cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

SDL_events.h (30957B)


      1/*
      2  Simple DirectMedia Layer
      3  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
      4
      5  This software is provided 'as-is', without any express or implied
      6  warranty.  In no event will the authors be held liable for any damages
      7  arising from the use of this software.
      8
      9  Permission is granted to anyone to use this software for any purpose,
     10  including commercial applications, and to alter it and redistribute it
     11  freely, subject to the following restrictions:
     12
     13  1. The origin of this software must not be misrepresented; you must not
     14     claim that you wrote the original software. If you use this software
     15     in a product, an acknowledgment in the product documentation would be
     16     appreciated but is not required.
     17  2. Altered source versions must be plainly marked as such, and must not be
     18     misrepresented as being the original software.
     19  3. This notice may not be removed or altered from any source distribution.
     20*/
     21
     22/**
     23 *  \file SDL_events.h
     24 *
     25 *  Include file for SDL event handling.
     26 */
     27
     28#ifndef SDL_events_h_
     29#define SDL_events_h_
     30
     31#include "SDL_stdinc.h"
     32#include "SDL_error.h"
     33#include "SDL_video.h"
     34#include "SDL_keyboard.h"
     35#include "SDL_mouse.h"
     36#include "SDL_joystick.h"
     37#include "SDL_gamecontroller.h"
     38#include "SDL_quit.h"
     39#include "SDL_gesture.h"
     40#include "SDL_touch.h"
     41
     42#include "begin_code.h"
     43/* Set up for C function definitions, even when using C++ */
     44#ifdef __cplusplus
     45extern "C" {
     46#endif
     47
     48/* General keyboard/mouse state definitions */
     49#define SDL_RELEASED    0
     50#define SDL_PRESSED 1
     51
     52/**
     53 * \brief The types of events that can be delivered.
     54 */
     55typedef enum
     56{
     57    SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */
     58
     59    /* Application events */
     60    SDL_QUIT           = 0x100, /**< User-requested quit */
     61
     62    /* These application events have special meaning on iOS, see README-ios.md for details */
     63    SDL_APP_TERMINATING,        /**< The application is being terminated by the OS
     64                                     Called on iOS in applicationWillTerminate()
     65                                     Called on Android in onDestroy()
     66                                */
     67    SDL_APP_LOWMEMORY,          /**< The application is low on memory, free memory if possible.
     68                                     Called on iOS in applicationDidReceiveMemoryWarning()
     69                                     Called on Android in onLowMemory()
     70                                */
     71    SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
     72                                     Called on iOS in applicationWillResignActive()
     73                                     Called on Android in onPause()
     74                                */
     75    SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
     76                                     Called on iOS in applicationDidEnterBackground()
     77                                     Called on Android in onPause()
     78                                */
     79    SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
     80                                     Called on iOS in applicationWillEnterForeground()
     81                                     Called on Android in onResume()
     82                                */
     83    SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
     84                                     Called on iOS in applicationDidBecomeActive()
     85                                     Called on Android in onResume()
     86                                */
     87
     88    /* Display events */
     89    SDL_DISPLAYEVENT   = 0x150,  /**< Display state change */
     90
     91    /* Window events */
     92    SDL_WINDOWEVENT    = 0x200, /**< Window state change */
     93    SDL_SYSWMEVENT,             /**< System specific event */
     94
     95    /* Keyboard events */
     96    SDL_KEYDOWN        = 0x300, /**< Key pressed */
     97    SDL_KEYUP,                  /**< Key released */
     98    SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
     99    SDL_TEXTINPUT,              /**< Keyboard text input */
    100    SDL_KEYMAPCHANGED,          /**< Keymap changed due to a system event such as an
    101                                     input language or keyboard layout change.
    102                                */
    103
    104    /* Mouse events */
    105    SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
    106    SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
    107    SDL_MOUSEBUTTONUP,          /**< Mouse button released */
    108    SDL_MOUSEWHEEL,             /**< Mouse wheel motion */
    109
    110    /* Joystick events */
    111    SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
    112    SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
    113    SDL_JOYHATMOTION,           /**< Joystick hat position change */
    114    SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
    115    SDL_JOYBUTTONUP,            /**< Joystick button released */
    116    SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
    117    SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */
    118
    119    /* Game controller events */
    120    SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
    121    SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
    122    SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
    123    SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
    124    SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
    125    SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
    126
    127    /* Touch events */
    128    SDL_FINGERDOWN      = 0x700,
    129    SDL_FINGERUP,
    130    SDL_FINGERMOTION,
    131
    132    /* Gesture events */
    133    SDL_DOLLARGESTURE   = 0x800,
    134    SDL_DOLLARRECORD,
    135    SDL_MULTIGESTURE,
    136
    137    /* Clipboard events */
    138    SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
    139
    140    /* Drag and drop events */
    141    SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
    142    SDL_DROPTEXT,                 /**< text/plain drag-and-drop event */
    143    SDL_DROPBEGIN,                /**< A new set of drops is beginning (NULL filename) */
    144    SDL_DROPCOMPLETE,             /**< Current set of drops is now complete (NULL filename) */
    145
    146    /* Audio hotplug events */
    147    SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
    148    SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
    149
    150    /* Sensor events */
    151    SDL_SENSORUPDATE = 0x1200,     /**< A sensor was updated */
    152
    153    /* Render events */
    154    SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
    155    SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
    156
    157    /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
    158     *  and should be allocated with SDL_RegisterEvents()
    159     */
    160    SDL_USEREVENT    = 0x8000,
    161
    162    /**
    163     *  This last event is only for bounding internal arrays
    164     */
    165    SDL_LASTEVENT    = 0xFFFF
    166} SDL_EventType;
    167
    168/**
    169 *  \brief Fields shared by every event
    170 */
    171typedef struct SDL_CommonEvent
    172{
    173    Uint32 type;
    174    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    175} SDL_CommonEvent;
    176
    177/**
    178 *  \brief Display state change event data (event.display.*)
    179 */
    180typedef struct SDL_DisplayEvent
    181{
    182    Uint32 type;        /**< ::SDL_DISPLAYEVENT */
    183    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    184    Uint32 display;     /**< The associated display index */
    185    Uint8 event;        /**< ::SDL_DisplayEventID */
    186    Uint8 padding1;
    187    Uint8 padding2;
    188    Uint8 padding3;
    189    Sint32 data1;       /**< event dependent data */
    190} SDL_DisplayEvent;
    191
    192/**
    193 *  \brief Window state change event data (event.window.*)
    194 */
    195typedef struct SDL_WindowEvent
    196{
    197    Uint32 type;        /**< ::SDL_WINDOWEVENT */
    198    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    199    Uint32 windowID;    /**< The associated window */
    200    Uint8 event;        /**< ::SDL_WindowEventID */
    201    Uint8 padding1;
    202    Uint8 padding2;
    203    Uint8 padding3;
    204    Sint32 data1;       /**< event dependent data */
    205    Sint32 data2;       /**< event dependent data */
    206} SDL_WindowEvent;
    207
    208/**
    209 *  \brief Keyboard button event structure (event.key.*)
    210 */
    211typedef struct SDL_KeyboardEvent
    212{
    213    Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
    214    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    215    Uint32 windowID;    /**< The window with keyboard focus, if any */
    216    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    217    Uint8 repeat;       /**< Non-zero if this is a key repeat */
    218    Uint8 padding2;
    219    Uint8 padding3;
    220    SDL_Keysym keysym;  /**< The key that was pressed or released */
    221} SDL_KeyboardEvent;
    222
    223#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
    224/**
    225 *  \brief Keyboard text editing event structure (event.edit.*)
    226 */
    227typedef struct SDL_TextEditingEvent
    228{
    229    Uint32 type;                                /**< ::SDL_TEXTEDITING */
    230    Uint32 timestamp;                           /**< In milliseconds, populated using SDL_GetTicks() */
    231    Uint32 windowID;                            /**< The window with keyboard focus, if any */
    232    char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
    233    Sint32 start;                               /**< The start cursor of selected editing text */
    234    Sint32 length;                              /**< The length of selected editing text */
    235} SDL_TextEditingEvent;
    236
    237
    238#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
    239/**
    240 *  \brief Keyboard text input event structure (event.text.*)
    241 */
    242typedef struct SDL_TextInputEvent
    243{
    244    Uint32 type;                              /**< ::SDL_TEXTINPUT */
    245    Uint32 timestamp;                         /**< In milliseconds, populated using SDL_GetTicks() */
    246    Uint32 windowID;                          /**< The window with keyboard focus, if any */
    247    char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
    248} SDL_TextInputEvent;
    249
    250/**
    251 *  \brief Mouse motion event structure (event.motion.*)
    252 */
    253typedef struct SDL_MouseMotionEvent
    254{
    255    Uint32 type;        /**< ::SDL_MOUSEMOTION */
    256    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    257    Uint32 windowID;    /**< The window with mouse focus, if any */
    258    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
    259    Uint32 state;       /**< The current button state */
    260    Sint32 x;           /**< X coordinate, relative to window */
    261    Sint32 y;           /**< Y coordinate, relative to window */
    262    Sint32 xrel;        /**< The relative motion in the X direction */
    263    Sint32 yrel;        /**< The relative motion in the Y direction */
    264} SDL_MouseMotionEvent;
    265
    266/**
    267 *  \brief Mouse button event structure (event.button.*)
    268 */
    269typedef struct SDL_MouseButtonEvent
    270{
    271    Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
    272    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    273    Uint32 windowID;    /**< The window with mouse focus, if any */
    274    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
    275    Uint8 button;       /**< The mouse button index */
    276    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    277    Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
    278    Uint8 padding1;
    279    Sint32 x;           /**< X coordinate, relative to window */
    280    Sint32 y;           /**< Y coordinate, relative to window */
    281} SDL_MouseButtonEvent;
    282
    283/**
    284 *  \brief Mouse wheel event structure (event.wheel.*)
    285 */
    286typedef struct SDL_MouseWheelEvent
    287{
    288    Uint32 type;        /**< ::SDL_MOUSEWHEEL */
    289    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    290    Uint32 windowID;    /**< The window with mouse focus, if any */
    291    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
    292    Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
    293    Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
    294    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 */
    295} SDL_MouseWheelEvent;
    296
    297/**
    298 *  \brief Joystick axis motion event structure (event.jaxis.*)
    299 */
    300typedef struct SDL_JoyAxisEvent
    301{
    302    Uint32 type;        /**< ::SDL_JOYAXISMOTION */
    303    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    304    SDL_JoystickID which; /**< The joystick instance id */
    305    Uint8 axis;         /**< The joystick axis index */
    306    Uint8 padding1;
    307    Uint8 padding2;
    308    Uint8 padding3;
    309    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
    310    Uint16 padding4;
    311} SDL_JoyAxisEvent;
    312
    313/**
    314 *  \brief Joystick trackball motion event structure (event.jball.*)
    315 */
    316typedef struct SDL_JoyBallEvent
    317{
    318    Uint32 type;        /**< ::SDL_JOYBALLMOTION */
    319    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    320    SDL_JoystickID which; /**< The joystick instance id */
    321    Uint8 ball;         /**< The joystick trackball index */
    322    Uint8 padding1;
    323    Uint8 padding2;
    324    Uint8 padding3;
    325    Sint16 xrel;        /**< The relative motion in the X direction */
    326    Sint16 yrel;        /**< The relative motion in the Y direction */
    327} SDL_JoyBallEvent;
    328
    329/**
    330 *  \brief Joystick hat position change event structure (event.jhat.*)
    331 */
    332typedef struct SDL_JoyHatEvent
    333{
    334    Uint32 type;        /**< ::SDL_JOYHATMOTION */
    335    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    336    SDL_JoystickID which; /**< The joystick instance id */
    337    Uint8 hat;          /**< The joystick hat index */
    338    Uint8 value;        /**< The hat position value.
    339                         *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
    340                         *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
    341                         *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
    342                         *
    343                         *   Note that zero means the POV is centered.
    344                         */
    345    Uint8 padding1;
    346    Uint8 padding2;
    347} SDL_JoyHatEvent;
    348
    349/**
    350 *  \brief Joystick button event structure (event.jbutton.*)
    351 */
    352typedef struct SDL_JoyButtonEvent
    353{
    354    Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
    355    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    356    SDL_JoystickID which; /**< The joystick instance id */
    357    Uint8 button;       /**< The joystick button index */
    358    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    359    Uint8 padding1;
    360    Uint8 padding2;
    361} SDL_JoyButtonEvent;
    362
    363/**
    364 *  \brief Joystick device event structure (event.jdevice.*)
    365 */
    366typedef struct SDL_JoyDeviceEvent
    367{
    368    Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
    369    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    370    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
    371} SDL_JoyDeviceEvent;
    372
    373
    374/**
    375 *  \brief Game controller axis motion event structure (event.caxis.*)
    376 */
    377typedef struct SDL_ControllerAxisEvent
    378{
    379    Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
    380    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    381    SDL_JoystickID which; /**< The joystick instance id */
    382    Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
    383    Uint8 padding1;
    384    Uint8 padding2;
    385    Uint8 padding3;
    386    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
    387    Uint16 padding4;
    388} SDL_ControllerAxisEvent;
    389
    390
    391/**
    392 *  \brief Game controller button event structure (event.cbutton.*)
    393 */
    394typedef struct SDL_ControllerButtonEvent
    395{
    396    Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
    397    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    398    SDL_JoystickID which; /**< The joystick instance id */
    399    Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
    400    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    401    Uint8 padding1;
    402    Uint8 padding2;
    403} SDL_ControllerButtonEvent;
    404
    405
    406/**
    407 *  \brief Controller device event structure (event.cdevice.*)
    408 */
    409typedef struct SDL_ControllerDeviceEvent
    410{
    411    Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
    412    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    413    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
    414} SDL_ControllerDeviceEvent;
    415
    416/**
    417 *  \brief Audio device event structure (event.adevice.*)
    418 */
    419typedef struct SDL_AudioDeviceEvent
    420{
    421    Uint32 type;        /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
    422    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    423    Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
    424    Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
    425    Uint8 padding1;
    426    Uint8 padding2;
    427    Uint8 padding3;
    428} SDL_AudioDeviceEvent;
    429
    430
    431/**
    432 *  \brief Touch finger event structure (event.tfinger.*)
    433 */
    434typedef struct SDL_TouchFingerEvent
    435{
    436    Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
    437    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    438    SDL_TouchID touchId; /**< The touch device id */
    439    SDL_FingerID fingerId;
    440    float x;            /**< Normalized in the range 0...1 */
    441    float y;            /**< Normalized in the range 0...1 */
    442    float dx;           /**< Normalized in the range -1...1 */
    443    float dy;           /**< Normalized in the range -1...1 */
    444    float pressure;     /**< Normalized in the range 0...1 */
    445    Uint32 windowID;    /**< The window underneath the finger, if any */
    446} SDL_TouchFingerEvent;
    447
    448
    449/**
    450 *  \brief Multiple Finger Gesture Event (event.mgesture.*)
    451 */
    452typedef struct SDL_MultiGestureEvent
    453{
    454    Uint32 type;        /**< ::SDL_MULTIGESTURE */
    455    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    456    SDL_TouchID touchId; /**< The touch device id */
    457    float dTheta;
    458    float dDist;
    459    float x;
    460    float y;
    461    Uint16 numFingers;
    462    Uint16 padding;
    463} SDL_MultiGestureEvent;
    464
    465
    466/**
    467 * \brief Dollar Gesture Event (event.dgesture.*)
    468 */
    469typedef struct SDL_DollarGestureEvent
    470{
    471    Uint32 type;        /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
    472    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    473    SDL_TouchID touchId; /**< The touch device id */
    474    SDL_GestureID gestureId;
    475    Uint32 numFingers;
    476    float error;
    477    float x;            /**< Normalized center of gesture */
    478    float y;            /**< Normalized center of gesture */
    479} SDL_DollarGestureEvent;
    480
    481
    482/**
    483 *  \brief An event used to request a file open by the system (event.drop.*)
    484 *         This event is enabled by default, you can disable it with SDL_EventState().
    485 *  \note If this event is enabled, you must free the filename in the event.
    486 */
    487typedef struct SDL_DropEvent
    488{
    489    Uint32 type;        /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
    490    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    491    char *file;         /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
    492    Uint32 windowID;    /**< The window that was dropped on, if any */
    493} SDL_DropEvent;
    494
    495
    496/**
    497 *  \brief Sensor event structure (event.sensor.*)
    498 */
    499typedef struct SDL_SensorEvent
    500{
    501    Uint32 type;        /**< ::SDL_SENSORUPDATE */
    502    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    503    Sint32 which;       /**< The instance ID of the sensor */
    504    float data[6];      /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
    505} SDL_SensorEvent;
    506
    507/**
    508 *  \brief The "quit requested" event
    509 */
    510typedef struct SDL_QuitEvent
    511{
    512    Uint32 type;        /**< ::SDL_QUIT */
    513    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    514} SDL_QuitEvent;
    515
    516/**
    517 *  \brief OS Specific event
    518 */
    519typedef struct SDL_OSEvent
    520{
    521    Uint32 type;        /**< ::SDL_QUIT */
    522    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    523} SDL_OSEvent;
    524
    525/**
    526 *  \brief A user-defined event type (event.user.*)
    527 */
    528typedef struct SDL_UserEvent
    529{
    530    Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
    531    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    532    Uint32 windowID;    /**< The associated window if any */
    533    Sint32 code;        /**< User defined event code */
    534    void *data1;        /**< User defined data pointer */
    535    void *data2;        /**< User defined data pointer */
    536} SDL_UserEvent;
    537
    538
    539struct SDL_SysWMmsg;
    540typedef struct SDL_SysWMmsg SDL_SysWMmsg;
    541
    542/**
    543 *  \brief A video driver dependent system event (event.syswm.*)
    544 *         This event is disabled by default, you can enable it with SDL_EventState()
    545 *
    546 *  \note If you want to use this event, you should include SDL_syswm.h.
    547 */
    548typedef struct SDL_SysWMEvent
    549{
    550    Uint32 type;        /**< ::SDL_SYSWMEVENT */
    551    Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
    552    SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
    553} SDL_SysWMEvent;
    554
    555/**
    556 *  \brief General event structure
    557 */
    558typedef union SDL_Event
    559{
    560    Uint32 type;                    /**< Event type, shared with all events */
    561    SDL_CommonEvent common;         /**< Common event data */
    562    SDL_DisplayEvent display;       /**< Display event data */
    563    SDL_WindowEvent window;         /**< Window event data */
    564    SDL_KeyboardEvent key;          /**< Keyboard event data */
    565    SDL_TextEditingEvent edit;      /**< Text editing event data */
    566    SDL_TextInputEvent text;        /**< Text input event data */
    567    SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
    568    SDL_MouseButtonEvent button;    /**< Mouse button event data */
    569    SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
    570    SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
    571    SDL_JoyBallEvent jball;         /**< Joystick ball event data */
    572    SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
    573    SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
    574    SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
    575    SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
    576    SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
    577    SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
    578    SDL_AudioDeviceEvent adevice;   /**< Audio device event data */
    579    SDL_SensorEvent sensor;         /**< Sensor event data */
    580    SDL_QuitEvent quit;             /**< Quit request event data */
    581    SDL_UserEvent user;             /**< Custom event data */
    582    SDL_SysWMEvent syswm;           /**< System dependent window event data */
    583    SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
    584    SDL_MultiGestureEvent mgesture; /**< Gesture event data */
    585    SDL_DollarGestureEvent dgesture; /**< Gesture event data */
    586    SDL_DropEvent drop;             /**< Drag and drop event data */
    587
    588    /* This is necessary for ABI compatibility between Visual C++ and GCC
    589       Visual C++ will respect the push pack pragma and use 52 bytes for
    590       this structure, and GCC will use the alignment of the largest datatype
    591       within the union, which is 8 bytes.
    592
    593       So... we'll add padding to force the size to be 56 bytes for both.
    594    */
    595    Uint8 padding[56];
    596} SDL_Event;
    597
    598/* Make sure we haven't broken binary compatibility */
    599SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == 56);
    600
    601
    602/* Function prototypes */
    603
    604/**
    605 *  Pumps the event loop, gathering events from the input devices.
    606 *
    607 *  This function updates the event queue and internal input device state.
    608 *
    609 *  This should only be run in the thread that sets the video mode.
    610 */
    611extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
    612
    613/* @{ */
    614typedef enum
    615{
    616    SDL_ADDEVENT,
    617    SDL_PEEKEVENT,
    618    SDL_GETEVENT
    619} SDL_eventaction;
    620
    621/**
    622 *  Checks the event queue for messages and optionally returns them.
    623 *
    624 *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
    625 *  the back of the event queue.
    626 *
    627 *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
    628 *  of the event queue, within the specified minimum and maximum type,
    629 *  will be returned and will not be removed from the queue.
    630 *
    631 *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
    632 *  of the event queue, within the specified minimum and maximum type,
    633 *  will be returned and will be removed from the queue.
    634 *
    635 *  \return The number of events actually stored, or -1 if there was an error.
    636 *
    637 *  This function is thread-safe.
    638 */
    639extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
    640                                           SDL_eventaction action,
    641                                           Uint32 minType, Uint32 maxType);
    642/* @} */
    643
    644/**
    645 *  Checks to see if certain event types are in the event queue.
    646 */
    647extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
    648extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
    649
    650/**
    651 *  This function clears events from the event queue
    652 *  This function only affects currently queued events. If you want to make
    653 *  sure that all pending OS events are flushed, you can call SDL_PumpEvents()
    654 *  on the main thread immediately before the flush call.
    655 */
    656extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
    657extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
    658
    659/**
    660 *  \brief Polls for currently pending events.
    661 *
    662 *  \return 1 if there are any pending events, or 0 if there are none available.
    663 *
    664 *  \param event If not NULL, the next event is removed from the queue and
    665 *               stored in that area.
    666 */
    667extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
    668
    669/**
    670 *  \brief Waits indefinitely for the next available event.
    671 *
    672 *  \return 1, or 0 if there was an error while waiting for events.
    673 *
    674 *  \param event If not NULL, the next event is removed from the queue and
    675 *               stored in that area.
    676 */
    677extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
    678
    679/**
    680 *  \brief Waits until the specified timeout (in milliseconds) for the next
    681 *         available event.
    682 *
    683 *  \return 1, or 0 if there was an error while waiting for events.
    684 *
    685 *  \param event If not NULL, the next event is removed from the queue and
    686 *               stored in that area.
    687 *  \param timeout The timeout (in milliseconds) to wait for next event.
    688 */
    689extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
    690                                                 int timeout);
    691
    692/**
    693 *  \brief Add an event to the event queue.
    694 *
    695 *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue
    696 *          was full or there was some other error.
    697 */
    698extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
    699
    700typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
    701
    702/**
    703 *  Sets up a filter to process all events before they change internal state and
    704 *  are posted to the internal event queue.
    705 *
    706 *  The filter is prototyped as:
    707 *  \code
    708 *      int SDL_EventFilter(void *userdata, SDL_Event * event);
    709 *  \endcode
    710 *
    711 *  If the filter returns 1, then the event will be added to the internal queue.
    712 *  If it returns 0, then the event will be dropped from the queue, but the
    713 *  internal state will still be updated.  This allows selective filtering of
    714 *  dynamically arriving events.
    715 *
    716 *  \warning  Be very careful of what you do in the event filter function, as
    717 *            it may run in a different thread!
    718 *
    719 *  There is one caveat when dealing with the ::SDL_QuitEvent event type.  The
    720 *  event filter is only called when the window manager desires to close the
    721 *  application window.  If the event filter returns 1, then the window will
    722 *  be closed, otherwise the window will remain open if possible.
    723 *
    724 *  If the quit event is generated by an interrupt signal, it will bypass the
    725 *  internal queue and be delivered to the application at the next event poll.
    726 */
    727extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
    728                                                void *userdata);
    729
    730/**
    731 *  Return the current event filter - can be used to "chain" filters.
    732 *  If there is no event filter set, this function returns SDL_FALSE.
    733 */
    734extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
    735                                                    void **userdata);
    736
    737/**
    738 *  Add a function which is called when an event is added to the queue.
    739 */
    740extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
    741                                               void *userdata);
    742
    743/**
    744 *  Remove an event watch function added with SDL_AddEventWatch()
    745 */
    746extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
    747                                               void *userdata);
    748
    749/**
    750 *  Run the filter function on the current event queue, removing any
    751 *  events for which the filter returns 0.
    752 */
    753extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
    754                                              void *userdata);
    755
    756/* @{ */
    757#define SDL_QUERY   -1
    758#define SDL_IGNORE   0
    759#define SDL_DISABLE  0
    760#define SDL_ENABLE   1
    761
    762/**
    763 *  This function allows you to set the state of processing certain events.
    764 *   - If \c state is set to ::SDL_IGNORE, that event will be automatically
    765 *     dropped from the event queue and will not be filtered.
    766 *   - If \c state is set to ::SDL_ENABLE, that event will be processed
    767 *     normally.
    768 *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
    769 *     current processing state of the specified event.
    770 */
    771extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
    772/* @} */
    773#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
    774
    775/**
    776 *  This function allocates a set of user-defined events, and returns
    777 *  the beginning event number for that set of events.
    778 *
    779 *  If there aren't enough user-defined events left, this function
    780 *  returns (Uint32)-1
    781 */
    782extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
    783
    784/* Ends C function definitions when using C++ */
    785#ifdef __cplusplus
    786}
    787#endif
    788#include "close_code.h"
    789
    790#endif /* SDL_events_h_ */
    791
    792/* vi: set ts=4 sw=4 expandtab: */