2 Simple DirectMedia Layer
3 Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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.
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:
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.
25 * Include file for SDL event handling.
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"
39 #include "SDL_gesture.h"
40 #include "SDL_touch.h"
42 #include "begin_code.h"
43 /* Set up for C function definitions, even when using C++ */
48 /* General keyboard/mouse state definitions */
49 #define SDL_RELEASED 0
53 * \brief The types of events that can be delivered.
57 SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
59 /* Application events */
60 SDL_QUIT = 0x100, /**< User-requested quit */
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()
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()
71 SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72 Called on iOS in applicationWillResignActive()
73 Called on Android in onPause()
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()
79 SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80 Called on iOS in applicationWillEnterForeground()
81 Called on Android in onResume()
83 SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84 Called on iOS in applicationDidBecomeActive()
85 Called on Android in onResume()
89 SDL_WINDOWEVENT = 0x200, /**< Window state change */
90 SDL_SYSWMEVENT, /**< System specific event */
93 SDL_KEYDOWN = 0x300, /**< Key pressed */
94 SDL_KEYUP, /**< Key released */
95 SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
96 SDL_TEXTINPUT, /**< Keyboard text input */
97 SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
98 input language or keyboard layout change.
102 SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
103 SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
104 SDL_MOUSEBUTTONUP, /**< Mouse button released */
105 SDL_MOUSEWHEEL, /**< Mouse wheel motion */
107 /* Joystick events */
108 SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
109 SDL_JOYBALLMOTION, /**< Joystick trackball motion */
110 SDL_JOYHATMOTION, /**< Joystick hat position change */
111 SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
112 SDL_JOYBUTTONUP, /**< Joystick button released */
113 SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
114 SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
116 /* Game controller events */
117 SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
118 SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
119 SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
120 SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
121 SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
122 SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
125 SDL_FINGERDOWN = 0x700,
130 SDL_DOLLARGESTURE = 0x800,
134 /* Clipboard events */
135 SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
137 /* Drag and drop events */
138 SDL_DROPFILE = 0x1000, /**< The system requests a file open */
139 SDL_DROPTEXT, /**< text/plain drag-and-drop event */
140 SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
141 SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
143 /* Audio hotplug events */
144 SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
145 SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
148 SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
149 SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
151 /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
152 * and should be allocated with SDL_RegisterEvents()
154 SDL_USEREVENT = 0x8000,
157 * This last event is only for bounding internal arrays
159 SDL_LASTEVENT = 0xFFFF
163 * \brief Fields shared by every event
165 typedef struct SDL_CommonEvent
168 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
172 * \brief Window state change event data (event.window.*)
174 typedef struct SDL_WindowEvent
176 Uint32 type; /**< ::SDL_WINDOWEVENT */
177 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
178 Uint32 windowID; /**< The associated window */
179 Uint8 event; /**< ::SDL_WindowEventID */
183 Sint32 data1; /**< event dependent data */
184 Sint32 data2; /**< event dependent data */
188 * \brief Keyboard button event structure (event.key.*)
190 typedef struct SDL_KeyboardEvent
192 Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
193 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
194 Uint32 windowID; /**< The window with keyboard focus, if any */
195 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
196 Uint8 repeat; /**< Non-zero if this is a key repeat */
199 SDL_Keysym keysym; /**< The key that was pressed or released */
202 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
204 * \brief Keyboard text editing event structure (event.edit.*)
206 typedef struct SDL_TextEditingEvent
208 Uint32 type; /**< ::SDL_TEXTEDITING */
209 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
210 Uint32 windowID; /**< The window with keyboard focus, if any */
211 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
212 Sint32 start; /**< The start cursor of selected editing text */
213 Sint32 length; /**< The length of selected editing text */
214 } SDL_TextEditingEvent;
217 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
219 * \brief Keyboard text input event structure (event.text.*)
221 typedef struct SDL_TextInputEvent
223 Uint32 type; /**< ::SDL_TEXTINPUT */
224 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
225 Uint32 windowID; /**< The window with keyboard focus, if any */
226 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
227 } SDL_TextInputEvent;
230 * \brief Mouse motion event structure (event.motion.*)
232 typedef struct SDL_MouseMotionEvent
234 Uint32 type; /**< ::SDL_MOUSEMOTION */
235 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
236 Uint32 windowID; /**< The window with mouse focus, if any */
237 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
238 Uint32 state; /**< The current button state */
239 Sint32 x; /**< X coordinate, relative to window */
240 Sint32 y; /**< Y coordinate, relative to window */
241 Sint32 xrel; /**< The relative motion in the X direction */
242 Sint32 yrel; /**< The relative motion in the Y direction */
243 } SDL_MouseMotionEvent;
246 * \brief Mouse button event structure (event.button.*)
248 typedef struct SDL_MouseButtonEvent
250 Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
251 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
252 Uint32 windowID; /**< The window with mouse focus, if any */
253 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
254 Uint8 button; /**< The mouse button index */
255 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
256 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
258 Sint32 x; /**< X coordinate, relative to window */
259 Sint32 y; /**< Y coordinate, relative to window */
260 } SDL_MouseButtonEvent;
263 * \brief Mouse wheel event structure (event.wheel.*)
265 typedef struct SDL_MouseWheelEvent
267 Uint32 type; /**< ::SDL_MOUSEWHEEL */
268 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
269 Uint32 windowID; /**< The window with mouse focus, if any */
270 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
271 Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
272 Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
273 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 */
274 } SDL_MouseWheelEvent;
277 * \brief Joystick axis motion event structure (event.jaxis.*)
279 typedef struct SDL_JoyAxisEvent
281 Uint32 type; /**< ::SDL_JOYAXISMOTION */
282 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
283 SDL_JoystickID which; /**< The joystick instance id */
284 Uint8 axis; /**< The joystick axis index */
288 Sint16 value; /**< The axis value (range: -32768 to 32767) */
293 * \brief Joystick trackball motion event structure (event.jball.*)
295 typedef struct SDL_JoyBallEvent
297 Uint32 type; /**< ::SDL_JOYBALLMOTION */
298 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
299 SDL_JoystickID which; /**< The joystick instance id */
300 Uint8 ball; /**< The joystick trackball index */
304 Sint16 xrel; /**< The relative motion in the X direction */
305 Sint16 yrel; /**< The relative motion in the Y direction */
309 * \brief Joystick hat position change event structure (event.jhat.*)
311 typedef struct SDL_JoyHatEvent
313 Uint32 type; /**< ::SDL_JOYHATMOTION */
314 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
315 SDL_JoystickID which; /**< The joystick instance id */
316 Uint8 hat; /**< The joystick hat index */
317 Uint8 value; /**< The hat position value.
318 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
319 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
320 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
322 * Note that zero means the POV is centered.
329 * \brief Joystick button event structure (event.jbutton.*)
331 typedef struct SDL_JoyButtonEvent
333 Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
334 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
335 SDL_JoystickID which; /**< The joystick instance id */
336 Uint8 button; /**< The joystick button index */
337 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
340 } SDL_JoyButtonEvent;
343 * \brief Joystick device event structure (event.jdevice.*)
345 typedef struct SDL_JoyDeviceEvent
347 Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
348 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
349 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
350 } SDL_JoyDeviceEvent;
354 * \brief Game controller axis motion event structure (event.caxis.*)
356 typedef struct SDL_ControllerAxisEvent
358 Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
359 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
360 SDL_JoystickID which; /**< The joystick instance id */
361 Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
365 Sint16 value; /**< The axis value (range: -32768 to 32767) */
367 } SDL_ControllerAxisEvent;
371 * \brief Game controller button event structure (event.cbutton.*)
373 typedef struct SDL_ControllerButtonEvent
375 Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
376 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
377 SDL_JoystickID which; /**< The joystick instance id */
378 Uint8 button; /**< The controller button (SDL_GameControllerButton) */
379 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
382 } SDL_ControllerButtonEvent;
386 * \brief Controller device event structure (event.cdevice.*)
388 typedef struct SDL_ControllerDeviceEvent
390 Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
391 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
392 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
393 } SDL_ControllerDeviceEvent;
396 * \brief Audio device event structure (event.adevice.*)
398 typedef struct SDL_AudioDeviceEvent
400 Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
401 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
402 Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
403 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
407 } SDL_AudioDeviceEvent;
411 * \brief Touch finger event structure (event.tfinger.*)
413 typedef struct SDL_TouchFingerEvent
415 Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
416 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
417 SDL_TouchID touchId; /**< The touch device id */
418 SDL_FingerID fingerId;
419 float x; /**< Normalized in the range 0...1 */
420 float y; /**< Normalized in the range 0...1 */
421 float dx; /**< Normalized in the range -1...1 */
422 float dy; /**< Normalized in the range -1...1 */
423 float pressure; /**< Normalized in the range 0...1 */
424 } SDL_TouchFingerEvent;
428 * \brief Multiple Finger Gesture Event (event.mgesture.*)
430 typedef struct SDL_MultiGestureEvent
432 Uint32 type; /**< ::SDL_MULTIGESTURE */
433 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
434 SDL_TouchID touchId; /**< The touch device id */
441 } SDL_MultiGestureEvent;
445 * \brief Dollar Gesture Event (event.dgesture.*)
447 typedef struct SDL_DollarGestureEvent
449 Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
450 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
451 SDL_TouchID touchId; /**< The touch device id */
452 SDL_GestureID gestureId;
455 float x; /**< Normalized center of gesture */
456 float y; /**< Normalized center of gesture */
457 } SDL_DollarGestureEvent;
461 * \brief An event used to request a file open by the system (event.drop.*)
462 * This event is enabled by default, you can disable it with SDL_EventState().
463 * \note If this event is enabled, you must free the filename in the event.
465 typedef struct SDL_DropEvent
467 Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
468 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
469 char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
470 Uint32 windowID; /**< The window that was dropped on, if any */
475 * \brief The "quit requested" event
477 typedef struct SDL_QuitEvent
479 Uint32 type; /**< ::SDL_QUIT */
480 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
484 * \brief OS Specific event
486 typedef struct SDL_OSEvent
488 Uint32 type; /**< ::SDL_QUIT */
489 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
493 * \brief A user-defined event type (event.user.*)
495 typedef struct SDL_UserEvent
497 Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
498 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
499 Uint32 windowID; /**< The associated window if any */
500 Sint32 code; /**< User defined event code */
501 void *data1; /**< User defined data pointer */
502 void *data2; /**< User defined data pointer */
507 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
510 * \brief A video driver dependent system event (event.syswm.*)
511 * This event is disabled by default, you can enable it with SDL_EventState()
513 * \note If you want to use this event, you should include SDL_syswm.h.
515 typedef struct SDL_SysWMEvent
517 Uint32 type; /**< ::SDL_SYSWMEVENT */
518 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
519 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
523 * \brief General event structure
525 typedef union SDL_Event
527 Uint32 type; /**< Event type, shared with all events */
528 SDL_CommonEvent common; /**< Common event data */
529 SDL_WindowEvent window; /**< Window event data */
530 SDL_KeyboardEvent key; /**< Keyboard event data */
531 SDL_TextEditingEvent edit; /**< Text editing event data */
532 SDL_TextInputEvent text; /**< Text input event data */
533 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
534 SDL_MouseButtonEvent button; /**< Mouse button event data */
535 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
536 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
537 SDL_JoyBallEvent jball; /**< Joystick ball event data */
538 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
539 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
540 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
541 SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
542 SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
543 SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
544 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
545 SDL_QuitEvent quit; /**< Quit request event data */
546 SDL_UserEvent user; /**< Custom event data */
547 SDL_SysWMEvent syswm; /**< System dependent window event data */
548 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
549 SDL_MultiGestureEvent mgesture; /**< Gesture event data */
550 SDL_DollarGestureEvent dgesture; /**< Gesture event data */
551 SDL_DropEvent drop; /**< Drag and drop event data */
553 /* This is necessary for ABI compatibility between Visual C++ and GCC
554 Visual C++ will respect the push pack pragma and use 52 bytes for
555 this structure, and GCC will use the alignment of the largest datatype
556 within the union, which is 8 bytes.
558 So... we'll add padding to force the size to be 56 bytes for both.
564 /* Function prototypes */
567 * Pumps the event loop, gathering events from the input devices.
569 * This function updates the event queue and internal input device state.
571 * This should only be run in the thread that sets the video mode.
573 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
584 * Checks the event queue for messages and optionally returns them.
586 * If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
587 * the back of the event queue.
589 * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
590 * of the event queue, within the specified minimum and maximum type,
591 * will be returned and will not be removed from the queue.
593 * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
594 * of the event queue, within the specified minimum and maximum type,
595 * will be returned and will be removed from the queue.
597 * \return The number of events actually stored, or -1 if there was an error.
599 * This function is thread-safe.
601 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
602 SDL_eventaction action,
603 Uint32 minType, Uint32 maxType);
607 * Checks to see if certain event types are in the event queue.
609 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
610 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
613 * This function clears events from the event queue
614 * This function only affects currently queued events. If you want to make
615 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
616 * on the main thread immediately before the flush call.
618 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
619 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
622 * \brief Polls for currently pending events.
624 * \return 1 if there are any pending events, or 0 if there are none available.
626 * \param event If not NULL, the next event is removed from the queue and
627 * stored in that area.
629 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
632 * \brief Waits indefinitely for the next available event.
634 * \return 1, or 0 if there was an error while waiting for events.
636 * \param event If not NULL, the next event is removed from the queue and
637 * stored in that area.
639 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
642 * \brief Waits until the specified timeout (in milliseconds) for the next
645 * \return 1, or 0 if there was an error while waiting for events.
647 * \param event If not NULL, the next event is removed from the queue and
648 * stored in that area.
649 * \param timeout The timeout (in milliseconds) to wait for next event.
651 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
655 * \brief Add an event to the event queue.
657 * \return 1 on success, 0 if the event was filtered, or -1 if the event queue
658 * was full or there was some other error.
660 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
662 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
665 * Sets up a filter to process all events before they change internal state and
666 * are posted to the internal event queue.
668 * The filter is prototyped as:
670 * int SDL_EventFilter(void *userdata, SDL_Event * event);
673 * If the filter returns 1, then the event will be added to the internal queue.
674 * If it returns 0, then the event will be dropped from the queue, but the
675 * internal state will still be updated. This allows selective filtering of
676 * dynamically arriving events.
678 * \warning Be very careful of what you do in the event filter function, as
679 * it may run in a different thread!
681 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
682 * event filter is only called when the window manager desires to close the
683 * application window. If the event filter returns 1, then the window will
684 * be closed, otherwise the window will remain open if possible.
686 * If the quit event is generated by an interrupt signal, it will bypass the
687 * internal queue and be delivered to the application at the next event poll.
689 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
693 * Return the current event filter - can be used to "chain" filters.
694 * If there is no event filter set, this function returns SDL_FALSE.
696 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
700 * Add a function which is called when an event is added to the queue.
702 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
706 * Remove an event watch function added with SDL_AddEventWatch()
708 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
712 * Run the filter function on the current event queue, removing any
713 * events for which the filter returns 0.
715 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
721 #define SDL_DISABLE 0
725 * This function allows you to set the state of processing certain events.
726 * - If \c state is set to ::SDL_IGNORE, that event will be automatically
727 * dropped from the event queue and will not be filtered.
728 * - If \c state is set to ::SDL_ENABLE, that event will be processed
730 * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
731 * current processing state of the specified event.
733 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
735 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
738 * This function allocates a set of user-defined events, and returns
739 * the beginning event number for that set of events.
741 * If there aren't enough user-defined events left, this function
744 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
746 /* Ends C function definitions when using C++ */
750 #include "close_code.h"
752 #endif /* SDL_events_h_ */
754 /* vi: set ts=4 sw=4 expandtab: */