SDL 3.0
SDL_events.h
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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 <SDL3/SDL_audio.h>
32#include <SDL3/SDL_error.h>
33#include <SDL3/SDL_gamepad.h>
34#include <SDL3/SDL_joystick.h>
35#include <SDL3/SDL_keyboard.h>
36#include <SDL3/SDL_mouse.h>
37#include <SDL3/SDL_quit.h>
38#include <SDL3/SDL_stdinc.h>
39#include <SDL3/SDL_touch.h>
40#include <SDL3/SDL_video.h>
41
42#include <SDL3/SDL_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
56{
57 SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */
58
59 /* Application events */
60 SDL_EVENT_QUIT = 0x100, /**< User-requested quit */
61
62 /* These application events have special meaning on iOS, see README-ios.md for details */
63 SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS
64 Called on iOS in applicationWillTerminate()
65 Called on Android in onDestroy()
66 */
67 SDL_EVENT_LOW_MEMORY, /**< 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_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background
72 Called on iOS in applicationWillResignActive()
73 Called on Android in onPause()
74 */
75 SDL_EVENT_DID_ENTER_BACKGROUND, /**< 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_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground
80 Called on iOS in applicationWillEnterForeground()
81 Called on Android in onResume()
82 */
83 SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive
84 Called on iOS in applicationDidBecomeActive()
85 Called on Android in onResume()
86 */
87
88 SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */
89
90 /* Display events */
91 /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
92 SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
93 SDL_EVENT_DISPLAY_CONNECTED, /**< Display has been added to the system */
94 SDL_EVENT_DISPLAY_DISCONNECTED, /**< Display has been removed from the system */
95 SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
96 SDL_EVENT_DISPLAY_SCALE_CHANGED, /**< Display has changed desktop display scale */
99
100 /* Window events */
101 /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
102 SDL_EVENT_SYSWM = 0x201, /**< System specific event */
103 SDL_EVENT_WINDOW_SHOWN, /**< Window has been shown */
104 SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
105 SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn */
106 SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
107 SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
108 SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
109 SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
110 SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
111 SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
112 SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
113 SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
114 SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
115 SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
116 SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
117 SDL_EVENT_WINDOW_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
118 SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
119 SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
120 SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
123
124 /* Keyboard events */
125 SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
126 SDL_EVENT_KEY_UP, /**< Key released */
127 SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
128 SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
129 SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
130 input language or keyboard layout change. */
131 SDL_EVENT_TEXT_EDITING_EXT, /**< Extended keyboard text editing (composition) */
132
133 /* Mouse events */
134 SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
135 SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
136 SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
137 SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
138
139 /* Joystick events */
140 SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
141 SDL_EVENT_JOYSTICK_HAT_MOTION = 0x602, /**< Joystick hat position change */
142 SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
143 SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
144 SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
145 SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
146 SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
147
148 /* Gamepad events */
149 SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
150 SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
151 SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
152 SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
153 SDL_EVENT_GAMEPAD_REMOVED, /**< An opened gamepad has been removed */
154 SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
155 SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
156 SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
157 SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
158 SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
159
160 /* Touch events */
164
165 /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
166
167 /* Clipboard events */
168 SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
169
170 /* Drag and drop events */
171 SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
172 SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
173 SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
174 SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
175 SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
176
177 /* Audio hotplug events */
178 SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
179 SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
180
181 /* Sensor events */
182 SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
183
184 /* Render events */
185 SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
186 SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
187
188 /* Internal events */
189 SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
190
191 /** Events ::SDL_EVENT_USER through ::SDL_EVENT_LAST are for your use,
192 * and should be allocated with SDL_RegisterEvents()
193 */
195
196 /**
197 * This last event is only for bounding internal arrays
198 */
199 SDL_EVENT_LAST = 0xFFFF
201
202/**
203 * \brief Fields shared by every event
204 */
205typedef struct SDL_CommonEvent
206{
208 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
210
211/**
212 * \brief Display state change event data (event.display.*)
213 */
214typedef struct SDL_DisplayEvent
215{
216 Uint32 type; /**< ::SDL_DISPLAYEVENT_* */
217 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
218 SDL_DisplayID displayID;/**< The associated display */
219 Sint32 data1; /**< event dependent data */
221
222/**
223 * \brief Window state change event data (event.window.*)
224 */
225typedef struct SDL_WindowEvent
226{
227 Uint32 type; /**< ::SDL_WINDOWEVENT_* */
228 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
229 SDL_WindowID windowID;/**< The associated window */
230 Sint32 data1; /**< event dependent data */
231 Sint32 data2; /**< event dependent data */
233
234/**
235 * \brief Keyboard button event structure (event.key.*)
236 */
237typedef struct SDL_KeyboardEvent
238{
239 Uint32 type; /**< ::SDL_EVENT_KEY_DOWN or ::SDL_EVENT_KEY_UP */
240 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
241 SDL_WindowID windowID;/**< The window with keyboard focus, if any */
242 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
243 Uint8 repeat; /**< Non-zero if this is a key repeat */
246 SDL_Keysym keysym; /**< The key that was pressed or released */
248
249#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
250/**
251 * \brief Keyboard text editing event structure (event.edit.*)
252 */
254{
255 Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING */
256 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
257 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
258 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
259 Sint32 start; /**< The start cursor of selected editing text */
260 Sint32 length; /**< The length of selected editing text */
262
263/**
264 * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be
265 * truncated if stored in the text buffer SDL_TextEditingEvent
266 */
268{
269 Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING_EXT */
270 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
271 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
272 char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
273 Sint32 start; /**< The start cursor of selected editing text */
274 Sint32 length; /**< The length of selected editing text */
276
277#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
278/**
279 * \brief Keyboard text input event structure (event.text.*)
280 */
281typedef struct SDL_TextInputEvent
282{
283 Uint32 type; /**< ::SDL_EVENT_TEXT_INPUT */
284 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
285 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
286 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
288
289/**
290 * \brief Mouse motion event structure (event.motion.*)
291 */
293{
294 Uint32 type; /**< ::SDL_EVENT_MOUSE_MOTION */
295 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
296 SDL_WindowID windowID;/**< The window with mouse focus, if any */
297 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
298 Uint32 state; /**< The current button state */
299 float x; /**< X coordinate, relative to window */
300 float y; /**< Y coordinate, relative to window */
301 float xrel; /**< The relative motion in the X direction */
302 float yrel; /**< The relative motion in the Y direction */
304
305/**
306 * \brief Mouse button event structure (event.button.*)
307 */
309{
310 Uint32 type; /**< ::SDL_EVENT_MOUSE_BUTTON_DOWN or ::SDL_EVENT_MOUSE_BUTTON_UP */
311 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
312 SDL_WindowID windowID;/**< The window with mouse focus, if any */
313 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
314 Uint8 button; /**< The mouse button index */
315 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
316 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
318 float x; /**< X coordinate, relative to window */
319 float y; /**< Y coordinate, relative to window */
321
322/**
323 * \brief Mouse wheel event structure (event.wheel.*)
324 */
326{
327 Uint32 type; /**< ::SDL_EVENT_MOUSE_WHEEL */
328 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
329 SDL_WindowID windowID;/**< The window with mouse focus, if any */
330 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
331 float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
332 float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
333 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 */
334 float mouseX; /**< X coordinate, relative to window */
335 float mouseY; /**< Y coordinate, relative to window */
337
338/**
339 * \brief Joystick axis motion event structure (event.jaxis.*)
340 */
341typedef struct SDL_JoyAxisEvent
342{
343 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_AXIS_MOTION */
344 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
345 SDL_JoystickID which; /**< The joystick instance id */
346 Uint8 axis; /**< The joystick axis index */
350 Sint16 value; /**< The axis value (range: -32768 to 32767) */
353
354/**
355 * \brief Joystick hat position change event structure (event.jhat.*)
356 */
357typedef struct SDL_JoyHatEvent
358{
359 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_HAT_MOTION */
360 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
361 SDL_JoystickID which; /**< The joystick instance id */
362 Uint8 hat; /**< The joystick hat index */
363 Uint8 value; /**< The hat position value.
364 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
365 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
366 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
367 *
368 * Note that zero means the POV is centered.
369 */
373
374/**
375 * \brief Joystick button event structure (event.jbutton.*)
376 */
377typedef struct SDL_JoyButtonEvent
378{
379 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BUTTON_DOWN or ::SDL_EVENT_JOYSTICK_BUTTON_UP */
380 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
381 SDL_JoystickID which; /**< The joystick instance id */
382 Uint8 button; /**< The joystick button index */
383 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
387
388/**
389 * \brief Joystick device event structure (event.jdevice.*)
390 */
391typedef struct SDL_JoyDeviceEvent
392{
393 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_ADDED or ::SDL_EVENT_JOYSTICK_REMOVED */
394 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
395 SDL_JoystickID which; /**< The joystick instance id */
397
398/**
399 * \brief Joysick battery level change event structure (event.jbattery.*)
400 */
402{
403 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
404 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
405 SDL_JoystickID which; /**< The joystick instance id */
406 SDL_JoystickPowerLevel level; /**< The joystick battery level */
408
409/**
410 * \brief Gamepad axis motion event structure (event.gaxis.*)
411 */
413{
414 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_AXIS_MOTION */
415 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
416 SDL_JoystickID which; /**< The joystick instance id */
417 Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
421 Sint16 value; /**< The axis value (range: -32768 to 32767) */
424
425
426/**
427 * \brief Gamepad button event structure (event.gbutton.*)
428 */
430{
431 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_BUTTON_DOWN or ::SDL_EVENT_GAMEPAD_BUTTON_UP */
432 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
433 SDL_JoystickID which; /**< The joystick instance id */
434 Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
435 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
439
440
441/**
442 * \brief Gamepad device event structure (event.gdevice.*)
443 */
445{
446 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_ADDED, ::SDL_EVENT_GAMEPAD_REMOVED, or ::SDL_EVENT_GAMEPAD_REMAPPED */
447 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
448 SDL_JoystickID which; /**< The joystick instance id */
450
451/**
452 * \brief Gamepad touchpad event structure (event.gtouchpad.*)
453 */
455{
456 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or ::SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or ::SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
457 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
458 SDL_JoystickID which; /**< The joystick instance id */
459 Sint32 touchpad; /**< The index of the touchpad */
460 Sint32 finger; /**< The index of the finger on the touchpad */
461 float x; /**< Normalized in the range 0...1 with 0 being on the left */
462 float y; /**< Normalized in the range 0...1 with 0 being at the top */
463 float pressure; /**< Normalized in the range 0...1 */
465
466/**
467 * \brief Gamepad sensor event structure (event.gsensor.*)
468 */
470{
471 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
472 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
473 SDL_JoystickID which; /**< The joystick instance id */
474 Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
475 float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
476 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
478
479/**
480 * \brief Audio device event structure (event.adevice.*)
481 */
483{
484 Uint32 type; /**< ::SDL_EVENT_AUDIO_DEVICE_ADDED, or ::SDL_EVENT_AUDIO_DEVICE_REMOVED */
485 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
486 SDL_AudioDeviceID which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
487 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
492
493
494/**
495 * \brief Touch finger event structure (event.tfinger.*)
496 */
498{
499 Uint32 type; /**< ::SDL_EVENT_FINGER_MOTION or ::SDL_EVENT_FINGER_DOWN or ::SDL_EVENT_FINGER_UP */
500 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
501 SDL_TouchID touchId; /**< The touch device id */
503 float x; /**< Normalized in the range 0...1 */
504 float y; /**< Normalized in the range 0...1 */
505 float dx; /**< Normalized in the range -1...1 */
506 float dy; /**< Normalized in the range -1...1 */
507 float pressure; /**< Normalized in the range 0...1 */
508 SDL_WindowID windowID;/**< The window underneath the finger, if any */
510
511
512/**
513 * \brief An event used to request a file open by the system (event.drop.*)
514 * This event is enabled by default, you can disable it with SDL_SetEventEnabled().
515 * \note If this event is enabled, you must free the filename in the event.
516 */
517typedef struct SDL_DropEvent
518{
519 Uint32 type; /**< ::SDL_EVENT_DROP_BEGIN or ::SDL_EVENT_DROP_FILE or ::SDL_EVENT_DROP_TEXT or ::SDL_EVENT_DROP_COMPLETE or ::SDL_EVENT_DROP_POSITION */
520 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
521 char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
522 SDL_WindowID windowID; /**< The window that was dropped on, if any */
523 float x; /**< X coordinate, relative to window (not on begin) */
524 float y; /**< Y coordinate, relative to window (not on begin) */
526
527
528/**
529 * \brief Sensor event structure (event.sensor.*)
530 */
531typedef struct SDL_SensorEvent
532{
533 Uint32 type; /**< ::SDL_EVENT_SENSOR_UPDATE */
534 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
535 SDL_SensorID which; /**< The instance ID of the sensor */
536 float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
537 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
539
540/**
541 * \brief The "quit requested" event
542 */
543typedef struct SDL_QuitEvent
544{
545 Uint32 type; /**< ::SDL_EVENT_QUIT */
546 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
548
549/**
550 * \brief OS Specific event
551 */
552typedef struct SDL_OSEvent
553{
554 Uint32 type; /**< ::SDL_EVENT_QUIT */
555 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
557
558/**
559 * \brief A user-defined event type (event.user.*)
560 */
561typedef struct SDL_UserEvent
562{
563 Uint32 type; /**< ::SDL_EVENT_USER through ::SDL_EVENT_LAST-1 */
564 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
565 SDL_WindowID windowID;/**< The associated window if any */
566 Sint32 code; /**< User defined event code */
567 void *data1; /**< User defined data pointer */
568 void *data2; /**< User defined data pointer */
570
571
572struct SDL_SysWMmsg;
573typedef struct SDL_SysWMmsg SDL_SysWMmsg;
574
575/**
576 * \brief A video driver dependent system event (event.syswm.*)
577 * This event is disabled by default, you can enable it with SDL_SetEventEnabled()
578 *
579 * \note If you want to use this event, you should include SDL_syswm.h.
580 */
581typedef struct SDL_SysWMEvent
582{
583 Uint32 type; /**< ::SDL_EVENT_SYSWM */
584 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
585 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
587
588/**
589 * \brief General event structure
590 */
591typedef union SDL_Event
592{
593 Uint32 type; /**< Event type, shared with all events */
594 SDL_CommonEvent common; /**< Common event data */
595 SDL_DisplayEvent display; /**< Display event data */
596 SDL_WindowEvent window; /**< Window event data */
597 SDL_KeyboardEvent key; /**< Keyboard event data */
598 SDL_TextEditingEvent edit; /**< Text editing event data */
599 SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */
600 SDL_TextInputEvent text; /**< Text input event data */
601 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
602 SDL_MouseButtonEvent button; /**< Mouse button event data */
603 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
604 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
605 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
606 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
607 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
608 SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
609 SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
610 SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
611 SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
612 SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
613 SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
614 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
615 SDL_SensorEvent sensor; /**< Sensor event data */
616 SDL_QuitEvent quit; /**< Quit request event data */
617 SDL_UserEvent user; /**< Custom event data */
618 SDL_SysWMEvent syswm; /**< System dependent window event data */
619 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
620 SDL_DropEvent drop; /**< Drag and drop event data */
621
622 /* This is necessary for ABI compatibility between Visual C++ and GCC.
623 Visual C++ will respect the push pack pragma and use 52 bytes (size of
624 SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
625 architectures) for this union, and GCC will use the alignment of the
626 largest datatype within the union, which is 8 bytes on 64-bit
627 architectures.
628
629 So... we'll add padding to force the size to be 56 bytes for both.
630
631 On architectures where pointers are 16 bytes, this needs rounding up to
632 the next multiple of 16, 64, and on architectures where pointers are
633 even larger the size of SDL_UserEvent will dominate as being 3 pointers.
634 */
636} SDL_Event;
637
638/* Make sure we haven't broken binary compatibility */
639SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
640
641
642/* Function prototypes */
643
644/**
645 * Pump the event loop, gathering events from the input devices.
646 *
647 * This function updates the event queue and internal input device state.
648 *
649 * **WARNING**: This should only be run in the thread that initialized the
650 * video subsystem, and for extra safety, you should consider only doing those
651 * things on the main thread in any case.
652 *
653 * SDL_PumpEvents() gathers all the pending input information from devices and
654 * places it in the event queue. Without calls to SDL_PumpEvents() no events
655 * would ever be placed on the queue. Often the need for calls to
656 * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
657 * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
658 * polling or waiting for events (e.g. you are filtering them), then you must
659 * call SDL_PumpEvents() to force an event queue update.
660 *
661 * \since This function is available since SDL 3.0.0.
662 *
663 * \sa SDL_PollEvent
664 * \sa SDL_WaitEvent
665 */
666extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
667
668/* @{ */
669typedef enum
670{
675
676/**
677 * Check the event queue for messages and optionally return them.
678 *
679 * `action` may be any of the following:
680 *
681 * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
682 * event queue.
683 * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
684 * within the specified minimum and maximum type, will be returned to the
685 * caller and will _not_ be removed from the queue.
686 * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
687 * within the specified minimum and maximum type, will be returned to the
688 * caller and will be removed from the queue.
689 *
690 * You may have to call SDL_PumpEvents() before calling this function.
691 * Otherwise, the events may not be ready to be filtered when you call
692 * SDL_PeepEvents().
693 *
694 * This function is thread-safe.
695 *
696 * \param events destination buffer for the retrieved events
697 * \param numevents if action is SDL_ADDEVENT, the number of events to add
698 * back to the event queue; if action is SDL_PEEKEVENT or
699 * SDL_GETEVENT, the maximum number of events to retrieve
700 * \param action action to take; see [[#action|Remarks]] for details
701 * \param minType minimum value of the event type to be considered;
702 * SDL_EVENT_FIRST is a safe choice
703 * \param maxType maximum value of the event type to be considered;
704 * SDL_EVENT_LAST is a safe choice
705 * \returns the number of events actually stored or a negative error code on
706 * failure; call SDL_GetError() for more information.
707 *
708 * \since This function is available since SDL 3.0.0.
709 *
710 * \sa SDL_PollEvent
711 * \sa SDL_PumpEvents
712 * \sa SDL_PushEvent
713 */
714extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
715 SDL_eventaction action,
716 Uint32 minType, Uint32 maxType);
717/* @} */
718
719/**
720 * Check for the existence of a certain event type in the event queue.
721 *
722 * If you need to check for a range of event types, use SDL_HasEvents()
723 * instead.
724 *
725 * \param type the type of event to be queried; see SDL_EventType for details
726 * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
727 * events matching `type` are not present.
728 *
729 * \since This function is available since SDL 3.0.0.
730 *
731 * \sa SDL_HasEvents
732 */
733extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
734
735
736/**
737 * Check for the existence of certain event types in the event queue.
738 *
739 * If you need to check for a single event type, use SDL_HasEvent() instead.
740 *
741 * \param minType the low end of event type to be queried, inclusive; see
742 * SDL_EventType for details
743 * \param maxType the high end of event type to be queried, inclusive; see
744 * SDL_EventType for details
745 * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
746 * present, or SDL_FALSE if not.
747 *
748 * \since This function is available since SDL 3.0.0.
749 *
750 * \sa SDL_HasEvents
751 */
752extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
753
754/**
755 * Clear events of a specific type from the event queue.
756 *
757 * This will unconditionally remove any events from the queue that match
758 * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
759 * instead.
760 *
761 * It's also normal to just ignore events you don't care about in your event
762 * loop without calling this function.
763 *
764 * This function only affects currently queued events. If you want to make
765 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
766 * on the main thread immediately before the flush call.
767 *
768 * \param type the type of event to be cleared; see SDL_EventType for details
769 *
770 * \since This function is available since SDL 3.0.0.
771 *
772 * \sa SDL_FlushEvents
773 */
774extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
775
776/**
777 * Clear events of a range of types from the event queue.
778 *
779 * This will unconditionally remove any events from the queue that are in the
780 * range of `minType` to `maxType`, inclusive. If you need to remove a single
781 * event type, use SDL_FlushEvent() instead.
782 *
783 * It's also normal to just ignore events you don't care about in your event
784 * loop without calling this function.
785 *
786 * This function only affects currently queued events. If you want to make
787 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
788 * on the main thread immediately before the flush call.
789 *
790 * \param minType the low end of event type to be cleared, inclusive; see
791 * SDL_EventType for details
792 * \param maxType the high end of event type to be cleared, inclusive; see
793 * SDL_EventType for details
794 *
795 * \since This function is available since SDL 3.0.0.
796 *
797 * \sa SDL_FlushEvent
798 */
799extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
800
801/**
802 * Poll for currently pending events.
803 *
804 * If `event` is not NULL, the next event is removed from the queue and stored
805 * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
806 * this event, immediately stored in the SDL Event structure -- not an event
807 * to follow.
808 *
809 * If `event` is NULL, it simply returns 1 if there is an event in the queue,
810 * but will not remove it from the queue.
811 *
812 * As this function may implicitly call SDL_PumpEvents(), you can only call
813 * this function in the thread that set the video mode.
814 *
815 * SDL_PollEvent() is the favored way of receiving system events since it can
816 * be done from the main loop and does not suspend the main loop while waiting
817 * on an event to be posted.
818 *
819 * The common practice is to fully process the event queue once every frame,
820 * usually as a first step before updating the game's state:
821 *
822 * ```c
823 * while (game_is_still_running) {
824 * SDL_Event event;
825 * while (SDL_PollEvent(&event)) { // poll until all events are handled!
826 * // decide what to do with this event.
827 * }
828 *
829 * // update game state, draw the current frame
830 * }
831 * ```
832 *
833 * \param event the SDL_Event structure to be filled with the next event from
834 * the queue, or NULL
835 * \returns 1 if there is a pending event or 0 if there are none available.
836 *
837 * \since This function is available since SDL 3.0.0.
838 *
839 * \sa SDL_GetEventFilter
840 * \sa SDL_PeepEvents
841 * \sa SDL_PushEvent
842 * \sa SDL_SetEventFilter
843 * \sa SDL_WaitEvent
844 * \sa SDL_WaitEventTimeout
845 */
846extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
847
848/**
849 * Wait indefinitely for the next available event.
850 *
851 * If `event` is not NULL, the next event is removed from the queue and stored
852 * in the SDL_Event structure pointed to by `event`.
853 *
854 * As this function may implicitly call SDL_PumpEvents(), you can only call
855 * this function in the thread that initialized the video subsystem.
856 *
857 * \param event the SDL_Event structure to be filled in with the next event
858 * from the queue, or NULL
859 * \returns 1 on success or 0 if there was an error while waiting for events;
860 * call SDL_GetError() for more information.
861 *
862 * \since This function is available since SDL 3.0.0.
863 *
864 * \sa SDL_PollEvent
865 * \sa SDL_PumpEvents
866 * \sa SDL_WaitEventTimeout
867 */
868extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
869
870/**
871 * Wait until the specified timeout (in milliseconds) for the next available
872 * event.
873 *
874 * If `event` is not NULL, the next event is removed from the queue and stored
875 * in the SDL_Event structure pointed to by `event`.
876 *
877 * As this function may implicitly call SDL_PumpEvents(), you can only call
878 * this function in the thread that initialized the video subsystem.
879 *
880 * The timeout is not guaranteed, the actual wait time could be longer due to
881 * system scheduling.
882 *
883 * \param event the SDL_Event structure to be filled in with the next event
884 * from the queue, or NULL
885 * \param timeoutMS the maximum number of milliseconds to wait for the next
886 * available event
887 * \returns 1 on success or 0 if there was an error while waiting for events;
888 * call SDL_GetError() for more information. This also returns 0 if
889 * the timeout elapsed without an event arriving.
890 *
891 * \since This function is available since SDL 3.0.0.
892 *
893 * \sa SDL_PollEvent
894 * \sa SDL_PumpEvents
895 * \sa SDL_WaitEvent
896 */
897extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
898
899/**
900 * Add an event to the event queue.
901 *
902 * The event queue can actually be used as a two way communication channel.
903 * Not only can events be read from the queue, but the user can also push
904 * their own events onto it. `event` is a pointer to the event structure you
905 * wish to push onto the queue. The event is copied into the queue, and the
906 * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
907 *
908 * Note: Pushing device input events onto the queue doesn't modify the state
909 * of the device within SDL.
910 *
911 * This function is thread-safe, and can be called from other threads safely.
912 *
913 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
914 * the event filter but events added with SDL_PeepEvents() do not.
915 *
916 * For pushing application-specific events, please use SDL_RegisterEvents() to
917 * get an event type that does not conflict with other code that also wants
918 * its own custom event types.
919 *
920 * \param event the SDL_Event to be added to the queue
921 * \returns 1 on success, 0 if the event was filtered, or a negative error
922 * code on failure; call SDL_GetError() for more information. A
923 * common reason for error is the event queue being full.
924 *
925 * \since This function is available since SDL 3.0.0.
926 *
927 * \sa SDL_PeepEvents
928 * \sa SDL_PollEvent
929 * \sa SDL_RegisterEvents
930 */
931extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
932
933/**
934 * A function pointer used for callbacks that watch the event queue.
935 *
936 * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
937 * or SDL_AddEventWatch, etc
938 * \param event the event that triggered the callback
939 * \returns 1 to permit event to be added to the queue, and 0 to disallow
940 * it. When used with SDL_AddEventWatch, the return value is ignored.
941 *
942 * \sa SDL_SetEventFilter
943 * \sa SDL_AddEventWatch
944 */
945typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
946
947/**
948 * Set up a filter to process all events before they change internal state and
949 * are posted to the internal event queue.
950 *
951 * If the filter function returns 1 when called, then the event will be added
952 * to the internal queue. If it returns 0, then the event will be dropped from
953 * the queue, but the internal state will still be updated. This allows
954 * selective filtering of dynamically arriving events.
955 *
956 * **WARNING**: Be very careful of what you do in the event filter function,
957 * as it may run in a different thread!
958 *
959 * On platforms that support it, if the quit event is generated by an
960 * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
961 * application at the next event poll.
962 *
963 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
964 * event filter is only called when the window manager desires to close the
965 * application window. If the event filter returns 1, then the window will be
966 * closed, otherwise the window will remain open if possible.
967 *
968 * Note: Disabled events never make it to the event filter function; see
969 * SDL_SetEventEnabled().
970 *
971 * Note: If you just want to inspect events without filtering, you should use
972 * SDL_AddEventWatch() instead.
973 *
974 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
975 * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
976 * not.
977 *
978 * \param filter An SDL_EventFilter function to call when an event happens
979 * \param userdata a pointer that is passed to `filter`
980 *
981 * \since This function is available since SDL 3.0.0.
982 *
983 * \sa SDL_AddEventWatch
984 * \sa SDL_SetEventEnabled
985 * \sa SDL_GetEventFilter
986 * \sa SDL_PeepEvents
987 * \sa SDL_PushEvent
988 */
989extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
990 void *userdata);
991
992/**
993 * Query the current event filter.
994 *
995 * This function can be used to "chain" filters, by saving the existing filter
996 * before replacing it with a function that will call that saved filter.
997 *
998 * \param filter the current callback function will be stored here
999 * \param userdata the pointer that is passed to the current event filter will
1000 * be stored here
1001 * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1002 *
1003 * \since This function is available since SDL 3.0.0.
1004 *
1005 * \sa SDL_SetEventFilter
1006 */
1007extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1008 void **userdata);
1009
1010/**
1011 * Add a callback to be triggered when an event is added to the event queue.
1012 *
1013 * `filter` will be called when an event happens, and its return value is
1014 * ignored.
1015 *
1016 * **WARNING**: Be very careful of what you do in the event filter function,
1017 * as it may run in a different thread!
1018 *
1019 * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1020 * the internal queue and be delivered to the watch callback immediately, and
1021 * arrive at the next event poll.
1022 *
1023 * Note: the callback is called for events posted by the user through
1024 * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1025 * callback set with SDL_SetEventFilter(), nor for events posted by the user
1026 * through SDL_PeepEvents().
1027 *
1028 * \param filter an SDL_EventFilter function to call when an event happens.
1029 * \param userdata a pointer that is passed to `filter`
1030 *
1031 * \since This function is available since SDL 3.0.0.
1032 *
1033 * \sa SDL_DelEventWatch
1034 * \sa SDL_SetEventFilter
1035 */
1036extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1037 void *userdata);
1038
1039/**
1040 * Remove an event watch callback added with SDL_AddEventWatch().
1041 *
1042 * This function takes the same input as SDL_AddEventWatch() to identify and
1043 * delete the corresponding callback.
1044 *
1045 * \param filter the function originally passed to SDL_AddEventWatch()
1046 * \param userdata the pointer originally passed to SDL_AddEventWatch()
1047 *
1048 * \since This function is available since SDL 3.0.0.
1049 *
1050 * \sa SDL_AddEventWatch
1051 */
1052extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1053 void *userdata);
1054
1055/**
1056 * Run a specific filter function on the current event queue, removing any
1057 * events for which the filter returns 0.
1058 *
1059 * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1060 * this function does not change the filter permanently, it only uses the
1061 * supplied filter until this function returns.
1062 *
1063 * \param filter the 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 3.0.0.
1067 *
1068 * \sa SDL_GetEventFilter
1069 * \sa SDL_SetEventFilter
1070 */
1071extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1072 void *userdata);
1073
1074/**
1075 * Set the state of processing events by type.
1076 *
1077 * \param type the type of event; see SDL_EventType for details
1078 * \param enabled whether to process the event or not
1079 *
1080 * \since This function is available since SDL 3.0.0.
1081 *
1082 * \sa SDL_IsEventEnabled
1083 */
1084extern DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, SDL_bool enabled);
1085
1086/**
1087 * Query the state of processing events by type.
1088 *
1089 * \param type the type of event; see SDL_EventType for details
1090 * \returns SDL_TRUE if the event is being processed, SDL_FALSE otherwise.
1091 *
1092 * \since This function is available since SDL 3.0.0.
1093 *
1094 * \sa SDL_SetEventEnabled
1095 */
1096extern DECLSPEC SDL_bool SDLCALL SDL_EventEnabled(Uint32 type);
1097
1098/**
1099 * Allocate a set of user-defined events, and return the beginning event
1100 * number for that set of events.
1101 *
1102 * Calling this function with `numevents` <= 0 is an error and will return
1103 * (Uint32)-1.
1104 *
1105 * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1106 * 0xFFFFFFFF), but is clearer to write.
1107 *
1108 * \param numevents the number of events to be allocated
1109 * \returns the beginning event number, or (Uint32)-1 if there are not enough
1110 * user-defined events left.
1111 *
1112 * \since This function is available since SDL 3.0.0.
1113 *
1114 * \sa SDL_PushEvent
1115 */
1116extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1117
1118/* Ends C function definitions when using C++ */
1119#ifdef __cplusplus
1120}
1121#endif
1122#include <SDL3/SDL_close_code.h>
1123
1124#endif /* SDL_events_h_ */
Access to the raw audio mixing buffer for the SDL library.
Uint32 SDL_AudioDeviceID
Definition: SDL_audio.h:262
#define NULL
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:249
void SDL_FilterEvents(SDL_EventFilter filter, void *userdata)
SDL_bool SDL_HasEvent(Uint32 type)
int SDL_PollEvent(SDL_Event *event)
SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event)==sizeof(((SDL_Event *) NULL) ->padding))
Uint32 SDL_RegisterEvents(int numevents)
SDL_EventType
Definition: SDL_events.h:56
@ SDL_EVENT_KEYMAP_CHANGED
Definition: SDL_events.h:129
@ SDL_EVENT_WINDOW_HIT_TEST
Definition: SDL_events.h:118
@ SDL_EVENT_GAMEPAD_ADDED
Definition: SDL_events.h:152
@ SDL_EVENT_GAMEPAD_TOUCHPAD_UP
Definition: SDL_events.h:157
@ SDL_EVENT_WINDOW_RESTORED
Definition: SDL_events.h:111
@ SDL_EVENT_GAMEPAD_AXIS_MOTION
Definition: SDL_events.h:149
@ SDL_EVENT_WINDOW_LAST
Definition: SDL_events.h:122
@ SDL_EVENT_DROP_BEGIN
Definition: SDL_events.h:173
@ SDL_EVENT_MOUSE_MOTION
Definition: SDL_events.h:134
@ SDL_EVENT_WINDOW_FOCUS_GAINED
Definition: SDL_events.h:114
@ SDL_EVENT_TEXT_EDITING_EXT
Definition: SDL_events.h:131
@ SDL_EVENT_MOUSE_WHEEL
Definition: SDL_events.h:137
@ SDL_EVENT_JOYSTICK_REMOVED
Definition: SDL_events.h:145
@ SDL_EVENT_CLIPBOARD_UPDATE
Definition: SDL_events.h:168
@ SDL_EVENT_DID_ENTER_FOREGROUND
Definition: SDL_events.h:83
@ SDL_EVENT_JOYSTICK_BUTTON_UP
Definition: SDL_events.h:143
@ SDL_EVENT_JOYSTICK_BATTERY_UPDATED
Definition: SDL_events.h:146
@ SDL_EVENT_WILL_ENTER_FOREGROUND
Definition: SDL_events.h:79
@ SDL_EVENT_POLL_SENTINEL
Definition: SDL_events.h:189
@ SDL_EVENT_FINGER_UP
Definition: SDL_events.h:162
@ SDL_EVENT_JOYSTICK_ADDED
Definition: SDL_events.h:144
@ SDL_EVENT_DROP_POSITION
Definition: SDL_events.h:175
@ SDL_EVENT_WINDOW_EXPOSED
Definition: SDL_events.h:105
@ SDL_EVENT_WINDOW_DISPLAY_CHANGED
Definition: SDL_events.h:120
@ SDL_EVENT_WINDOW_RESIZED
Definition: SDL_events.h:107
@ SDL_EVENT_GAMEPAD_REMAPPED
Definition: SDL_events.h:154
@ SDL_EVENT_GAMEPAD_REMOVED
Definition: SDL_events.h:153
@ SDL_EVENT_FINGER_MOTION
Definition: SDL_events.h:163
@ SDL_EVENT_WINDOW_MOUSE_ENTER
Definition: SDL_events.h:112
@ SDL_EVENT_WINDOW_HIDDEN
Definition: SDL_events.h:104
@ SDL_EVENT_RENDER_TARGETS_RESET
Definition: SDL_events.h:185
@ SDL_EVENT_DID_ENTER_BACKGROUND
Definition: SDL_events.h:75
@ SDL_EVENT_AUDIO_DEVICE_ADDED
Definition: SDL_events.h:178
@ SDL_EVENT_RENDER_DEVICE_RESET
Definition: SDL_events.h:186
@ SDL_EVENT_LOW_MEMORY
Definition: SDL_events.h:67
@ SDL_EVENT_DISPLAY_DISCONNECTED
Definition: SDL_events.h:94
@ SDL_EVENT_GAMEPAD_BUTTON_DOWN
Definition: SDL_events.h:150
@ SDL_EVENT_JOYSTICK_AXIS_MOTION
Definition: SDL_events.h:140
@ SDL_EVENT_KEY_UP
Definition: SDL_events.h:126
@ SDL_EVENT_WINDOW_CLOSE_REQUESTED
Definition: SDL_events.h:116
@ SDL_EVENT_TEXT_INPUT
Definition: SDL_events.h:128
@ SDL_EVENT_SYSWM
Definition: SDL_events.h:102
@ SDL_EVENT_LOCALE_CHANGED
Definition: SDL_events.h:88
@ SDL_EVENT_DISPLAY_LAST
Definition: SDL_events.h:98
@ SDL_EVENT_WILL_ENTER_BACKGROUND
Definition: SDL_events.h:71
@ SDL_EVENT_MOUSE_BUTTON_DOWN
Definition: SDL_events.h:135
@ SDL_EVENT_DISPLAY_SCALE_CHANGED
Definition: SDL_events.h:96
@ SDL_EVENT_USER
Definition: SDL_events.h:194
@ SDL_EVENT_WINDOW_FIRST
Definition: SDL_events.h:121
@ SDL_EVENT_SENSOR_UPDATE
Definition: SDL_events.h:182
@ SDL_EVENT_FIRST
Definition: SDL_events.h:57
@ SDL_EVENT_DISPLAY_MOVED
Definition: SDL_events.h:95
@ SDL_EVENT_JOYSTICK_BUTTON_DOWN
Definition: SDL_events.h:142
@ SDL_EVENT_MOUSE_BUTTON_UP
Definition: SDL_events.h:136
@ SDL_EVENT_DROP_TEXT
Definition: SDL_events.h:172
@ SDL_EVENT_DROP_FILE
Definition: SDL_events.h:171
@ SDL_EVENT_WINDOW_FOCUS_LOST
Definition: SDL_events.h:115
@ SDL_EVENT_GAMEPAD_BUTTON_UP
Definition: SDL_events.h:151
@ SDL_EVENT_WINDOW_MAXIMIZED
Definition: SDL_events.h:110
@ SDL_EVENT_TERMINATING
Definition: SDL_events.h:63
@ SDL_EVENT_WINDOW_ICCPROF_CHANGED
Definition: SDL_events.h:119
@ SDL_EVENT_GAMEPAD_SENSOR_UPDATE
Definition: SDL_events.h:158
@ SDL_EVENT_JOYSTICK_HAT_MOTION
Definition: SDL_events.h:141
@ SDL_EVENT_WINDOW_TAKE_FOCUS
Definition: SDL_events.h:117
@ SDL_EVENT_WINDOW_SHOWN
Definition: SDL_events.h:103
@ SDL_EVENT_KEY_DOWN
Definition: SDL_events.h:125
@ SDL_EVENT_WINDOW_MOVED
Definition: SDL_events.h:106
@ SDL_EVENT_DISPLAY_FIRST
Definition: SDL_events.h:97
@ SDL_EVENT_WINDOW_MINIMIZED
Definition: SDL_events.h:109
@ SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED
Definition: SDL_events.h:108
@ SDL_EVENT_DISPLAY_ORIENTATION
Definition: SDL_events.h:92
@ SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION
Definition: SDL_events.h:156
@ SDL_EVENT_LAST
Definition: SDL_events.h:199
@ SDL_EVENT_DISPLAY_CONNECTED
Definition: SDL_events.h:93
@ SDL_EVENT_AUDIO_DEVICE_REMOVED
Definition: SDL_events.h:179
@ SDL_EVENT_DROP_COMPLETE
Definition: SDL_events.h:174
@ SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
Definition: SDL_events.h:155
@ SDL_EVENT_TEXT_EDITING
Definition: SDL_events.h:127
@ SDL_EVENT_WINDOW_MOUSE_LEAVE
Definition: SDL_events.h:113
@ SDL_EVENT_QUIT
Definition: SDL_events.h:60
@ SDL_EVENT_FINGER_DOWN
Definition: SDL_events.h:161
#define SDL_TEXTINPUTEVENT_TEXT_SIZE
Definition: SDL_events.h:277
int(* SDL_EventFilter)(void *userdata, SDL_Event *event)
Definition: SDL_events.h:945
void SDL_SetEventFilter(SDL_EventFilter filter, void *userdata)
SDL_bool SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata)
SDL_bool SDL_EventEnabled(Uint32 type)
void SDL_AddEventWatch(SDL_EventFilter filter, void *userdata)
SDL_eventaction
Definition: SDL_events.h:670
@ SDL_ADDEVENT
Definition: SDL_events.h:671
@ SDL_PEEKEVENT
Definition: SDL_events.h:672
@ SDL_GETEVENT
Definition: SDL_events.h:673
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
int SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS)
void SDL_FlushEvent(Uint32 type)
int SDL_WaitEvent(SDL_Event *event)
int SDL_PushEvent(SDL_Event *event)
SDL_bool SDL_HasEvents(Uint32 minType, Uint32 maxType)
void SDL_SetEventEnabled(Uint32 type, SDL_bool enabled)
void SDL_PumpEvents(void)
Include file for SDL gamepad event handling.
Include file for SDL joystick event handling.
Uint32 SDL_JoystickID
Definition: SDL_joystick.h:83
SDL_JoystickPowerLevel
Definition: SDL_joystick.h:100
Include file for SDL keyboard event handling.
Include file for SDL mouse event handling.
Uint32 SDL_MouseID
Definition: SDL_mouse.h:41
Include file for SDL quit event handling.
Uint32 SDL_SensorID
Definition: SDL_sensor.h:59
This is a general header that includes C language support.
uint8_t Uint8
Definition: SDL_stdinc.h:147
uint16_t Uint16
Definition: SDL_stdinc.h:159
int32_t Sint32
Definition: SDL_stdinc.h:165
SDL_bool
Definition: SDL_stdinc.h:130
int16_t Sint16
Definition: SDL_stdinc.h:153
uint64_t Uint64
Definition: SDL_stdinc.h:184
uint32_t Uint32
Definition: SDL_stdinc.h:171
Include file for SDL touch event handling.
Sint64 SDL_TouchID
Definition: SDL_touch.h:41
Sint64 SDL_FingerID
Definition: SDL_touch.h:42
Header file for SDL video functions.
Uint32 SDL_DisplayID
Definition: SDL_video.h:43
Uint32 SDL_WindowID
Definition: SDL_video.h:44
Audio device event structure (event.adevice.*)
Definition: SDL_events.h:483
SDL_AudioDeviceID which
Definition: SDL_events.h:486
Fields shared by every event.
Definition: SDL_events.h:206
Uint64 timestamp
Definition: SDL_events.h:208
Display state change event data (event.display.*)
Definition: SDL_events.h:215
SDL_DisplayID displayID
Definition: SDL_events.h:218
An event used to request a file open by the system (event.drop.*) This event is enabled by default,...
Definition: SDL_events.h:518
SDL_WindowID windowID
Definition: SDL_events.h:522
Uint64 timestamp
Definition: SDL_events.h:520
Gamepad axis motion event structure (event.gaxis.*)
Definition: SDL_events.h:413
SDL_JoystickID which
Definition: SDL_events.h:416
Gamepad button event structure (event.gbutton.*)
Definition: SDL_events.h:430
SDL_JoystickID which
Definition: SDL_events.h:433
Gamepad device event structure (event.gdevice.*)
Definition: SDL_events.h:445
SDL_JoystickID which
Definition: SDL_events.h:448
Gamepad sensor event structure (event.gsensor.*)
Definition: SDL_events.h:470
SDL_JoystickID which
Definition: SDL_events.h:473
Gamepad touchpad event structure (event.gtouchpad.*)
Definition: SDL_events.h:455
SDL_JoystickID which
Definition: SDL_events.h:458
Joystick axis motion event structure (event.jaxis.*)
Definition: SDL_events.h:342
SDL_JoystickID which
Definition: SDL_events.h:345
Joysick battery level change event structure (event.jbattery.*)
Definition: SDL_events.h:402
SDL_JoystickPowerLevel level
Definition: SDL_events.h:406
SDL_JoystickID which
Definition: SDL_events.h:405
Joystick button event structure (event.jbutton.*)
Definition: SDL_events.h:378
SDL_JoystickID which
Definition: SDL_events.h:381
Joystick device event structure (event.jdevice.*)
Definition: SDL_events.h:392
SDL_JoystickID which
Definition: SDL_events.h:395
Joystick hat position change event structure (event.jhat.*)
Definition: SDL_events.h:358
Uint64 timestamp
Definition: SDL_events.h:360
SDL_JoystickID which
Definition: SDL_events.h:361
Keyboard button event structure (event.key.*)
Definition: SDL_events.h:238
SDL_Keysym keysym
Definition: SDL_events.h:246
SDL_WindowID windowID
Definition: SDL_events.h:241
The SDL keysym structure, used in key events.
Definition: SDL_keyboard.h:48
Mouse button event structure (event.button.*)
Definition: SDL_events.h:309
SDL_WindowID windowID
Definition: SDL_events.h:312
SDL_MouseID which
Definition: SDL_events.h:313
Mouse motion event structure (event.motion.*)
Definition: SDL_events.h:293
SDL_MouseID which
Definition: SDL_events.h:297
SDL_WindowID windowID
Definition: SDL_events.h:296
Mouse wheel event structure (event.wheel.*)
Definition: SDL_events.h:326
SDL_MouseID which
Definition: SDL_events.h:330
SDL_WindowID windowID
Definition: SDL_events.h:329
OS Specific event.
Definition: SDL_events.h:553
Uint32 type
Definition: SDL_events.h:554
Uint64 timestamp
Definition: SDL_events.h:555
The "quit requested" event.
Definition: SDL_events.h:544
Uint64 timestamp
Definition: SDL_events.h:546
Sensor event structure (event.sensor.*)
Definition: SDL_events.h:532
Uint64 timestamp
Definition: SDL_events.h:534
float data[6]
Definition: SDL_events.h:536
Uint64 sensor_timestamp
Definition: SDL_events.h:537
SDL_SensorID which
Definition: SDL_events.h:535
A video driver dependent system event (event.syswm.*) This event is disabled by default,...
Definition: SDL_events.h:582
Uint64 timestamp
Definition: SDL_events.h:584
SDL_SysWMmsg * msg
Definition: SDL_events.h:585
Keyboard text editing event structure (event.edit.*)
Definition: SDL_events.h:254
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]
Definition: SDL_events.h:258
SDL_WindowID windowID
Definition: SDL_events.h:257
Extended keyboard text editing event structure (event.editExt.*) when text would be truncated if stor...
Definition: SDL_events.h:268
SDL_WindowID windowID
Definition: SDL_events.h:271
Keyboard text input event structure (event.text.*)
Definition: SDL_events.h:282
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]
Definition: SDL_events.h:286
SDL_WindowID windowID
Definition: SDL_events.h:285
Touch finger event structure (event.tfinger.*)
Definition: SDL_events.h:498
SDL_FingerID fingerId
Definition: SDL_events.h:502
SDL_WindowID windowID
Definition: SDL_events.h:508
SDL_TouchID touchId
Definition: SDL_events.h:501
A user-defined event type (event.user.*)
Definition: SDL_events.h:562
void * data2
Definition: SDL_events.h:568
void * data1
Definition: SDL_events.h:567
SDL_WindowID windowID
Definition: SDL_events.h:565
Uint64 timestamp
Definition: SDL_events.h:564
Window state change event data (event.window.*)
Definition: SDL_events.h:226
Uint64 timestamp
Definition: SDL_events.h:228
SDL_WindowID windowID
Definition: SDL_events.h:229
General event structure.
Definition: SDL_events.h:592
SDL_QuitEvent quit
Definition: SDL_events.h:616
SDL_AudioDeviceEvent adevice
Definition: SDL_events.h:614
Uint8 padding[128]
Definition: SDL_events.h:635
SDL_JoyDeviceEvent jdevice
Definition: SDL_events.h:607
Uint32 type
Definition: SDL_events.h:593
SDL_MouseWheelEvent wheel
Definition: SDL_events.h:603
SDL_JoyHatEvent jhat
Definition: SDL_events.h:605
SDL_JoyButtonEvent jbutton
Definition: SDL_events.h:606
SDL_GamepadDeviceEvent gdevice
Definition: SDL_events.h:611
SDL_GamepadAxisEvent gaxis
Definition: SDL_events.h:609
SDL_WindowEvent window
Definition: SDL_events.h:596
SDL_GamepadTouchpadEvent gtouchpad
Definition: SDL_events.h:612
SDL_TextEditingEvent edit
Definition: SDL_events.h:598
SDL_TextInputEvent text
Definition: SDL_events.h:600
SDL_GamepadSensorEvent gsensor
Definition: SDL_events.h:613
SDL_TouchFingerEvent tfinger
Definition: SDL_events.h:619
SDL_SysWMEvent syswm
Definition: SDL_events.h:618
SDL_MouseButtonEvent button
Definition: SDL_events.h:602
SDL_UserEvent user
Definition: SDL_events.h:617
SDL_KeyboardEvent key
Definition: SDL_events.h:597
SDL_TextEditingExtEvent editExt
Definition: SDL_events.h:599
SDL_CommonEvent common
Definition: SDL_events.h:594
SDL_MouseMotionEvent motion
Definition: SDL_events.h:601
SDL_JoyAxisEvent jaxis
Definition: SDL_events.h:604
SDL_DropEvent drop
Definition: SDL_events.h:620
SDL_JoyBatteryEvent jbattery
Definition: SDL_events.h:608
SDL_SensorEvent sensor
Definition: SDL_events.h:615
SDL_GamepadButtonEvent gbutton
Definition: SDL_events.h:610
SDL_DisplayEvent display
Definition: SDL_events.h:595