SDL 2.0
SDL_events.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 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 * # CategoryEvents
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 * The types of events that can be delivered.
54 */
55typedef enum SDL_EventType
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 SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */
89
90 /* Display events */
91 SDL_DISPLAYEVENT = 0x150, /**< Display state change */
92
93 /* Window events */
94 SDL_WINDOWEVENT = 0x200, /**< Window state change */
95 SDL_SYSWMEVENT, /**< System specific event */
96
97 /* Keyboard events */
98 SDL_KEYDOWN = 0x300, /**< Key pressed */
99 SDL_KEYUP, /**< Key released */
100 SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
101 SDL_TEXTINPUT, /**< Keyboard text input */
102 SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
103 input language or keyboard layout change.
104 */
105 SDL_TEXTEDITING_EXT, /**< Extended keyboard text editing (composition) */
106
107 /* Mouse events */
108 SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
109 SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
110 SDL_MOUSEBUTTONUP, /**< Mouse button released */
111 SDL_MOUSEWHEEL, /**< Mouse wheel motion */
112
113 /* Joystick events */
114 SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
115 SDL_JOYBALLMOTION, /**< Joystick trackball motion */
116 SDL_JOYHATMOTION, /**< Joystick hat position change */
117 SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
118 SDL_JOYBUTTONUP, /**< Joystick button released */
119 SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
120 SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
121 SDL_JOYBATTERYUPDATED, /**< Joystick battery level change */
122
123 /* Game controller events */
124 SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
125 SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
126 SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
127 SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
128 SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
129 SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
130 SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */
131 SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
132 SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
133 SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
135 SDL_CONTROLLERSTEAMHANDLEUPDATED, /**< Game controller Steam handle has changed */
136
137 /* Touch events */
141
142 /* Gesture events */
146
147 /* Clipboard events */
148 SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */
149
150 /* Drag and drop events */
151 SDL_DROPFILE = 0x1000, /**< The system requests a file open */
152 SDL_DROPTEXT, /**< text/plain drag-and-drop event */
153 SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
154 SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
155
156 /* Audio hotplug events */
157 SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
158 SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
159
160 /* Sensor events */
161 SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
162
163 /* Render events */
164 SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
165 SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
166
167 /* Internal events */
168 SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
169
170 /** Events SDL_USEREVENT through SDL_LASTEVENT are for your use,
171 * and should be allocated with SDL_RegisterEvents()
172 */
174
175 /**
176 * This last event is only for bounding internal arrays
177 */
178 SDL_LASTEVENT = 0xFFFF
180
181/**
182 * Fields shared by every event
183 */
184typedef struct SDL_CommonEvent
185{
187 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
189
190/**
191 * Display state change event data (event.display.*)
192 */
193typedef struct SDL_DisplayEvent
194{
195 Uint32 type; /**< SDL_DISPLAYEVENT */
196 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
197 Uint32 display; /**< The associated display index */
198 Uint8 event; /**< SDL_DisplayEventID */
202 Sint32 data1; /**< event dependent data */
204
205/**
206 * Window state change event data (event.window.*)
207 */
208typedef struct SDL_WindowEvent
209{
210 Uint32 type; /**< SDL_WINDOWEVENT */
211 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
212 Uint32 windowID; /**< The associated window */
213 Uint8 event; /**< SDL_WindowEventID */
217 Sint32 data1; /**< event dependent data */
218 Sint32 data2; /**< event dependent data */
220
221/**
222 * Keyboard button event structure (event.key.*)
223 */
224typedef struct SDL_KeyboardEvent
225{
226 Uint32 type; /**< SDL_KEYDOWN or SDL_KEYUP */
227 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
228 Uint32 windowID; /**< The window with keyboard focus, if any */
229 Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
230 Uint8 repeat; /**< Non-zero if this is a key repeat */
233 SDL_Keysym keysym; /**< The key that was pressed or released */
235
236#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
237
238/**
239 * Keyboard text editing event structure (event.edit.*)
240 */
242{
243 Uint32 type; /**< SDL_TEXTEDITING */
244 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
245 Uint32 windowID; /**< The window with keyboard focus, if any */
246 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
247 Sint32 start; /**< The start cursor of selected editing text */
248 Sint32 length; /**< The length of selected editing text */
250
251/**
252 * Extended keyboard text editing event structure (event.editExt.*) when text
253 * would be truncated if stored in the text buffer SDL_TextEditingEvent
254 */
256{
257 Uint32 type; /**< SDL_TEXTEDITING_EXT */
258 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
259 Uint32 windowID; /**< The window with keyboard focus, if any */
260 char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
261 Sint32 start; /**< The start cursor of selected editing text */
262 Sint32 length; /**< The length of selected editing text */
264
265/**
266 * The maximum bytes of text that can be supplied in an SDL_TextInputEvent.
267 */
268#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
269
270/**
271 * Keyboard text input event structure (event.text.*)
272 *
273 * `text` is limited to SDL_TEXTINPUTEVENT_TEXT_SIZE bytes. If the incoming
274 * string is larger than this, SDL will split it and send it in pieces, across
275 * multiple events. The string is in UTF-8 format, and if split, SDL
276 * guarantees that it will not split in the middle of a UTF-8 sequence, so any
277 * event will only contain complete codepoints. However, if there are several
278 * codepoints that go together into a single glyph (like an emoji "thumbs up"
279 * followed by a skin color), they may be split between events.
280 *
281 * This event will never be delivered unless text input is enabled by calling
282 * SDL_StartTextInput(). Text input is enabled by default on desktop
283 * platforms, and disabled by default on mobile platforms!
284 *
285 * \sa SDL_StartTextInput
286 * \sa SDL_StopTextInput
287 */
288typedef struct SDL_TextInputEvent
289{
290 Uint32 type; /**< SDL_TEXTINPUT */
291 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
292 Uint32 windowID; /**< The window with keyboard focus, if any */
293 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text; UTF-8 encoded. */
295
296/**
297 * Mouse motion event structure (event.motion.*)
298 */
300{
301 Uint32 type; /**< SDL_MOUSEMOTION */
302 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
303 Uint32 windowID; /**< The window with mouse focus, if any */
304 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
305 Uint32 state; /**< The current button state */
306 Sint32 x; /**< X coordinate, relative to window */
307 Sint32 y; /**< Y coordinate, relative to window */
308 Sint32 xrel; /**< The relative motion in the X direction */
309 Sint32 yrel; /**< The relative motion in the Y direction */
311
312/**
313 * Mouse button event structure (event.button.*)
314 */
316{
317 Uint32 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
318 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
319 Uint32 windowID; /**< The window with mouse focus, if any */
320 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
321 Uint8 button; /**< The mouse button index */
322 Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
323 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
325 Sint32 x; /**< X coordinate, relative to window */
326 Sint32 y; /**< Y coordinate, relative to window */
328
329/**
330 * Mouse wheel event structure (event.wheel.*)
331 */
333{
334 Uint32 type; /**< SDL_MOUSEWHEEL */
335 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
336 Uint32 windowID; /**< The window with mouse focus, if any */
337 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
338 Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
339 Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
340 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 */
341 float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
342 float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
343 Sint32 mouseX; /**< X coordinate, relative to window (added in 2.26.0) */
344 Sint32 mouseY; /**< Y coordinate, relative to window (added in 2.26.0) */
346
347/**
348 * Joystick axis motion event structure (event.jaxis.*)
349 */
350typedef struct SDL_JoyAxisEvent
351{
352 Uint32 type; /**< SDL_JOYAXISMOTION */
353 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
354 SDL_JoystickID which; /**< The joystick instance id */
355 Uint8 axis; /**< The joystick axis index */
359 Sint16 value; /**< The axis value (range: -32768 to 32767) */
362
363/**
364 * Joystick trackball motion event structure (event.jball.*)
365 */
366typedef struct SDL_JoyBallEvent
367{
368 Uint32 type; /**< SDL_JOYBALLMOTION */
369 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
370 SDL_JoystickID which; /**< The joystick instance id */
371 Uint8 ball; /**< The joystick trackball index */
375 Sint16 xrel; /**< The relative motion in the X direction */
376 Sint16 yrel; /**< The relative motion in the Y direction */
378
379/**
380 * Joystick hat position change event structure (event.jhat.*)
381 */
382typedef struct SDL_JoyHatEvent
383{
384 Uint32 type; /**< SDL_JOYHATMOTION */
385 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
386 SDL_JoystickID which; /**< The joystick instance id */
387 Uint8 hat; /**< The joystick hat index */
388 Uint8 value; /**< The hat position value.
389 * \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
390 * \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
391 * \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
392 *
393 * Note that zero means the POV is centered.
394 */
398
399/**
400 * Joystick button event structure (event.jbutton.*)
401 */
402typedef struct SDL_JoyButtonEvent
403{
404 Uint32 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
405 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
406 SDL_JoystickID which; /**< The joystick instance id */
407 Uint8 button; /**< The joystick button index */
408 Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
412
413/**
414 * Joystick device event structure (event.jdevice.*)
415 *
416 * SDL will send JOYSTICK_ADDED events for devices that are already plugged in
417 * during SDL_Init.
418 *
419 * \sa SDL_ControllerDeviceEvent
420 */
421typedef struct SDL_JoyDeviceEvent
422{
423 Uint32 type; /**< SDL_JOYDEVICEADDED or SDL_JOYDEVICEREMOVED */
424 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
425 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
427
428/**
429 * Joysick battery level change event structure (event.jbattery.*)
430 */
432{
433 Uint32 type; /**< SDL_JOYBATTERYUPDATED */
434 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
435 SDL_JoystickID which; /**< The joystick instance id */
436 SDL_JoystickPowerLevel level; /**< The joystick battery level */
438
439/**
440 * Game controller axis motion event structure (event.caxis.*)
441 */
443{
444 Uint32 type; /**< SDL_CONTROLLERAXISMOTION */
445 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
446 SDL_JoystickID which; /**< The joystick instance id */
447 Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
451 Sint16 value; /**< The axis value (range: -32768 to 32767) */
454
455
456/**
457 * Game controller button event structure (event.cbutton.*)
458 */
460{
461 Uint32 type; /**< SDL_CONTROLLERBUTTONDOWN or SDL_CONTROLLERBUTTONUP */
462 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
463 SDL_JoystickID which; /**< The joystick instance id */
464 Uint8 button; /**< The controller button (SDL_GameControllerButton) */
465 Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
469
470
471/**
472 * Controller device event structure (event.cdevice.*)
473 *
474 * Joysticks that are supported game controllers receive both an
475 * SDL_JoyDeviceEvent and an SDL_ControllerDeviceEvent.
476 *
477 * SDL will send CONTROLLERDEVICEADDED events for joysticks that are already
478 * plugged in during SDL_Init() and are recognized as game controllers.
479 */
481{
482 Uint32 type; /**< SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_CONTROLLERDEVICEREMAPPED, or SDL_CONTROLLERSTEAMHANDLEUPDATED */
483 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
484 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
486
487/**
488 * Game controller touchpad event structure (event.ctouchpad.*)
489 */
491{
492 Uint32 type; /**< SDL_CONTROLLERTOUCHPADDOWN or SDL_CONTROLLERTOUCHPADMOTION or SDL_CONTROLLERTOUCHPADUP */
493 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
494 SDL_JoystickID which; /**< The joystick instance id */
495 Sint32 touchpad; /**< The index of the touchpad */
496 Sint32 finger; /**< The index of the finger on the touchpad */
497 float x; /**< Normalized in the range 0...1 with 0 being on the left */
498 float y; /**< Normalized in the range 0...1 with 0 being at the top */
499 float pressure; /**< Normalized in the range 0...1 */
501
502/**
503 * Game controller sensor event structure (event.csensor.*)
504 */
506{
507 Uint32 type; /**< SDL_CONTROLLERSENSORUPDATE */
508 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
509 SDL_JoystickID which; /**< The joystick instance id */
510 Sint32 sensor; /**< The type of the sensor, one of the values of SDL_SensorType */
511 float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
512 Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
514
515/**
516 * Audio device event structure (event.adevice.*)
517 */
519{
520 Uint32 type; /**< SDL_AUDIODEVICEADDED, or SDL_AUDIODEVICEREMOVED */
521 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
522 Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
523 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
528
529
530/**
531 * Touch finger event structure (event.tfinger.*)
532 */
534{
535 Uint32 type; /**< SDL_FINGERMOTION or SDL_FINGERDOWN or SDL_FINGERUP */
536 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
537 SDL_TouchID touchId; /**< The touch device id */
539 float x; /**< Normalized in the range 0...1 */
540 float y; /**< Normalized in the range 0...1 */
541 float dx; /**< Normalized in the range -1...1 */
542 float dy; /**< Normalized in the range -1...1 */
543 float pressure; /**< Normalized in the range 0...1 */
544 Uint32 windowID; /**< The window underneath the finger, if any */
546
547
548/**
549 * Multiple Finger Gesture Event (event.mgesture.*)
550 */
552{
553 Uint32 type; /**< SDL_MULTIGESTURE */
554 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
555 SDL_TouchID touchId; /**< The touch device id */
556 float dTheta;
557 float dDist;
558 float x;
559 float y;
563
564
565/**
566 * Dollar Gesture Event (event.dgesture.*)
567 */
569{
570 Uint32 type; /**< SDL_DOLLARGESTURE or SDL_DOLLARRECORD */
571 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
572 SDL_TouchID touchId; /**< The touch device id */
575 float error;
576 float x; /**< Normalized center of gesture */
577 float y; /**< Normalized center of gesture */
579
580
581/**
582 * An event used to request a file open by the system (event.drop.*)
583 *
584 * This event is enabled by default, you can disable it with SDL_EventState().
585 *
586 * If this event is enabled, you must free the filename in the event.
587 */
588typedef struct SDL_DropEvent
589{
590 Uint32 type; /**< SDL_DROPBEGIN or SDL_DROPFILE or SDL_DROPTEXT or SDL_DROPCOMPLETE */
591 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
592 char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
593 Uint32 windowID; /**< The window that was dropped on, if any */
595
596
597/**
598 * Sensor event structure (event.sensor.*)
599 */
600typedef struct SDL_SensorEvent
601{
602 Uint32 type; /**< SDL_SENSORUPDATE */
603 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
604 Sint32 which; /**< The instance ID of the sensor */
605 float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
606 Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
608
609/**
610 * The "quit requested" event
611 */
612typedef struct SDL_QuitEvent
613{
614 Uint32 type; /**< SDL_QUIT */
615 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
617
618/**
619 * A user-defined event type (event.user.*)
620 */
621typedef struct SDL_UserEvent
622{
623 Uint32 type; /**< SDL_USEREVENT through SDL_LASTEVENT-1 */
624 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
625 Uint32 windowID; /**< The associated window if any */
626 Sint32 code; /**< User defined event code */
627 void *data1; /**< User defined data pointer */
628 void *data2; /**< User defined data pointer */
630
631
632struct SDL_SysWMmsg;
633typedef struct SDL_SysWMmsg SDL_SysWMmsg;
634
635/**
636 * A video driver dependent system event (event.syswm.*)
637 *
638 * This event is disabled by default, you can enable it with SDL_EventState()
639 *
640 * If you want to use this event, you should include SDL_syswm.h.
641 */
642typedef struct SDL_SysWMEvent
643{
644 Uint32 type; /**< SDL_SYSWMEVENT */
645 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
646 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
648
649/**
650 * General event structure
651 *
652 * The SDL_Event structure is the core of all event handling in SDL. SDL_Event
653 * is a union of all event structures used in SDL.
654 */
655typedef union SDL_Event
656{
657 Uint32 type; /**< Event type, shared with all events */
658 SDL_CommonEvent common; /**< Common event data */
659 SDL_DisplayEvent display; /**< Display event data */
660 SDL_WindowEvent window; /**< Window event data */
661 SDL_KeyboardEvent key; /**< Keyboard event data */
662 SDL_TextEditingEvent edit; /**< Text editing event data */
663 SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */
664 SDL_TextInputEvent text; /**< Text input event data */
665 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
666 SDL_MouseButtonEvent button; /**< Mouse button event data */
667 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
668 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
669 SDL_JoyBallEvent jball; /**< Joystick ball event data */
670 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
671 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
672 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
673 SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
674 SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
675 SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
676 SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
677 SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */
678 SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */
679 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
680 SDL_SensorEvent sensor; /**< Sensor event data */
681 SDL_QuitEvent quit; /**< Quit request event data */
682 SDL_UserEvent user; /**< Custom event data */
683 SDL_SysWMEvent syswm; /**< System dependent window event data */
684 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
685 SDL_MultiGestureEvent mgesture; /**< Gesture event data */
686 SDL_DollarGestureEvent dgesture; /**< Gesture event data */
687 SDL_DropEvent drop; /**< Drag and drop event data */
688
689 /* This is necessary for ABI compatibility between Visual C++ and GCC.
690 Visual C++ will respect the push pack pragma and use 52 bytes (size of
691 SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
692 architectures) for this union, and GCC will use the alignment of the
693 largest datatype within the union, which is 8 bytes on 64-bit
694 architectures.
695
696 So... we'll add padding to force the size to be 56 bytes for both.
697
698 On architectures where pointers are 16 bytes, this needs rounding up to
699 the next multiple of 16, 64, and on architectures where pointers are
700 even larger the size of SDL_UserEvent will dominate as being 3 pointers.
701 */
702 Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
703} SDL_Event;
704
705/* Make sure we haven't broken binary compatibility */
706SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
707
708
709/* Function prototypes */
710
711/**
712 * Pump the event loop, gathering events from the input devices.
713 *
714 * This function updates the event queue and internal input device state.
715 *
716 * **WARNING**: This should only be run in the thread that initialized the
717 * video subsystem, and for extra safety, you should consider only doing those
718 * things on the main thread in any case.
719 *
720 * SDL_PumpEvents() gathers all the pending input information from devices and
721 * places it in the event queue. Without calls to SDL_PumpEvents() no events
722 * would ever be placed on the queue. Often the need for calls to
723 * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
724 * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
725 * polling or waiting for events (e.g. you are filtering them), then you must
726 * call SDL_PumpEvents() to force an event queue update.
727 *
728 * \since This function is available since SDL 2.0.0.
729 *
730 * \sa SDL_PollEvent
731 * \sa SDL_WaitEvent
732 */
733extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
734
735/* @{ */
742
743/**
744 * Check the event queue for messages and optionally return them.
745 *
746 * `action` may be any of the following:
747 *
748 * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
749 * event queue.
750 * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
751 * within the specified minimum and maximum type, will be returned to the
752 * caller and will _not_ be removed from the queue.
753 * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
754 * within the specified minimum and maximum type, will be returned to the
755 * caller and will be removed from the queue.
756 *
757 * You may have to call SDL_PumpEvents() before calling this function.
758 * Otherwise, the events may not be ready to be filtered when you call
759 * SDL_PeepEvents().
760 *
761 * This function is thread-safe.
762 *
763 * \param events destination buffer for the retrieved events.
764 * \param numevents if action is SDL_ADDEVENT, the number of events to add
765 * back to the event queue; if action is SDL_PEEKEVENT or
766 * SDL_GETEVENT, the maximum number of events to retrieve.
767 * \param action action to take; see [[#action|Remarks]] for details.
768 * \param minType minimum value of the event type to be considered;
769 * SDL_FIRSTEVENT is a safe choice.
770 * \param maxType maximum value of the event type to be considered;
771 * SDL_LASTEVENT is a safe choice.
772 * \returns the number of events actually stored or a negative error code on
773 * failure; call SDL_GetError() for more information.
774 *
775 * \since This function is available since SDL 2.0.0.
776 *
777 * \sa SDL_PollEvent
778 * \sa SDL_PumpEvents
779 * \sa SDL_PushEvent
780 */
781extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
782 SDL_eventaction action,
783 Uint32 minType, Uint32 maxType);
784/* @} */
785
786/**
787 * Check for the existence of a certain event type in the event queue.
788 *
789 * If you need to check for a range of event types, use SDL_HasEvents()
790 * instead.
791 *
792 * \param type the type of event to be queried; see SDL_EventType for details.
793 * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
794 * events matching `type` are not present.
795 *
796 * \since This function is available since SDL 2.0.0.
797 *
798 * \sa SDL_HasEvents
799 */
800extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
801
802
803/**
804 * Check for the existence of certain event types in the event queue.
805 *
806 * If you need to check for a single event type, use SDL_HasEvent() instead.
807 *
808 * \param minType the low end of event type to be queried, inclusive; see
809 * SDL_EventType for details.
810 * \param maxType the high end of event type to be queried, inclusive; see
811 * SDL_EventType for details.
812 * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
813 * present, or SDL_FALSE if not.
814 *
815 * \since This function is available since SDL 2.0.0.
816 *
817 * \sa SDL_HasEvents
818 */
819extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
820
821/**
822 * Clear events of a specific type from the event queue.
823 *
824 * This will unconditionally remove any events from the queue that match
825 * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
826 * instead.
827 *
828 * It's also normal to just ignore events you don't care about in your event
829 * loop without calling this function.
830 *
831 * This function only affects currently queued events. If you want to make
832 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
833 * on the main thread immediately before the flush call.
834 *
835 * \param type the type of event to be cleared; see SDL_EventType for details.
836 *
837 * \since This function is available since SDL 2.0.0.
838 *
839 * \sa SDL_FlushEvents
840 */
841extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
842
843/**
844 * Clear events of a range of types from the event queue.
845 *
846 * This will unconditionally remove any events from the queue that are in the
847 * range of `minType` to `maxType`, inclusive. If you need to remove a single
848 * event type, use SDL_FlushEvent() instead.
849 *
850 * It's also normal to just ignore events you don't care about in your event
851 * loop without calling this function.
852 *
853 * This function only affects currently queued events. If you want to make
854 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
855 * on the main thread immediately before the flush call.
856 *
857 * \param minType the low end of event type to be cleared, inclusive; see
858 * SDL_EventType for details.
859 * \param maxType the high end of event type to be cleared, inclusive; see
860 * SDL_EventType for details.
861 *
862 * \since This function is available since SDL 2.0.0.
863 *
864 * \sa SDL_FlushEvent
865 */
866extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
867
868/**
869 * Poll for currently pending events.
870 *
871 * If `event` is not NULL, the next event is removed from the queue and stored
872 * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
873 * this event, immediately stored in the SDL Event structure -- not an event
874 * to follow.
875 *
876 * If `event` is NULL, it simply returns 1 if there is an event in the queue,
877 * but will not remove it from the queue.
878 *
879 * As this function may implicitly call SDL_PumpEvents(), you can only call
880 * this function in the thread that set the video mode.
881 *
882 * SDL_PollEvent() is the favored way of receiving system events since it can
883 * be done from the main loop and does not suspend the main loop while waiting
884 * on an event to be posted.
885 *
886 * The common practice is to fully process the event queue once every frame,
887 * usually as a first step before updating the game's state:
888 *
889 * ```c
890 * while (game_is_still_running) {
891 * SDL_Event event;
892 * while (SDL_PollEvent(&event)) { // poll until all events are handled!
893 * // decide what to do with this event.
894 * }
895 *
896 * // update game state, draw the current frame
897 * }
898 * ```
899 *
900 * \param event the SDL_Event structure to be filled with the next event from
901 * the queue, or NULL.
902 * \returns 1 if there is a pending event or 0 if there are none available.
903 *
904 * \since This function is available since SDL 2.0.0.
905 *
906 * \sa SDL_GetEventFilter
907 * \sa SDL_PeepEvents
908 * \sa SDL_PushEvent
909 * \sa SDL_SetEventFilter
910 * \sa SDL_WaitEvent
911 * \sa SDL_WaitEventTimeout
912 */
913extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
914
915/**
916 * Wait indefinitely for the next available event.
917 *
918 * If `event` is not NULL, the next event is removed from the queue and stored
919 * in the SDL_Event structure pointed to by `event`.
920 *
921 * As this function may implicitly call SDL_PumpEvents(), you can only call
922 * this function in the thread that initialized the video subsystem.
923 *
924 * \param event the SDL_Event structure to be filled in with the next event
925 * from the queue, or NULL.
926 * \returns 1 on success or 0 if there was an error while waiting for events;
927 * call SDL_GetError() for more information.
928 *
929 * \since This function is available since SDL 2.0.0.
930 *
931 * \sa SDL_PollEvent
932 * \sa SDL_PumpEvents
933 * \sa SDL_WaitEventTimeout
934 */
935extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
936
937/**
938 * Wait until the specified timeout (in milliseconds) for the next available
939 * event.
940 *
941 * If `event` is not NULL, the next event is removed from the queue and stored
942 * in the SDL_Event structure pointed to by `event`.
943 *
944 * As this function may implicitly call SDL_PumpEvents(), you can only call
945 * this function in the thread that initialized the video subsystem.
946 *
947 * \param event the SDL_Event structure to be filled in with the next event
948 * from the queue, or NULL.
949 * \param timeout the maximum number of milliseconds to wait for the next
950 * available event.
951 * \returns 1 on success or 0 if there was an error while waiting for events;
952 * call SDL_GetError() for more information. This also returns 0 if
953 * the timeout elapsed without an event arriving.
954 *
955 * \since This function is available since SDL 2.0.0.
956 *
957 * \sa SDL_PollEvent
958 * \sa SDL_PumpEvents
959 * \sa SDL_WaitEvent
960 */
961extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
962 int timeout);
963
964/**
965 * Add an event to the event queue.
966 *
967 * The event queue can actually be used as a two way communication channel.
968 * Not only can events be read from the queue, but the user can also push
969 * their own events onto it. `event` is a pointer to the event structure you
970 * wish to push onto the queue. The event is copied into the queue, and the
971 * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
972 *
973 * Note: Pushing device input events onto the queue doesn't modify the state
974 * of the device within SDL.
975 *
976 * This function is thread-safe, and can be called from other threads safely.
977 *
978 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
979 * the event filter but events added with SDL_PeepEvents() do not.
980 *
981 * For pushing application-specific events, please use SDL_RegisterEvents() to
982 * get an event type that does not conflict with other code that also wants
983 * its own custom event types.
984 *
985 * \param event the SDL_Event to be added to the queue.
986 * \returns 1 on success, 0 if the event was filtered, or a negative error
987 * code on failure; call SDL_GetError() for more information. A
988 * common reason for error is the event queue being full.
989 *
990 * \since This function is available since SDL 2.0.0.
991 *
992 * \sa SDL_PeepEvents
993 * \sa SDL_PollEvent
994 * \sa SDL_RegisterEvents
995 */
996extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
997
998/**
999 * A function pointer used for callbacks that watch the event queue.
1000 *
1001 * \param userdata what was passed as `userdata` to SDL_SetEventFilter() or
1002 * SDL_AddEventWatch, etc.
1003 * \param event the event that triggered the callback.
1004 * \returns 1 to permit event to be added to the queue, and 0 to disallow it.
1005 * When used with SDL_AddEventWatch, the return value is ignored.
1006 *
1007 * \sa SDL_SetEventFilter
1008 * \sa SDL_AddEventWatch
1009 */
1010typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
1011
1012/**
1013 * Set up a filter to process all events before they change internal state and
1014 * are posted to the internal event queue.
1015 *
1016 * If the filter function returns 1 when called, then the event will be added
1017 * to the internal queue. If it returns 0, then the event will be dropped from
1018 * the queue, but the internal state will still be updated. This allows
1019 * selective filtering of dynamically arriving events.
1020 *
1021 * **WARNING**: Be very careful of what you do in the event filter function,
1022 * as it may run in a different thread!
1023 *
1024 * On platforms that support it, if the quit event is generated by an
1025 * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
1026 * application at the next event poll.
1027 *
1028 * There is one caveat when dealing with the SDL_QuitEvent event type. The
1029 * event filter is only called when the window manager desires to close the
1030 * application window. If the event filter returns 1, then the window will be
1031 * closed, otherwise the window will remain open if possible.
1032 *
1033 * Note: Disabled events never make it to the event filter function; see
1034 * SDL_EventState().
1035 *
1036 * Note: If you just want to inspect events without filtering, you should use
1037 * SDL_AddEventWatch() instead.
1038 *
1039 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
1040 * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
1041 * not.
1042 *
1043 * \param filter An SDL_EventFilter function to call when an event happens.
1044 * \param userdata a pointer that is passed to `filter`.
1045 *
1046 * \since This function is available since SDL 2.0.0.
1047 *
1048 * \sa SDL_AddEventWatch
1049 * \sa SDL_EventState
1050 * \sa SDL_GetEventFilter
1051 * \sa SDL_PeepEvents
1052 * \sa SDL_PushEvent
1053 */
1054extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
1055 void *userdata);
1056
1057/**
1058 * Query the current event filter.
1059 *
1060 * This function can be used to "chain" filters, by saving the existing filter
1061 * before replacing it with a function that will call that saved filter.
1062 *
1063 * \param filter the current callback function will be stored here.
1064 * \param userdata the pointer that is passed to the current event filter will
1065 * be stored here.
1066 * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1067 *
1068 * \since This function is available since SDL 2.0.0.
1069 *
1070 * \sa SDL_SetEventFilter
1071 */
1072extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1073 void **userdata);
1074
1075/**
1076 * Add a callback to be triggered when an event is added to the event queue.
1077 *
1078 * `filter` will be called when an event happens, and its return value is
1079 * ignored.
1080 *
1081 * **WARNING**: Be very careful of what you do in the event filter function,
1082 * as it may run in a different thread!
1083 *
1084 * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1085 * the internal queue and be delivered to the watch callback immediately, and
1086 * arrive at the next event poll.
1087 *
1088 * Note: the callback is called for events posted by the user through
1089 * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1090 * callback set with SDL_SetEventFilter(), nor for events posted by the user
1091 * through SDL_PeepEvents().
1092 *
1093 * \param filter an SDL_EventFilter function to call when an event happens.
1094 * \param userdata a pointer that is passed to `filter`.
1095 *
1096 * \since This function is available since SDL 2.0.0.
1097 *
1098 * \sa SDL_DelEventWatch
1099 * \sa SDL_SetEventFilter
1100 */
1101extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1102 void *userdata);
1103
1104/**
1105 * Remove an event watch callback added with SDL_AddEventWatch().
1106 *
1107 * This function takes the same input as SDL_AddEventWatch() to identify and
1108 * delete the corresponding callback.
1109 *
1110 * \param filter the function originally passed to SDL_AddEventWatch().
1111 * \param userdata the pointer originally passed to SDL_AddEventWatch().
1112 *
1113 * \since This function is available since SDL 2.0.0.
1114 *
1115 * \sa SDL_AddEventWatch
1116 */
1117extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1118 void *userdata);
1119
1120/**
1121 * Run a specific filter function on the current event queue, removing any
1122 * events for which the filter returns 0.
1123 *
1124 * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1125 * this function does not change the filter permanently, it only uses the
1126 * supplied filter until this function returns.
1127 *
1128 * \param filter the SDL_EventFilter function to call when an event happens.
1129 * \param userdata a pointer that is passed to `filter`.
1130 *
1131 * \since This function is available since SDL 2.0.0.
1132 *
1133 * \sa SDL_GetEventFilter
1134 * \sa SDL_SetEventFilter
1135 */
1136extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1137 void *userdata);
1138
1139/* @{ */
1140#define SDL_QUERY -1
1141#define SDL_IGNORE 0
1142#define SDL_DISABLE 0
1143#define SDL_ENABLE 1
1144
1145/**
1146 * Set the state of processing events by type.
1147 *
1148 * `state` may be any of the following:
1149 *
1150 * - `SDL_QUERY`: returns the current processing state of the specified event
1151 * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
1152 * from the event queue and will not be filtered
1153 * - `SDL_ENABLE`: the event will be processed normally
1154 *
1155 * \param type the type of event; see SDL_EventType for details.
1156 * \param state how to process the event.
1157 * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
1158 * of the event before this function makes any changes to it.
1159 *
1160 * \since This function is available since SDL 2.0.0.
1161 *
1162 * \sa SDL_GetEventState
1163 */
1164extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
1165/* @} */
1166#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
1167
1168/**
1169 * Allocate a set of user-defined events, and return the beginning event
1170 * number for that set of events.
1171 *
1172 * Calling this function with `numevents` <= 0 is an error and will return
1173 * (Uint32)-1.
1174 *
1175 * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1176 * 0xFFFFFFFF), but is clearer to write.
1177 *
1178 * \param numevents the number of events to be allocated.
1179 * \returns the beginning event number, or (Uint32)-1 if there are not enough
1180 * user-defined events left.
1181 *
1182 * \since This function is available since SDL 2.0.0.
1183 *
1184 * \sa SDL_PushEvent
1185 */
1186extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1187
1188/* Ends C function definitions when using C++ */
1189#ifdef __cplusplus
1190}
1191#endif
1192#include "close_code.h"
1193
1194#endif /* SDL_events_h_ */
1195
1196/* vi: set ts=4 sw=4 expandtab: */
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
void SDL_DelEventWatch(SDL_EventFilter filter, void *userdata)
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE
Definition SDL_events.h:236
void SDL_FilterEvents(SDL_EventFilter filter, void *userdata)
SDL_bool SDL_HasEvent(Uint32 type)
int SDL_PollEvent(SDL_Event *event)
Uint32 SDL_RegisterEvents(int numevents)
SDL_EventType
Definition SDL_events.h:56
@ SDL_MOUSEMOTION
Definition SDL_events.h:108
@ SDL_JOYDEVICEADDED
Definition SDL_events.h:119
@ SDL_DROPBEGIN
Definition SDL_events.h:153
@ SDL_SENSORUPDATE
Definition SDL_events.h:161
@ SDL_CONTROLLERTOUCHPADDOWN
Definition SDL_events.h:130
@ SDL_FINGERMOTION
Definition SDL_events.h:140
@ SDL_TEXTEDITING
Definition SDL_events.h:100
@ SDL_DROPTEXT
Definition SDL_events.h:152
@ SDL_QUIT
Definition SDL_events.h:60
@ SDL_APP_LOWMEMORY
Definition SDL_events.h:67
@ SDL_JOYBUTTONDOWN
Definition SDL_events.h:117
@ SDL_POLLSENTINEL
Definition SDL_events.h:168
@ SDL_APP_WILLENTERFOREGROUND
Definition SDL_events.h:79
@ SDL_USEREVENT
Definition SDL_events.h:173
@ SDL_MOUSEBUTTONUP
Definition SDL_events.h:110
@ SDL_JOYDEVICEREMOVED
Definition SDL_events.h:120
@ SDL_TEXTINPUT
Definition SDL_events.h:101
@ SDL_WINDOWEVENT
Definition SDL_events.h:94
@ SDL_MOUSEWHEEL
Definition SDL_events.h:111
@ SDL_CONTROLLERTOUCHPADMOTION
Definition SDL_events.h:131
@ SDL_CLIPBOARDUPDATE
Definition SDL_events.h:148
@ SDL_SYSWMEVENT
Definition SDL_events.h:95
@ SDL_LOCALECHANGED
Definition SDL_events.h:88
@ SDL_JOYBUTTONUP
Definition SDL_events.h:118
@ SDL_JOYBALLMOTION
Definition SDL_events.h:115
@ SDL_DISPLAYEVENT
Definition SDL_events.h:91
@ SDL_FINGERUP
Definition SDL_events.h:139
@ SDL_TEXTEDITING_EXT
Definition SDL_events.h:105
@ SDL_RENDER_DEVICE_RESET
Definition SDL_events.h:165
@ SDL_CONTROLLERBUTTONUP
Definition SDL_events.h:126
@ SDL_MOUSEBUTTONDOWN
Definition SDL_events.h:109
@ SDL_CONTROLLERDEVICEADDED
Definition SDL_events.h:127
@ SDL_APP_DIDENTERFOREGROUND
Definition SDL_events.h:83
@ SDL_DOLLARRECORD
Definition SDL_events.h:144
@ SDL_APP_WILLENTERBACKGROUND
Definition SDL_events.h:71
@ SDL_MULTIGESTURE
Definition SDL_events.h:145
@ SDL_FINGERDOWN
Definition SDL_events.h:138
@ SDL_DROPCOMPLETE
Definition SDL_events.h:154
@ SDL_DOLLARGESTURE
Definition SDL_events.h:143
@ SDL_CONTROLLERBUTTONDOWN
Definition SDL_events.h:125
@ SDL_APP_DIDENTERBACKGROUND
Definition SDL_events.h:75
@ SDL_JOYBATTERYUPDATED
Definition SDL_events.h:121
@ SDL_APP_TERMINATING
Definition SDL_events.h:63
@ SDL_CONTROLLERAXISMOTION
Definition SDL_events.h:124
@ SDL_KEYDOWN
Definition SDL_events.h:98
@ SDL_KEYMAPCHANGED
Definition SDL_events.h:102
@ SDL_CONTROLLERUPDATECOMPLETE_RESERVED_FOR_SDL3
Definition SDL_events.h:134
@ SDL_AUDIODEVICEREMOVED
Definition SDL_events.h:158
@ SDL_DROPFILE
Definition SDL_events.h:151
@ SDL_AUDIODEVICEADDED
Definition SDL_events.h:157
@ SDL_KEYUP
Definition SDL_events.h:99
@ SDL_CONTROLLERDEVICEREMOVED
Definition SDL_events.h:128
@ SDL_CONTROLLERSTEAMHANDLEUPDATED
Definition SDL_events.h:135
@ SDL_RENDER_TARGETS_RESET
Definition SDL_events.h:164
@ SDL_CONTROLLERTOUCHPADUP
Definition SDL_events.h:132
@ SDL_CONTROLLERDEVICEREMAPPED
Definition SDL_events.h:129
@ SDL_JOYAXISMOTION
Definition SDL_events.h:114
@ SDL_CONTROLLERSENSORUPDATE
Definition SDL_events.h:133
@ SDL_JOYHATMOTION
Definition SDL_events.h:116
@ SDL_FIRSTEVENT
Definition SDL_events.h:57
@ SDL_LASTEVENT
Definition SDL_events.h:178
#define SDL_TEXTINPUTEVENT_TEXT_SIZE
Definition SDL_events.h:268
int(* SDL_EventFilter)(void *userdata, SDL_Event *event)
void SDL_SetEventFilter(SDL_EventFilter filter, void *userdata)
SDL_bool SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata)
void SDL_AddEventWatch(SDL_EventFilter filter, void *userdata)
int SDL_WaitEventTimeout(SDL_Event *event, int timeout)
SDL_eventaction
Definition SDL_events.h:737
@ SDL_ADDEVENT
Definition SDL_events.h:738
@ SDL_PEEKEVENT
Definition SDL_events.h:739
@ SDL_GETEVENT
Definition SDL_events.h:740
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
void SDL_FlushEvent(Uint32 type)
int SDL_WaitEvent(SDL_Event *event)
Uint8 SDL_EventState(Uint32 type, int state)
int SDL_PushEvent(SDL_Event *event)
SDL_bool SDL_HasEvents(Uint32 minType, Uint32 maxType)
void SDL_PumpEvents(void)
Sint64 SDL_GestureID
Definition SDL_gesture.h:44
SDL_JoystickPowerLevel
Sint32 SDL_JoystickID
uint8_t Uint8
Definition SDL_stdinc.h:203
uint16_t Uint16
Definition SDL_stdinc.h:217
int32_t Sint32
Definition SDL_stdinc.h:224
SDL_bool
Definition SDL_stdinc.h:187
int16_t Sint16
Definition SDL_stdinc.h:210
#define SDL_COMPILE_TIME_ASSERT(name, x)
Definition SDL_stdinc.h:406
uint64_t Uint64
Definition SDL_stdinc.h:245
uint32_t Uint32
Definition SDL_stdinc.h:231
Sint64 SDL_TouchID
Definition SDL_touch.h:41
Sint64 SDL_FingerID
Definition SDL_touch.h:42
#define NULL
Definition begin_code.h:165
SDL_JoystickID which
Definition SDL_events.h:446
SDL_GestureID gestureId
Definition SDL_events.h:573
Uint32 timestamp
Definition SDL_events.h:591
Uint32 windowID
Definition SDL_events.h:593
SDL_JoystickID which
Definition SDL_events.h:354
SDL_JoystickID which
Definition SDL_events.h:370
SDL_JoystickPowerLevel level
Definition SDL_events.h:436
SDL_JoystickID which
Definition SDL_events.h:435
SDL_JoystickID which
Definition SDL_events.h:406
SDL_JoystickID which
Definition SDL_events.h:386
SDL_Keysym keysym
Definition SDL_events.h:233
Uint32 timestamp
Definition SDL_events.h:615
Uint64 timestamp_us
Definition SDL_events.h:606
SDL_SysWMmsg * msg
Definition SDL_events.h:646
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]
Definition SDL_events.h:246
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]
Definition SDL_events.h:293
SDL_FingerID fingerId
Definition SDL_events.h:538
SDL_TouchID touchId
Definition SDL_events.h:537
Uint32 windowID
Definition SDL_events.h:625
Uint32 timestamp
Definition SDL_events.h:624
SDL_QuitEvent quit
Definition SDL_events.h:681
SDL_AudioDeviceEvent adevice
Definition SDL_events.h:679
SDL_JoyDeviceEvent jdevice
Definition SDL_events.h:672
Uint32 type
Definition SDL_events.h:657
SDL_MouseWheelEvent wheel
Definition SDL_events.h:667
SDL_JoyHatEvent jhat
Definition SDL_events.h:670
SDL_DollarGestureEvent dgesture
Definition SDL_events.h:686
SDL_JoyButtonEvent jbutton
Definition SDL_events.h:671
SDL_WindowEvent window
Definition SDL_events.h:660
SDL_TextEditingEvent edit
Definition SDL_events.h:662
SDL_TextInputEvent text
Definition SDL_events.h:664
SDL_ControllerAxisEvent caxis
Definition SDL_events.h:674
SDL_TouchFingerEvent tfinger
Definition SDL_events.h:684
SDL_SysWMEvent syswm
Definition SDL_events.h:683
SDL_MouseButtonEvent button
Definition SDL_events.h:666
SDL_UserEvent user
Definition SDL_events.h:682
SDL_KeyboardEvent key
Definition SDL_events.h:661
SDL_TextEditingExtEvent editExt
Definition SDL_events.h:663
SDL_CommonEvent common
Definition SDL_events.h:658
SDL_MultiGestureEvent mgesture
Definition SDL_events.h:685
SDL_MouseMotionEvent motion
Definition SDL_events.h:665
SDL_JoyAxisEvent jaxis
Definition SDL_events.h:668
SDL_DropEvent drop
Definition SDL_events.h:687
SDL_ControllerDeviceEvent cdevice
Definition SDL_events.h:676
SDL_ControllerSensorEvent csensor
Definition SDL_events.h:678
Uint8 padding[sizeof(void *)<=8 ? 56 :sizeof(void *)==16 ? 64 :3 *sizeof(void *)]
Definition SDL_events.h:702
SDL_JoyBallEvent jball
Definition SDL_events.h:669
SDL_JoyBatteryEvent jbattery
Definition SDL_events.h:673
SDL_ControllerButtonEvent cbutton
Definition SDL_events.h:675
SDL_SensorEvent sensor
Definition SDL_events.h:680
SDL_ControllerTouchpadEvent ctouchpad
Definition SDL_events.h:677
SDL_DisplayEvent display
Definition SDL_events.h:659