motion event structure (event.gaxis.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_GamepadAxisEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_AXIS_MOTION */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
Sint16 value; /**< The axis value (range: -32768 to 32767) */
|
|
Uint16 padding4;
|
|
} SDL_GamepadAxisEvent;
|
|
|
|
|
|
/**
|
|
* Gamepad button event structure (event.gbutton.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_GamepadButtonEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
|
|
bool down; /**< true if the button is pressed */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
} SDL_GamepadButtonEvent;
|
|
|
|
|
|
/**
|
|
* Gamepad device event structure (event.gdevice.*)
|
|
*
|
|
* Joysticks that are supported gamepads receive both an SDL_JoyDeviceEvent
|
|
* and an SDL_GamepadDeviceEvent.
|
|
*
|
|
* SDL will send GAMEPAD_ADDED events for joysticks that are already plugged
|
|
* in during SDL_Init() and are recognized as gamepads. It will also send
|
|
* events for joysticks that get gamepad mappings at runtime.
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_JoyDeviceEvent
|
|
*/
|
|
typedef struct SDL_GamepadDeviceEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_JoystickID which; /**< The joystick instance id */
|
|
} SDL_GamepadDeviceEvent;
|
|
|
|
/**
|
|
* Gamepad touchpad event structure (event.gtouchpad.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_GamepadTouchpadEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
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_GamepadTouchpadEvent;
|
|
|
|
/**
|
|
* Gamepad sensor event structure (event.gsensor.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_GamepadSensorEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
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 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
|
|
} SDL_GamepadSensorEvent;
|
|
|
|
/**
|
|
* Audio device event structure (event.adevice.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_AudioDeviceEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */
|
|
bool recording; /**< false if a playback device, true if a recording device. */
|
|
Uint8 padding1;
|
|
Uint8 padding2;
|
|
Uint8 padding3;
|
|
} SDL_AudioDeviceEvent;
|
|
|
|
/**
|
|
* Camera device event structure (event.cdevice.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_CameraDeviceEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_CameraID which; /**< SDL_CameraID for the device being added or removed or changing */
|
|
} SDL_CameraDeviceEvent;
|
|
|
|
|
|
/**
|
|
* Renderer event structure (event.render.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.7.
|
|
*/
|
|
typedef struct SDL_RenderEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window containing the renderer in question. */
|
|
} SDL_RenderEvent;
|
|
|
|
|
|
/**
|
|
* Touch finger event structure (event.tfinger.*)
|
|
*
|
|
* Coordinates in this event are normalized. `x` and `y` are normalized to a
|
|
* range between 0.0f and 1.0f, relative to the window, so (0,0) is the top
|
|
* left and (1,1) is the bottom right. Delta coordinates `dx` and `dy` are
|
|
* normalized in the ranges of -1.0f (traversed all the way from the bottom or
|
|
* right to all the way up or left) to 1.0f (traversed all the way from the
|
|
* top or left to all the way down or right).
|
|
*
|
|
* Note that while the coordinates are _normalized_, they are not _clamped_,
|
|
* which means in some circumstances you can get a value outside of this
|
|
* range. For example, a renderer using logical presentation might give a
|
|
* negative value when the touch is in the letterboxing. Some platforms might
|
|
* report a touch outside of the window, which will also be outside of the
|
|
* range.
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_TouchFingerEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_FINGER_MOTION or SDL_EVENT_FINGER_DOWN or SDL_EVENT_FINGER_UP */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
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 */
|
|
SDL_WindowID windowID; /**< The window underneath the finger, if any */
|
|
} SDL_TouchFingerEvent;
|
|
|
|
/**
|
|
* Pressure-sensitive pen proximity event structure (event.pmotion.*)
|
|
*
|
|
* When a pen becomes visible to the system (it is close enough to a tablet,
|
|
* etc), SDL will send an SDL_EVENT_PEN_PROXIMITY_IN event with the new pen's
|
|
* ID. This ID is valid until the pen leaves proximity again (has been removed
|
|
* from the tablet's area, the tablet has been unplugged, etc). If the same
|
|
* pen reenters proximity again, it will be given a new ID.
|
|
*
|
|
* Note that "proximity" means "close enough for the tablet to know the tool
|
|
* is there." The pen touching and lifting off from the tablet while not
|
|
* leaving the area are handled by SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP.
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_PenProximityEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window with mouse focus, if any */
|
|
SDL_PenID which; /**< The pen instance id */
|
|
} SDL_PenProximityEvent;
|
|
|
|
/**
|
|
* Pressure-sensitive pen motion event structure (event.pmotion.*)
|
|
*
|
|
* Depending on the hardware, you may get motion events when the pen is not
|
|
* touching a tablet, for tracking a pen even when it isn't drawing. You
|
|
* should listen for SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP events, or check
|
|
* `pen_state & SDL_PEN_INPUT_DOWN` to decide if a pen is "drawing" when
|
|
* dealing with pen motion.
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_PenMotionEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_PEN_MOTION */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window with mouse focus, if any */
|
|
SDL_PenID which; /**< The pen instance id */
|
|
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
|
|
float x; /**< X coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
} SDL_PenMotionEvent;
|
|
|
|
/**
|
|
* Pressure-sensitive pen touched event structure (event.ptouch.*)
|
|
*
|
|
* These events come when a pen touches a surface (a tablet, etc), or lifts
|
|
* off from one.
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_PenTouchEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window with pen focus, if any */
|
|
SDL_PenID which; /**< The pen instance id */
|
|
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
|
|
float x; /**< X coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
bool eraser; /**< true if eraser end is used (not all pens support this). */
|
|
bool down; /**< true if the pen is touching or false if the pen is lifted off */
|
|
} SDL_PenTouchEvent;
|
|
|
|
/**
|
|
* Pressure-sensitive pen button event structure (event.pbutton.*)
|
|
*
|
|
* This is for buttons on the pen itself that the user might click. The pen
|
|
* itself pressing down to draw triggers a SDL_EVENT_PEN_DOWN event instead.
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_PenButtonEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window with mouse focus, if any */
|
|
SDL_PenID which; /**< The pen instance id */
|
|
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
|
|
float x; /**< X coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
Uint8 button; /**< The pen button index (first button is 1). */
|
|
bool down; /**< true if the button is pressed */
|
|
} SDL_PenButtonEvent;
|
|
|
|
/**
|
|
* Pressure-sensitive pen pressure / angle event structure (event.paxis.*)
|
|
*
|
|
* You might get some of these events even if the pen isn't touching the
|
|
* tablet.
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_PenAxisEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_PEN_AXIS */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window with pen focus, if any */
|
|
SDL_PenID which; /**< The pen instance id */
|
|
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
|
|
float x; /**< X coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
SDL_PenAxis axis; /**< Axis that has changed */
|
|
float value; /**< New value of axis */
|
|
} SDL_PenAxisEvent;
|
|
|
|
/**
|
|
* An event used to drop text or request a file open by the system
|
|
* (event.drop.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_DropEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window that was dropped on, if any */
|
|
float x; /**< X coordinate, relative to window (not on begin) */
|
|
float y; /**< Y coordinate, relative to window (not on begin) */
|
|
const char *source; /**< The source app that sent this drop event, or NULL if that isn't available */
|
|
const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
|
|
} SDL_DropEvent;
|
|
|
|
/**
|
|
* An event triggered when the clipboard contents have changed
|
|
* (event.clipboard.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_ClipboardEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
bool owner; /**< are we owning the clipboard (internal update) */
|
|
Sint32 n_mime_types; /**< number of mime types */
|
|
const char **mime_types; /**< current mime types */
|
|
} SDL_ClipboardEvent;
|
|
|
|
/**
|
|
* Sensor event structure (event.sensor.*)
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_SensorEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_SENSOR_UPDATE */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_SensorID which; /**< The instance ID of the sensor */
|
|
float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
|
|
Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
|
|
} SDL_SensorEvent;
|
|
|
|
/**
|
|
* The "quit requested" event
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_QuitEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_QUIT */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
} SDL_QuitEvent;
|
|
|
|
/**
|
|
* A user-defined event type (event.user.*)
|
|
*
|
|
* This event is unique; it is never created by SDL, but only by the
|
|
* application. The event can be pushed onto the event queue using
|
|
* SDL_PushEvent(). The contents of the structure members are completely up to
|
|
* the programmer; the only requirement is that '''type''' is a value obtained
|
|
* from SDL_RegisterEvents().
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef struct SDL_UserEvent
|
|
{
|
|
Uint32 type; /**< SDL_EVENT_USER through SDL_EVENT_LAST-1, Uint32 because these are not in the SDL_EventType enumeration */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID 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;
|
|
|
|
|
|
/**
|
|
* The structure for all events in SDL.
|
|
*
|
|
* The SDL_Event structure is the core of all event handling in SDL. SDL_Event
|
|
* is a union of all event structures used in SDL.
|
|
*
|
|
* \since This struct is available since SDL 3.1.3.
|
|
*/
|
|
typedef union SDL_Event
|
|
{
|
|
Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
|
|
SDL_CommonEvent common; /**< Common event data */
|
|
SDL_DisplayEvent display; /**< Display event data */
|
|
SDL_WindowEvent window; /**< Window event data */
|
|
SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */
|
|
SDL_KeyboardEvent key; /**< Keyboard event data */
|
|
SDL_TextEditingEvent edit; /**< Text editing event data */
|
|
SDL_TextEditingCandidatesEvent edit_candidates; /**< Text editing candidates event data */
|
|
SDL_TextInputEvent text; /**< Text input event data */
|
|
SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */
|
|
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
|
|
SDL_MouseButtonEvent button; /**< Mouse button event data */
|
|
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
|
|
SDL_JoyDeviceEvent jdevice; /**< Joystick device change 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_JoyBatteryEvent jbattery; /**< Joystick battery event data */
|
|
SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
|
|
SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
|
|
SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
|
|
SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
|
|
SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
|
|
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
|
|
SDL_CameraDeviceEvent cdevice; /**< Camera device event data */
|
|
SDL_SensorEvent sensor; /**< Sensor event data */
|
|
SDL_QuitEvent quit; /**< Quit request event data */
|
|
SDL_UserEvent user; /**< Custom event data */
|
|
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
|
|
SDL_PenProximityEvent pproximity; /**< Pen proximity event data */
|
|
SDL_PenTouchEvent ptouch; /**< Pen tip touching event data */
|
|
SDL_PenMotionEvent pmotion; /**< Pen motion event data */
|
|
SDL_PenButtonEvent pbutton; /**< Pen button event data */
|
|
SDL_PenAxisEvent paxis; /**< Pen axis event data */
|
|
SDL_RenderEvent render; /**< Render event data */
|
|
SDL_DropEvent drop; /**< Drag and drop event data */
|
|
SDL_ClipboardEvent clipboard; /**< Clipboard 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 the same 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[128];
|
|
} 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.
|
|
*
|
|
* 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.
|
|
*
|
|
* \threadsafety This function should only be called on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_WaitEvent
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_PumpEvents(void);
|
|
|
|
/* @{ */
|
|
|
|
/**
|
|
* The type of action to request from SDL_PeepEvents().
|
|
*
|
|
* \since This enum is available since SDL 3.1.3.
|
|
*/
|
|
typedef enum SDL_EventAction
|
|
{
|
|
SDL_ADDEVENT, /**< Add events to the back of the queue. */
|
|
SDL_PEEKEVENT, /**< Check but don't remove events from the queue front. */
|
|
SDL_GETEVENT /**< Retrieve/remove events from the front of the queue. */
|
|
} 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. If you pass NULL for
|
|
* `events`, then `numevents` is ignored and the total number of matching
|
|
* events will be returned.
|
|
* - `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().
|
|
*
|
|
* \param events destination buffer for the retrieved events, may be NULL to
|
|
* leave the events in the queue and return the number of events
|
|
* that would have been stored.
|
|
* \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_EVENT_FIRST is a safe choice.
|
|
* \param maxType maximum value of the event type to be considered;
|
|
* SDL_EVENT_LAST is a safe choice.
|
|
* \returns the number of events actually stored or -1 on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_PumpEvents
|
|
* \sa SDL_PushEvent
|
|
*/
|
|
extern SDL_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 true if events matching `type` are present, or false if events
|
|
* matching `type` are not present.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_HasEvents
|
|
*/
|
|
extern SDL_DECLSPEC 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 true if events with type >= `minType` and <= `maxType` are
|
|
* present, or false if not.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_HasEvents
|
|
*/
|
|
extern SDL_DECLSPEC 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.
|
|
*
|
|
* If you have user events with custom data that needs to be freed, you should
|
|
* use SDL_PeepEvents() to remove and clean up those events before calling
|
|
* this function.
|
|
*
|
|
* \param type the type of event to be cleared; see SDL_EventType for details.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_FlushEvents
|
|
*/
|
|
extern SDL_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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_FlushEvent
|
|
*/
|
|
extern SDL_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 true if this got an event or false if there are none available.
|
|
*
|
|
* \threadsafety This function should only be called on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_PushEvent
|
|
* \sa SDL_WaitEvent
|
|
* \sa SDL_WaitEventTimeout
|
|
*/
|
|
extern SDL_DECLSPEC bool 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 true on success or false if there was an error while waiting for
|
|
* events; call SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety This function should only be called on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_PushEvent
|
|
* \sa SDL_WaitEventTimeout
|
|
*/
|
|
extern SDL_DECLSPEC bool 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.
|
|
*
|
|
* The timeout is not guaranteed, the actual wait time could be longer due to
|
|
* system scheduling.
|
|
*
|
|
* \param event the SDL_Event structure to be filled in with the next event
|
|
* from the queue, or NULL.
|
|
* \param timeoutMS the maximum number of milliseconds to wait for the next
|
|
* available event.
|
|
* \returns true if this got an event or false if the timeout elapsed without
|
|
* any events available.
|
|
*
|
|
* \threadsafety This function should only be called on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_PushEvent
|
|
* \sa SDL_WaitEvent
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* 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 true on success, false if the event was filtered or on failure;
|
|
* call SDL_GetError() for more information. A common reason for
|
|
* error is the event queue being full.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_PeepEvents
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_RegisterEvents
|
|
*/
|
|
extern SDL_DECLSPEC bool 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 true to permit event to be added to the queue, and false to
|
|
* disallow it. When used with SDL_AddEventWatch, the return value is
|
|
* ignored.
|
|
*
|
|
* \threadsafety SDL may call this callback at any time from any thread; the
|
|
* application is responsible for locking resources the callback
|
|
* touches that need to be protected.
|
|
*
|
|
* \since This datatype is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_SetEventFilter
|
|
* \sa SDL_AddEventWatch
|
|
*/
|
|
typedef bool (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 true when called, then the event will be
|
|
* added to the internal queue. If it returns false, 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_SetEventEnabled().
|
|
*
|
|
* 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`.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_AddEventWatch
|
|
* \sa SDL_SetEventEnabled
|
|
* \sa SDL_GetEventFilter
|
|
* \sa SDL_PeepEvents
|
|
* \sa SDL_PushEvent
|
|
*/
|
|
extern SDL_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 true on success or false if there is no event filter set.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_SetEventFilter
|
|
*/
|
|
extern SDL_DECLSPEC 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`.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_RemoveEventWatch
|
|
* \sa SDL_SetEventFilter
|
|
*/
|
|
extern SDL_DECLSPEC bool 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().
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_AddEventWatch
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_RemoveEventWatch(SDL_EventFilter filter, void *userdata);
|
|
|
|
/**
|
|
* Run a specific filter function on the current event queue, removing any
|
|
* events for which the filter returns false.
|
|
*
|
|
* 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`.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_GetEventFilter
|
|
* \sa SDL_SetEventFilter
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata);
|
|
|
|
/**
|
|
* Set the state of processing events by type.
|
|
*
|
|
* \param type the type of event; see SDL_EventType for details.
|
|
* \param enabled whether to process the event or not.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_EventEnabled
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, bool enabled);
|
|
|
|
/**
|
|
* Query the state of processing events by type.
|
|
*
|
|
* \param type the type of event; see SDL_EventType for details.
|
|
* \returns true if the event is being processed, false otherwise.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_SetEventEnabled
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_EventEnabled(Uint32 type);
|
|
|
|
/**
|
|
* Allocate a set of user-defined events, and return the beginning event
|
|
* number for that set of events.
|
|
*
|
|
* \param numevents the number of events to be allocated.
|
|
* \returns the beginning event number, or 0 if numevents is invalid or if
|
|
* there are not enough user-defined events left.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_PushEvent
|
|
*/
|
|
extern SDL_DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
|
|
|
|
/**
|
|
* Get window associated with an event.
|
|
*
|
|
* \param event an event containing a `windowID`.
|
|
* \returns the associated window on success or NULL if there is none.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.1.3.
|
|
*
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_WaitEvent
|
|
* \sa SDL_WaitEventTimeout
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromEvent(const SDL_Event *event);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_events_h_ */
|