SDL 2.0
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#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"
#include "begin_code.h"
#include "close_code.h"
Go to the source code of this file.
Data Structures | |
struct | SDL_CommonEvent |
struct | SDL_DisplayEvent |
struct | SDL_WindowEvent |
struct | SDL_KeyboardEvent |
struct | SDL_TextEditingEvent |
struct | SDL_TextEditingExtEvent |
struct | SDL_TextInputEvent |
struct | SDL_MouseMotionEvent |
struct | SDL_MouseButtonEvent |
struct | SDL_MouseWheelEvent |
struct | SDL_JoyAxisEvent |
struct | SDL_JoyBallEvent |
struct | SDL_JoyHatEvent |
struct | SDL_JoyButtonEvent |
struct | SDL_JoyDeviceEvent |
struct | SDL_JoyBatteryEvent |
struct | SDL_ControllerAxisEvent |
struct | SDL_ControllerButtonEvent |
struct | SDL_ControllerDeviceEvent |
struct | SDL_ControllerTouchpadEvent |
struct | SDL_ControllerSensorEvent |
struct | SDL_AudioDeviceEvent |
struct | SDL_TouchFingerEvent |
struct | SDL_MultiGestureEvent |
struct | SDL_DollarGestureEvent |
struct | SDL_DropEvent |
struct | SDL_SensorEvent |
struct | SDL_QuitEvent |
struct | SDL_UserEvent |
struct | SDL_SysWMEvent |
union | SDL_Event |
Macros | |
#define | SDL_RELEASED 0 |
#define | SDL_PRESSED 1 |
#define | SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) |
#define | SDL_TEXTINPUTEVENT_TEXT_SIZE (32) |
#define | SDL_QUERY -1 |
#define | SDL_IGNORE 0 |
#define | SDL_DISABLE 0 |
#define | SDL_ENABLE 1 |
#define | SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) |
Typedefs | |
typedef int(* | SDL_EventFilter) (void *userdata, SDL_Event *event) |
#define SDL_DISABLE 0 |
Definition at line 1142 of file SDL_events.h.
#define SDL_ENABLE 1 |
Definition at line 1143 of file SDL_events.h.
#define SDL_GetEventState | ( | type | ) | SDL_EventState(type, SDL_QUERY) |
Definition at line 1166 of file SDL_events.h.
#define SDL_IGNORE 0 |
Definition at line 1141 of file SDL_events.h.
#define SDL_PRESSED 1 |
Definition at line 50 of file SDL_events.h.
#define SDL_QUERY -1 |
Definition at line 1140 of file SDL_events.h.
#define SDL_RELEASED 0 |
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) |
Definition at line 236 of file SDL_events.h.
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32) |
The maximum bytes of text that can be supplied in an SDL_TextInputEvent.
Definition at line 268 of file SDL_events.h.
typedef int(* SDL_EventFilter) (void *userdata, SDL_Event *event) |
A function pointer used for callbacks that watch the event queue.
userdata | what was passed as userdata to SDL_SetEventFilter() or SDL_AddEventWatch, etc. |
event | the event that triggered the callback. |
Definition at line 1010 of file SDL_events.h.
enum SDL_eventaction |
Enumerator | |
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SDL_ADDEVENT | |
SDL_PEEKEVENT | |
SDL_GETEVENT |
Definition at line 736 of file SDL_events.h.
enum SDL_EventType |
The types of events that can be delivered.
Enumerator | |
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SDL_FIRSTEVENT | Unused (do not remove) |
SDL_QUIT | User-requested quit |
SDL_APP_TERMINATING | The application is being terminated by the OS Called on iOS in applicationWillTerminate() Called on Android in onDestroy() |
SDL_APP_LOWMEMORY | The application is low on memory, free memory if possible. Called on iOS in applicationDidReceiveMemoryWarning() Called on Android in onLowMemory() |
SDL_APP_WILLENTERBACKGROUND | The application is about to enter the background Called on iOS in applicationWillResignActive() Called on Android in onPause() |
SDL_APP_DIDENTERBACKGROUND | The application did enter the background and may not get CPU for some time Called on iOS in applicationDidEnterBackground() Called on Android in onPause() |
SDL_APP_WILLENTERFOREGROUND | The application is about to enter the foreground Called on iOS in applicationWillEnterForeground() Called on Android in onResume() |
SDL_APP_DIDENTERFOREGROUND | The application is now interactive Called on iOS in applicationDidBecomeActive() Called on Android in onResume() |
SDL_LOCALECHANGED | The user's locale preferences have changed. |
SDL_DISPLAYEVENT | Display state change |
SDL_WINDOWEVENT | Window state change |
SDL_SYSWMEVENT | System specific event |
SDL_KEYDOWN | Key pressed |
SDL_KEYUP | Key released |
SDL_TEXTEDITING | Keyboard text editing (composition) |
SDL_TEXTINPUT | Keyboard text input |
SDL_KEYMAPCHANGED | Keymap changed due to a system event such as an input language or keyboard layout change. |
SDL_TEXTEDITING_EXT | Extended keyboard text editing (composition) |
SDL_MOUSEMOTION | Mouse moved |
SDL_MOUSEBUTTONDOWN | Mouse button pressed |
SDL_MOUSEBUTTONUP | Mouse button released |
SDL_MOUSEWHEEL | Mouse wheel motion |
SDL_JOYAXISMOTION | Joystick axis motion |
SDL_JOYBALLMOTION | Joystick trackball motion |
SDL_JOYHATMOTION | Joystick hat position change |
SDL_JOYBUTTONDOWN | Joystick button pressed |
SDL_JOYBUTTONUP | Joystick button released |
SDL_JOYDEVICEADDED | A new joystick has been inserted into the system |
SDL_JOYDEVICEREMOVED | An opened joystick has been removed |
SDL_JOYBATTERYUPDATED | Joystick battery level change |
SDL_CONTROLLERAXISMOTION | Game controller axis motion |
SDL_CONTROLLERBUTTONDOWN | Game controller button pressed |
SDL_CONTROLLERBUTTONUP | Game controller button released |
SDL_CONTROLLERDEVICEADDED | A new Game controller has been inserted into the system |
SDL_CONTROLLERDEVICEREMOVED | An opened Game controller has been removed |
SDL_CONTROLLERDEVICEREMAPPED | The controller mapping was updated |
SDL_CONTROLLERTOUCHPADDOWN | Game controller touchpad was touched |
SDL_CONTROLLERTOUCHPADMOTION | Game controller touchpad finger was moved |
SDL_CONTROLLERTOUCHPADUP | Game controller touchpad finger was lifted |
SDL_CONTROLLERSENSORUPDATE | Game controller sensor was updated |
SDL_CONTROLLERUPDATECOMPLETE_RESERVED_FOR_SDL3 | |
SDL_CONTROLLERSTEAMHANDLEUPDATED | Game controller Steam handle has changed |
SDL_FINGERDOWN | |
SDL_FINGERUP | |
SDL_FINGERMOTION | |
SDL_DOLLARGESTURE | |
SDL_DOLLARRECORD | |
SDL_MULTIGESTURE | |
SDL_CLIPBOARDUPDATE | The clipboard or primary selection changed |
SDL_DROPFILE | The system requests a file open |
SDL_DROPTEXT | text/plain drag-and-drop event |
SDL_DROPBEGIN | A new set of drops is beginning (NULL filename) |
SDL_DROPCOMPLETE | Current set of drops is now complete (NULL filename) |
SDL_AUDIODEVICEADDED | A new audio device is available |
SDL_AUDIODEVICEREMOVED | An audio device has been removed. |
SDL_SENSORUPDATE | A sensor was updated |
SDL_RENDER_TARGETS_RESET | The render targets have been reset and their contents need to be updated |
SDL_RENDER_DEVICE_RESET | The device has been reset and all textures need to be recreated |
SDL_POLLSENTINEL | Signals the end of an event poll cycle |
SDL_USEREVENT | Events SDL_USEREVENT through SDL_LASTEVENT are for your use, and should be allocated with SDL_RegisterEvents() |
SDL_LASTEVENT | This last event is only for bounding internal arrays |
Definition at line 55 of file SDL_events.h.
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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().
filter | an SDL_EventFilter function to call when an event happens. |
userdata | a pointer that is passed to filter . |
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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.
filter | the function originally passed to SDL_AddEventWatch(). |
userdata | the pointer originally passed to SDL_AddEventWatch(). |
Set the state of processing events by type.
state
may be any of the following:
SDL_QUERY
: returns the current processing state of the specified eventSDL_IGNORE
(aka SDL_DISABLE
): the event will automatically be dropped from the event queue and will not be filteredSDL_ENABLE
: the event will be processed normallytype | the type of event; see SDL_EventType for details. |
state | how to process the event. |
SDL_DISABLE
or SDL_ENABLE
, representing the processing state of the event before this function makes any changes to it.
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Run a specific filter function on the current event queue, removing any events for which the filter returns 0.
See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(), this function does not change the filter permanently, it only uses the supplied filter until this function returns.
filter | the SDL_EventFilter function to call when an event happens. |
userdata | a pointer that is passed to filter . |
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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.
type | the type of event to be cleared; see SDL_EventType for details. |
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.
minType | the low end of event type to be cleared, inclusive; see SDL_EventType for details. |
maxType | the high end of event type to be cleared, inclusive; see SDL_EventType for details. |
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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.
filter | the current callback function will be stored here. |
userdata | the pointer that is passed to the current event filter will be stored here. |
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.
type | the type of event to be queried; see SDL_EventType for details. |
type
are present, or SDL_FALSE if events matching type
are not present.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.
minType | the low end of event type to be queried, inclusive; see SDL_EventType for details. |
maxType | the high end of event type to be queried, inclusive; see SDL_EventType for details. |
minType
and <= maxType
are present, or SDL_FALSE if not.
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Check the event queue for messages and optionally return them.
action
may be any of the following:
SDL_ADDEVENT
: up to numevents
events will be added to the back of the event queue.SDL_PEEKEVENT
: numevents
events at the front of the event queue, within the specified minimum and maximum type, will be returned to the caller and will not be removed from the queue.SDL_GETEVENT
: up to numevents
events at the front of the event queue, within the specified minimum and maximum type, will be returned to the caller and will be removed from the queue.You may have to call SDL_PumpEvents() before calling this function. Otherwise, the events may not be ready to be filtered when you call SDL_PeepEvents().
This function is thread-safe.
events | destination buffer for the retrieved events. |
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. |
action | action to take; see [[#action|Remarks]] for details. |
minType | minimum value of the event type to be considered; SDL_FIRSTEVENT is a safe choice. |
maxType | maximum value of the event type to be considered; SDL_LASTEVENT is a safe choice. |
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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:
event | the SDL_Event structure to be filled with the next event from the queue, or NULL. |
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Pump the event loop, gathering events from the input devices.
This function updates the event queue and internal input device state.
WARNING: This should only be run in the thread that initialized the video subsystem, and for extra safety, you should consider only doing those things on the main thread in any case.
SDL_PumpEvents() gathers all the pending input information from devices and places it in the event queue. Without calls to SDL_PumpEvents() no events would ever be placed on the queue. Often the need for calls to SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not polling or waiting for events (e.g. you are filtering them), then you must call SDL_PumpEvents() to force an event queue update.
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Add an event to the event queue.
The event queue can actually be used as a two way communication channel. Not only can events be read from the queue, but the user can also push their own events onto it. event
is a pointer to the event structure you wish to push onto the queue. The event is copied into the queue, and the caller may dispose of the memory pointed to after SDL_PushEvent() returns.
Note: Pushing device input events onto the queue doesn't modify the state of the device within SDL.
This function is thread-safe, and can be called from other threads safely.
Note: Events pushed onto the queue with SDL_PushEvent() get passed through the event filter but events added with SDL_PeepEvents() do not.
For pushing application-specific events, please use SDL_RegisterEvents() to get an event type that does not conflict with other code that also wants its own custom event types.
event | the SDL_Event to be added to the queue. |
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Allocate a set of user-defined events, and return the beginning event number for that set of events.
Calling this function with numevents
<= 0 is an error and will return (Uint32)-1.
Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or 0xFFFFFFFF), but is clearer to write.
numevents | the number of events to be allocated. |
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Set up a filter to process all events before they change internal state and are posted to the internal event queue.
If the filter function returns 1 when called, then the event will be added to the internal queue. If it returns 0, then the event will be dropped from the queue, but the internal state will still be updated. This allows selective filtering of dynamically arriving events.
WARNING: Be very careful of what you do in the event filter function, as it may run in a different thread!
On platforms that support it, if the quit event is generated by an interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the application at the next event poll.
There is one caveat when dealing with the SDL_QuitEvent event type. The event filter is only called when the window manager desires to close the application window. If the event filter returns 1, then the window will be closed, otherwise the window will remain open if possible.
Note: Disabled events never make it to the event filter function; see SDL_EventState().
Note: If you just want to inspect events without filtering, you should use SDL_AddEventWatch() instead.
Note: Events pushed onto the queue with SDL_PushEvent() get passed through the event filter, but events pushed onto the queue with SDL_PeepEvents() do not.
filter | An SDL_EventFilter function to call when an event happens. |
userdata | a pointer that is passed to filter . |
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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.
event | the SDL_Event structure to be filled in with the next event from the queue, or NULL. |
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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.
event | the SDL_Event structure to be filled in with the next event from the queue, or NULL. |
timeout | the maximum number of milliseconds to wait for the next available event. |