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_CONTENT_SCALE_CHANGED, /**< Display has changed content 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 */
123 SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
124 SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
125 in an event watcher, the window handle is still valid and can still be used to retrieve any userdata
126 associated with the window. Otherwise, the handle has already been destroyed and all resources
127 associated with it are invalid */
130
131 /* Keyboard events */
132 SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
133 SDL_EVENT_KEY_UP, /**< Key released */
134 SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
135 SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
136 SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
137 input language or keyboard layout change. */
138 SDL_EVENT_TEXT_EDITING_EXT, /**< Extended keyboard text editing (composition) */
139
140 /* Mouse events */
141 SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
142 SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
143 SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
144 SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
145
146 /* Joystick events */
147 SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
148 SDL_EVENT_JOYSTICK_HAT_MOTION = 0x602, /**< Joystick hat position change */
149 SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
150 SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
151 SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
152 SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
153 SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
154 SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete (disabled by default) */
155
156 /* Gamepad events */
157 SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
158 SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
159 SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
160 SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
161 SDL_EVENT_GAMEPAD_REMOVED, /**< An opened gamepad has been removed */
162 SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
163 SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
164 SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
165 SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
166 SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
167 SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete (disabled by default) */
168
169 /* Touch events */
173
174 /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
175
176 /* Clipboard events */
177 SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
178
179 /* Drag and drop events */
180 SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
181 SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
182 SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
183 SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
184 SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
185
186 /* Audio hotplug events */
187 SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
188 SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
189
190 /* Sensor events */
191 SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
192
193 /* Render events */
194 SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
195 SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
196
197 /* Internal events */
198 SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
199
200 /** Events ::SDL_EVENT_USER through ::SDL_EVENT_LAST are for your use,
201 * and should be allocated with SDL_RegisterEvents()
202 */
204
205 /**
206 * This last event is only for bounding internal arrays
207 */
208 SDL_EVENT_LAST = 0xFFFF
210
211/**
212 * \brief Fields shared by every event
213 */
214typedef struct SDL_CommonEvent
215{
217 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
219
220/**
221 * \brief Display state change event data (event.display.*)
222 */
223typedef struct SDL_DisplayEvent
224{
225 Uint32 type; /**< ::SDL_DISPLAYEVENT_* */
226 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
227 SDL_DisplayID displayID;/**< The associated display */
228 Sint32 data1; /**< event dependent data */
230
231/**
232 * \brief Window state change event data (event.window.*)
233 */
234typedef struct SDL_WindowEvent
235{
236 Uint32 type; /**< ::SDL_WINDOWEVENT_* */
237 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
238 SDL_WindowID windowID;/**< The associated window */
239 Sint32 data1; /**< event dependent data */
240 Sint32 data2; /**< event dependent data */
242
243/**
244 * \brief Keyboard button event structure (event.key.*)
245 */
246typedef struct SDL_KeyboardEvent
247{
248 Uint32 type; /**< ::SDL_EVENT_KEY_DOWN or ::SDL_EVENT_KEY_UP */
249 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
250 SDL_WindowID windowID;/**< The window with keyboard focus, if any */
251 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
252 Uint8 repeat; /**< Non-zero if this is a key repeat */
255 SDL_Keysym keysym; /**< The key that was pressed or released */
257
258#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
259/**
260 * \brief Keyboard text editing event structure (event.edit.*)
261 */
263{
264 Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING */
265 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
266 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
267 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
268 Sint32 start; /**< The start cursor of selected editing text */
269 Sint32 length; /**< The length of selected editing text */
271
272/**
273 * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be
274 * truncated if stored in the text buffer SDL_TextEditingEvent
275 */
277{
278 Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING_EXT */
279 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
280 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
281 char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
282 Sint32 start; /**< The start cursor of selected editing text */
283 Sint32 length; /**< The length of selected editing text */
285
286#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
287/**
288 * \brief Keyboard text input event structure (event.text.*)
289 */
290typedef struct SDL_TextInputEvent
291{
292 Uint32 type; /**< ::SDL_EVENT_TEXT_INPUT */
293 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
294 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
295 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
297
298/**
299 * \brief Mouse motion event structure (event.motion.*)
300 */
302{
303 Uint32 type; /**< ::SDL_EVENT_MOUSE_MOTION */
304 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
305 SDL_WindowID windowID;/**< The window with mouse focus, if any */
306 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
307 Uint32 state; /**< The current button state */
308 float x; /**< X coordinate, relative to window */
309 float y; /**< Y coordinate, relative to window */
310 float xrel; /**< The relative motion in the X direction */
311 float yrel; /**< The relative motion in the Y direction */
313
314/**
315 * \brief Mouse button event structure (event.button.*)
316 */
318{
319 Uint32 type; /**< ::SDL_EVENT_MOUSE_BUTTON_DOWN or ::SDL_EVENT_MOUSE_BUTTON_UP */
320 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
321 SDL_WindowID windowID;/**< The window with mouse focus, if any */
322 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
323 Uint8 button; /**< The mouse button index */
324 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
325 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
327 float x; /**< X coordinate, relative to window */
328 float y; /**< Y coordinate, relative to window */
330
331/**
332 * \brief Mouse wheel event structure (event.wheel.*)
333 */
335{
336 Uint32 type; /**< ::SDL_EVENT_MOUSE_WHEEL */
337 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
338 SDL_WindowID windowID;/**< The window with mouse focus, if any */
339 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
340 float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
341 float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
342 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 */
343 float mouseX; /**< X coordinate, relative to window */
344 float mouseY; /**< Y coordinate, relative to window */
346
347/**
348 * \brief Joystick axis motion event structure (event.jaxis.*)
349 */
350typedef struct SDL_JoyAxisEvent
351{
352 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_AXIS_MOTION */
353 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
354 SDL_JoystickID which; /**< The joystick instance id */
355 Uint8 axis; /**< The joystick axis index */
359 Sint16 value; /**< The axis value (range: -32768 to 32767) */
362
363/**
364 * \brief Joystick hat position change event structure (event.jhat.*)
365 */
366typedef struct SDL_JoyHatEvent
367{
368 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_HAT_MOTION */
369 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
370 SDL_JoystickID which; /**< The joystick instance id */
371 Uint8 hat; /**< The joystick hat index */
372 Uint8 value; /**< The hat position value.
373 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
374 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
375 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
376 *
377 * Note that zero means the POV is centered.
378 */
382
383/**
384 * \brief Joystick button event structure (event.jbutton.*)
385 */
386typedef struct SDL_JoyButtonEvent
387{
388 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BUTTON_DOWN or ::SDL_EVENT_JOYSTICK_BUTTON_UP */
389 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
390 SDL_JoystickID which; /**< The joystick instance id */
391 Uint8 button; /**< The joystick button index */
392 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
396
397/**
398 * \brief Joystick device event structure (event.jdevice.*)
399 */
400typedef struct SDL_JoyDeviceEvent
401{
402 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_ADDED or ::SDL_EVENT_JOYSTICK_REMOVED or ::SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
403 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
404 SDL_JoystickID which; /**< The joystick instance id */
406
407/**
408 * \brief Joysick battery level change event structure (event.jbattery.*)
409 */
411{
412 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
413 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
414 SDL_JoystickID which; /**< The joystick instance id */
415 SDL_JoystickPowerLevel level; /**< The joystick battery level */
417
418/**
419 * \brief Gamepad axis motion event structure (event.gaxis.*)
420 */
422{
423 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_AXIS_MOTION */
424 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
425 SDL_JoystickID which; /**< The joystick instance id */
426 Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
430 Sint16 value; /**< The axis value (range: -32768 to 32767) */
433
434
435/**
436 * \brief Gamepad button event structure (event.gbutton.*)
437 */
439{
440 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_BUTTON_DOWN or ::SDL_EVENT_GAMEPAD_BUTTON_UP */
441 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
442 SDL_JoystickID which; /**< The joystick instance id */
443 Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
444 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
448
449
450/**
451 * \brief Gamepad device event structure (event.gdevice.*)
452 */
454{
455 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_ADDED, ::SDL_EVENT_GAMEPAD_REMOVED, or ::SDL_EVENT_GAMEPAD_REMAPPED or ::SDL_EVENT_GAMEPAD_UPDATE_COMPLETE */
456 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
457 SDL_JoystickID which; /**< The joystick instance id */
459
460/**
461 * \brief Gamepad touchpad event structure (event.gtouchpad.*)
462 */
464{
465 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or ::SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or ::SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
466 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
467 SDL_JoystickID which; /**< The joystick instance id */
468 Sint32 touchpad; /**< The index of the touchpad */
469 Sint32 finger; /**< The index of the finger on the touchpad */
470 float x; /**< Normalized in the range 0...1 with 0 being on the left */
471 float y; /**< Normalized in the range 0...1 with 0 being at the top */
472 float pressure; /**< Normalized in the range 0...1 */
474
475/**
476 * \brief Gamepad sensor event structure (event.gsensor.*)
477 */
479{
480 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
481 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
482 SDL_JoystickID which; /**< The joystick instance id */
483 Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
484 float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
485 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
487
488/**
489 * \brief Audio device event structure (event.adevice.*)
490 */
492{
493 Uint32 type; /**< ::SDL_EVENT_AUDIO_DEVICE_ADDED, or ::SDL_EVENT_AUDIO_DEVICE_REMOVED */
494 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
495 SDL_AudioDeviceID which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
496 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
501
502
503/**
504 * \brief Touch finger event structure (event.tfinger.*)
505 */
507{
508 Uint32 type; /**< ::SDL_EVENT_FINGER_MOTION or ::SDL_EVENT_FINGER_DOWN or ::SDL_EVENT_FINGER_UP */
509 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
510 SDL_TouchID touchId; /**< The touch device id */
512 float x; /**< Normalized in the range 0...1 */
513 float y; /**< Normalized in the range 0...1 */
514 float dx; /**< Normalized in the range -1...1 */
515 float dy; /**< Normalized in the range -1...1 */
516 float pressure; /**< Normalized in the range 0...1 */
517 SDL_WindowID windowID;/**< The window underneath the finger, if any */
519
520
521/**
522 * \brief An event used to request a file open by the system (event.drop.*)
523 * This event is enabled by default, you can disable it with SDL_SetEventEnabled().
524 * \note If this event is enabled, you must free the filename in the event.
525 */
526typedef struct SDL_DropEvent
527{
528 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 */
529 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
530 char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
531 SDL_WindowID windowID; /**< The window that was dropped on, if any */
532 float x; /**< X coordinate, relative to window (not on begin) */
533 float y; /**< Y coordinate, relative to window (not on begin) */
535
536/**
537 * \brief An event triggered when the clipboard contents have changed (event.clipboard.*)
538 */
539typedef struct SDL_ClipboardEvent
540{
541 Uint32 type; /**< ::SDL_EVENT_CLIPBOARD_UPDATE */
542 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
544
545/**
546 * \brief Sensor event structure (event.sensor.*)
547 */
548typedef struct SDL_SensorEvent
549{
550 Uint32 type; /**< ::SDL_EVENT_SENSOR_UPDATE */
551 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
552 SDL_SensorID which; /**< The instance ID of the sensor */
553 float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
554 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
556
557/**
558 * \brief The "quit requested" event
559 */
560typedef struct SDL_QuitEvent
561{
562 Uint32 type; /**< ::SDL_EVENT_QUIT */
563 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
565
566/**
567 * \brief OS Specific event
568 */
569typedef struct SDL_OSEvent
570{
571 Uint32 type; /**< ::SDL_EVENT_QUIT */
572 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
574
575/**
576 * \brief A user-defined event type (event.user.*)
577 */
578typedef struct SDL_UserEvent
579{
580 Uint32 type; /**< ::SDL_EVENT_USER through ::SDL_EVENT_LAST-1 */
581 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
582 SDL_WindowID windowID;/**< The associated window if any */
583 Sint32 code; /**< User defined event code */
584 void *data1; /**< User defined data pointer */
585 void *data2; /**< User defined data pointer */
587
588
589struct SDL_SysWMmsg;
590typedef struct SDL_SysWMmsg SDL_SysWMmsg;
591
592/**
593 * \brief A video driver dependent system event (event.syswm.*)
594 * This event is disabled by default, you can enable it with SDL_SetEventEnabled()
595 *
596 * \note If you want to use this event, you should include SDL_syswm.h.
597 */
598typedef struct SDL_SysWMEvent
599{
600 Uint32 type; /**< ::SDL_EVENT_SYSWM */
601 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
602 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
604
605/**
606 * \brief General event structure
607 */
608typedef union SDL_Event
609{
610 Uint32 type; /**< Event type, shared with all events */
611 SDL_CommonEvent common; /**< Common event data */
612 SDL_DisplayEvent display; /**< Display event data */
613 SDL_WindowEvent window; /**< Window event data */
614 SDL_KeyboardEvent key; /**< Keyboard event data */
615 SDL_TextEditingEvent edit; /**< Text editing event data */
616 SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */
617 SDL_TextInputEvent text; /**< Text input event data */
618 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
619 SDL_MouseButtonEvent button; /**< Mouse button event data */
620 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
621 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
622 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
623 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
624 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
625 SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
626 SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
627 SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
628 SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
629 SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
630 SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
631 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
632 SDL_SensorEvent sensor; /**< Sensor event data */
633 SDL_QuitEvent quit; /**< Quit request event data */
634 SDL_UserEvent user; /**< Custom event data */
635 SDL_SysWMEvent syswm; /**< System dependent window event data */
636 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
637 SDL_DropEvent drop; /**< Drag and drop event data */
638 SDL_ClipboardEvent clipboard; /**< Clipboard cancelled event data */
639
640 /* This is necessary for ABI compatibility between Visual C++ and GCC.
641 Visual C++ will respect the push pack pragma and use 52 bytes (size of
642 SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
643 architectures) for this union, and GCC will use the alignment of the
644 largest datatype within the union, which is 8 bytes on 64-bit
645 architectures.
646
647 So... we'll add padding to force the size to be 56 bytes for both.
648
649 On architectures where pointers are 16 bytes, this needs rounding up to
650 the next multiple of 16, 64, and on architectures where pointers are
651 even larger the size of SDL_UserEvent will dominate as being 3 pointers.
652 */
654} SDL_Event;
655
656/* Make sure we haven't broken binary compatibility */
657SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
658
659
660/* Function prototypes */
661
662/**
663 * Pump the event loop, gathering events from the input devices.
664 *
665 * This function updates the event queue and internal input device state.
666 *
667 * **WARNING**: This should only be run in the thread that initialized the
668 * video subsystem, and for extra safety, you should consider only doing those
669 * things on the main thread in any case.
670 *
671 * SDL_PumpEvents() gathers all the pending input information from devices and
672 * places it in the event queue. Without calls to SDL_PumpEvents() no events
673 * would ever be placed on the queue. Often the need for calls to
674 * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
675 * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
676 * polling or waiting for events (e.g. you are filtering them), then you must
677 * call SDL_PumpEvents() to force an event queue update.
678 *
679 * \since This function is available since SDL 3.0.0.
680 *
681 * \sa SDL_PollEvent
682 * \sa SDL_WaitEvent
683 */
684extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
685
686/* @{ */
687typedef enum
688{
693
694/**
695 * Check the event queue for messages and optionally return them.
696 *
697 * `action` may be any of the following:
698 *
699 * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
700 * event queue.
701 * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
702 * within the specified minimum and maximum type, will be returned to the
703 * caller and will _not_ be removed from the queue.
704 * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
705 * within the specified minimum and maximum type, will be returned to the
706 * caller and will be removed from the queue.
707 *
708 * You may have to call SDL_PumpEvents() before calling this function.
709 * Otherwise, the events may not be ready to be filtered when you call
710 * SDL_PeepEvents().
711 *
712 * This function is thread-safe.
713 *
714 * \param events destination buffer for the retrieved events
715 * \param numevents if action is SDL_ADDEVENT, the number of events to add
716 * back to the event queue; if action is SDL_PEEKEVENT or
717 * SDL_GETEVENT, the maximum number of events to retrieve
718 * \param action action to take; see [[#action|Remarks]] for details
719 * \param minType minimum value of the event type to be considered;
720 * SDL_EVENT_FIRST is a safe choice
721 * \param maxType maximum value of the event type to be considered;
722 * SDL_EVENT_LAST is a safe choice
723 * \returns the number of events actually stored or a negative error code on
724 * failure; call SDL_GetError() for more information.
725 *
726 * \since This function is available since SDL 3.0.0.
727 *
728 * \sa SDL_PollEvent
729 * \sa SDL_PumpEvents
730 * \sa SDL_PushEvent
731 */
732extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
733 SDL_eventaction action,
734 Uint32 minType, Uint32 maxType);
735/* @} */
736
737/**
738 * Check for the existence of a certain event type in the event queue.
739 *
740 * If you need to check for a range of event types, use SDL_HasEvents()
741 * instead.
742 *
743 * \param type the type of event to be queried; see SDL_EventType for details
744 * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
745 * events matching `type` are not present.
746 *
747 * \since This function is available since SDL 3.0.0.
748 *
749 * \sa SDL_HasEvents
750 */
751extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
752
753
754/**
755 * Check for the existence of certain event types in the event queue.
756 *
757 * If you need to check for a single event type, use SDL_HasEvent() instead.
758 *
759 * \param minType the low end of event type to be queried, inclusive; see
760 * SDL_EventType for details
761 * \param maxType the high end of event type to be queried, inclusive; see
762 * SDL_EventType for details
763 * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
764 * present, or SDL_FALSE if not.
765 *
766 * \since This function is available since SDL 3.0.0.
767 *
768 * \sa SDL_HasEvents
769 */
770extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
771
772/**
773 * Clear events of a specific type from the event queue.
774 *
775 * This will unconditionally remove any events from the queue that match
776 * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
777 * instead.
778 *
779 * It's also normal to just ignore events you don't care about in your event
780 * loop without calling this function.
781 *
782 * This function only affects currently queued events. If you want to make
783 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
784 * on the main thread immediately before the flush call.
785 *
786 * \param type the type of event to be cleared; see SDL_EventType for details
787 *
788 * \since This function is available since SDL 3.0.0.
789 *
790 * \sa SDL_FlushEvents
791 */
792extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
793
794/**
795 * Clear events of a range of types from the event queue.
796 *
797 * This will unconditionally remove any events from the queue that are in the
798 * range of `minType` to `maxType`, inclusive. If you need to remove a single
799 * event type, use SDL_FlushEvent() instead.
800 *
801 * It's also normal to just ignore events you don't care about in your event
802 * loop without calling this function.
803 *
804 * This function only affects currently queued events. If you want to make
805 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
806 * on the main thread immediately before the flush call.
807 *
808 * \param minType the low end of event type to be cleared, inclusive; see
809 * SDL_EventType for details
810 * \param maxType the high end of event type to be cleared, inclusive; see
811 * SDL_EventType for details
812 *
813 * \since This function is available since SDL 3.0.0.
814 *
815 * \sa SDL_FlushEvent
816 */
817extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
818
819/**
820 * Poll for currently pending events.
821 *
822 * If `event` is not NULL, the next event is removed from the queue and stored
823 * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
824 * this event, immediately stored in the SDL Event structure -- not an event
825 * to follow.
826 *
827 * If `event` is NULL, it simply returns 1 if there is an event in the queue,
828 * but will not remove it from the queue.
829 *
830 * As this function may implicitly call SDL_PumpEvents(), you can only call
831 * this function in the thread that set the video mode.
832 *
833 * SDL_PollEvent() is the favored way of receiving system events since it can
834 * be done from the main loop and does not suspend the main loop while waiting
835 * on an event to be posted.
836 *
837 * The common practice is to fully process the event queue once every frame,
838 * usually as a first step before updating the game's state:
839 *
840 * ```c
841 * while (game_is_still_running) {
842 * SDL_Event event;
843 * while (SDL_PollEvent(&event)) { // poll until all events are handled!
844 * // decide what to do with this event.
845 * }
846 *
847 * // update game state, draw the current frame
848 * }
849 * ```
850 *
851 * \param event the SDL_Event structure to be filled with the next event from
852 * the queue, or NULL
853 * \returns 1 if there is a pending event or 0 if there are none available.
854 *
855 * \since This function is available since SDL 3.0.0.
856 *
857 * \sa SDL_GetEventFilter
858 * \sa SDL_PeepEvents
859 * \sa SDL_PushEvent
860 * \sa SDL_SetEventFilter
861 * \sa SDL_WaitEvent
862 * \sa SDL_WaitEventTimeout
863 */
864extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
865
866/**
867 * Wait indefinitely for the next available event.
868 *
869 * If `event` is not NULL, the next event is removed from the queue and stored
870 * in the SDL_Event structure pointed to by `event`.
871 *
872 * As this function may implicitly call SDL_PumpEvents(), you can only call
873 * this function in the thread that initialized the video subsystem.
874 *
875 * \param event the SDL_Event structure to be filled in with the next event
876 * from the queue, or NULL
877 * \returns 1 on success or 0 if there was an error while waiting for events;
878 * call SDL_GetError() for more information.
879 *
880 * \since This function is available since SDL 3.0.0.
881 *
882 * \sa SDL_PollEvent
883 * \sa SDL_PumpEvents
884 * \sa SDL_WaitEventTimeout
885 */
886extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
887
888/**
889 * Wait until the specified timeout (in milliseconds) for the next available
890 * event.
891 *
892 * If `event` is not NULL, the next event is removed from the queue and stored
893 * in the SDL_Event structure pointed to by `event`.
894 *
895 * As this function may implicitly call SDL_PumpEvents(), you can only call
896 * this function in the thread that initialized the video subsystem.
897 *
898 * The timeout is not guaranteed, the actual wait time could be longer due to
899 * system scheduling.
900 *
901 * \param event the SDL_Event structure to be filled in with the next event
902 * from the queue, or NULL
903 * \param timeoutMS the maximum number of milliseconds to wait for the next
904 * available event
905 * \returns 1 on success or 0 if there was an error while waiting for events;
906 * call SDL_GetError() for more information. This also returns 0 if
907 * the timeout elapsed without an event arriving.
908 *
909 * \since This function is available since SDL 3.0.0.
910 *
911 * \sa SDL_PollEvent
912 * \sa SDL_PumpEvents
913 * \sa SDL_WaitEvent
914 */
915extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
916
917/**
918 * Add an event to the event queue.
919 *
920 * The event queue can actually be used as a two way communication channel.
921 * Not only can events be read from the queue, but the user can also push
922 * their own events onto it. `event` is a pointer to the event structure you
923 * wish to push onto the queue. The event is copied into the queue, and the
924 * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
925 *
926 * Note: Pushing device input events onto the queue doesn't modify the state
927 * of the device within SDL.
928 *
929 * This function is thread-safe, and can be called from other threads safely.
930 *
931 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
932 * the event filter but events added with SDL_PeepEvents() do not.
933 *
934 * For pushing application-specific events, please use SDL_RegisterEvents() to
935 * get an event type that does not conflict with other code that also wants
936 * its own custom event types.
937 *
938 * \param event the SDL_Event to be added to the queue
939 * \returns 1 on success, 0 if the event was filtered, or a negative error
940 * code on failure; call SDL_GetError() for more information. A
941 * common reason for error is the event queue being full.
942 *
943 * \since This function is available since SDL 3.0.0.
944 *
945 * \sa SDL_PeepEvents
946 * \sa SDL_PollEvent
947 * \sa SDL_RegisterEvents
948 */
949extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
950
951/**
952 * A function pointer used for callbacks that watch the event queue.
953 *
954 * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
955 * or SDL_AddEventWatch, etc
956 * \param event the event that triggered the callback
957 * \returns 1 to permit event to be added to the queue, and 0 to disallow
958 * it. When used with SDL_AddEventWatch, the return value is ignored.
959 *
960 * \sa SDL_SetEventFilter
961 * \sa SDL_AddEventWatch
962 */
963typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
964
965/**
966 * Set up a filter to process all events before they change internal state and
967 * are posted to the internal event queue.
968 *
969 * If the filter function returns 1 when called, then the event will be added
970 * to the internal queue. If it returns 0, then the event will be dropped from
971 * the queue, but the internal state will still be updated. This allows
972 * selective filtering of dynamically arriving events.
973 *
974 * **WARNING**: Be very careful of what you do in the event filter function,
975 * as it may run in a different thread!
976 *
977 * On platforms that support it, if the quit event is generated by an
978 * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
979 * application at the next event poll.
980 *
981 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
982 * event filter is only called when the window manager desires to close the
983 * application window. If the event filter returns 1, then the window will be
984 * closed, otherwise the window will remain open if possible.
985 *
986 * Note: Disabled events never make it to the event filter function; see
987 * SDL_SetEventEnabled().
988 *
989 * Note: If you just want to inspect events without filtering, you should use
990 * SDL_AddEventWatch() instead.
991 *
992 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
993 * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
994 * not.
995 *
996 * \param filter An SDL_EventFilter function to call when an event happens
997 * \param userdata a pointer that is passed to `filter`
998 *
999 * \since This function is available since SDL 3.0.0.
1000 *
1001 * \sa SDL_AddEventWatch
1002 * \sa SDL_SetEventEnabled
1003 * \sa SDL_GetEventFilter
1004 * \sa SDL_PeepEvents
1005 * \sa SDL_PushEvent
1006 */
1007extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
1008 void *userdata);
1009
1010/**
1011 * Query the current event filter.
1012 *
1013 * This function can be used to "chain" filters, by saving the existing filter
1014 * before replacing it with a function that will call that saved filter.
1015 *
1016 * \param filter the current callback function will be stored here
1017 * \param userdata the pointer that is passed to the current event filter will
1018 * be stored here
1019 * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1020 *
1021 * \since This function is available since SDL 3.0.0.
1022 *
1023 * \sa SDL_SetEventFilter
1024 */
1025extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1026 void **userdata);
1027
1028/**
1029 * Add a callback to be triggered when an event is added to the event queue.
1030 *
1031 * `filter` will be called when an event happens, and its return value is
1032 * ignored.
1033 *
1034 * **WARNING**: Be very careful of what you do in the event filter function,
1035 * as it may run in a different thread!
1036 *
1037 * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1038 * the internal queue and be delivered to the watch callback immediately, and
1039 * arrive at the next event poll.
1040 *
1041 * Note: the callback is called for events posted by the user through
1042 * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1043 * callback set with SDL_SetEventFilter(), nor for events posted by the user
1044 * through SDL_PeepEvents().
1045 *
1046 * \param filter an SDL_EventFilter function to call when an event happens.
1047 * \param userdata a pointer that is passed to `filter`
1048 *
1049 * \since This function is available since SDL 3.0.0.
1050 *
1051 * \sa SDL_DelEventWatch
1052 * \sa SDL_SetEventFilter
1053 */
1054extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1055 void *userdata);
1056
1057/**
1058 * Remove an event watch callback added with SDL_AddEventWatch().
1059 *
1060 * This function takes the same input as SDL_AddEventWatch() to identify and
1061 * delete the corresponding callback.
1062 *
1063 * \param filter the function originally passed to SDL_AddEventWatch()
1064 * \param userdata the pointer originally passed to SDL_AddEventWatch()
1065 *
1066 * \since This function is available since SDL 3.0.0.
1067 *
1068 * \sa SDL_AddEventWatch
1069 */
1070extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1071 void *userdata);
1072
1073/**
1074 * Run a specific filter function on the current event queue, removing any
1075 * events for which the filter returns 0.
1076 *
1077 * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1078 * this function does not change the filter permanently, it only uses the
1079 * supplied filter until this function returns.
1080 *
1081 * \param filter the SDL_EventFilter function to call when an event happens
1082 * \param userdata a pointer that is passed to `filter`
1083 *
1084 * \since This function is available since SDL 3.0.0.
1085 *
1086 * \sa SDL_GetEventFilter
1087 * \sa SDL_SetEventFilter
1088 */
1089extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1090 void *userdata);
1091
1092/**
1093 * Set the state of processing events by type.
1094 *
1095 * \param type the type of event; see SDL_EventType for details
1096 * \param enabled whether to process the event or not
1097 *
1098 * \since This function is available since SDL 3.0.0.
1099 *
1100 * \sa SDL_IsEventEnabled
1101 */
1102extern DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, SDL_bool enabled);
1103
1104/**
1105 * Query the state of processing events by type.
1106 *
1107 * \param type the type of event; see SDL_EventType for details
1108 * \returns SDL_TRUE if the event is being processed, SDL_FALSE otherwise.
1109 *
1110 * \since This function is available since SDL 3.0.0.
1111 *
1112 * \sa SDL_SetEventEnabled
1113 */
1114extern DECLSPEC SDL_bool SDLCALL SDL_EventEnabled(Uint32 type);
1115
1116/**
1117 * Allocate a set of user-defined events, and return the beginning event
1118 * number for that set of events.
1119 *
1120 * Calling this function with `numevents` <= 0 is an error and will return
1121 * (Uint32)-1.
1122 *
1123 * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1124 * 0xFFFFFFFF), but is clearer to write.
1125 *
1126 * \param numevents the number of events to be allocated
1127 * \returns the beginning event number, or (Uint32)-1 if there are not enough
1128 * user-defined events left.
1129 *
1130 * \since This function is available since SDL 3.0.0.
1131 *
1132 * \sa SDL_PushEvent
1133 */
1134extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1135
1136/* Ends C function definitions when using C++ */
1137#ifdef __cplusplus
1138}
1139#endif
1140#include <SDL3/SDL_close_code.h>
1141
1142#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:258
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:136
@ SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED
Definition: SDL_events.h:98
@ SDL_EVENT_WINDOW_HIT_TEST
Definition: SDL_events.h:120
@ SDL_EVENT_GAMEPAD_ADDED
Definition: SDL_events.h:160
@ SDL_EVENT_GAMEPAD_TOUCHPAD_UP
Definition: SDL_events.h:165
@ SDL_EVENT_WINDOW_RESTORED
Definition: SDL_events.h:113
@ SDL_EVENT_GAMEPAD_AXIS_MOTION
Definition: SDL_events.h:157
@ SDL_EVENT_WINDOW_LAST
Definition: SDL_events.h:129
@ SDL_EVENT_DROP_BEGIN
Definition: SDL_events.h:182
@ SDL_EVENT_MOUSE_MOTION
Definition: SDL_events.h:141
@ SDL_EVENT_WINDOW_FOCUS_GAINED
Definition: SDL_events.h:116
@ SDL_EVENT_TEXT_EDITING_EXT
Definition: SDL_events.h:138
@ SDL_EVENT_MOUSE_WHEEL
Definition: SDL_events.h:144
@ SDL_EVENT_JOYSTICK_REMOVED
Definition: SDL_events.h:152
@ SDL_EVENT_CLIPBOARD_UPDATE
Definition: SDL_events.h:177
@ SDL_EVENT_DID_ENTER_FOREGROUND
Definition: SDL_events.h:83
@ SDL_EVENT_JOYSTICK_BUTTON_UP
Definition: SDL_events.h:150
@ SDL_EVENT_JOYSTICK_BATTERY_UPDATED
Definition: SDL_events.h:153
@ SDL_EVENT_WILL_ENTER_FOREGROUND
Definition: SDL_events.h:79
@ SDL_EVENT_POLL_SENTINEL
Definition: SDL_events.h:198
@ SDL_EVENT_JOYSTICK_UPDATE_COMPLETE
Definition: SDL_events.h:154
@ SDL_EVENT_FINGER_UP
Definition: SDL_events.h:171
@ SDL_EVENT_JOYSTICK_ADDED
Definition: SDL_events.h:151
@ SDL_EVENT_DROP_POSITION
Definition: SDL_events.h:184
@ 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:162
@ SDL_EVENT_GAMEPAD_REMOVED
Definition: SDL_events.h:161
@ SDL_EVENT_FINGER_MOTION
Definition: SDL_events.h:172
@ 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:194
@ SDL_EVENT_DID_ENTER_BACKGROUND
Definition: SDL_events.h:75
@ SDL_EVENT_AUDIO_DEVICE_ADDED
Definition: SDL_events.h:187
@ SDL_EVENT_RENDER_DEVICE_RESET
Definition: SDL_events.h:195
@ SDL_EVENT_LOW_MEMORY
Definition: SDL_events.h:67
@ SDL_EVENT_DISPLAY_DISCONNECTED
Definition: SDL_events.h:96
@ SDL_EVENT_GAMEPAD_UPDATE_COMPLETE
Definition: SDL_events.h:167
@ SDL_EVENT_WINDOW_DESTROYED
Definition: SDL_events.h:124
@ SDL_EVENT_GAMEPAD_BUTTON_DOWN
Definition: SDL_events.h:158
@ SDL_EVENT_JOYSTICK_AXIS_MOTION
Definition: SDL_events.h:147
@ SDL_EVENT_KEY_UP
Definition: SDL_events.h:133
@ SDL_EVENT_WINDOW_CLOSE_REQUESTED
Definition: SDL_events.h:118
@ SDL_EVENT_TEXT_INPUT
Definition: SDL_events.h:135
@ 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:142
@ SDL_EVENT_USER
Definition: SDL_events.h:203
@ SDL_EVENT_WINDOW_FIRST
Definition: SDL_events.h:128
@ SDL_EVENT_SENSOR_UPDATE
Definition: SDL_events.h:191
@ 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:149
@ SDL_EVENT_MOUSE_BUTTON_UP
Definition: SDL_events.h:143
@ SDL_EVENT_DROP_TEXT
Definition: SDL_events.h:181
@ SDL_EVENT_DROP_FILE
Definition: SDL_events.h:180
@ SDL_EVENT_WINDOW_FOCUS_LOST
Definition: SDL_events.h:117
@ SDL_EVENT_GAMEPAD_BUTTON_UP
Definition: SDL_events.h:159
@ 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:166
@ SDL_EVENT_JOYSTICK_HAT_MOTION
Definition: SDL_events.h:148
@ 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:132
@ 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_WINDOW_DISPLAY_SCALE_CHANGED
Definition: SDL_events.h:123
@ SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION
Definition: SDL_events.h:164
@ SDL_EVENT_LAST
Definition: SDL_events.h:208
@ SDL_EVENT_DISPLAY_CONNECTED
Definition: SDL_events.h:95
@ SDL_EVENT_AUDIO_DEVICE_REMOVED
Definition: SDL_events.h:188
@ SDL_EVENT_DROP_COMPLETE
Definition: SDL_events.h:183
@ SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
Definition: SDL_events.h:163
@ SDL_EVENT_TEXT_EDITING
Definition: SDL_events.h:134
@ 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:170
#define SDL_TEXTINPUTEVENT_TEXT_SIZE
Definition: SDL_events.h:286
int(* SDL_EventFilter)(void *userdata, SDL_Event *event)
Definition: SDL_events.h:963
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:688
@ SDL_ADDEVENT
Definition: SDL_events.h:689
@ SDL_PEEKEVENT
Definition: SDL_events.h:690
@ SDL_GETEVENT
Definition: SDL_events.h:691
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:492
SDL_AudioDeviceID which
Definition: SDL_events.h:495
An event triggered when the clipboard contents have changed (event.clipboard.*)
Definition: SDL_events.h:540
Fields shared by every event.
Definition: SDL_events.h:215
Uint64 timestamp
Definition: SDL_events.h:217
Display state change event data (event.display.*)
Definition: SDL_events.h:224
SDL_DisplayID displayID
Definition: SDL_events.h:227
An event used to request a file open by the system (event.drop.*) This event is enabled by default,...
Definition: SDL_events.h:527
SDL_WindowID windowID
Definition: SDL_events.h:531
Uint64 timestamp
Definition: SDL_events.h:529
Gamepad axis motion event structure (event.gaxis.*)
Definition: SDL_events.h:422
SDL_JoystickID which
Definition: SDL_events.h:425
Gamepad button event structure (event.gbutton.*)
Definition: SDL_events.h:439
SDL_JoystickID which
Definition: SDL_events.h:442
Gamepad device event structure (event.gdevice.*)
Definition: SDL_events.h:454
SDL_JoystickID which
Definition: SDL_events.h:457
Gamepad sensor event structure (event.gsensor.*)
Definition: SDL_events.h:479
SDL_JoystickID which
Definition: SDL_events.h:482
Gamepad touchpad event structure (event.gtouchpad.*)
Definition: SDL_events.h:464
SDL_JoystickID which
Definition: SDL_events.h:467
Joystick axis motion event structure (event.jaxis.*)
Definition: SDL_events.h:351
SDL_JoystickID which
Definition: SDL_events.h:354
Joysick battery level change event structure (event.jbattery.*)
Definition: SDL_events.h:411
SDL_JoystickPowerLevel level
Definition: SDL_events.h:415
SDL_JoystickID which
Definition: SDL_events.h:414
Joystick button event structure (event.jbutton.*)
Definition: SDL_events.h:387
SDL_JoystickID which
Definition: SDL_events.h:390
Joystick device event structure (event.jdevice.*)
Definition: SDL_events.h:401
SDL_JoystickID which
Definition: SDL_events.h:404
Joystick hat position change event structure (event.jhat.*)
Definition: SDL_events.h:367
Uint64 timestamp
Definition: SDL_events.h:369
SDL_JoystickID which
Definition: SDL_events.h:370
Keyboard button event structure (event.key.*)
Definition: SDL_events.h:247
SDL_Keysym keysym
Definition: SDL_events.h:255
SDL_WindowID windowID
Definition: SDL_events.h:250
The SDL keysym structure, used in key events.
Definition: SDL_keyboard.h:48
Mouse button event structure (event.button.*)
Definition: SDL_events.h:318
SDL_WindowID windowID
Definition: SDL_events.h:321
SDL_MouseID which
Definition: SDL_events.h:322
Mouse motion event structure (event.motion.*)
Definition: SDL_events.h:302
SDL_MouseID which
Definition: SDL_events.h:306
SDL_WindowID windowID
Definition: SDL_events.h:305
Mouse wheel event structure (event.wheel.*)
Definition: SDL_events.h:335
SDL_MouseID which
Definition: SDL_events.h:339
SDL_WindowID windowID
Definition: SDL_events.h:338
OS Specific event.
Definition: SDL_events.h:570
Uint32 type
Definition: SDL_events.h:571
Uint64 timestamp
Definition: SDL_events.h:572
The "quit requested" event.
Definition: SDL_events.h:561
Uint64 timestamp
Definition: SDL_events.h:563
Sensor event structure (event.sensor.*)
Definition: SDL_events.h:549
Uint64 timestamp
Definition: SDL_events.h:551
float data[6]
Definition: SDL_events.h:553
Uint64 sensor_timestamp
Definition: SDL_events.h:554
SDL_SensorID which
Definition: SDL_events.h:552
A video driver dependent system event (event.syswm.*) This event is disabled by default,...
Definition: SDL_events.h:599
Uint64 timestamp
Definition: SDL_events.h:601
SDL_SysWMmsg * msg
Definition: SDL_events.h:602
Keyboard text editing event structure (event.edit.*)
Definition: SDL_events.h:263
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]
Definition: SDL_events.h:267
SDL_WindowID windowID
Definition: SDL_events.h:266
Extended keyboard text editing event structure (event.editExt.*) when text would be truncated if stor...
Definition: SDL_events.h:277
SDL_WindowID windowID
Definition: SDL_events.h:280
Keyboard text input event structure (event.text.*)
Definition: SDL_events.h:291
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]
Definition: SDL_events.h:295
SDL_WindowID windowID
Definition: SDL_events.h:294
Touch finger event structure (event.tfinger.*)
Definition: SDL_events.h:507
SDL_FingerID fingerId
Definition: SDL_events.h:511
SDL_WindowID windowID
Definition: SDL_events.h:517
SDL_TouchID touchId
Definition: SDL_events.h:510
A user-defined event type (event.user.*)
Definition: SDL_events.h:579
void * data2
Definition: SDL_events.h:585
void * data1
Definition: SDL_events.h:584
SDL_WindowID windowID
Definition: SDL_events.h:582
Uint64 timestamp
Definition: SDL_events.h:581
Window state change event data (event.window.*)
Definition: SDL_events.h:235
Uint64 timestamp
Definition: SDL_events.h:237
SDL_WindowID windowID
Definition: SDL_events.h:238
General event structure.
Definition: SDL_events.h:609
SDL_QuitEvent quit
Definition: SDL_events.h:633
SDL_AudioDeviceEvent adevice
Definition: SDL_events.h:631
Uint8 padding[128]
Definition: SDL_events.h:653
SDL_JoyDeviceEvent jdevice
Definition: SDL_events.h:624
Uint32 type
Definition: SDL_events.h:610
SDL_MouseWheelEvent wheel
Definition: SDL_events.h:620
SDL_JoyHatEvent jhat
Definition: SDL_events.h:622
SDL_ClipboardEvent clipboard
Definition: SDL_events.h:638
SDL_JoyButtonEvent jbutton
Definition: SDL_events.h:623
SDL_GamepadDeviceEvent gdevice
Definition: SDL_events.h:628
SDL_GamepadAxisEvent gaxis
Definition: SDL_events.h:626
SDL_WindowEvent window
Definition: SDL_events.h:613
SDL_GamepadTouchpadEvent gtouchpad
Definition: SDL_events.h:629
SDL_TextEditingEvent edit
Definition: SDL_events.h:615
SDL_TextInputEvent text
Definition: SDL_events.h:617
SDL_GamepadSensorEvent gsensor
Definition: SDL_events.h:630
SDL_TouchFingerEvent tfinger
Definition: SDL_events.h:636
SDL_SysWMEvent syswm
Definition: SDL_events.h:635
SDL_MouseButtonEvent button
Definition: SDL_events.h:619
SDL_UserEvent user
Definition: SDL_events.h:634
SDL_KeyboardEvent key
Definition: SDL_events.h:614
SDL_TextEditingExtEvent editExt
Definition: SDL_events.h:616
SDL_CommonEvent common
Definition: SDL_events.h:611
SDL_MouseMotionEvent motion
Definition: SDL_events.h:618
SDL_JoyAxisEvent jaxis
Definition: SDL_events.h:621
SDL_DropEvent drop
Definition: SDL_events.h:637
SDL_JoyBatteryEvent jbattery
Definition: SDL_events.h:625
SDL_SensorEvent sensor
Definition: SDL_events.h:632
SDL_GamepadButtonEvent gbutton
Definition: SDL_events.h:627
SDL_DisplayEvent display
Definition: SDL_events.h:612