getting stuff working on windows again
[vg.git] / dep / sdl / include / SDL_events.h
1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2023 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
45 extern "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 */
55 typedef 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 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 */
134
135 /* Touch events */
136 SDL_FINGERDOWN = 0x700,
137 SDL_FINGERUP,
138 SDL_FINGERMOTION,
139
140 /* Gesture events */
141 SDL_DOLLARGESTURE = 0x800,
142 SDL_DOLLARRECORD,
143 SDL_MULTIGESTURE,
144
145 /* Clipboard events */
146 SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */
147
148 /* Drag and drop events */
149 SDL_DROPFILE = 0x1000, /**< The system requests a file open */
150 SDL_DROPTEXT, /**< text/plain drag-and-drop event */
151 SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
152 SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
153
154 /* Audio hotplug events */
155 SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
156 SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
157
158 /* Sensor events */
159 SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
160
161 /* Render events */
162 SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
163 SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
164
165 /* Internal events */
166 SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
167
168 /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
169 * and should be allocated with SDL_RegisterEvents()
170 */
171 SDL_USEREVENT = 0x8000,
172
173 /**
174 * This last event is only for bounding internal arrays
175 */
176 SDL_LASTEVENT = 0xFFFF
177 } SDL_EventType;
178
179 /**
180 * \brief Fields shared by every event
181 */
182 typedef struct SDL_CommonEvent
183 {
184 Uint32 type;
185 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
186 } SDL_CommonEvent;
187
188 /**
189 * \brief Display state change event data (event.display.*)
190 */
191 typedef struct SDL_DisplayEvent
192 {
193 Uint32 type; /**< ::SDL_DISPLAYEVENT */
194 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
195 Uint32 display; /**< The associated display index */
196 Uint8 event; /**< ::SDL_DisplayEventID */
197 Uint8 padding1;
198 Uint8 padding2;
199 Uint8 padding3;
200 Sint32 data1; /**< event dependent data */
201 } SDL_DisplayEvent;
202
203 /**
204 * \brief Window state change event data (event.window.*)
205 */
206 typedef struct SDL_WindowEvent
207 {
208 Uint32 type; /**< ::SDL_WINDOWEVENT */
209 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
210 Uint32 windowID; /**< The associated window */
211 Uint8 event; /**< ::SDL_WindowEventID */
212 Uint8 padding1;
213 Uint8 padding2;
214 Uint8 padding3;
215 Sint32 data1; /**< event dependent data */
216 Sint32 data2; /**< event dependent data */
217 } SDL_WindowEvent;
218
219 /**
220 * \brief Keyboard button event structure (event.key.*)
221 */
222 typedef struct SDL_KeyboardEvent
223 {
224 Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
225 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
226 Uint32 windowID; /**< The window with keyboard focus, if any */
227 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
228 Uint8 repeat; /**< Non-zero if this is a key repeat */
229 Uint8 padding2;
230 Uint8 padding3;
231 SDL_Keysym keysym; /**< The key that was pressed or released */
232 } SDL_KeyboardEvent;
233
234 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
235 /**
236 * \brief Keyboard text editing event structure (event.edit.*)
237 */
238 typedef struct SDL_TextEditingEvent
239 {
240 Uint32 type; /**< ::SDL_TEXTEDITING */
241 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
242 Uint32 windowID; /**< The window with keyboard focus, if any */
243 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
244 Sint32 start; /**< The start cursor of selected editing text */
245 Sint32 length; /**< The length of selected editing text */
246 } SDL_TextEditingEvent;
247
248 /**
249 * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be
250 * truncated if stored in the text buffer SDL_TextEditingEvent
251 */
252 typedef struct SDL_TextEditingExtEvent
253 {
254 Uint32 type; /**< ::SDL_TEXTEDITING_EXT */
255 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
256 Uint32 windowID; /**< The window with keyboard focus, if any */
257 char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
258 Sint32 start; /**< The start cursor of selected editing text */
259 Sint32 length; /**< The length of selected editing text */
260 } SDL_TextEditingExtEvent;
261
262 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
263 /**
264 * \brief Keyboard text input event structure (event.text.*)
265 */
266 typedef struct SDL_TextInputEvent
267 {
268 Uint32 type; /**< ::SDL_TEXTINPUT */
269 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
270 Uint32 windowID; /**< The window with keyboard focus, if any */
271 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
272 } SDL_TextInputEvent;
273
274 /**
275 * \brief Mouse motion event structure (event.motion.*)
276 */
277 typedef struct SDL_MouseMotionEvent
278 {
279 Uint32 type; /**< ::SDL_MOUSEMOTION */
280 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
281 Uint32 windowID; /**< The window with mouse focus, if any */
282 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
283 Uint32 state; /**< The current button state */
284 Sint32 x; /**< X coordinate, relative to window */
285 Sint32 y; /**< Y coordinate, relative to window */
286 Sint32 xrel; /**< The relative motion in the X direction */
287 Sint32 yrel; /**< The relative motion in the Y direction */
288 } SDL_MouseMotionEvent;
289
290 /**
291 * \brief Mouse button event structure (event.button.*)
292 */
293 typedef struct SDL_MouseButtonEvent
294 {
295 Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
296 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
297 Uint32 windowID; /**< The window with mouse focus, if any */
298 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
299 Uint8 button; /**< The mouse button index */
300 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
301 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
302 Uint8 padding1;
303 Sint32 x; /**< X coordinate, relative to window */
304 Sint32 y; /**< Y coordinate, relative to window */
305 } SDL_MouseButtonEvent;
306
307 /**
308 * \brief Mouse wheel event structure (event.wheel.*)
309 */
310 typedef struct SDL_MouseWheelEvent
311 {
312 Uint32 type; /**< ::SDL_MOUSEWHEEL */
313 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
314 Uint32 windowID; /**< The window with mouse focus, if any */
315 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
316 Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
317 Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
318 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 */
319 float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
320 float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
321 Sint32 mouseX; /**< X coordinate, relative to window (added in 2.26.0) */
322 Sint32 mouseY; /**< Y coordinate, relative to window (added in 2.26.0) */
323 } SDL_MouseWheelEvent;
324
325 /**
326 * \brief Joystick axis motion event structure (event.jaxis.*)
327 */
328 typedef struct SDL_JoyAxisEvent
329 {
330 Uint32 type; /**< ::SDL_JOYAXISMOTION */
331 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
332 SDL_JoystickID which; /**< The joystick instance id */
333 Uint8 axis; /**< The joystick axis index */
334 Uint8 padding1;
335 Uint8 padding2;
336 Uint8 padding3;
337 Sint16 value; /**< The axis value (range: -32768 to 32767) */
338 Uint16 padding4;
339 } SDL_JoyAxisEvent;
340
341 /**
342 * \brief Joystick trackball motion event structure (event.jball.*)
343 */
344 typedef struct SDL_JoyBallEvent
345 {
346 Uint32 type; /**< ::SDL_JOYBALLMOTION */
347 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
348 SDL_JoystickID which; /**< The joystick instance id */
349 Uint8 ball; /**< The joystick trackball index */
350 Uint8 padding1;
351 Uint8 padding2;
352 Uint8 padding3;
353 Sint16 xrel; /**< The relative motion in the X direction */
354 Sint16 yrel; /**< The relative motion in the Y direction */
355 } SDL_JoyBallEvent;
356
357 /**
358 * \brief Joystick hat position change event structure (event.jhat.*)
359 */
360 typedef struct SDL_JoyHatEvent
361 {
362 Uint32 type; /**< ::SDL_JOYHATMOTION */
363 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
364 SDL_JoystickID which; /**< The joystick instance id */
365 Uint8 hat; /**< The joystick hat index */
366 Uint8 value; /**< The hat position value.
367 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
368 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
369 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
370 *
371 * Note that zero means the POV is centered.
372 */
373 Uint8 padding1;
374 Uint8 padding2;
375 } SDL_JoyHatEvent;
376
377 /**
378 * \brief Joystick button event structure (event.jbutton.*)
379 */
380 typedef struct SDL_JoyButtonEvent
381 {
382 Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
383 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
384 SDL_JoystickID which; /**< The joystick instance id */
385 Uint8 button; /**< The joystick button index */
386 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
387 Uint8 padding1;
388 Uint8 padding2;
389 } SDL_JoyButtonEvent;
390
391 /**
392 * \brief Joystick device event structure (event.jdevice.*)
393 */
394 typedef struct SDL_JoyDeviceEvent
395 {
396 Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
397 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
398 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
399 } SDL_JoyDeviceEvent;
400
401 /**
402 * \brief Joysick battery level change event structure (event.jbattery.*)
403 */
404 typedef struct SDL_JoyBatteryEvent
405 {
406 Uint32 type; /**< ::SDL_JOYBATTERYUPDATED */
407 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
408 SDL_JoystickID which; /**< The joystick instance id */
409 SDL_JoystickPowerLevel level; /**< The joystick battery level */
410 } SDL_JoyBatteryEvent;
411
412 /**
413 * \brief Game controller axis motion event structure (event.caxis.*)
414 */
415 typedef struct SDL_ControllerAxisEvent
416 {
417 Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
418 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
419 SDL_JoystickID which; /**< The joystick instance id */
420 Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
421 Uint8 padding1;
422 Uint8 padding2;
423 Uint8 padding3;
424 Sint16 value; /**< The axis value (range: -32768 to 32767) */
425 Uint16 padding4;
426 } SDL_ControllerAxisEvent;
427
428
429 /**
430 * \brief Game controller button event structure (event.cbutton.*)
431 */
432 typedef struct SDL_ControllerButtonEvent
433 {
434 Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
435 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
436 SDL_JoystickID which; /**< The joystick instance id */
437 Uint8 button; /**< The controller button (SDL_GameControllerButton) */
438 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
439 Uint8 padding1;
440 Uint8 padding2;
441 } SDL_ControllerButtonEvent;
442
443
444 /**
445 * \brief Controller device event structure (event.cdevice.*)
446 */
447 typedef struct SDL_ControllerDeviceEvent
448 {
449 Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
450 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
451 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
452 } SDL_ControllerDeviceEvent;
453
454 /**
455 * \brief Game controller touchpad event structure (event.ctouchpad.*)
456 */
457 typedef struct SDL_ControllerTouchpadEvent
458 {
459 Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */
460 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
461 SDL_JoystickID which; /**< The joystick instance id */
462 Sint32 touchpad; /**< The index of the touchpad */
463 Sint32 finger; /**< The index of the finger on the touchpad */
464 float x; /**< Normalized in the range 0...1 with 0 being on the left */
465 float y; /**< Normalized in the range 0...1 with 0 being at the top */
466 float pressure; /**< Normalized in the range 0...1 */
467 } SDL_ControllerTouchpadEvent;
468
469 /**
470 * \brief Game controller sensor event structure (event.csensor.*)
471 */
472 typedef struct SDL_ControllerSensorEvent
473 {
474 Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */
475 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
476 SDL_JoystickID which; /**< The joystick instance id */
477 Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
478 float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
479 Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
480 } SDL_ControllerSensorEvent;
481
482 /**
483 * \brief Audio device event structure (event.adevice.*)
484 */
485 typedef struct SDL_AudioDeviceEvent
486 {
487 Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
488 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
489 Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
490 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
491 Uint8 padding1;
492 Uint8 padding2;
493 Uint8 padding3;
494 } SDL_AudioDeviceEvent;
495
496
497 /**
498 * \brief Touch finger event structure (event.tfinger.*)
499 */
500 typedef struct SDL_TouchFingerEvent
501 {
502 Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
503 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
504 SDL_TouchID touchId; /**< The touch device id */
505 SDL_FingerID fingerId;
506 float x; /**< Normalized in the range 0...1 */
507 float y; /**< Normalized in the range 0...1 */
508 float dx; /**< Normalized in the range -1...1 */
509 float dy; /**< Normalized in the range -1...1 */
510 float pressure; /**< Normalized in the range 0...1 */
511 Uint32 windowID; /**< The window underneath the finger, if any */
512 } SDL_TouchFingerEvent;
513
514
515 /**
516 * \brief Multiple Finger Gesture Event (event.mgesture.*)
517 */
518 typedef struct SDL_MultiGestureEvent
519 {
520 Uint32 type; /**< ::SDL_MULTIGESTURE */
521 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
522 SDL_TouchID touchId; /**< The touch device id */
523 float dTheta;
524 float dDist;
525 float x;
526 float y;
527 Uint16 numFingers;
528 Uint16 padding;
529 } SDL_MultiGestureEvent;
530
531
532 /**
533 * \brief Dollar Gesture Event (event.dgesture.*)
534 */
535 typedef struct SDL_DollarGestureEvent
536 {
537 Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
538 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
539 SDL_TouchID touchId; /**< The touch device id */
540 SDL_GestureID gestureId;
541 Uint32 numFingers;
542 float error;
543 float x; /**< Normalized center of gesture */
544 float y; /**< Normalized center of gesture */
545 } SDL_DollarGestureEvent;
546
547
548 /**
549 * \brief An event used to request a file open by the system (event.drop.*)
550 * This event is enabled by default, you can disable it with SDL_EventState().
551 * \note If this event is enabled, you must free the filename in the event.
552 */
553 typedef struct SDL_DropEvent
554 {
555 Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
556 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
557 char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
558 Uint32 windowID; /**< The window that was dropped on, if any */
559 } SDL_DropEvent;
560
561
562 /**
563 * \brief Sensor event structure (event.sensor.*)
564 */
565 typedef struct SDL_SensorEvent
566 {
567 Uint32 type; /**< ::SDL_SENSORUPDATE */
568 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
569 Sint32 which; /**< The instance ID of the sensor */
570 float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
571 Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
572 } SDL_SensorEvent;
573
574 /**
575 * \brief The "quit requested" event
576 */
577 typedef struct SDL_QuitEvent
578 {
579 Uint32 type; /**< ::SDL_QUIT */
580 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
581 } SDL_QuitEvent;
582
583 /**
584 * \brief OS Specific event
585 */
586 typedef struct SDL_OSEvent
587 {
588 Uint32 type; /**< ::SDL_QUIT */
589 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
590 } SDL_OSEvent;
591
592 /**
593 * \brief A user-defined event type (event.user.*)
594 */
595 typedef struct SDL_UserEvent
596 {
597 Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
598 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
599 Uint32 windowID; /**< The associated window if any */
600 Sint32 code; /**< User defined event code */
601 void *data1; /**< User defined data pointer */
602 void *data2; /**< User defined data pointer */
603 } SDL_UserEvent;
604
605
606 struct SDL_SysWMmsg;
607 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
608
609 /**
610 * \brief A video driver dependent system event (event.syswm.*)
611 * This event is disabled by default, you can enable it with SDL_EventState()
612 *
613 * \note If you want to use this event, you should include SDL_syswm.h.
614 */
615 typedef struct SDL_SysWMEvent
616 {
617 Uint32 type; /**< ::SDL_SYSWMEVENT */
618 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
619 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
620 } SDL_SysWMEvent;
621
622 /**
623 * \brief General event structure
624 */
625 typedef union SDL_Event
626 {
627 Uint32 type; /**< Event type, shared with all events */
628 SDL_CommonEvent common; /**< Common event data */
629 SDL_DisplayEvent display; /**< Display event data */
630 SDL_WindowEvent window; /**< Window event data */
631 SDL_KeyboardEvent key; /**< Keyboard event data */
632 SDL_TextEditingEvent edit; /**< Text editing event data */
633 SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */
634 SDL_TextInputEvent text; /**< Text input event data */
635 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
636 SDL_MouseButtonEvent button; /**< Mouse button event data */
637 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
638 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
639 SDL_JoyBallEvent jball; /**< Joystick ball event data */
640 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
641 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
642 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
643 SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
644 SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
645 SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
646 SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
647 SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */
648 SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */
649 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
650 SDL_SensorEvent sensor; /**< Sensor event data */
651 SDL_QuitEvent quit; /**< Quit request event data */
652 SDL_UserEvent user; /**< Custom event data */
653 SDL_SysWMEvent syswm; /**< System dependent window event data */
654 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
655 SDL_MultiGestureEvent mgesture; /**< Gesture event data */
656 SDL_DollarGestureEvent dgesture; /**< Gesture event data */
657 SDL_DropEvent drop; /**< Drag and drop event data */
658
659 /* This is necessary for ABI compatibility between Visual C++ and GCC.
660 Visual C++ will respect the push pack pragma and use 52 bytes (size of
661 SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
662 architectures) for this union, and GCC will use the alignment of the
663 largest datatype within the union, which is 8 bytes on 64-bit
664 architectures.
665
666 So... we'll add padding to force the size to be 56 bytes for both.
667
668 On architectures where pointers are 16 bytes, this needs rounding up to
669 the next multiple of 16, 64, and on architectures where pointers are
670 even larger the size of SDL_UserEvent will dominate as being 3 pointers.
671 */
672 Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
673 } SDL_Event;
674
675 /* Make sure we haven't broken binary compatibility */
676 SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
677
678
679 /* Function prototypes */
680
681 /**
682 * Pump the event loop, gathering events from the input devices.
683 *
684 * This function updates the event queue and internal input device state.
685 *
686 * **WARNING**: This should only be run in the thread that initialized the
687 * video subsystem, and for extra safety, you should consider only doing those
688 * things on the main thread in any case.
689 *
690 * SDL_PumpEvents() gathers all the pending input information from devices and
691 * places it in the event queue. Without calls to SDL_PumpEvents() no events
692 * would ever be placed on the queue. Often the need for calls to
693 * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
694 * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
695 * polling or waiting for events (e.g. you are filtering them), then you must
696 * call SDL_PumpEvents() to force an event queue update.
697 *
698 * \since This function is available since SDL 2.0.0.
699 *
700 * \sa SDL_PollEvent
701 * \sa SDL_WaitEvent
702 */
703 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
704
705 /* @{ */
706 typedef enum
707 {
708 SDL_ADDEVENT,
709 SDL_PEEKEVENT,
710 SDL_GETEVENT
711 } SDL_eventaction;
712
713 /**
714 * Check the event queue for messages and optionally return them.
715 *
716 * `action` may be any of the following:
717 *
718 * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
719 * event queue.
720 * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
721 * within the specified minimum and maximum type, will be returned to the
722 * caller and will _not_ be removed from the queue.
723 * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
724 * within the specified minimum and maximum type, will be returned to the
725 * caller and will be removed from the queue.
726 *
727 * You may have to call SDL_PumpEvents() before calling this function.
728 * Otherwise, the events may not be ready to be filtered when you call
729 * SDL_PeepEvents().
730 *
731 * This function is thread-safe.
732 *
733 * \param events destination buffer for the retrieved events
734 * \param numevents if action is SDL_ADDEVENT, the number of events to add
735 * back to the event queue; if action is SDL_PEEKEVENT or
736 * SDL_GETEVENT, the maximum number of events to retrieve
737 * \param action action to take; see [[#action|Remarks]] for details
738 * \param minType minimum value of the event type to be considered;
739 * SDL_FIRSTEVENT is a safe choice
740 * \param maxType maximum value of the event type to be considered;
741 * SDL_LASTEVENT is a safe choice
742 * \returns the number of events actually stored or a negative error code on
743 * failure; call SDL_GetError() for more information.
744 *
745 * \since This function is available since SDL 2.0.0.
746 *
747 * \sa SDL_PollEvent
748 * \sa SDL_PumpEvents
749 * \sa SDL_PushEvent
750 */
751 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
752 SDL_eventaction action,
753 Uint32 minType, Uint32 maxType);
754 /* @} */
755
756 /**
757 * Check for the existence of a certain event type in the event queue.
758 *
759 * If you need to check for a range of event types, use SDL_HasEvents()
760 * instead.
761 *
762 * \param type the type of event to be queried; see SDL_EventType for details
763 * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
764 * events matching `type` are not present.
765 *
766 * \since This function is available since SDL 2.0.0.
767 *
768 * \sa SDL_HasEvents
769 */
770 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
771
772
773 /**
774 * Check for the existence of certain event types in the event queue.
775 *
776 * If you need to check for a single event type, use SDL_HasEvent() instead.
777 *
778 * \param minType the low end of event type to be queried, inclusive; see
779 * SDL_EventType for details
780 * \param maxType the high end of event type to be queried, inclusive; see
781 * SDL_EventType for details
782 * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
783 * present, or SDL_FALSE if not.
784 *
785 * \since This function is available since SDL 2.0.0.
786 *
787 * \sa SDL_HasEvents
788 */
789 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
790
791 /**
792 * Clear events of a specific type from the event queue.
793 *
794 * This will unconditionally remove any events from the queue that match
795 * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
796 * instead.
797 *
798 * It's also normal to just ignore events you don't care about in your event
799 * loop without calling this function.
800 *
801 * This function only affects currently queued events. If you want to make
802 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
803 * on the main thread immediately before the flush call.
804 *
805 * \param type the type of event to be cleared; see SDL_EventType for details
806 *
807 * \since This function is available since SDL 2.0.0.
808 *
809 * \sa SDL_FlushEvents
810 */
811 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
812
813 /**
814 * Clear events of a range of types from the event queue.
815 *
816 * This will unconditionally remove any events from the queue that are in the
817 * range of `minType` to `maxType`, inclusive. If you need to remove a single
818 * event type, use SDL_FlushEvent() instead.
819 *
820 * It's also normal to just ignore events you don't care about in your event
821 * loop without calling this function.
822 *
823 * This function only affects currently queued events. If you want to make
824 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
825 * on the main thread immediately before the flush call.
826 *
827 * \param minType the low end of event type to be cleared, inclusive; see
828 * SDL_EventType for details
829 * \param maxType the high end of event type to be cleared, inclusive; see
830 * SDL_EventType for details
831 *
832 * \since This function is available since SDL 2.0.0.
833 *
834 * \sa SDL_FlushEvent
835 */
836 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
837
838 /**
839 * Poll for currently pending events.
840 *
841 * If `event` is not NULL, the next event is removed from the queue and stored
842 * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
843 * this event, immediately stored in the SDL Event structure -- not an event
844 * to follow.
845 *
846 * If `event` is NULL, it simply returns 1 if there is an event in the queue,
847 * but will not remove it from the queue.
848 *
849 * As this function may implicitly call SDL_PumpEvents(), you can only call
850 * this function in the thread that set the video mode.
851 *
852 * SDL_PollEvent() is the favored way of receiving system events since it can
853 * be done from the main loop and does not suspend the main loop while waiting
854 * on an event to be posted.
855 *
856 * The common practice is to fully process the event queue once every frame,
857 * usually as a first step before updating the game's state:
858 *
859 * ```c
860 * while (game_is_still_running) {
861 * SDL_Event event;
862 * while (SDL_PollEvent(&event)) { // poll until all events are handled!
863 * // decide what to do with this event.
864 * }
865 *
866 * // update game state, draw the current frame
867 * }
868 * ```
869 *
870 * \param event the SDL_Event structure to be filled with the next event from
871 * the queue, or NULL
872 * \returns 1 if there is a pending event or 0 if there are none available.
873 *
874 * \since This function is available since SDL 2.0.0.
875 *
876 * \sa SDL_GetEventFilter
877 * \sa SDL_PeepEvents
878 * \sa SDL_PushEvent
879 * \sa SDL_SetEventFilter
880 * \sa SDL_WaitEvent
881 * \sa SDL_WaitEventTimeout
882 */
883 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
884
885 /**
886 * Wait indefinitely for the next available event.
887 *
888 * If `event` is not NULL, the next event is removed from the queue and stored
889 * in the SDL_Event structure pointed to by `event`.
890 *
891 * As this function may implicitly call SDL_PumpEvents(), you can only call
892 * this function in the thread that initialized the video subsystem.
893 *
894 * \param event the SDL_Event structure to be filled in with the next event
895 * from the queue, or NULL
896 * \returns 1 on success or 0 if there was an error while waiting for events;
897 * call SDL_GetError() for more information.
898 *
899 * \since This function is available since SDL 2.0.0.
900 *
901 * \sa SDL_PollEvent
902 * \sa SDL_PumpEvents
903 * \sa SDL_WaitEventTimeout
904 */
905 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
906
907 /**
908 * Wait until the specified timeout (in milliseconds) for the next available
909 * event.
910 *
911 * If `event` is not NULL, the next event is removed from the queue and stored
912 * in the SDL_Event structure pointed to by `event`.
913 *
914 * As this function may implicitly call SDL_PumpEvents(), you can only call
915 * this function in the thread that initialized the video subsystem.
916 *
917 * \param event the SDL_Event structure to be filled in with the next event
918 * from the queue, or NULL
919 * \param timeout the maximum number of milliseconds to wait for the next
920 * available event
921 * \returns 1 on success or 0 if there was an error while waiting for events;
922 * call SDL_GetError() for more information. This also returns 0 if
923 * the timeout elapsed without an event arriving.
924 *
925 * \since This function is available since SDL 2.0.0.
926 *
927 * \sa SDL_PollEvent
928 * \sa SDL_PumpEvents
929 * \sa SDL_WaitEvent
930 */
931 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
932 int timeout);
933
934 /**
935 * Add an event to the event queue.
936 *
937 * The event queue can actually be used as a two way communication channel.
938 * Not only can events be read from the queue, but the user can also push
939 * their own events onto it. `event` is a pointer to the event structure you
940 * wish to push onto the queue. The event is copied into the queue, and the
941 * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
942 *
943 * Note: Pushing device input events onto the queue doesn't modify the state
944 * of the device within SDL.
945 *
946 * This function is thread-safe, and can be called from other threads safely.
947 *
948 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
949 * the event filter but events added with SDL_PeepEvents() do not.
950 *
951 * For pushing application-specific events, please use SDL_RegisterEvents() to
952 * get an event type that does not conflict with other code that also wants
953 * its own custom event types.
954 *
955 * \param event the SDL_Event to be added to the queue
956 * \returns 1 on success, 0 if the event was filtered, or a negative error
957 * code on failure; call SDL_GetError() for more information. A
958 * common reason for error is the event queue being full.
959 *
960 * \since This function is available since SDL 2.0.0.
961 *
962 * \sa SDL_PeepEvents
963 * \sa SDL_PollEvent
964 * \sa SDL_RegisterEvents
965 */
966 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
967
968 /**
969 * A function pointer used for callbacks that watch the event queue.
970 *
971 * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
972 * or SDL_AddEventWatch, etc
973 * \param event the event that triggered the callback
974 * \returns 1 to permit event to be added to the queue, and 0 to disallow
975 * it. When used with SDL_AddEventWatch, the return value is ignored.
976 *
977 * \sa SDL_SetEventFilter
978 * \sa SDL_AddEventWatch
979 */
980 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
981
982 /**
983 * Set up a filter to process all events before they change internal state and
984 * are posted to the internal event queue.
985 *
986 * If the filter function returns 1 when called, then the event will be added
987 * to the internal queue. If it returns 0, then the event will be dropped from
988 * the queue, but the internal state will still be updated. This allows
989 * selective filtering of dynamically arriving events.
990 *
991 * **WARNING**: Be very careful of what you do in the event filter function,
992 * as it may run in a different thread!
993 *
994 * On platforms that support it, if the quit event is generated by an
995 * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
996 * application at the next event poll.
997 *
998 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
999 * event filter is only called when the window manager desires to close the
1000 * application window. If the event filter returns 1, then the window will be
1001 * closed, otherwise the window will remain open if possible.
1002 *
1003 * Note: Disabled events never make it to the event filter function; see
1004 * SDL_EventState().
1005 *
1006 * Note: If you just want to inspect events without filtering, you should use
1007 * SDL_AddEventWatch() instead.
1008 *
1009 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
1010 * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
1011 * not.
1012 *
1013 * \param filter An SDL_EventFilter function to call when an event happens
1014 * \param userdata a pointer that is passed to `filter`
1015 *
1016 * \since This function is available since SDL 2.0.0.
1017 *
1018 * \sa SDL_AddEventWatch
1019 * \sa SDL_EventState
1020 * \sa SDL_GetEventFilter
1021 * \sa SDL_PeepEvents
1022 * \sa SDL_PushEvent
1023 */
1024 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
1025 void *userdata);
1026
1027 /**
1028 * Query the current event filter.
1029 *
1030 * This function can be used to "chain" filters, by saving the existing filter
1031 * before replacing it with a function that will call that saved filter.
1032 *
1033 * \param filter the current callback function will be stored here
1034 * \param userdata the pointer that is passed to the current event filter will
1035 * be stored here
1036 * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1037 *
1038 * \since This function is available since SDL 2.0.0.
1039 *
1040 * \sa SDL_SetEventFilter
1041 */
1042 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1043 void **userdata);
1044
1045 /**
1046 * Add a callback to be triggered when an event is added to the event queue.
1047 *
1048 * `filter` will be called when an event happens, and its return value is
1049 * ignored.
1050 *
1051 * **WARNING**: Be very careful of what you do in the event filter function,
1052 * as it may run in a different thread!
1053 *
1054 * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1055 * the internal queue and be delivered to the watch callback immediately, and
1056 * arrive at the next event poll.
1057 *
1058 * Note: the callback is called for events posted by the user through
1059 * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1060 * callback set with SDL_SetEventFilter(), nor for events posted by the user
1061 * through SDL_PeepEvents().
1062 *
1063 * \param filter an SDL_EventFilter function to call when an event happens.
1064 * \param userdata a pointer that is passed to `filter`
1065 *
1066 * \since This function is available since SDL 2.0.0.
1067 *
1068 * \sa SDL_DelEventWatch
1069 * \sa SDL_SetEventFilter
1070 */
1071 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1072 void *userdata);
1073
1074 /**
1075 * Remove an event watch callback added with SDL_AddEventWatch().
1076 *
1077 * This function takes the same input as SDL_AddEventWatch() to identify and
1078 * delete the corresponding callback.
1079 *
1080 * \param filter the function originally passed to SDL_AddEventWatch()
1081 * \param userdata the pointer originally passed to SDL_AddEventWatch()
1082 *
1083 * \since This function is available since SDL 2.0.0.
1084 *
1085 * \sa SDL_AddEventWatch
1086 */
1087 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1088 void *userdata);
1089
1090 /**
1091 * Run a specific filter function on the current event queue, removing any
1092 * events for which the filter returns 0.
1093 *
1094 * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1095 * this function does not change the filter permanently, it only uses the
1096 * supplied filter until this function returns.
1097 *
1098 * \param filter the SDL_EventFilter function to call when an event happens
1099 * \param userdata a pointer that is passed to `filter`
1100 *
1101 * \since This function is available since SDL 2.0.0.
1102 *
1103 * \sa SDL_GetEventFilter
1104 * \sa SDL_SetEventFilter
1105 */
1106 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1107 void *userdata);
1108
1109 /* @{ */
1110 #define SDL_QUERY -1
1111 #define SDL_IGNORE 0
1112 #define SDL_DISABLE 0
1113 #define SDL_ENABLE 1
1114
1115 /**
1116 * Set the state of processing events by type.
1117 *
1118 * `state` may be any of the following:
1119 *
1120 * - `SDL_QUERY`: returns the current processing state of the specified event
1121 * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
1122 * from the event queue and will not be filtered
1123 * - `SDL_ENABLE`: the event will be processed normally
1124 *
1125 * \param type the type of event; see SDL_EventType for details
1126 * \param state how to process the event
1127 * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
1128 * of the event before this function makes any changes to it.
1129 *
1130 * \since This function is available since SDL 2.0.0.
1131 *
1132 * \sa SDL_GetEventState
1133 */
1134 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
1135 /* @} */
1136 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
1137
1138 /**
1139 * Allocate a set of user-defined events, and return the beginning event
1140 * number for that set of events.
1141 *
1142 * Calling this function with `numevents` <= 0 is an error and will return
1143 * (Uint32)-1.
1144 *
1145 * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1146 * 0xFFFFFFFF), but is clearer to write.
1147 *
1148 * \param numevents the number of events to be allocated
1149 * \returns the beginning event number, or (Uint32)-1 if there are not enough
1150 * user-defined events left.
1151 *
1152 * \since This function is available since SDL 2.0.0.
1153 *
1154 * \sa SDL_PushEvent
1155 */
1156 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1157
1158 /* Ends C function definitions when using C++ */
1159 #ifdef __cplusplus
1160 }
1161 #endif
1162 #include "close_code.h"
1163
1164 #endif /* SDL_events_h_ */
1165
1166 /* vi: set ts=4 sw=4 expandtab: */