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 SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
91
92 /* Display events */
93 /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
94 SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
95 SDL_EVENT_DISPLAY_CONNECTED, /**< Display has been added to the system */
96 SDL_EVENT_DISPLAY_DISCONNECTED, /**< Display has been removed from the system */
97 SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
98 SDL_EVENT_DISPLAY_SCALE_CHANGED, /**< Display has changed desktop display scale */
101
102 /* Window events */
103 /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
104 SDL_EVENT_SYSWM = 0x201, /**< System specific event */
105 SDL_EVENT_WINDOW_SHOWN, /**< Window has been shown */
106 SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
107 SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn */
108 SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
109 SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
110 SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
111 SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
112 SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
113 SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
114 SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
115 SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
116 SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
117 SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
118 SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
119 SDL_EVENT_WINDOW_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
120 SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
121 SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
122 SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
125
126 /* Keyboard events */
127 SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
128 SDL_EVENT_KEY_UP, /**< Key released */
129 SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
130 SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
131 SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
132 input language or keyboard layout change. */
133 SDL_EVENT_TEXT_EDITING_EXT, /**< Extended keyboard text editing (composition) */
134
135 /* Mouse events */
136 SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
137 SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
138 SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
139 SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
140
141 /* Joystick events */
142 SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
143 SDL_EVENT_JOYSTICK_HAT_MOTION = 0x602, /**< Joystick hat position change */
144 SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
145 SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
146 SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
147 SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
148 SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
149
150 /* Gamepad events */
151 SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
152 SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
153 SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
154 SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
155 SDL_EVENT_GAMEPAD_REMOVED, /**< An opened gamepad has been removed */
156 SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
157 SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
158 SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
159 SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
160 SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
161
162 /* Touch events */
166
167 /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
168
169 /* Clipboard events */
170 SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
171
172 /* Drag and drop events */
173 SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
174 SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
175 SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
176 SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
177 SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
178
179 /* Audio hotplug events */
180 SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
181 SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
182
183 /* Sensor events */
184 SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
185
186 /* Render events */
187 SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
188 SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
189
190 /* Internal events */
191 SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
192
193 /** Events ::SDL_EVENT_USER through ::SDL_EVENT_LAST are for your use,
194 * and should be allocated with SDL_RegisterEvents()
195 */
197
198 /**
199 * This last event is only for bounding internal arrays
200 */
201 SDL_EVENT_LAST = 0xFFFF
203
204/**
205 * \brief Fields shared by every event
206 */
207typedef struct SDL_CommonEvent
208{
210 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
212
213/**
214 * \brief Display state change event data (event.display.*)
215 */
216typedef struct SDL_DisplayEvent
217{
218 Uint32 type; /**< ::SDL_DISPLAYEVENT_* */
219 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
220 SDL_DisplayID displayID;/**< The associated display */
221 Sint32 data1; /**< event dependent data */
223
224/**
225 * \brief Window state change event data (event.window.*)
226 */
227typedef struct SDL_WindowEvent
228{
229 Uint32 type; /**< ::SDL_WINDOWEVENT_* */
230 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
231 SDL_WindowID windowID;/**< The associated window */
232 Sint32 data1; /**< event dependent data */
233 Sint32 data2; /**< event dependent data */
235
236/**
237 * \brief Keyboard button event structure (event.key.*)
238 */
239typedef struct SDL_KeyboardEvent
240{
241 Uint32 type; /**< ::SDL_EVENT_KEY_DOWN or ::SDL_EVENT_KEY_UP */
242 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
243 SDL_WindowID windowID;/**< The window with keyboard focus, if any */
244 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
245 Uint8 repeat; /**< Non-zero if this is a key repeat */
248 SDL_Keysym keysym; /**< The key that was pressed or released */
250
251#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
252/**
253 * \brief Keyboard text editing event structure (event.edit.*)
254 */
256{
257 Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING */
258 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
259 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
260 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
261 Sint32 start; /**< The start cursor of selected editing text */
262 Sint32 length; /**< The length of selected editing text */
264
265/**
266 * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be
267 * truncated if stored in the text buffer SDL_TextEditingEvent
268 */
270{
271 Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING_EXT */
272 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
273 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
274 char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
275 Sint32 start; /**< The start cursor of selected editing text */
276 Sint32 length; /**< The length of selected editing text */
278
279#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
280/**
281 * \brief Keyboard text input event structure (event.text.*)
282 */
283typedef struct SDL_TextInputEvent
284{
285 Uint32 type; /**< ::SDL_EVENT_TEXT_INPUT */
286 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
287 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
288 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
290
291/**
292 * \brief Mouse motion event structure (event.motion.*)
293 */
295{
296 Uint32 type; /**< ::SDL_EVENT_MOUSE_MOTION */
297 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
298 SDL_WindowID windowID;/**< The window with mouse focus, if any */
299 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
300 Uint32 state; /**< The current button state */
301 float x; /**< X coordinate, relative to window */
302 float y; /**< Y coordinate, relative to window */
303 float xrel; /**< The relative motion in the X direction */
304 float yrel; /**< The relative motion in the Y direction */
306
307/**
308 * \brief Mouse button event structure (event.button.*)
309 */
311{
312 Uint32 type; /**< ::SDL_EVENT_MOUSE_BUTTON_DOWN or ::SDL_EVENT_MOUSE_BUTTON_UP */
313 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
314 SDL_WindowID windowID;/**< The window with mouse focus, if any */
315 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
316 Uint8 button; /**< The mouse button index */
317 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
318 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
320 float x; /**< X coordinate, relative to window */
321 float y; /**< Y coordinate, relative to window */
323
324/**
325 * \brief Mouse wheel event structure (event.wheel.*)
326 */
328{
329 Uint32 type; /**< ::SDL_EVENT_MOUSE_WHEEL */
330 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
331 SDL_WindowID windowID;/**< The window with mouse focus, if any */
332 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
333 float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
334 float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
335 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 */
336 float mouseX; /**< X coordinate, relative to window */
337 float mouseY; /**< Y coordinate, relative to window */
339
340/**
341 * \brief Joystick axis motion event structure (event.jaxis.*)
342 */
343typedef struct SDL_JoyAxisEvent
344{
345 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_AXIS_MOTION */
346 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
347 SDL_JoystickID which; /**< The joystick instance id */
348 Uint8 axis; /**< The joystick axis index */
352 Sint16 value; /**< The axis value (range: -32768 to 32767) */
355
356/**
357 * \brief Joystick hat position change event structure (event.jhat.*)
358 */
359typedef struct SDL_JoyHatEvent
360{
361 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_HAT_MOTION */
362 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
363 SDL_JoystickID which; /**< The joystick instance id */
364 Uint8 hat; /**< The joystick hat index */
365 Uint8 value; /**< The hat position value.
366 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
367 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
368 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
369 *
370 * Note that zero means the POV is centered.
371 */
375
376/**
377 * \brief Joystick button event structure (event.jbutton.*)
378 */
379typedef struct SDL_JoyButtonEvent
380{
381 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BUTTON_DOWN or ::SDL_EVENT_JOYSTICK_BUTTON_UP */
382 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
383 SDL_JoystickID which; /**< The joystick instance id */
384 Uint8 button; /**< The joystick button index */
385 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
389
390/**
391 * \brief Joystick device event structure (event.jdevice.*)
392 */
393typedef struct SDL_JoyDeviceEvent
394{
395 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_ADDED or ::SDL_EVENT_JOYSTICK_REMOVED */
396 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
397 SDL_JoystickID which; /**< The joystick instance id */
399
400/**
401 * \brief Joysick battery level change event structure (event.jbattery.*)
402 */
404{
405 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
406 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
407 SDL_JoystickID which; /**< The joystick instance id */
408 SDL_JoystickPowerLevel level; /**< The joystick battery level */
410
411/**
412 * \brief Gamepad axis motion event structure (event.gaxis.*)
413 */
415{
416 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_AXIS_MOTION */
417 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
418 SDL_JoystickID which; /**< The joystick instance id */
419 Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
423 Sint16 value; /**< The axis value (range: -32768 to 32767) */
426
427
428/**
429 * \brief Gamepad button event structure (event.gbutton.*)
430 */
432{
433 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_BUTTON_DOWN or ::SDL_EVENT_GAMEPAD_BUTTON_UP */
434 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
435 SDL_JoystickID which; /**< The joystick instance id */
436 Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
437 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
441
442
443/**
444 * \brief Gamepad device event structure (event.gdevice.*)
445 */
447{
448 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_ADDED, ::SDL_EVENT_GAMEPAD_REMOVED, or ::SDL_EVENT_GAMEPAD_REMAPPED */
449 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
450 SDL_JoystickID which; /**< The joystick instance id */
452
453/**
454 * \brief Gamepad touchpad event structure (event.gtouchpad.*)
455 */
457{
458 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or ::SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or ::SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
459 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
460 SDL_JoystickID which; /**< The joystick instance id */
461 Sint32 touchpad; /**< The index of the touchpad */
462 Sint32 finger; /**< The index of the finger on the touchpad */
463 float x; /**< Normalized in the range 0...1 with 0 being on the left */
464 float y; /**< Normalized in the range 0...1 with 0 being at the top */
465 float pressure; /**< Normalized in the range 0...1 */
467
468/**
469 * \brief Gamepad sensor event structure (event.gsensor.*)
470 */
472{
473 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
474 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
475 SDL_JoystickID which; /**< The joystick instance id */
476 Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
477 float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
478 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
480
481/**
482 * \brief Audio device event structure (event.adevice.*)
483 */
485{
486 Uint32 type; /**< ::SDL_EVENT_AUDIO_DEVICE_ADDED, or ::SDL_EVENT_AUDIO_DEVICE_REMOVED */
487 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
488 SDL_AudioDeviceID which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
489 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
494
495
496/**
497 * \brief Touch finger event structure (event.tfinger.*)
498 */
500{
501 Uint32 type; /**< ::SDL_EVENT_FINGER_MOTION or ::SDL_EVENT_FINGER_DOWN or ::SDL_EVENT_FINGER_UP */
502 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
503 SDL_TouchID touchId; /**< The touch device id */
505 float x; /**< Normalized in the range 0...1 */
506 float y; /**< Normalized in the range 0...1 */
507 float dx; /**< Normalized in the range -1...1 */
508 float dy; /**< Normalized in the range -1...1 */
509 float pressure; /**< Normalized in the range 0...1 */
510 SDL_WindowID windowID;/**< The window underneath the finger, if any */
512
513
514/**
515 * \brief An event used to request a file open by the system (event.drop.*)
516 * This event is enabled by default, you can disable it with SDL_SetEventEnabled().
517 * \note If this event is enabled, you must free the filename in the event.
518 */
519typedef struct SDL_DropEvent
520{
521 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 */
522 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
523 char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
524 SDL_WindowID windowID; /**< The window that was dropped on, if any */
525 float x; /**< X coordinate, relative to window (not on begin) */
526 float y; /**< Y coordinate, relative to window (not on begin) */
528
529
530/**
531 * \brief Sensor event structure (event.sensor.*)
532 */
533typedef struct SDL_SensorEvent
534{
535 Uint32 type; /**< ::SDL_EVENT_SENSOR_UPDATE */
536 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
537 SDL_SensorID which; /**< The instance ID of the sensor */
538 float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
539 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
541
542/**
543 * \brief The "quit requested" event
544 */
545typedef struct SDL_QuitEvent
546{
547 Uint32 type; /**< ::SDL_EVENT_QUIT */
548 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
550
551/**
552 * \brief OS Specific event
553 */
554typedef struct SDL_OSEvent
555{
556 Uint32 type; /**< ::SDL_EVENT_QUIT */
557 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
559
560/**
561 * \brief A user-defined event type (event.user.*)
562 */
563typedef struct SDL_UserEvent
564{
565 Uint32 type; /**< ::SDL_EVENT_USER through ::SDL_EVENT_LAST-1 */
566 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
567 SDL_WindowID windowID;/**< The associated window if any */
568 Sint32 code; /**< User defined event code */
569 void *data1; /**< User defined data pointer */
570 void *data2; /**< User defined data pointer */
572
573
574struct SDL_SysWMmsg;
575typedef struct SDL_SysWMmsg SDL_SysWMmsg;
576
577/**
578 * \brief A video driver dependent system event (event.syswm.*)
579 * This event is disabled by default, you can enable it with SDL_SetEventEnabled()
580 *
581 * \note If you want to use this event, you should include SDL_syswm.h.
582 */
583typedef struct SDL_SysWMEvent
584{
585 Uint32 type; /**< ::SDL_EVENT_SYSWM */
586 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
587 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
589
590/**
591 * \brief General event structure
592 */
593typedef union SDL_Event
594{
595 Uint32 type; /**< Event type, shared with all events */
596 SDL_CommonEvent common; /**< Common event data */
597 SDL_DisplayEvent display; /**< Display event data */
598 SDL_WindowEvent window; /**< Window event data */
599 SDL_KeyboardEvent key; /**< Keyboard event data */
600 SDL_TextEditingEvent edit; /**< Text editing event data */
601 SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */
602 SDL_TextInputEvent text; /**< Text input event data */
603 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
604 SDL_MouseButtonEvent button; /**< Mouse button event data */
605 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
606 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
607 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
608 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
609 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
610 SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
611 SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
612 SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
613 SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
614 SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
615 SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
616 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
617 SDL_SensorEvent sensor; /**< Sensor event data */
618 SDL_QuitEvent quit; /**< Quit request event data */
619 SDL_UserEvent user; /**< Custom event data */
620 SDL_SysWMEvent syswm; /**< System dependent window event data */
621 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
622 SDL_DropEvent drop; /**< Drag and drop event data */
623
624 /* This is necessary for ABI compatibility between Visual C++ and GCC.
625 Visual C++ will respect the push pack pragma and use 52 bytes (size of
626 SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
627 architectures) for this union, and GCC will use the alignment of the
628 largest datatype within the union, which is 8 bytes on 64-bit
629 architectures.
630
631 So... we'll add padding to force the size to be 56 bytes for both.
632
633 On architectures where pointers are 16 bytes, this needs rounding up to
634 the next multiple of 16, 64, and on architectures where pointers are
635 even larger the size of SDL_UserEvent will dominate as being 3 pointers.
636 */
638} SDL_Event;
639
640/* Make sure we haven't broken binary compatibility */
641SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
642
643
644/* Function prototypes */
645
646/**
647 * Pump the event loop, gathering events from the input devices.
648 *
649 * This function updates the event queue and internal input device state.
650 *
651 * **WARNING**: This should only be run in the thread that initialized the
652 * video subsystem, and for extra safety, you should consider only doing those
653 * things on the main thread in any case.
654 *
655 * SDL_PumpEvents() gathers all the pending input information from devices and
656 * places it in the event queue. Without calls to SDL_PumpEvents() no events
657 * would ever be placed on the queue. Often the need for calls to
658 * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
659 * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
660 * polling or waiting for events (e.g. you are filtering them), then you must
661 * call SDL_PumpEvents() to force an event queue update.
662 *
663 * \since This function is available since SDL 3.0.0.
664 *
665 * \sa SDL_PollEvent
666 * \sa SDL_WaitEvent
667 */
668extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
669
670/* @{ */
671typedef enum
672{
677
678/**
679 * Check the event queue for messages and optionally return them.
680 *
681 * `action` may be any of the following:
682 *
683 * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
684 * event queue.
685 * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
686 * within the specified minimum and maximum type, will be returned to the
687 * caller and will _not_ be removed from the queue.
688 * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
689 * within the specified minimum and maximum type, will be returned to the
690 * caller and will be removed from the queue.
691 *
692 * You may have to call SDL_PumpEvents() before calling this function.
693 * Otherwise, the events may not be ready to be filtered when you call
694 * SDL_PeepEvents().
695 *
696 * This function is thread-safe.
697 *
698 * \param events destination buffer for the retrieved events
699 * \param numevents if action is SDL_ADDEVENT, the number of events to add
700 * back to the event queue; if action is SDL_PEEKEVENT or
701 * SDL_GETEVENT, the maximum number of events to retrieve
702 * \param action action to take; see [[#action|Remarks]] for details
703 * \param minType minimum value of the event type to be considered;
704 * SDL_EVENT_FIRST is a safe choice
705 * \param maxType maximum value of the event type to be considered;
706 * SDL_EVENT_LAST is a safe choice
707 * \returns the number of events actually stored or a negative error code on
708 * failure; call SDL_GetError() for more information.
709 *
710 * \since This function is available since SDL 3.0.0.
711 *
712 * \sa SDL_PollEvent
713 * \sa SDL_PumpEvents
714 * \sa SDL_PushEvent
715 */
716extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
717 SDL_eventaction action,
718 Uint32 minType, Uint32 maxType);
719/* @} */
720
721/**
722 * Check for the existence of a certain event type in the event queue.
723 *
724 * If you need to check for a range of event types, use SDL_HasEvents()
725 * instead.
726 *
727 * \param type the type of event to be queried; see SDL_EventType for details
728 * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
729 * events matching `type` are not present.
730 *
731 * \since This function is available since SDL 3.0.0.
732 *
733 * \sa SDL_HasEvents
734 */
735extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
736
737
738/**
739 * Check for the existence of certain event types in the event queue.
740 *
741 * If you need to check for a single event type, use SDL_HasEvent() instead.
742 *
743 * \param minType the low end of event type to be queried, inclusive; see
744 * SDL_EventType for details
745 * \param maxType the high end of event type to be queried, inclusive; see
746 * SDL_EventType for details
747 * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
748 * present, or SDL_FALSE if not.
749 *
750 * \since This function is available since SDL 3.0.0.
751 *
752 * \sa SDL_HasEvents
753 */
754extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
755
756/**
757 * Clear events of a specific type from the event queue.
758 *
759 * This will unconditionally remove any events from the queue that match
760 * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
761 * instead.
762 *
763 * It's also normal to just ignore events you don't care about in your event
764 * loop without calling this function.
765 *
766 * This function only affects currently queued events. If you want to make
767 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
768 * on the main thread immediately before the flush call.
769 *
770 * \param type the type of event to be cleared; see SDL_EventType for details
771 *
772 * \since This function is available since SDL 3.0.0.
773 *
774 * \sa SDL_FlushEvents
775 */
776extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
777
778/**
779 * Clear events of a range of types from the event queue.
780 *
781 * This will unconditionally remove any events from the queue that are in the
782 * range of `minType` to `maxType`, inclusive. If you need to remove a single
783 * event type, use SDL_FlushEvent() instead.
784 *
785 * It's also normal to just ignore events you don't care about in your event
786 * loop without calling this function.
787 *
788 * This function only affects currently queued events. If you want to make
789 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
790 * on the main thread immediately before the flush call.
791 *
792 * \param minType the low end of event type to be cleared, inclusive; see
793 * SDL_EventType for details
794 * \param maxType the high end of event type to be cleared, inclusive; see
795 * SDL_EventType for details
796 *
797 * \since This function is available since SDL 3.0.0.
798 *
799 * \sa SDL_FlushEvent
800 */
801extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
802
803/**
804 * Poll for currently pending events.
805 *
806 * If `event` is not NULL, the next event is removed from the queue and stored
807 * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
808 * this event, immediately stored in the SDL Event structure -- not an event
809 * to follow.
810 *
811 * If `event` is NULL, it simply returns 1 if there is an event in the queue,
812 * but will not remove it from the queue.
813 *
814 * As this function may implicitly call SDL_PumpEvents(), you can only call
815 * this function in the thread that set the video mode.
816 *
817 * SDL_PollEvent() is the favored way of receiving system events since it can
818 * be done from the main loop and does not suspend the main loop while waiting
819 * on an event to be posted.
820 *
821 * The common practice is to fully process the event queue once every frame,
822 * usually as a first step before updating the game's state:
823 *
824 * ```c
825 * while (game_is_still_running) {
826 * SDL_Event event;
827 * while (SDL_PollEvent(&event)) { // poll until all events are handled!
828 * // decide what to do with this event.
829 * }
830 *
831 * // update game state, draw the current frame
832 * }
833 * ```
834 *
835 * \param event the SDL_Event structure to be filled with the next event from
836 * the queue, or NULL
837 * \returns 1 if there is a pending event or 0 if there are none available.
838 *
839 * \since This function is available since SDL 3.0.0.
840 *
841 * \sa SDL_GetEventFilter
842 * \sa SDL_PeepEvents
843 * \sa SDL_PushEvent
844 * \sa SDL_SetEventFilter
845 * \sa SDL_WaitEvent
846 * \sa SDL_WaitEventTimeout
847 */
848extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
849
850/**
851 * Wait indefinitely for the next available event.
852 *
853 * If `event` is not NULL, the next event is removed from the queue and stored
854 * in the SDL_Event structure pointed to by `event`.
855 *
856 * As this function may implicitly call SDL_PumpEvents(), you can only call
857 * this function in the thread that initialized the video subsystem.
858 *
859 * \param event the SDL_Event structure to be filled in with the next event
860 * from the queue, or NULL
861 * \returns 1 on success or 0 if there was an error while waiting for events;
862 * call SDL_GetError() for more information.
863 *
864 * \since This function is available since SDL 3.0.0.
865 *
866 * \sa SDL_PollEvent
867 * \sa SDL_PumpEvents
868 * \sa SDL_WaitEventTimeout
869 */
870extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
871
872/**
873 * Wait until the specified timeout (in milliseconds) for the next available
874 * event.
875 *
876 * If `event` is not NULL, the next event is removed from the queue and stored
877 * in the SDL_Event structure pointed to by `event`.
878 *
879 * As this function may implicitly call SDL_PumpEvents(), you can only call
880 * this function in the thread that initialized the video subsystem.
881 *
882 * The timeout is not guaranteed, the actual wait time could be longer due to
883 * system scheduling.
884 *
885 * \param event the SDL_Event structure to be filled in with the next event
886 * from the queue, or NULL
887 * \param timeoutMS the maximum number of milliseconds to wait for the next
888 * available event
889 * \returns 1 on success or 0 if there was an error while waiting for events;
890 * call SDL_GetError() for more information. This also returns 0 if
891 * the timeout elapsed without an event arriving.
892 *
893 * \since This function is available since SDL 3.0.0.
894 *
895 * \sa SDL_PollEvent
896 * \sa SDL_PumpEvents
897 * \sa SDL_WaitEvent
898 */
899extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
900
901/**
902 * Add an event to the event queue.
903 *
904 * The event queue can actually be used as a two way communication channel.
905 * Not only can events be read from the queue, but the user can also push
906 * their own events onto it. `event` is a pointer to the event structure you
907 * wish to push onto the queue. The event is copied into the queue, and the
908 * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
909 *
910 * Note: Pushing device input events onto the queue doesn't modify the state
911 * of the device within SDL.
912 *
913 * This function is thread-safe, and can be called from other threads safely.
914 *
915 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
916 * the event filter but events added with SDL_PeepEvents() do not.
917 *
918 * For pushing application-specific events, please use SDL_RegisterEvents() to
919 * get an event type that does not conflict with other code that also wants
920 * its own custom event types.
921 *
922 * \param event the SDL_Event to be added to the queue
923 * \returns 1 on success, 0 if the event was filtered, or a negative error
924 * code on failure; call SDL_GetError() for more information. A
925 * common reason for error is the event queue being full.
926 *
927 * \since This function is available since SDL 3.0.0.
928 *
929 * \sa SDL_PeepEvents
930 * \sa SDL_PollEvent
931 * \sa SDL_RegisterEvents
932 */
933extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
934
935/**
936 * A function pointer used for callbacks that watch the event queue.
937 *
938 * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
939 * or SDL_AddEventWatch, etc
940 * \param event the event that triggered the callback
941 * \returns 1 to permit event to be added to the queue, and 0 to disallow
942 * it. When used with SDL_AddEventWatch, the return value is ignored.
943 *
944 * \sa SDL_SetEventFilter
945 * \sa SDL_AddEventWatch
946 */
947typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
948
949/**
950 * Set up a filter to process all events before they change internal state and
951 * are posted to the internal event queue.
952 *
953 * If the filter function returns 1 when called, then the event will be added
954 * to the internal queue. If it returns 0, then the event will be dropped from
955 * the queue, but the internal state will still be updated. This allows
956 * selective filtering of dynamically arriving events.
957 *
958 * **WARNING**: Be very careful of what you do in the event filter function,
959 * as it may run in a different thread!
960 *
961 * On platforms that support it, if the quit event is generated by an
962 * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
963 * application at the next event poll.
964 *
965 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
966 * event filter is only called when the window manager desires to close the
967 * application window. If the event filter returns 1, then the window will be
968 * closed, otherwise the window will remain open if possible.
969 *
970 * Note: Disabled events never make it to the event filter function; see
971 * SDL_SetEventEnabled().
972 *
973 * Note: If you just want to inspect events without filtering, you should use
974 * SDL_AddEventWatch() instead.
975 *
976 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
977 * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
978 * not.
979 *
980 * \param filter An SDL_EventFilter function to call when an event happens
981 * \param userdata a pointer that is passed to `filter`
982 *
983 * \since This function is available since SDL 3.0.0.
984 *
985 * \sa SDL_AddEventWatch
986 * \sa SDL_SetEventEnabled
987 * \sa SDL_GetEventFilter
988 * \sa SDL_PeepEvents
989 * \sa SDL_PushEvent
990 */
991extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
992 void *userdata);
993
994/**
995 * Query the current event filter.
996 *
997 * This function can be used to "chain" filters, by saving the existing filter
998 * before replacing it with a function that will call that saved filter.
999 *
1000 * \param filter the current callback function will be stored here
1001 * \param userdata the pointer that is passed to the current event filter will
1002 * be stored here
1003 * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1004 *
1005 * \since This function is available since SDL 3.0.0.
1006 *
1007 * \sa SDL_SetEventFilter
1008 */
1009extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1010 void **userdata);
1011
1012/**
1013 * Add a callback to be triggered when an event is added to the event queue.
1014 *
1015 * `filter` will be called when an event happens, and its return value is
1016 * ignored.
1017 *
1018 * **WARNING**: Be very careful of what you do in the event filter function,
1019 * as it may run in a different thread!
1020 *
1021 * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1022 * the internal queue and be delivered to the watch callback immediately, and
1023 * arrive at the next event poll.
1024 *
1025 * Note: the callback is called for events posted by the user through
1026 * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1027 * callback set with SDL_SetEventFilter(), nor for events posted by the user
1028 * through SDL_PeepEvents().
1029 *
1030 * \param filter an SDL_EventFilter function to call when an event happens.
1031 * \param userdata a pointer that is passed to `filter`
1032 *
1033 * \since This function is available since SDL 3.0.0.
1034 *
1035 * \sa SDL_DelEventWatch
1036 * \sa SDL_SetEventFilter
1037 */
1038extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1039 void *userdata);
1040
1041/**
1042 * Remove an event watch callback added with SDL_AddEventWatch().
1043 *
1044 * This function takes the same input as SDL_AddEventWatch() to identify and
1045 * delete the corresponding callback.
1046 *
1047 * \param filter the function originally passed to SDL_AddEventWatch()
1048 * \param userdata the pointer originally passed to SDL_AddEventWatch()
1049 *
1050 * \since This function is available since SDL 3.0.0.
1051 *
1052 * \sa SDL_AddEventWatch
1053 */
1054extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1055 void *userdata);
1056
1057/**
1058 * Run a specific filter function on the current event queue, removing any
1059 * events for which the filter returns 0.
1060 *
1061 * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1062 * this function does not change the filter permanently, it only uses the
1063 * supplied filter until this function returns.
1064 *
1065 * \param filter the SDL_EventFilter function to call when an event happens
1066 * \param userdata a pointer that is passed to `filter`
1067 *
1068 * \since This function is available since SDL 3.0.0.
1069 *
1070 * \sa SDL_GetEventFilter
1071 * \sa SDL_SetEventFilter
1072 */
1073extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1074 void *userdata);
1075
1076/**
1077 * Set the state of processing events by type.
1078 *
1079 * \param type the type of event; see SDL_EventType for details
1080 * \param enabled whether to process the event or not
1081 *
1082 * \since This function is available since SDL 3.0.0.
1083 *
1084 * \sa SDL_IsEventEnabled
1085 */
1086extern DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, SDL_bool enabled);
1087
1088/**
1089 * Query the state of processing events by type.
1090 *
1091 * \param type the type of event; see SDL_EventType for details
1092 * \returns SDL_TRUE if the event is being processed, SDL_FALSE otherwise.
1093 *
1094 * \since This function is available since SDL 3.0.0.
1095 *
1096 * \sa SDL_SetEventEnabled
1097 */
1098extern DECLSPEC SDL_bool SDLCALL SDL_EventEnabled(Uint32 type);
1099
1100/**
1101 * Allocate a set of user-defined events, and return the beginning event
1102 * number for that set of events.
1103 *
1104 * Calling this function with `numevents` <= 0 is an error and will return
1105 * (Uint32)-1.
1106 *
1107 * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1108 * 0xFFFFFFFF), but is clearer to write.
1109 *
1110 * \param numevents the number of events to be allocated
1111 * \returns the beginning event number, or (Uint32)-1 if there are not enough
1112 * user-defined events left.
1113 *
1114 * \since This function is available since SDL 3.0.0.
1115 *
1116 * \sa SDL_PushEvent
1117 */
1118extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1119
1120/* Ends C function definitions when using C++ */
1121#ifdef __cplusplus
1122}
1123#endif
1124#include <SDL3/SDL_close_code.h>
1125
1126#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:251
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:131
@ SDL_EVENT_WINDOW_HIT_TEST
Definition: SDL_events.h:120
@ SDL_EVENT_GAMEPAD_ADDED
Definition: SDL_events.h:154
@ SDL_EVENT_GAMEPAD_TOUCHPAD_UP
Definition: SDL_events.h:159
@ SDL_EVENT_WINDOW_RESTORED
Definition: SDL_events.h:113
@ SDL_EVENT_GAMEPAD_AXIS_MOTION
Definition: SDL_events.h:151
@ SDL_EVENT_WINDOW_LAST
Definition: SDL_events.h:124
@ SDL_EVENT_DROP_BEGIN
Definition: SDL_events.h:175
@ SDL_EVENT_MOUSE_MOTION
Definition: SDL_events.h:136
@ SDL_EVENT_WINDOW_FOCUS_GAINED
Definition: SDL_events.h:116
@ SDL_EVENT_TEXT_EDITING_EXT
Definition: SDL_events.h:133
@ SDL_EVENT_MOUSE_WHEEL
Definition: SDL_events.h:139
@ SDL_EVENT_JOYSTICK_REMOVED
Definition: SDL_events.h:147
@ SDL_EVENT_CLIPBOARD_UPDATE
Definition: SDL_events.h:170
@ SDL_EVENT_DID_ENTER_FOREGROUND
Definition: SDL_events.h:83
@ SDL_EVENT_JOYSTICK_BUTTON_UP
Definition: SDL_events.h:145
@ SDL_EVENT_JOYSTICK_BATTERY_UPDATED
Definition: SDL_events.h:148
@ SDL_EVENT_WILL_ENTER_FOREGROUND
Definition: SDL_events.h:79
@ SDL_EVENT_POLL_SENTINEL
Definition: SDL_events.h:191
@ SDL_EVENT_FINGER_UP
Definition: SDL_events.h:164
@ SDL_EVENT_JOYSTICK_ADDED
Definition: SDL_events.h:146
@ SDL_EVENT_DROP_POSITION
Definition: SDL_events.h:177
@ SDL_EVENT_WINDOW_EXPOSED
Definition: SDL_events.h:107
@ SDL_EVENT_WINDOW_DISPLAY_CHANGED
Definition: SDL_events.h:122
@ SDL_EVENT_WINDOW_RESIZED
Definition: SDL_events.h:109
@ SDL_EVENT_GAMEPAD_REMAPPED
Definition: SDL_events.h:156
@ SDL_EVENT_GAMEPAD_REMOVED
Definition: SDL_events.h:155
@ SDL_EVENT_FINGER_MOTION
Definition: SDL_events.h:165
@ SDL_EVENT_WINDOW_MOUSE_ENTER
Definition: SDL_events.h:114
@ SDL_EVENT_WINDOW_HIDDEN
Definition: SDL_events.h:106
@ SDL_EVENT_RENDER_TARGETS_RESET
Definition: SDL_events.h:187
@ SDL_EVENT_DID_ENTER_BACKGROUND
Definition: SDL_events.h:75
@ SDL_EVENT_AUDIO_DEVICE_ADDED
Definition: SDL_events.h:180
@ SDL_EVENT_RENDER_DEVICE_RESET
Definition: SDL_events.h:188
@ SDL_EVENT_LOW_MEMORY
Definition: SDL_events.h:67
@ SDL_EVENT_DISPLAY_DISCONNECTED
Definition: SDL_events.h:96
@ SDL_EVENT_GAMEPAD_BUTTON_DOWN
Definition: SDL_events.h:152
@ SDL_EVENT_JOYSTICK_AXIS_MOTION
Definition: SDL_events.h:142
@ SDL_EVENT_KEY_UP
Definition: SDL_events.h:128
@ SDL_EVENT_WINDOW_CLOSE_REQUESTED
Definition: SDL_events.h:118
@ SDL_EVENT_TEXT_INPUT
Definition: SDL_events.h:130
@ SDL_EVENT_SYSWM
Definition: SDL_events.h:104
@ SDL_EVENT_LOCALE_CHANGED
Definition: SDL_events.h:88
@ SDL_EVENT_DISPLAY_LAST
Definition: SDL_events.h:100
@ SDL_EVENT_WILL_ENTER_BACKGROUND
Definition: SDL_events.h:71
@ SDL_EVENT_MOUSE_BUTTON_DOWN
Definition: SDL_events.h:137
@ SDL_EVENT_DISPLAY_SCALE_CHANGED
Definition: SDL_events.h:98
@ SDL_EVENT_USER
Definition: SDL_events.h:196
@ SDL_EVENT_WINDOW_FIRST
Definition: SDL_events.h:123
@ SDL_EVENT_SENSOR_UPDATE
Definition: SDL_events.h:184
@ SDL_EVENT_FIRST
Definition: SDL_events.h:57
@ SDL_EVENT_DISPLAY_MOVED
Definition: SDL_events.h:97
@ SDL_EVENT_JOYSTICK_BUTTON_DOWN
Definition: SDL_events.h:144
@ SDL_EVENT_MOUSE_BUTTON_UP
Definition: SDL_events.h:138
@ SDL_EVENT_DROP_TEXT
Definition: SDL_events.h:174
@ SDL_EVENT_DROP_FILE
Definition: SDL_events.h:173
@ SDL_EVENT_WINDOW_FOCUS_LOST
Definition: SDL_events.h:117
@ SDL_EVENT_GAMEPAD_BUTTON_UP
Definition: SDL_events.h:153
@ SDL_EVENT_WINDOW_MAXIMIZED
Definition: SDL_events.h:112
@ SDL_EVENT_TERMINATING
Definition: SDL_events.h:63
@ SDL_EVENT_WINDOW_ICCPROF_CHANGED
Definition: SDL_events.h:121
@ SDL_EVENT_SYSTEM_THEME_CHANGED
Definition: SDL_events.h:90
@ SDL_EVENT_GAMEPAD_SENSOR_UPDATE
Definition: SDL_events.h:160
@ SDL_EVENT_JOYSTICK_HAT_MOTION
Definition: SDL_events.h:143
@ SDL_EVENT_WINDOW_TAKE_FOCUS
Definition: SDL_events.h:119
@ SDL_EVENT_WINDOW_SHOWN
Definition: SDL_events.h:105
@ SDL_EVENT_KEY_DOWN
Definition: SDL_events.h:127
@ SDL_EVENT_WINDOW_MOVED
Definition: SDL_events.h:108
@ SDL_EVENT_DISPLAY_FIRST
Definition: SDL_events.h:99
@ SDL_EVENT_WINDOW_MINIMIZED
Definition: SDL_events.h:111
@ SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED
Definition: SDL_events.h:110
@ SDL_EVENT_DISPLAY_ORIENTATION
Definition: SDL_events.h:94
@ SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION
Definition: SDL_events.h:158
@ SDL_EVENT_LAST
Definition: SDL_events.h:201
@ SDL_EVENT_DISPLAY_CONNECTED
Definition: SDL_events.h:95
@ SDL_EVENT_AUDIO_DEVICE_REMOVED
Definition: SDL_events.h:181
@ SDL_EVENT_DROP_COMPLETE
Definition: SDL_events.h:176
@ SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
Definition: SDL_events.h:157
@ SDL_EVENT_TEXT_EDITING
Definition: SDL_events.h:129
@ SDL_EVENT_WINDOW_MOUSE_LEAVE
Definition: SDL_events.h:115
@ SDL_EVENT_QUIT
Definition: SDL_events.h:60
@ SDL_EVENT_FINGER_DOWN
Definition: SDL_events.h:163
#define SDL_TEXTINPUTEVENT_TEXT_SIZE
Definition: SDL_events.h:279
int(* SDL_EventFilter)(void *userdata, SDL_Event *event)
Definition: SDL_events.h:947
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:672
@ SDL_ADDEVENT
Definition: SDL_events.h:673
@ SDL_PEEKEVENT
Definition: SDL_events.h:674
@ SDL_GETEVENT
Definition: SDL_events.h:675
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:485
SDL_AudioDeviceID which
Definition: SDL_events.h:488
Fields shared by every event.
Definition: SDL_events.h:208
Uint64 timestamp
Definition: SDL_events.h:210
Display state change event data (event.display.*)
Definition: SDL_events.h:217
SDL_DisplayID displayID
Definition: SDL_events.h:220
An event used to request a file open by the system (event.drop.*) This event is enabled by default,...
Definition: SDL_events.h:520
SDL_WindowID windowID
Definition: SDL_events.h:524
Uint64 timestamp
Definition: SDL_events.h:522
Gamepad axis motion event structure (event.gaxis.*)
Definition: SDL_events.h:415
SDL_JoystickID which
Definition: SDL_events.h:418
Gamepad button event structure (event.gbutton.*)
Definition: SDL_events.h:432
SDL_JoystickID which
Definition: SDL_events.h:435
Gamepad device event structure (event.gdevice.*)
Definition: SDL_events.h:447
SDL_JoystickID which
Definition: SDL_events.h:450
Gamepad sensor event structure (event.gsensor.*)
Definition: SDL_events.h:472
SDL_JoystickID which
Definition: SDL_events.h:475
Gamepad touchpad event structure (event.gtouchpad.*)
Definition: SDL_events.h:457
SDL_JoystickID which
Definition: SDL_events.h:460
Joystick axis motion event structure (event.jaxis.*)
Definition: SDL_events.h:344
SDL_JoystickID which
Definition: SDL_events.h:347
Joysick battery level change event structure (event.jbattery.*)
Definition: SDL_events.h:404
SDL_JoystickPowerLevel level
Definition: SDL_events.h:408
SDL_JoystickID which
Definition: SDL_events.h:407
Joystick button event structure (event.jbutton.*)
Definition: SDL_events.h:380
SDL_JoystickID which
Definition: SDL_events.h:383
Joystick device event structure (event.jdevice.*)
Definition: SDL_events.h:394
SDL_JoystickID which
Definition: SDL_events.h:397
Joystick hat position change event structure (event.jhat.*)
Definition: SDL_events.h:360
Uint64 timestamp
Definition: SDL_events.h:362
SDL_JoystickID which
Definition: SDL_events.h:363
Keyboard button event structure (event.key.*)
Definition: SDL_events.h:240
SDL_Keysym keysym
Definition: SDL_events.h:248
SDL_WindowID windowID
Definition: SDL_events.h:243
The SDL keysym structure, used in key events.
Definition: SDL_keyboard.h:48
Mouse button event structure (event.button.*)
Definition: SDL_events.h:311
SDL_WindowID windowID
Definition: SDL_events.h:314
SDL_MouseID which
Definition: SDL_events.h:315
Mouse motion event structure (event.motion.*)
Definition: SDL_events.h:295
SDL_MouseID which
Definition: SDL_events.h:299
SDL_WindowID windowID
Definition: SDL_events.h:298
Mouse wheel event structure (event.wheel.*)
Definition: SDL_events.h:328
SDL_MouseID which
Definition: SDL_events.h:332
SDL_WindowID windowID
Definition: SDL_events.h:331
OS Specific event.
Definition: SDL_events.h:555
Uint32 type
Definition: SDL_events.h:556
Uint64 timestamp
Definition: SDL_events.h:557
The "quit requested" event.
Definition: SDL_events.h:546
Uint64 timestamp
Definition: SDL_events.h:548
Sensor event structure (event.sensor.*)
Definition: SDL_events.h:534
Uint64 timestamp
Definition: SDL_events.h:536
float data[6]
Definition: SDL_events.h:538
Uint64 sensor_timestamp
Definition: SDL_events.h:539
SDL_SensorID which
Definition: SDL_events.h:537
A video driver dependent system event (event.syswm.*) This event is disabled by default,...
Definition: SDL_events.h:584
Uint64 timestamp
Definition: SDL_events.h:586
SDL_SysWMmsg * msg
Definition: SDL_events.h:587
Keyboard text editing event structure (event.edit.*)
Definition: SDL_events.h:256
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]
Definition: SDL_events.h:260
SDL_WindowID windowID
Definition: SDL_events.h:259
Extended keyboard text editing event structure (event.editExt.*) when text would be truncated if stor...
Definition: SDL_events.h:270
SDL_WindowID windowID
Definition: SDL_events.h:273
Keyboard text input event structure (event.text.*)
Definition: SDL_events.h:284
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]
Definition: SDL_events.h:288
SDL_WindowID windowID
Definition: SDL_events.h:287
Touch finger event structure (event.tfinger.*)
Definition: SDL_events.h:500
SDL_FingerID fingerId
Definition: SDL_events.h:504
SDL_WindowID windowID
Definition: SDL_events.h:510
SDL_TouchID touchId
Definition: SDL_events.h:503
A user-defined event type (event.user.*)
Definition: SDL_events.h:564
void * data2
Definition: SDL_events.h:570
void * data1
Definition: SDL_events.h:569
SDL_WindowID windowID
Definition: SDL_events.h:567
Uint64 timestamp
Definition: SDL_events.h:566
Window state change event data (event.window.*)
Definition: SDL_events.h:228
Uint64 timestamp
Definition: SDL_events.h:230
SDL_WindowID windowID
Definition: SDL_events.h:231
General event structure.
Definition: SDL_events.h:594
SDL_QuitEvent quit
Definition: SDL_events.h:618
SDL_AudioDeviceEvent adevice
Definition: SDL_events.h:616
Uint8 padding[128]
Definition: SDL_events.h:637
SDL_JoyDeviceEvent jdevice
Definition: SDL_events.h:609
Uint32 type
Definition: SDL_events.h:595
SDL_MouseWheelEvent wheel
Definition: SDL_events.h:605
SDL_JoyHatEvent jhat
Definition: SDL_events.h:607
SDL_JoyButtonEvent jbutton
Definition: SDL_events.h:608
SDL_GamepadDeviceEvent gdevice
Definition: SDL_events.h:613
SDL_GamepadAxisEvent gaxis
Definition: SDL_events.h:611
SDL_WindowEvent window
Definition: SDL_events.h:598
SDL_GamepadTouchpadEvent gtouchpad
Definition: SDL_events.h:614
SDL_TextEditingEvent edit
Definition: SDL_events.h:600
SDL_TextInputEvent text
Definition: SDL_events.h:602
SDL_GamepadSensorEvent gsensor
Definition: SDL_events.h:615
SDL_TouchFingerEvent tfinger
Definition: SDL_events.h:621
SDL_SysWMEvent syswm
Definition: SDL_events.h:620
SDL_MouseButtonEvent button
Definition: SDL_events.h:604
SDL_UserEvent user
Definition: SDL_events.h:619
SDL_KeyboardEvent key
Definition: SDL_events.h:599
SDL_TextEditingExtEvent editExt
Definition: SDL_events.h:601
SDL_CommonEvent common
Definition: SDL_events.h:596
SDL_MouseMotionEvent motion
Definition: SDL_events.h:603
SDL_JoyAxisEvent jaxis
Definition: SDL_events.h:606
SDL_DropEvent drop
Definition: SDL_events.h:622
SDL_JoyBatteryEvent jbattery
Definition: SDL_events.h:610
SDL_SensorEvent sensor
Definition: SDL_events.h:617
SDL_GamepadButtonEvent gbutton
Definition: SDL_events.h:612
SDL_DisplayEvent display
Definition: SDL_events.h:597