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_OCCLUDED, /**< The window has been occluded */
125 SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
126 in an event watcher, the window handle is still valid and can still be used to retrieve any userdata
127 associated with the window. Otherwise, the handle has already been destroyed and all resources
128 associated with it are invalid */
131
132 /* Keyboard events */
133 SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
134 SDL_EVENT_KEY_UP, /**< Key released */
135 SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
136 SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
137 SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
138 input language or keyboard layout change. */
139 SDL_EVENT_TEXT_EDITING_EXT, /**< Extended keyboard text editing (composition) */
140
141 /* Mouse events */
142 SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
143 SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
144 SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
145 SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
146
147 /* Joystick events */
148 SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
149 SDL_EVENT_JOYSTICK_HAT_MOTION = 0x602, /**< Joystick hat position change */
150 SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
151 SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
152 SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
153 SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
154 SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
155 SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */
156
157 /* Gamepad events */
158 SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
159 SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
160 SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
161 SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
162 SDL_EVENT_GAMEPAD_REMOVED, /**< An opened gamepad has been removed */
163 SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
164 SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
165 SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
166 SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
167 SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
168 SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
169
170 /* Touch events */
174
175 /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
176
177 /* Clipboard events */
178 SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
179
180 /* Drag and drop events */
181 SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
182 SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
183 SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
184 SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
185 SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
186
187 /* Audio hotplug events */
188 SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
189 SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
190
191 /* Sensor events */
192 SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
193
194 /* Render events */
195 SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
196 SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
197
198 /* Internal events */
199 SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
200
201 /** Events ::SDL_EVENT_USER through ::SDL_EVENT_LAST are for your use,
202 * and should be allocated with SDL_RegisterEvents()
203 */
205
206 /**
207 * This last event is only for bounding internal arrays
208 */
209 SDL_EVENT_LAST = 0xFFFF
211
212/**
213 * \brief Fields shared by every event
214 */
215typedef struct SDL_CommonEvent
216{
218 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
220
221/**
222 * \brief Display state change event data (event.display.*)
223 */
224typedef struct SDL_DisplayEvent
225{
226 Uint32 type; /**< ::SDL_DISPLAYEVENT_* */
227 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
228 SDL_DisplayID displayID;/**< The associated display */
229 Sint32 data1; /**< event dependent data */
231
232/**
233 * \brief Window state change event data (event.window.*)
234 */
235typedef struct SDL_WindowEvent
236{
237 Uint32 type; /**< ::SDL_WINDOWEVENT_* */
238 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
239 SDL_WindowID windowID;/**< The associated window */
240 Sint32 data1; /**< event dependent data */
241 Sint32 data2; /**< event dependent data */
243
244/**
245 * \brief Keyboard button event structure (event.key.*)
246 */
247typedef struct SDL_KeyboardEvent
248{
249 Uint32 type; /**< ::SDL_EVENT_KEY_DOWN or ::SDL_EVENT_KEY_UP */
250 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
251 SDL_WindowID windowID;/**< The window with keyboard focus, if any */
252 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
253 Uint8 repeat; /**< Non-zero if this is a key repeat */
256 SDL_Keysym keysym; /**< The key that was pressed or released */
258
259#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
260/**
261 * \brief Keyboard text editing event structure (event.edit.*)
262 */
264{
265 Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING */
266 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
267 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
268 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
269 Sint32 start; /**< The start cursor of selected editing text */
270 Sint32 length; /**< The length of selected editing text */
272
273/**
274 * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be
275 * truncated if stored in the text buffer SDL_TextEditingEvent
276 */
278{
279 Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING_EXT */
280 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
281 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
282 char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
283 Sint32 start; /**< The start cursor of selected editing text */
284 Sint32 length; /**< The length of selected editing text */
286
287#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
288/**
289 * \brief Keyboard text input event structure (event.text.*)
290 */
291typedef struct SDL_TextInputEvent
292{
293 Uint32 type; /**< ::SDL_EVENT_TEXT_INPUT */
294 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
295 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
296 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
298
299/**
300 * \brief Mouse motion event structure (event.motion.*)
301 */
303{
304 Uint32 type; /**< ::SDL_EVENT_MOUSE_MOTION */
305 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
306 SDL_WindowID windowID;/**< The window with mouse focus, if any */
307 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
308 Uint32 state; /**< The current button state */
309 float x; /**< X coordinate, relative to window */
310 float y; /**< Y coordinate, relative to window */
311 float xrel; /**< The relative motion in the X direction */
312 float yrel; /**< The relative motion in the Y direction */
314
315/**
316 * \brief Mouse button event structure (event.button.*)
317 */
319{
320 Uint32 type; /**< ::SDL_EVENT_MOUSE_BUTTON_DOWN or ::SDL_EVENT_MOUSE_BUTTON_UP */
321 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
322 SDL_WindowID windowID;/**< The window with mouse focus, if any */
323 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
324 Uint8 button; /**< The mouse button index */
325 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
326 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
328 float x; /**< X coordinate, relative to window */
329 float y; /**< Y coordinate, relative to window */
331
332/**
333 * \brief Mouse wheel event structure (event.wheel.*)
334 */
336{
337 Uint32 type; /**< ::SDL_EVENT_MOUSE_WHEEL */
338 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
339 SDL_WindowID windowID;/**< The window with mouse focus, if any */
340 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
341 float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
342 float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
343 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 */
344 float mouseX; /**< X coordinate, relative to window */
345 float mouseY; /**< Y coordinate, relative to window */
347
348/**
349 * \brief Joystick axis motion event structure (event.jaxis.*)
350 */
351typedef struct SDL_JoyAxisEvent
352{
353 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_AXIS_MOTION */
354 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
355 SDL_JoystickID which; /**< The joystick instance id */
356 Uint8 axis; /**< The joystick axis index */
360 Sint16 value; /**< The axis value (range: -32768 to 32767) */
363
364/**
365 * \brief Joystick hat position change event structure (event.jhat.*)
366 */
367typedef struct SDL_JoyHatEvent
368{
369 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_HAT_MOTION */
370 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
371 SDL_JoystickID which; /**< The joystick instance id */
372 Uint8 hat; /**< The joystick hat index */
373 Uint8 value; /**< The hat position value.
374 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
375 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
376 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
377 *
378 * Note that zero means the POV is centered.
379 */
383
384/**
385 * \brief Joystick button event structure (event.jbutton.*)
386 */
387typedef struct SDL_JoyButtonEvent
388{
389 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BUTTON_DOWN or ::SDL_EVENT_JOYSTICK_BUTTON_UP */
390 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
391 SDL_JoystickID which; /**< The joystick instance id */
392 Uint8 button; /**< The joystick button index */
393 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
397
398/**
399 * \brief Joystick device event structure (event.jdevice.*)
400 */
401typedef struct SDL_JoyDeviceEvent
402{
403 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_ADDED or ::SDL_EVENT_JOYSTICK_REMOVED or ::SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
404 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
405 SDL_JoystickID which; /**< The joystick instance id */
407
408/**
409 * \brief Joysick battery level change event structure (event.jbattery.*)
410 */
412{
413 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
414 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
415 SDL_JoystickID which; /**< The joystick instance id */
416 SDL_JoystickPowerLevel level; /**< The joystick battery level */
418
419/**
420 * \brief Gamepad axis motion event structure (event.gaxis.*)
421 */
423{
424 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_AXIS_MOTION */
425 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
426 SDL_JoystickID which; /**< The joystick instance id */
427 Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
431 Sint16 value; /**< The axis value (range: -32768 to 32767) */
434
435
436/**
437 * \brief Gamepad button event structure (event.gbutton.*)
438 */
440{
441 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_BUTTON_DOWN or ::SDL_EVENT_GAMEPAD_BUTTON_UP */
442 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
443 SDL_JoystickID which; /**< The joystick instance id */
444 Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
445 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
449
450
451/**
452 * \brief Gamepad device event structure (event.gdevice.*)
453 */
455{
456 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_ADDED, ::SDL_EVENT_GAMEPAD_REMOVED, or ::SDL_EVENT_GAMEPAD_REMAPPED or ::SDL_EVENT_GAMEPAD_UPDATE_COMPLETE */
457 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
458 SDL_JoystickID which; /**< The joystick instance id */
460
461/**
462 * \brief Gamepad touchpad event structure (event.gtouchpad.*)
463 */
465{
466 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or ::SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or ::SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
467 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
468 SDL_JoystickID which; /**< The joystick instance id */
469 Sint32 touchpad; /**< The index of the touchpad */
470 Sint32 finger; /**< The index of the finger on the touchpad */
471 float x; /**< Normalized in the range 0...1 with 0 being on the left */
472 float y; /**< Normalized in the range 0...1 with 0 being at the top */
473 float pressure; /**< Normalized in the range 0...1 */
475
476/**
477 * \brief Gamepad sensor event structure (event.gsensor.*)
478 */
480{
481 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
482 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
483 SDL_JoystickID which; /**< The joystick instance id */
484 Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
485 float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
486 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
488
489/**
490 * \brief Audio device event structure (event.adevice.*)
491 */
493{
494 Uint32 type; /**< ::SDL_EVENT_AUDIO_DEVICE_ADDED, or ::SDL_EVENT_AUDIO_DEVICE_REMOVED */
495 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
496 SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed */
497 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
502
503
504/**
505 * \brief Touch finger event structure (event.tfinger.*)
506 */
508{
509 Uint32 type; /**< ::SDL_EVENT_FINGER_MOTION or ::SDL_EVENT_FINGER_DOWN or ::SDL_EVENT_FINGER_UP */
510 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
511 SDL_TouchID touchId; /**< The touch device id */
513 float x; /**< Normalized in the range 0...1 */
514 float y; /**< Normalized in the range 0...1 */
515 float dx; /**< Normalized in the range -1...1 */
516 float dy; /**< Normalized in the range -1...1 */
517 float pressure; /**< Normalized in the range 0...1 */
518 SDL_WindowID windowID;/**< The window underneath the finger, if any */
520
521
522/**
523 * \brief An event used to request a file open by the system (event.drop.*)
524 * This event is enabled by default, you can disable it with SDL_SetEventEnabled().
525 * \note If this event is enabled, you must free the filename in the event.
526 */
527typedef struct SDL_DropEvent
528{
529 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 */
530 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
531 char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
532 SDL_WindowID windowID; /**< The window that was dropped on, if any */
533 float x; /**< X coordinate, relative to window (not on begin) */
534 float y; /**< Y coordinate, relative to window (not on begin) */
536
537/**
538 * \brief An event triggered when the clipboard contents have changed (event.clipboard.*)
539 */
540typedef struct SDL_ClipboardEvent
541{
542 Uint32 type; /**< ::SDL_EVENT_CLIPBOARD_UPDATE */
543 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
545
546/**
547 * \brief Sensor event structure (event.sensor.*)
548 */
549typedef struct SDL_SensorEvent
550{
551 Uint32 type; /**< ::SDL_EVENT_SENSOR_UPDATE */
552 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
553 SDL_SensorID which; /**< The instance ID of the sensor */
554 float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
555 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
557
558/**
559 * \brief The "quit requested" event
560 */
561typedef struct SDL_QuitEvent
562{
563 Uint32 type; /**< ::SDL_EVENT_QUIT */
564 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
566
567/**
568 * \brief OS Specific event
569 */
570typedef struct SDL_OSEvent
571{
572 Uint32 type; /**< ::SDL_EVENT_QUIT */
573 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
575
576/**
577 * \brief A user-defined event type (event.user.*)
578 */
579typedef struct SDL_UserEvent
580{
581 Uint32 type; /**< ::SDL_EVENT_USER through ::SDL_EVENT_LAST-1 */
582 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
583 SDL_WindowID windowID;/**< The associated window if any */
584 Sint32 code; /**< User defined event code */
585 void *data1; /**< User defined data pointer */
586 void *data2; /**< User defined data pointer */
588
589
590struct SDL_SysWMmsg;
591typedef struct SDL_SysWMmsg SDL_SysWMmsg;
592
593/**
594 * \brief A video driver dependent system event (event.syswm.*)
595 * This event is disabled by default, you can enable it with SDL_SetEventEnabled()
596 *
597 * \note If you want to use this event, you should include SDL_syswm.h.
598 */
599typedef struct SDL_SysWMEvent
600{
601 Uint32 type; /**< ::SDL_EVENT_SYSWM */
602 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
603 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
605
606/**
607 * \brief General event structure
608 */
609typedef union SDL_Event
610{
611 Uint32 type; /**< Event type, shared with all events */
612 SDL_CommonEvent common; /**< Common event data */
613 SDL_DisplayEvent display; /**< Display event data */
614 SDL_WindowEvent window; /**< Window event data */
615 SDL_KeyboardEvent key; /**< Keyboard event data */
616 SDL_TextEditingEvent edit; /**< Text editing event data */
617 SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */
618 SDL_TextInputEvent text; /**< Text input event data */
619 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
620 SDL_MouseButtonEvent button; /**< Mouse button event data */
621 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
622 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
623 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
624 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
625 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
626 SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
627 SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
628 SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
629 SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
630 SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
631 SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
632 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
633 SDL_SensorEvent sensor; /**< Sensor event data */
634 SDL_QuitEvent quit; /**< Quit request event data */
635 SDL_UserEvent user; /**< Custom event data */
636 SDL_SysWMEvent syswm; /**< System dependent window event data */
637 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
638 SDL_DropEvent drop; /**< Drag and drop event data */
639 SDL_ClipboardEvent clipboard; /**< Clipboard cancelled event data */
640
641 /* This is necessary for ABI compatibility between Visual C++ and GCC.
642 Visual C++ will respect the push pack pragma and use 52 bytes (size of
643 SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
644 architectures) for this union, and GCC will use the alignment of the
645 largest datatype within the union, which is 8 bytes on 64-bit
646 architectures.
647
648 So... we'll add padding to force the size to be 56 bytes for both.
649
650 On architectures where pointers are 16 bytes, this needs rounding up to
651 the next multiple of 16, 64, and on architectures where pointers are
652 even larger the size of SDL_UserEvent will dominate as being 3 pointers.
653 */
655} SDL_Event;
656
657/* Make sure we haven't broken binary compatibility */
658SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
659
660
661/* Function prototypes */
662
663/**
664 * Pump the event loop, gathering events from the input devices.
665 *
666 * This function updates the event queue and internal input device state.
667 *
668 * **WARNING**: This should only be run in the thread that initialized the
669 * video subsystem, and for extra safety, you should consider only doing those
670 * things on the main thread in any case.
671 *
672 * SDL_PumpEvents() gathers all the pending input information from devices and
673 * places it in the event queue. Without calls to SDL_PumpEvents() no events
674 * would ever be placed on the queue. Often the need for calls to
675 * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
676 * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
677 * polling or waiting for events (e.g. you are filtering them), then you must
678 * call SDL_PumpEvents() to force an event queue update.
679 *
680 * \since This function is available since SDL 3.0.0.
681 *
682 * \sa SDL_PollEvent
683 * \sa SDL_WaitEvent
684 */
685extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
686
687/* @{ */
694
695/**
696 * Check the event queue for messages and optionally return them.
697 *
698 * `action` may be any of the following:
699 *
700 * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
701 * event queue.
702 * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
703 * within the specified minimum and maximum type, will be returned to the
704 * caller and will _not_ be removed from the queue.
705 * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
706 * within the specified minimum and maximum type, will be returned to the
707 * caller and will be removed from the queue.
708 *
709 * You may have to call SDL_PumpEvents() before calling this function.
710 * Otherwise, the events may not be ready to be filtered when you call
711 * SDL_PeepEvents().
712 *
713 * This function is thread-safe.
714 *
715 * \param events destination buffer for the retrieved events
716 * \param numevents if action is SDL_ADDEVENT, the number of events to add
717 * back to the event queue; if action is SDL_PEEKEVENT or
718 * SDL_GETEVENT, the maximum number of events to retrieve
719 * \param action action to take; see [[#action|Remarks]] for details
720 * \param minType minimum value of the event type to be considered;
721 * SDL_EVENT_FIRST is a safe choice
722 * \param maxType maximum value of the event type to be considered;
723 * SDL_EVENT_LAST is a safe choice
724 * \returns the number of events actually stored or a negative error code on
725 * failure; call SDL_GetError() for more information.
726 *
727 * \since This function is available since SDL 3.0.0.
728 *
729 * \sa SDL_PollEvent
730 * \sa SDL_PumpEvents
731 * \sa SDL_PushEvent
732 */
733extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
734 SDL_eventaction action,
735 Uint32 minType, Uint32 maxType);
736/* @} */
737
738/**
739 * Check for the existence of a certain event type in the event queue.
740 *
741 * If you need to check for a range of event types, use SDL_HasEvents()
742 * instead.
743 *
744 * \param type the type of event to be queried; see SDL_EventType for details
745 * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
746 * events matching `type` are not present.
747 *
748 * \since This function is available since SDL 3.0.0.
749 *
750 * \sa SDL_HasEvents
751 */
752extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
753
754
755/**
756 * Check for the existence of certain event types in the event queue.
757 *
758 * If you need to check for a single event type, use SDL_HasEvent() instead.
759 *
760 * \param minType the low end of event type to be queried, inclusive; see
761 * SDL_EventType for details
762 * \param maxType the high end of event type to be queried, inclusive; see
763 * SDL_EventType for details
764 * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
765 * present, or SDL_FALSE if not.
766 *
767 * \since This function is available since SDL 3.0.0.
768 *
769 * \sa SDL_HasEvents
770 */
771extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
772
773/**
774 * Clear events of a specific type from the event queue.
775 *
776 * This will unconditionally remove any events from the queue that match
777 * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
778 * instead.
779 *
780 * It's also normal to just ignore events you don't care about in your event
781 * loop without calling this function.
782 *
783 * This function only affects currently queued events. If you want to make
784 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
785 * on the main thread immediately before the flush call.
786 *
787 * \param type the type of event to be cleared; see SDL_EventType for details
788 *
789 * \since This function is available since SDL 3.0.0.
790 *
791 * \sa SDL_FlushEvents
792 */
793extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
794
795/**
796 * Clear events of a range of types from the event queue.
797 *
798 * This will unconditionally remove any events from the queue that are in the
799 * range of `minType` to `maxType`, inclusive. If you need to remove a single
800 * event type, use SDL_FlushEvent() instead.
801 *
802 * It's also normal to just ignore events you don't care about in your event
803 * loop without calling this function.
804 *
805 * This function only affects currently queued events. If you want to make
806 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
807 * on the main thread immediately before the flush call.
808 *
809 * \param minType the low end of event type to be cleared, inclusive; see
810 * SDL_EventType for details
811 * \param maxType the high end of event type to be cleared, inclusive; see
812 * SDL_EventType for details
813 *
814 * \since This function is available since SDL 3.0.0.
815 *
816 * \sa SDL_FlushEvent
817 */
818extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
819
820/**
821 * Poll for currently pending events.
822 *
823 * If `event` is not NULL, the next event is removed from the queue and stored
824 * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
825 * this event, immediately stored in the SDL Event structure -- not an event
826 * to follow.
827 *
828 * If `event` is NULL, it simply returns 1 if there is an event in the queue,
829 * but will not remove it from the queue.
830 *
831 * As this function may implicitly call SDL_PumpEvents(), you can only call
832 * this function in the thread that set the video mode.
833 *
834 * SDL_PollEvent() is the favored way of receiving system events since it can
835 * be done from the main loop and does not suspend the main loop while waiting
836 * on an event to be posted.
837 *
838 * The common practice is to fully process the event queue once every frame,
839 * usually as a first step before updating the game's state:
840 *
841 * ```c
842 * while (game_is_still_running) {
843 * SDL_Event event;
844 * while (SDL_PollEvent(&event)) { // poll until all events are handled!
845 * // decide what to do with this event.
846 * }
847 *
848 * // update game state, draw the current frame
849 * }
850 * ```
851 *
852 * \param event the SDL_Event structure to be filled with the next event from
853 * the queue, or NULL
854 * \returns 1 if there is a pending event or 0 if there are none available.
855 *
856 * \since This function is available since SDL 3.0.0.
857 *
858 * \sa SDL_GetEventFilter
859 * \sa SDL_PeepEvents
860 * \sa SDL_PushEvent
861 * \sa SDL_SetEventFilter
862 * \sa SDL_WaitEvent
863 * \sa SDL_WaitEventTimeout
864 */
865extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
866
867/**
868 * Wait indefinitely for the next available event.
869 *
870 * If `event` is not NULL, the next event is removed from the queue and stored
871 * in the SDL_Event structure pointed to by `event`.
872 *
873 * As this function may implicitly call SDL_PumpEvents(), you can only call
874 * this function in the thread that initialized the video subsystem.
875 *
876 * \param event the SDL_Event structure to be filled in with the next event
877 * from the queue, or NULL
878 * \returns 1 on success or 0 if there was an error while waiting for events;
879 * call SDL_GetError() for more information.
880 *
881 * \since This function is available since SDL 3.0.0.
882 *
883 * \sa SDL_PollEvent
884 * \sa SDL_PumpEvents
885 * \sa SDL_WaitEventTimeout
886 */
887extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
888
889/**
890 * Wait until the specified timeout (in milliseconds) for the next available
891 * event.
892 *
893 * If `event` is not NULL, the next event is removed from the queue and stored
894 * in the SDL_Event structure pointed to by `event`.
895 *
896 * As this function may implicitly call SDL_PumpEvents(), you can only call
897 * this function in the thread that initialized the video subsystem.
898 *
899 * The timeout is not guaranteed, the actual wait time could be longer due to
900 * system scheduling.
901 *
902 * \param event the SDL_Event structure to be filled in with the next event
903 * from the queue, or NULL
904 * \param timeoutMS the maximum number of milliseconds to wait for the next
905 * available event
906 * \returns 1 on success or 0 if there was an error while waiting for events;
907 * call SDL_GetError() for more information. This also returns 0 if
908 * the timeout elapsed without an event arriving.
909 *
910 * \since This function is available since SDL 3.0.0.
911 *
912 * \sa SDL_PollEvent
913 * \sa SDL_PumpEvents
914 * \sa SDL_WaitEvent
915 */
916extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
917
918/**
919 * Add an event to the event queue.
920 *
921 * The event queue can actually be used as a two way communication channel.
922 * Not only can events be read from the queue, but the user can also push
923 * their own events onto it. `event` is a pointer to the event structure you
924 * wish to push onto the queue. The event is copied into the queue, and the
925 * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
926 *
927 * Note: Pushing device input events onto the queue doesn't modify the state
928 * of the device within SDL.
929 *
930 * This function is thread-safe, and can be called from other threads safely.
931 *
932 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
933 * the event filter but events added with SDL_PeepEvents() do not.
934 *
935 * For pushing application-specific events, please use SDL_RegisterEvents() to
936 * get an event type that does not conflict with other code that also wants
937 * its own custom event types.
938 *
939 * \param event the SDL_Event to be added to the queue
940 * \returns 1 on success, 0 if the event was filtered, or a negative error
941 * code on failure; call SDL_GetError() for more information. A
942 * common reason for error is the event queue being full.
943 *
944 * \since This function is available since SDL 3.0.0.
945 *
946 * \sa SDL_PeepEvents
947 * \sa SDL_PollEvent
948 * \sa SDL_RegisterEvents
949 */
950extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
951
952/**
953 * A function pointer used for callbacks that watch the event queue.
954 *
955 * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
956 * or SDL_AddEventWatch, etc
957 * \param event the event that triggered the callback
958 * \returns 1 to permit event to be added to the queue, and 0 to disallow
959 * it. When used with SDL_AddEventWatch, the return value is ignored.
960 *
961 * \sa SDL_SetEventFilter
962 * \sa SDL_AddEventWatch
963 */
964typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
965
966/**
967 * Set up a filter to process all events before they change internal state and
968 * are posted to the internal event queue.
969 *
970 * If the filter function returns 1 when called, then the event will be added
971 * to the internal queue. If it returns 0, then the event will be dropped from
972 * the queue, but the internal state will still be updated. This allows
973 * selective filtering of dynamically arriving events.
974 *
975 * **WARNING**: Be very careful of what you do in the event filter function,
976 * as it may run in a different thread!
977 *
978 * On platforms that support it, if the quit event is generated by an
979 * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
980 * application at the next event poll.
981 *
982 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
983 * event filter is only called when the window manager desires to close the
984 * application window. If the event filter returns 1, then the window will be
985 * closed, otherwise the window will remain open if possible.
986 *
987 * Note: Disabled events never make it to the event filter function; see
988 * SDL_SetEventEnabled().
989 *
990 * Note: If you just want to inspect events without filtering, you should use
991 * SDL_AddEventWatch() instead.
992 *
993 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
994 * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
995 * not.
996 *
997 * \param filter An SDL_EventFilter function to call when an event happens
998 * \param userdata a pointer that is passed to `filter`
999 *
1000 * \since This function is available since SDL 3.0.0.
1001 *
1002 * \sa SDL_AddEventWatch
1003 * \sa SDL_SetEventEnabled
1004 * \sa SDL_GetEventFilter
1005 * \sa SDL_PeepEvents
1006 * \sa SDL_PushEvent
1007 */
1008extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
1009 void *userdata);
1010
1011/**
1012 * Query the current event filter.
1013 *
1014 * This function can be used to "chain" filters, by saving the existing filter
1015 * before replacing it with a function that will call that saved filter.
1016 *
1017 * \param filter the current callback function will be stored here
1018 * \param userdata the pointer that is passed to the current event filter will
1019 * be stored here
1020 * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1021 *
1022 * \since This function is available since SDL 3.0.0.
1023 *
1024 * \sa SDL_SetEventFilter
1025 */
1026extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1027 void **userdata);
1028
1029/**
1030 * Add a callback to be triggered when an event is added to the event queue.
1031 *
1032 * `filter` will be called when an event happens, and its return value is
1033 * ignored.
1034 *
1035 * **WARNING**: Be very careful of what you do in the event filter function,
1036 * as it may run in a different thread!
1037 *
1038 * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1039 * the internal queue and be delivered to the watch callback immediately, and
1040 * arrive at the next event poll.
1041 *
1042 * Note: the callback is called for events posted by the user through
1043 * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1044 * callback set with SDL_SetEventFilter(), nor for events posted by the user
1045 * through SDL_PeepEvents().
1046 *
1047 * \param filter an SDL_EventFilter function to call when an event happens.
1048 * \param userdata a pointer that is passed to `filter`
1049 *
1050 * \since This function is available since SDL 3.0.0.
1051 *
1052 * \sa SDL_DelEventWatch
1053 * \sa SDL_SetEventFilter
1054 */
1055extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1056 void *userdata);
1057
1058/**
1059 * Remove an event watch callback added with SDL_AddEventWatch().
1060 *
1061 * This function takes the same input as SDL_AddEventWatch() to identify and
1062 * delete the corresponding callback.
1063 *
1064 * \param filter the function originally passed to SDL_AddEventWatch()
1065 * \param userdata the pointer originally passed to SDL_AddEventWatch()
1066 *
1067 * \since This function is available since SDL 3.0.0.
1068 *
1069 * \sa SDL_AddEventWatch
1070 */
1071extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1072 void *userdata);
1073
1074/**
1075 * Run a specific filter function on the current event queue, removing any
1076 * events for which the filter returns 0.
1077 *
1078 * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1079 * this function does not change the filter permanently, it only uses the
1080 * supplied filter until this function returns.
1081 *
1082 * \param filter the SDL_EventFilter function to call when an event happens
1083 * \param userdata a pointer that is passed to `filter`
1084 *
1085 * \since This function is available since SDL 3.0.0.
1086 *
1087 * \sa SDL_GetEventFilter
1088 * \sa SDL_SetEventFilter
1089 */
1090extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1091 void *userdata);
1092
1093/**
1094 * Set the state of processing events by type.
1095 *
1096 * \param type the type of event; see SDL_EventType for details
1097 * \param enabled whether to process the event or not
1098 *
1099 * \since This function is available since SDL 3.0.0.
1100 *
1101 * \sa SDL_IsEventEnabled
1102 */
1103extern DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, SDL_bool enabled);
1104
1105/**
1106 * Query the state of processing events by type.
1107 *
1108 * \param type the type of event; see SDL_EventType for details
1109 * \returns SDL_TRUE if the event is being processed, SDL_FALSE otherwise.
1110 *
1111 * \since This function is available since SDL 3.0.0.
1112 *
1113 * \sa SDL_SetEventEnabled
1114 */
1115extern DECLSPEC SDL_bool SDLCALL SDL_EventEnabled(Uint32 type);
1116
1117/**
1118 * Allocate a set of user-defined events, and return the beginning event
1119 * number for that set of events.
1120 *
1121 * Calling this function with `numevents` <= 0 is an error and will return
1122 * (Uint32)-1.
1123 *
1124 * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1125 * 0xFFFFFFFF), but is clearer to write.
1126 *
1127 * \param numevents the number of events to be allocated
1128 * \returns the beginning event number, or (Uint32)-1 if there are not enough
1129 * user-defined events left.
1130 *
1131 * \since This function is available since SDL 3.0.0.
1132 *
1133 * \sa SDL_PushEvent
1134 */
1135extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1136
1137/* Ends C function definitions when using C++ */
1138#ifdef __cplusplus
1139}
1140#endif
1141#include <SDL3/SDL_close_code.h>
1142
1143#endif /* SDL_events_h_ */
Audio functionality for the SDL library.
Uint32 SDL_AudioDeviceID
Definition SDL_audio.h:142
#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:259
void SDL_FilterEvents(SDL_EventFilter filter, void *userdata)
SDL_bool SDL_HasEvent(Uint32 type)
int SDL_PollEvent(SDL_Event *event)
Uint32 SDL_RegisterEvents(int numevents)
SDL_EventType
Definition SDL_events.h:56
@ SDL_EVENT_KEYMAP_CHANGED
Definition SDL_events.h:137
@ 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:161
@ SDL_EVENT_GAMEPAD_TOUCHPAD_UP
Definition SDL_events.h:166
@ SDL_EVENT_WINDOW_RESTORED
Definition SDL_events.h:113
@ SDL_EVENT_GAMEPAD_AXIS_MOTION
Definition SDL_events.h:158
@ SDL_EVENT_WINDOW_LAST
Definition SDL_events.h:130
@ SDL_EVENT_DROP_BEGIN
Definition SDL_events.h:183
@ SDL_EVENT_MOUSE_MOTION
Definition SDL_events.h:142
@ SDL_EVENT_WINDOW_FOCUS_GAINED
Definition SDL_events.h:116
@ SDL_EVENT_TEXT_EDITING_EXT
Definition SDL_events.h:139
@ SDL_EVENT_MOUSE_WHEEL
Definition SDL_events.h:145
@ SDL_EVENT_JOYSTICK_REMOVED
Definition SDL_events.h:153
@ SDL_EVENT_CLIPBOARD_UPDATE
Definition SDL_events.h:178
@ SDL_EVENT_DID_ENTER_FOREGROUND
Definition SDL_events.h:83
@ SDL_EVENT_JOYSTICK_BUTTON_UP
Definition SDL_events.h:151
@ SDL_EVENT_JOYSTICK_BATTERY_UPDATED
Definition SDL_events.h:154
@ SDL_EVENT_WILL_ENTER_FOREGROUND
Definition SDL_events.h:79
@ SDL_EVENT_POLL_SENTINEL
Definition SDL_events.h:199
@ SDL_EVENT_JOYSTICK_UPDATE_COMPLETE
Definition SDL_events.h:155
@ SDL_EVENT_FINGER_UP
Definition SDL_events.h:172
@ SDL_EVENT_JOYSTICK_ADDED
Definition SDL_events.h:152
@ SDL_EVENT_DROP_POSITION
Definition SDL_events.h:185
@ 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:163
@ SDL_EVENT_GAMEPAD_REMOVED
Definition SDL_events.h:162
@ SDL_EVENT_FINGER_MOTION
Definition SDL_events.h:173
@ 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:195
@ SDL_EVENT_DID_ENTER_BACKGROUND
Definition SDL_events.h:75
@ SDL_EVENT_AUDIO_DEVICE_ADDED
Definition SDL_events.h:188
@ SDL_EVENT_RENDER_DEVICE_RESET
Definition SDL_events.h:196
@ 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:168
@ SDL_EVENT_WINDOW_DESTROYED
Definition SDL_events.h:125
@ SDL_EVENT_GAMEPAD_BUTTON_DOWN
Definition SDL_events.h:159
@ SDL_EVENT_JOYSTICK_AXIS_MOTION
Definition SDL_events.h:148
@ SDL_EVENT_KEY_UP
Definition SDL_events.h:134
@ SDL_EVENT_WINDOW_CLOSE_REQUESTED
Definition SDL_events.h:118
@ SDL_EVENT_TEXT_INPUT
Definition SDL_events.h:136
@ SDL_EVENT_SYSWM
Definition SDL_events.h:104
@ SDL_EVENT_LOCALE_CHANGED
Definition SDL_events.h:88
@ SDL_EVENT_WINDOW_OCCLUDED
Definition SDL_events.h:124
@ 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:143
@ SDL_EVENT_USER
Definition SDL_events.h:204
@ SDL_EVENT_WINDOW_FIRST
Definition SDL_events.h:129
@ SDL_EVENT_SENSOR_UPDATE
Definition SDL_events.h:192
@ 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:150
@ SDL_EVENT_MOUSE_BUTTON_UP
Definition SDL_events.h:144
@ SDL_EVENT_DROP_TEXT
Definition SDL_events.h:182
@ SDL_EVENT_DROP_FILE
Definition SDL_events.h:181
@ SDL_EVENT_WINDOW_FOCUS_LOST
Definition SDL_events.h:117
@ SDL_EVENT_GAMEPAD_BUTTON_UP
Definition SDL_events.h:160
@ 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:167
@ SDL_EVENT_JOYSTICK_HAT_MOTION
Definition SDL_events.h:149
@ 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:133
@ 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:165
@ SDL_EVENT_LAST
Definition SDL_events.h:209
@ SDL_EVENT_DISPLAY_CONNECTED
Definition SDL_events.h:95
@ SDL_EVENT_AUDIO_DEVICE_REMOVED
Definition SDL_events.h:189
@ SDL_EVENT_DROP_COMPLETE
Definition SDL_events.h:184
@ SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
Definition SDL_events.h:164
@ SDL_EVENT_TEXT_EDITING
Definition SDL_events.h:135
@ 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:171
#define SDL_TEXTINPUTEVENT_TEXT_SIZE
Definition SDL_events.h:287
int(* SDL_EventFilter)(void *userdata, SDL_Event *event)
Definition SDL_events.h:964
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:689
@ SDL_ADDEVENT
Definition SDL_events.h:690
@ SDL_PEEKEVENT
Definition SDL_events.h:691
@ SDL_GETEVENT
Definition SDL_events.h:692
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
SDL_JoystickPowerLevel
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
#define SDL_COMPILE_TIME_ASSERT(name, x)
Definition SDL_stdinc.h:339
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:493
SDL_AudioDeviceID which
Definition SDL_events.h:496
An event triggered when the clipboard contents have changed (event.clipboard.*)
Definition SDL_events.h:541
Fields shared by every event.
Definition SDL_events.h:216
Display state change event data (event.display.*)
Definition SDL_events.h:225
SDL_DisplayID displayID
Definition SDL_events.h:228
An event used to request a file open by the system (event.drop.*) This event is enabled by default,...
Definition SDL_events.h:528
SDL_WindowID windowID
Definition SDL_events.h:532
Uint64 timestamp
Definition SDL_events.h:530
Gamepad axis motion event structure (event.gaxis.*)
Definition SDL_events.h:423
SDL_JoystickID which
Definition SDL_events.h:426
Gamepad button event structure (event.gbutton.*)
Definition SDL_events.h:440
SDL_JoystickID which
Definition SDL_events.h:443
Gamepad device event structure (event.gdevice.*)
Definition SDL_events.h:455
SDL_JoystickID which
Definition SDL_events.h:458
Gamepad sensor event structure (event.gsensor.*)
Definition SDL_events.h:480
SDL_JoystickID which
Definition SDL_events.h:483
Gamepad touchpad event structure (event.gtouchpad.*)
Definition SDL_events.h:465
Joystick axis motion event structure (event.jaxis.*)
Definition SDL_events.h:352
SDL_JoystickID which
Definition SDL_events.h:355
Joysick battery level change event structure (event.jbattery.*)
Definition SDL_events.h:412
SDL_JoystickPowerLevel level
Definition SDL_events.h:416
SDL_JoystickID which
Definition SDL_events.h:415
Joystick button event structure (event.jbutton.*)
Definition SDL_events.h:388
SDL_JoystickID which
Definition SDL_events.h:391
Joystick device event structure (event.jdevice.*)
Definition SDL_events.h:402
SDL_JoystickID which
Definition SDL_events.h:405
Joystick hat position change event structure (event.jhat.*)
Definition SDL_events.h:368
SDL_JoystickID which
Definition SDL_events.h:371
Keyboard button event structure (event.key.*)
Definition SDL_events.h:248
SDL_Keysym keysym
Definition SDL_events.h:256
SDL_WindowID windowID
Definition SDL_events.h:251
The SDL keysym structure, used in key events.
Mouse button event structure (event.button.*)
Definition SDL_events.h:319
SDL_WindowID windowID
Definition SDL_events.h:322
Mouse motion event structure (event.motion.*)
Definition SDL_events.h:303
SDL_WindowID windowID
Definition SDL_events.h:306
Mouse wheel event structure (event.wheel.*)
Definition SDL_events.h:336
SDL_MouseID which
Definition SDL_events.h:340
SDL_WindowID windowID
Definition SDL_events.h:339
OS Specific event.
Definition SDL_events.h:571
Uint32 type
Definition SDL_events.h:572
Uint64 timestamp
Definition SDL_events.h:573
The "quit requested" event.
Definition SDL_events.h:562
Uint64 timestamp
Definition SDL_events.h:564
Sensor event structure (event.sensor.*)
Definition SDL_events.h:550
Uint64 sensor_timestamp
Definition SDL_events.h:555
SDL_SensorID which
Definition SDL_events.h:553
A video driver dependent system event (event.syswm.*) This event is disabled by default,...
Definition SDL_events.h:600
SDL_SysWMmsg * msg
Definition SDL_events.h:603
Keyboard text editing event structure (event.edit.*)
Definition SDL_events.h:264
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]
Definition SDL_events.h:268
SDL_WindowID windowID
Definition SDL_events.h:267
Extended keyboard text editing event structure (event.editExt.*) when text would be truncated if stor...
Definition SDL_events.h:278
Keyboard text input event structure (event.text.*)
Definition SDL_events.h:292
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]
Definition SDL_events.h:296
SDL_WindowID windowID
Definition SDL_events.h:295
Touch finger event structure (event.tfinger.*)
Definition SDL_events.h:508
SDL_FingerID fingerId
Definition SDL_events.h:512
SDL_WindowID windowID
Definition SDL_events.h:518
SDL_TouchID touchId
Definition SDL_events.h:511
A user-defined event type (event.user.*)
Definition SDL_events.h:580
SDL_WindowID windowID
Definition SDL_events.h:583
Uint64 timestamp
Definition SDL_events.h:582
Window state change event data (event.window.*)
Definition SDL_events.h:236
SDL_WindowID windowID
Definition SDL_events.h:239
General event structure.
Definition SDL_events.h:610
SDL_QuitEvent quit
Definition SDL_events.h:634
SDL_AudioDeviceEvent adevice
Definition SDL_events.h:632
Uint8 padding[128]
Definition SDL_events.h:654
SDL_JoyDeviceEvent jdevice
Definition SDL_events.h:625
Uint32 type
Definition SDL_events.h:611
SDL_MouseWheelEvent wheel
Definition SDL_events.h:621
SDL_JoyHatEvent jhat
Definition SDL_events.h:623
SDL_ClipboardEvent clipboard
Definition SDL_events.h:639
SDL_JoyButtonEvent jbutton
Definition SDL_events.h:624
SDL_GamepadDeviceEvent gdevice
Definition SDL_events.h:629
SDL_GamepadAxisEvent gaxis
Definition SDL_events.h:627
SDL_WindowEvent window
Definition SDL_events.h:614
SDL_GamepadTouchpadEvent gtouchpad
Definition SDL_events.h:630
SDL_TextEditingEvent edit
Definition SDL_events.h:616
SDL_TextInputEvent text
Definition SDL_events.h:618
SDL_GamepadSensorEvent gsensor
Definition SDL_events.h:631
SDL_TouchFingerEvent tfinger
Definition SDL_events.h:637
SDL_SysWMEvent syswm
Definition SDL_events.h:636
SDL_MouseButtonEvent button
Definition SDL_events.h:620
SDL_UserEvent user
Definition SDL_events.h:635
SDL_KeyboardEvent key
Definition SDL_events.h:615
SDL_TextEditingExtEvent editExt
Definition SDL_events.h:617
SDL_CommonEvent common
Definition SDL_events.h:612
SDL_MouseMotionEvent motion
Definition SDL_events.h:619
SDL_JoyAxisEvent jaxis
Definition SDL_events.h:622
SDL_DropEvent drop
Definition SDL_events.h:638
SDL_JoyBatteryEvent jbattery
Definition SDL_events.h:626
SDL_SensorEvent sensor
Definition SDL_events.h:633
SDL_GamepadButtonEvent gbutton
Definition SDL_events.h:628
SDL_DisplayEvent display
Definition SDL_events.h:613