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 SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */
191
192 /* Sensor events */
193 SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
194
195 /* Render events */
196 SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
197 SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
198
199 /* Internal events */
200 SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
201
202 /** Events ::SDL_EVENT_USER through ::SDL_EVENT_LAST are for your use,
203 * and should be allocated with SDL_RegisterEvents()
204 */
206
207 /**
208 * This last event is only for bounding internal arrays
209 */
210 SDL_EVENT_LAST = 0xFFFF
212
213/**
214 * \brief Fields shared by every event
215 */
216typedef struct SDL_CommonEvent
217{
219 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
221
222/**
223 * \brief Display state change event data (event.display.*)
224 */
225typedef struct SDL_DisplayEvent
226{
227 Uint32 type; /**< ::SDL_DISPLAYEVENT_* */
228 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
229 SDL_DisplayID displayID;/**< The associated display */
230 Sint32 data1; /**< event dependent data */
232
233/**
234 * \brief Window state change event data (event.window.*)
235 */
236typedef struct SDL_WindowEvent
237{
238 Uint32 type; /**< ::SDL_WINDOWEVENT_* */
239 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
240 SDL_WindowID windowID;/**< The associated window */
241 Sint32 data1; /**< event dependent data */
242 Sint32 data2; /**< event dependent data */
244
245/**
246 * \brief Keyboard button event structure (event.key.*)
247 */
248typedef struct SDL_KeyboardEvent
249{
250 Uint32 type; /**< ::SDL_EVENT_KEY_DOWN or ::SDL_EVENT_KEY_UP */
251 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
252 SDL_WindowID windowID;/**< The window with keyboard focus, if any */
253 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
254 Uint8 repeat; /**< Non-zero if this is a key repeat */
257 SDL_Keysym keysym; /**< The key that was pressed or released */
259
260#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
261/**
262 * \brief Keyboard text editing event structure (event.edit.*)
263 */
265{
266 Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING */
267 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
268 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
269 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
270 Sint32 start; /**< The start cursor of selected editing text */
271 Sint32 length; /**< The length of selected editing text */
273
274/**
275 * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be
276 * truncated if stored in the text buffer SDL_TextEditingEvent
277 */
279{
280 Uint32 type; /**< ::SDL_EVENT_TEXT_EDITING_EXT */
281 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
282 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
283 char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
284 Sint32 start; /**< The start cursor of selected editing text */
285 Sint32 length; /**< The length of selected editing text */
287
288#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
289/**
290 * \brief Keyboard text input event structure (event.text.*)
291 */
292typedef struct SDL_TextInputEvent
293{
294 Uint32 type; /**< ::SDL_EVENT_TEXT_INPUT */
295 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
296 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
297 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
299
300/**
301 * \brief Mouse motion event structure (event.motion.*)
302 */
304{
305 Uint32 type; /**< ::SDL_EVENT_MOUSE_MOTION */
306 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
307 SDL_WindowID windowID;/**< The window with mouse focus, if any */
308 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
309 Uint32 state; /**< The current button state */
310 float x; /**< X coordinate, relative to window */
311 float y; /**< Y coordinate, relative to window */
312 float xrel; /**< The relative motion in the X direction */
313 float yrel; /**< The relative motion in the Y direction */
315
316/**
317 * \brief Mouse button event structure (event.button.*)
318 */
320{
321 Uint32 type; /**< ::SDL_EVENT_MOUSE_BUTTON_DOWN or ::SDL_EVENT_MOUSE_BUTTON_UP */
322 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
323 SDL_WindowID windowID;/**< The window with mouse focus, if any */
324 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
325 Uint8 button; /**< The mouse button index */
326 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
327 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
329 float x; /**< X coordinate, relative to window */
330 float y; /**< Y coordinate, relative to window */
332
333/**
334 * \brief Mouse wheel event structure (event.wheel.*)
335 */
337{
338 Uint32 type; /**< ::SDL_EVENT_MOUSE_WHEEL */
339 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
340 SDL_WindowID windowID;/**< The window with mouse focus, if any */
341 SDL_MouseID which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
342 float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
343 float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
344 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 */
345 float mouseX; /**< X coordinate, relative to window */
346 float mouseY; /**< Y coordinate, relative to window */
348
349/**
350 * \brief Joystick axis motion event structure (event.jaxis.*)
351 */
352typedef struct SDL_JoyAxisEvent
353{
354 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_AXIS_MOTION */
355 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
356 SDL_JoystickID which; /**< The joystick instance id */
357 Uint8 axis; /**< The joystick axis index */
361 Sint16 value; /**< The axis value (range: -32768 to 32767) */
364
365/**
366 * \brief Joystick hat position change event structure (event.jhat.*)
367 */
368typedef struct SDL_JoyHatEvent
369{
370 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_HAT_MOTION */
371 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
372 SDL_JoystickID which; /**< The joystick instance id */
373 Uint8 hat; /**< The joystick hat index */
374 Uint8 value; /**< The hat position value.
375 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
376 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
377 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
378 *
379 * Note that zero means the POV is centered.
380 */
384
385/**
386 * \brief Joystick button event structure (event.jbutton.*)
387 */
388typedef struct SDL_JoyButtonEvent
389{
390 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BUTTON_DOWN or ::SDL_EVENT_JOYSTICK_BUTTON_UP */
391 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
392 SDL_JoystickID which; /**< The joystick instance id */
393 Uint8 button; /**< The joystick button index */
394 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
398
399/**
400 * \brief Joystick device event structure (event.jdevice.*)
401 */
402typedef struct SDL_JoyDeviceEvent
403{
404 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_ADDED or ::SDL_EVENT_JOYSTICK_REMOVED or ::SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
405 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
406 SDL_JoystickID which; /**< The joystick instance id */
408
409/**
410 * \brief Joysick battery level change event structure (event.jbattery.*)
411 */
413{
414 Uint32 type; /**< ::SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
415 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
416 SDL_JoystickID which; /**< The joystick instance id */
417 SDL_JoystickPowerLevel level; /**< The joystick battery level */
419
420/**
421 * \brief Gamepad axis motion event structure (event.gaxis.*)
422 */
424{
425 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_AXIS_MOTION */
426 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
427 SDL_JoystickID which; /**< The joystick instance id */
428 Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
432 Sint16 value; /**< The axis value (range: -32768 to 32767) */
435
436
437/**
438 * \brief Gamepad button event structure (event.gbutton.*)
439 */
441{
442 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_BUTTON_DOWN or ::SDL_EVENT_GAMEPAD_BUTTON_UP */
443 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
444 SDL_JoystickID which; /**< The joystick instance id */
445 Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
446 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
450
451
452/**
453 * \brief Gamepad device event structure (event.gdevice.*)
454 */
456{
457 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_ADDED, ::SDL_EVENT_GAMEPAD_REMOVED, or ::SDL_EVENT_GAMEPAD_REMAPPED or ::SDL_EVENT_GAMEPAD_UPDATE_COMPLETE */
458 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
459 SDL_JoystickID which; /**< The joystick instance id */
461
462/**
463 * \brief Gamepad touchpad event structure (event.gtouchpad.*)
464 */
466{
467 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or ::SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or ::SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
468 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
469 SDL_JoystickID which; /**< The joystick instance id */
470 Sint32 touchpad; /**< The index of the touchpad */
471 Sint32 finger; /**< The index of the finger on the touchpad */
472 float x; /**< Normalized in the range 0...1 with 0 being on the left */
473 float y; /**< Normalized in the range 0...1 with 0 being at the top */
474 float pressure; /**< Normalized in the range 0...1 */
476
477/**
478 * \brief Gamepad sensor event structure (event.gsensor.*)
479 */
481{
482 Uint32 type; /**< ::SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
483 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
484 SDL_JoystickID which; /**< The joystick instance id */
485 Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
486 float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
487 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
489
490/**
491 * \brief Audio device event structure (event.adevice.*)
492 */
494{
495 Uint32 type; /**< ::SDL_EVENT_AUDIO_DEVICE_ADDED, or ::SDL_EVENT_AUDIO_DEVICE_REMOVED, or ::SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */
496 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
497 SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */
498 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
503
504
505/**
506 * \brief Touch finger event structure (event.tfinger.*)
507 */
509{
510 Uint32 type; /**< ::SDL_EVENT_FINGER_MOTION or ::SDL_EVENT_FINGER_DOWN or ::SDL_EVENT_FINGER_UP */
511 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
512 SDL_TouchID touchId; /**< The touch device id */
514 float x; /**< Normalized in the range 0...1 */
515 float y; /**< Normalized in the range 0...1 */
516 float dx; /**< Normalized in the range -1...1 */
517 float dy; /**< Normalized in the range -1...1 */
518 float pressure; /**< Normalized in the range 0...1 */
519 SDL_WindowID windowID;/**< The window underneath the finger, if any */
521
522
523/**
524 * \brief An event used to request a file open by the system (event.drop.*)
525 * This event is enabled by default, you can disable it with SDL_SetEventEnabled().
526 * \note If this event is enabled, you must free the filename in the event.
527 */
528typedef struct SDL_DropEvent
529{
530 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 */
531 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
532 char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
533 SDL_WindowID windowID; /**< The window that was dropped on, if any */
534 float x; /**< X coordinate, relative to window (not on begin) */
535 float y; /**< Y coordinate, relative to window (not on begin) */
537
538/**
539 * \brief An event triggered when the clipboard contents have changed (event.clipboard.*)
540 */
541typedef struct SDL_ClipboardEvent
542{
543 Uint32 type; /**< ::SDL_EVENT_CLIPBOARD_UPDATE */
544 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
546
547/**
548 * \brief Sensor event structure (event.sensor.*)
549 */
550typedef struct SDL_SensorEvent
551{
552 Uint32 type; /**< ::SDL_EVENT_SENSOR_UPDATE */
553 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
554 SDL_SensorID which; /**< The instance ID of the sensor */
555 float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
556 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
558
559/**
560 * \brief The "quit requested" event
561 */
562typedef struct SDL_QuitEvent
563{
564 Uint32 type; /**< ::SDL_EVENT_QUIT */
565 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
567
568/**
569 * \brief OS Specific event
570 */
571typedef struct SDL_OSEvent
572{
573 Uint32 type; /**< ::SDL_EVENT_QUIT */
574 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
576
577/**
578 * \brief A user-defined event type (event.user.*)
579 */
580typedef struct SDL_UserEvent
581{
582 Uint32 type; /**< ::SDL_EVENT_USER through ::SDL_EVENT_LAST-1 */
583 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
584 SDL_WindowID windowID;/**< The associated window if any */
585 Sint32 code; /**< User defined event code */
586 void *data1; /**< User defined data pointer */
587 void *data2; /**< User defined data pointer */
589
590
591struct SDL_SysWMmsg;
592typedef struct SDL_SysWMmsg SDL_SysWMmsg;
593
594/**
595 * \brief A video driver dependent system event (event.syswm.*)
596 * This event is disabled by default, you can enable it with SDL_SetEventEnabled()
597 *
598 * \note If you want to use this event, you should include SDL_syswm.h.
599 */
600typedef struct SDL_SysWMEvent
601{
602 Uint32 type; /**< ::SDL_EVENT_SYSWM */
603 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
604 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
606
607/**
608 * \brief General event structure
609 */
610typedef union SDL_Event
611{
612 Uint32 type; /**< Event type, shared with all events */
613 SDL_CommonEvent common; /**< Common event data */
614 SDL_DisplayEvent display; /**< Display event data */
615 SDL_WindowEvent window; /**< Window event data */
616 SDL_KeyboardEvent key; /**< Keyboard event data */
617 SDL_TextEditingEvent edit; /**< Text editing event data */
618 SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */
619 SDL_TextInputEvent text; /**< Text input event data */
620 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
621 SDL_MouseButtonEvent button; /**< Mouse button event data */
622 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
623 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
624 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
625 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
626 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
627 SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
628 SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
629 SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
630 SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
631 SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
632 SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
633 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
634 SDL_SensorEvent sensor; /**< Sensor event data */
635 SDL_QuitEvent quit; /**< Quit request event data */
636 SDL_UserEvent user; /**< Custom event data */
637 SDL_SysWMEvent syswm; /**< System dependent window event data */
638 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
639 SDL_DropEvent drop; /**< Drag and drop event data */
640 SDL_ClipboardEvent clipboard; /**< Clipboard cancelled event data */
641
642 /* This is necessary for ABI compatibility between Visual C++ and GCC.
643 Visual C++ will respect the push pack pragma and use 52 bytes (size of
644 SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
645 architectures) for this union, and GCC will use the alignment of the
646 largest datatype within the union, which is 8 bytes on 64-bit
647 architectures.
648
649 So... we'll add padding to force the size to be 56 bytes for both.
650
651 On architectures where pointers are 16 bytes, this needs rounding up to
652 the next multiple of 16, 64, and on architectures where pointers are
653 even larger the size of SDL_UserEvent will dominate as being 3 pointers.
654 */
656} SDL_Event;
657
658/* Make sure we haven't broken binary compatibility */
659SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
660
661
662/* Function prototypes */
663
664/**
665 * Pump the event loop, gathering events from the input devices.
666 *
667 * This function updates the event queue and internal input device state.
668 *
669 * **WARNING**: This should only be run in the thread that initialized the
670 * video subsystem, and for extra safety, you should consider only doing those
671 * things on the main thread in any case.
672 *
673 * SDL_PumpEvents() gathers all the pending input information from devices and
674 * places it in the event queue. Without calls to SDL_PumpEvents() no events
675 * would ever be placed on the queue. Often the need for calls to
676 * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
677 * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
678 * polling or waiting for events (e.g. you are filtering them), then you must
679 * call SDL_PumpEvents() to force an event queue update.
680 *
681 * \since This function is available since SDL 3.0.0.
682 *
683 * \sa SDL_PollEvent
684 * \sa SDL_WaitEvent
685 */
686extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
687
688/* @{ */
695
696/**
697 * Check the event queue for messages and optionally return them.
698 *
699 * `action` may be any of the following:
700 *
701 * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
702 * event queue.
703 * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
704 * within the specified minimum and maximum type, will be returned to the
705 * caller and will _not_ be removed from the queue.
706 * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
707 * within the specified minimum and maximum type, will be returned to the
708 * caller and will be removed from the queue.
709 *
710 * You may have to call SDL_PumpEvents() before calling this function.
711 * Otherwise, the events may not be ready to be filtered when you call
712 * SDL_PeepEvents().
713 *
714 * This function is thread-safe.
715 *
716 * \param events destination buffer for the retrieved events
717 * \param numevents if action is SDL_ADDEVENT, the number of events to add
718 * back to the event queue; if action is SDL_PEEKEVENT or
719 * SDL_GETEVENT, the maximum number of events to retrieve
720 * \param action action to take; see [[#action|Remarks]] for details
721 * \param minType minimum value of the event type to be considered;
722 * SDL_EVENT_FIRST is a safe choice
723 * \param maxType maximum value of the event type to be considered;
724 * SDL_EVENT_LAST is a safe choice
725 * \returns the number of events actually stored or a negative error code on
726 * failure; call SDL_GetError() for more information.
727 *
728 * \since This function is available since SDL 3.0.0.
729 *
730 * \sa SDL_PollEvent
731 * \sa SDL_PumpEvents
732 * \sa SDL_PushEvent
733 */
734extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
735 SDL_eventaction action,
736 Uint32 minType, Uint32 maxType);
737/* @} */
738
739/**
740 * Check for the existence of a certain event type in the event queue.
741 *
742 * If you need to check for a range of event types, use SDL_HasEvents()
743 * instead.
744 *
745 * \param type the type of event to be queried; see SDL_EventType for details
746 * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
747 * events matching `type` are not present.
748 *
749 * \since This function is available since SDL 3.0.0.
750 *
751 * \sa SDL_HasEvents
752 */
753extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
754
755
756/**
757 * Check for the existence of certain event types in the event queue.
758 *
759 * If you need to check for a single event type, use SDL_HasEvent() instead.
760 *
761 * \param minType the low end of event type to be queried, inclusive; see
762 * SDL_EventType for details
763 * \param maxType the high end of event type to be queried, inclusive; see
764 * SDL_EventType for details
765 * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
766 * present, or SDL_FALSE if not.
767 *
768 * \since This function is available since SDL 3.0.0.
769 *
770 * \sa SDL_HasEvents
771 */
772extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
773
774/**
775 * Clear events of a specific type from the event queue.
776 *
777 * This will unconditionally remove any events from the queue that match
778 * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
779 * instead.
780 *
781 * It's also normal to just ignore events you don't care about in your event
782 * loop without calling this function.
783 *
784 * This function only affects currently queued events. If you want to make
785 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
786 * on the main thread immediately before the flush call.
787 *
788 * \param type the type of event to be cleared; see SDL_EventType for details
789 *
790 * \since This function is available since SDL 3.0.0.
791 *
792 * \sa SDL_FlushEvents
793 */
794extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
795
796/**
797 * Clear events of a range of types from the event queue.
798 *
799 * This will unconditionally remove any events from the queue that are in the
800 * range of `minType` to `maxType`, inclusive. If you need to remove a single
801 * event type, use SDL_FlushEvent() instead.
802 *
803 * It's also normal to just ignore events you don't care about in your event
804 * loop without calling this function.
805 *
806 * This function only affects currently queued events. If you want to make
807 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
808 * on the main thread immediately before the flush call.
809 *
810 * \param minType the low end of event type to be cleared, inclusive; see
811 * SDL_EventType for details
812 * \param maxType the high end of event type to be cleared, inclusive; see
813 * SDL_EventType for details
814 *
815 * \since This function is available since SDL 3.0.0.
816 *
817 * \sa SDL_FlushEvent
818 */
819extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
820
821/**
822 * Poll for currently pending events.
823 *
824 * If `event` is not NULL, the next event is removed from the queue and stored
825 * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
826 * this event, immediately stored in the SDL Event structure -- not an event
827 * to follow.
828 *
829 * If `event` is NULL, it simply returns 1 if there is an event in the queue,
830 * but will not remove it from the queue.
831 *
832 * As this function may implicitly call SDL_PumpEvents(), you can only call
833 * this function in the thread that set the video mode.
834 *
835 * SDL_PollEvent() is the favored way of receiving system events since it can
836 * be done from the main loop and does not suspend the main loop while waiting
837 * on an event to be posted.
838 *
839 * The common practice is to fully process the event queue once every frame,
840 * usually as a first step before updating the game's state:
841 *
842 * ```c
843 * while (game_is_still_running) {
844 * SDL_Event event;
845 * while (SDL_PollEvent(&event)) { // poll until all events are handled!
846 * // decide what to do with this event.
847 * }
848 *
849 * // update game state, draw the current frame
850 * }
851 * ```
852 *
853 * \param event the SDL_Event structure to be filled with the next event from
854 * the queue, or NULL
855 * \returns 1 if there is a pending event or 0 if there are none available.
856 *
857 * \since This function is available since SDL 3.0.0.
858 *
859 * \sa SDL_GetEventFilter
860 * \sa SDL_PeepEvents
861 * \sa SDL_PushEvent
862 * \sa SDL_SetEventFilter
863 * \sa SDL_WaitEvent
864 * \sa SDL_WaitEventTimeout
865 */
866extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
867
868/**
869 * Wait indefinitely for the next available event.
870 *
871 * If `event` is not NULL, the next event is removed from the queue and stored
872 * in the SDL_Event structure pointed to by `event`.
873 *
874 * As this function may implicitly call SDL_PumpEvents(), you can only call
875 * this function in the thread that initialized the video subsystem.
876 *
877 * \param event the SDL_Event structure to be filled in with the next event
878 * from the queue, or NULL
879 * \returns 1 on success or 0 if there was an error while waiting for events;
880 * call SDL_GetError() for more information.
881 *
882 * \since This function is available since SDL 3.0.0.
883 *
884 * \sa SDL_PollEvent
885 * \sa SDL_PumpEvents
886 * \sa SDL_WaitEventTimeout
887 */
888extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
889
890/**
891 * Wait until the specified timeout (in milliseconds) for the next available
892 * event.
893 *
894 * If `event` is not NULL, the next event is removed from the queue and stored
895 * in the SDL_Event structure pointed to by `event`.
896 *
897 * As this function may implicitly call SDL_PumpEvents(), you can only call
898 * this function in the thread that initialized the video subsystem.
899 *
900 * The timeout is not guaranteed, the actual wait time could be longer due to
901 * system scheduling.
902 *
903 * \param event the SDL_Event structure to be filled in with the next event
904 * from the queue, or NULL
905 * \param timeoutMS the maximum number of milliseconds to wait for the next
906 * available event
907 * \returns 1 on success or 0 if there was an error while waiting for events;
908 * call SDL_GetError() for more information. This also returns 0 if
909 * the timeout elapsed without an event arriving.
910 *
911 * \since This function is available since SDL 3.0.0.
912 *
913 * \sa SDL_PollEvent
914 * \sa SDL_PumpEvents
915 * \sa SDL_WaitEvent
916 */
917extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
918
919/**
920 * Add an event to the event queue.
921 *
922 * The event queue can actually be used as a two way communication channel.
923 * Not only can events be read from the queue, but the user can also push
924 * their own events onto it. `event` is a pointer to the event structure you
925 * wish to push onto the queue. The event is copied into the queue, and the
926 * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
927 *
928 * Note: Pushing device input events onto the queue doesn't modify the state
929 * of the device within SDL.
930 *
931 * This function is thread-safe, and can be called from other threads safely.
932 *
933 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
934 * the event filter but events added with SDL_PeepEvents() do not.
935 *
936 * For pushing application-specific events, please use SDL_RegisterEvents() to
937 * get an event type that does not conflict with other code that also wants
938 * its own custom event types.
939 *
940 * \param event the SDL_Event to be added to the queue
941 * \returns 1 on success, 0 if the event was filtered, or a negative error
942 * code on failure; call SDL_GetError() for more information. A
943 * common reason for error is the event queue being full.
944 *
945 * \since This function is available since SDL 3.0.0.
946 *
947 * \sa SDL_PeepEvents
948 * \sa SDL_PollEvent
949 * \sa SDL_RegisterEvents
950 */
951extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
952
953/**
954 * A function pointer used for callbacks that watch the event queue.
955 *
956 * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
957 * or SDL_AddEventWatch, etc
958 * \param event the event that triggered the callback
959 * \returns 1 to permit event to be added to the queue, and 0 to disallow
960 * it. When used with SDL_AddEventWatch, the return value is ignored.
961 *
962 * \sa SDL_SetEventFilter
963 * \sa SDL_AddEventWatch
964 */
965typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
966
967/**
968 * Set up a filter to process all events before they change internal state and
969 * are posted to the internal event queue.
970 *
971 * If the filter function returns 1 when called, then the event will be added
972 * to the internal queue. If it returns 0, then the event will be dropped from
973 * the queue, but the internal state will still be updated. This allows
974 * selective filtering of dynamically arriving events.
975 *
976 * **WARNING**: Be very careful of what you do in the event filter function,
977 * as it may run in a different thread!
978 *
979 * On platforms that support it, if the quit event is generated by an
980 * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
981 * application at the next event poll.
982 *
983 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
984 * event filter is only called when the window manager desires to close the
985 * application window. If the event filter returns 1, then the window will be
986 * closed, otherwise the window will remain open if possible.
987 *
988 * Note: Disabled events never make it to the event filter function; see
989 * SDL_SetEventEnabled().
990 *
991 * Note: If you just want to inspect events without filtering, you should use
992 * SDL_AddEventWatch() instead.
993 *
994 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
995 * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
996 * not.
997 *
998 * \param filter An SDL_EventFilter function to call when an event happens
999 * \param userdata a pointer that is passed to `filter`
1000 *
1001 * \since This function is available since SDL 3.0.0.
1002 *
1003 * \sa SDL_AddEventWatch
1004 * \sa SDL_SetEventEnabled
1005 * \sa SDL_GetEventFilter
1006 * \sa SDL_PeepEvents
1007 * \sa SDL_PushEvent
1008 */
1009extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
1010 void *userdata);
1011
1012/**
1013 * Query the current event filter.
1014 *
1015 * This function can be used to "chain" filters, by saving the existing filter
1016 * before replacing it with a function that will call that saved filter.
1017 *
1018 * \param filter the current callback function will be stored here
1019 * \param userdata the pointer that is passed to the current event filter will
1020 * be stored here
1021 * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1022 *
1023 * \since This function is available since SDL 3.0.0.
1024 *
1025 * \sa SDL_SetEventFilter
1026 */
1027extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1028 void **userdata);
1029
1030/**
1031 * Add a callback to be triggered when an event is added to the event queue.
1032 *
1033 * `filter` will be called when an event happens, and its return value is
1034 * ignored.
1035 *
1036 * **WARNING**: Be very careful of what you do in the event filter function,
1037 * as it may run in a different thread!
1038 *
1039 * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1040 * the internal queue and be delivered to the watch callback immediately, and
1041 * arrive at the next event poll.
1042 *
1043 * Note: the callback is called for events posted by the user through
1044 * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1045 * callback set with SDL_SetEventFilter(), nor for events posted by the user
1046 * through SDL_PeepEvents().
1047 *
1048 * \param filter an SDL_EventFilter function to call when an event happens.
1049 * \param userdata a pointer that is passed to `filter`
1050 *
1051 * \since This function is available since SDL 3.0.0.
1052 *
1053 * \sa SDL_DelEventWatch
1054 * \sa SDL_SetEventFilter
1055 */
1056extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1057 void *userdata);
1058
1059/**
1060 * Remove an event watch callback added with SDL_AddEventWatch().
1061 *
1062 * This function takes the same input as SDL_AddEventWatch() to identify and
1063 * delete the corresponding callback.
1064 *
1065 * \param filter the function originally passed to SDL_AddEventWatch()
1066 * \param userdata the pointer originally passed to SDL_AddEventWatch()
1067 *
1068 * \since This function is available since SDL 3.0.0.
1069 *
1070 * \sa SDL_AddEventWatch
1071 */
1072extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1073 void *userdata);
1074
1075/**
1076 * Run a specific filter function on the current event queue, removing any
1077 * events for which the filter returns 0.
1078 *
1079 * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1080 * this function does not change the filter permanently, it only uses the
1081 * supplied filter until this function returns.
1082 *
1083 * \param filter the SDL_EventFilter function to call when an event happens
1084 * \param userdata a pointer that is passed to `filter`
1085 *
1086 * \since This function is available since SDL 3.0.0.
1087 *
1088 * \sa SDL_GetEventFilter
1089 * \sa SDL_SetEventFilter
1090 */
1091extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1092 void *userdata);
1093
1094/**
1095 * Set the state of processing events by type.
1096 *
1097 * \param type the type of event; see SDL_EventType for details
1098 * \param enabled whether to process the event or not
1099 *
1100 * \since This function is available since SDL 3.0.0.
1101 *
1102 * \sa SDL_IsEventEnabled
1103 */
1104extern DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, SDL_bool enabled);
1105
1106/**
1107 * Query the state of processing events by type.
1108 *
1109 * \param type the type of event; see SDL_EventType for details
1110 * \returns SDL_TRUE if the event is being processed, SDL_FALSE otherwise.
1111 *
1112 * \since This function is available since SDL 3.0.0.
1113 *
1114 * \sa SDL_SetEventEnabled
1115 */
1116extern DECLSPEC SDL_bool SDLCALL SDL_EventEnabled(Uint32 type);
1117
1118/**
1119 * Allocate a set of user-defined events, and return the beginning event
1120 * number for that set of events.
1121 *
1122 * Calling this function with `numevents` <= 0 is an error and will return
1123 * (Uint32)-1.
1124 *
1125 * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1126 * 0xFFFFFFFF), but is clearer to write.
1127 *
1128 * \param numevents the number of events to be allocated
1129 * \returns the beginning event number, or (Uint32)-1 if there are not enough
1130 * user-defined events left.
1131 *
1132 * \since This function is available since SDL 3.0.0.
1133 *
1134 * \sa SDL_PushEvent
1135 */
1136extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1137
1138/* Ends C function definitions when using C++ */
1139#ifdef __cplusplus
1140}
1141#endif
1142#include <SDL3/SDL_close_code.h>
1143
1144#endif /* SDL_events_h_ */
Audio functionality for the SDL library.
Uint32 SDL_AudioDeviceID
Definition SDL_audio.h:143
#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:260
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:200
@ 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:196
@ 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:197
@ 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:205
@ SDL_EVENT_WINDOW_FIRST
Definition SDL_events.h:129
@ SDL_EVENT_SENSOR_UPDATE
Definition SDL_events.h:193
@ 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_AUDIO_DEVICE_FORMAT_CHANGED
Definition SDL_events.h:190
@ 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:210
@ 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:288
int(* SDL_EventFilter)(void *userdata, SDL_Event *event)
Definition SDL_events.h:965
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:690
@ SDL_ADDEVENT
Definition SDL_events.h:691
@ SDL_PEEKEVENT
Definition SDL_events.h:692
@ SDL_GETEVENT
Definition SDL_events.h:693
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:494
SDL_AudioDeviceID which
Definition SDL_events.h:497
An event triggered when the clipboard contents have changed (event.clipboard.*)
Definition SDL_events.h:542
Fields shared by every event.
Definition SDL_events.h:217
Display state change event data (event.display.*)
Definition SDL_events.h:226
SDL_DisplayID displayID
Definition SDL_events.h:229
An event used to request a file open by the system (event.drop.*) This event is enabled by default,...
Definition SDL_events.h:529
SDL_WindowID windowID
Definition SDL_events.h:533
Uint64 timestamp
Definition SDL_events.h:531
Gamepad axis motion event structure (event.gaxis.*)
Definition SDL_events.h:424
SDL_JoystickID which
Definition SDL_events.h:427
Gamepad button event structure (event.gbutton.*)
Definition SDL_events.h:441
SDL_JoystickID which
Definition SDL_events.h:444
Gamepad device event structure (event.gdevice.*)
Definition SDL_events.h:456
SDL_JoystickID which
Definition SDL_events.h:459
Gamepad sensor event structure (event.gsensor.*)
Definition SDL_events.h:481
SDL_JoystickID which
Definition SDL_events.h:484
Gamepad touchpad event structure (event.gtouchpad.*)
Definition SDL_events.h:466
Joystick axis motion event structure (event.jaxis.*)
Definition SDL_events.h:353
SDL_JoystickID which
Definition SDL_events.h:356
Joysick battery level change event structure (event.jbattery.*)
Definition SDL_events.h:413
SDL_JoystickPowerLevel level
Definition SDL_events.h:417
SDL_JoystickID which
Definition SDL_events.h:416
Joystick button event structure (event.jbutton.*)
Definition SDL_events.h:389
SDL_JoystickID which
Definition SDL_events.h:392
Joystick device event structure (event.jdevice.*)
Definition SDL_events.h:403
SDL_JoystickID which
Definition SDL_events.h:406
Joystick hat position change event structure (event.jhat.*)
Definition SDL_events.h:369
SDL_JoystickID which
Definition SDL_events.h:372
Keyboard button event structure (event.key.*)
Definition SDL_events.h:249
SDL_Keysym keysym
Definition SDL_events.h:257
SDL_WindowID windowID
Definition SDL_events.h:252
The SDL keysym structure, used in key events.
Mouse button event structure (event.button.*)
Definition SDL_events.h:320
SDL_WindowID windowID
Definition SDL_events.h:323
Mouse motion event structure (event.motion.*)
Definition SDL_events.h:304
SDL_WindowID windowID
Definition SDL_events.h:307
Mouse wheel event structure (event.wheel.*)
Definition SDL_events.h:337
SDL_MouseID which
Definition SDL_events.h:341
SDL_WindowID windowID
Definition SDL_events.h:340
OS Specific event.
Definition SDL_events.h:572
Uint32 type
Definition SDL_events.h:573
Uint64 timestamp
Definition SDL_events.h:574
The "quit requested" event.
Definition SDL_events.h:563
Uint64 timestamp
Definition SDL_events.h:565
Sensor event structure (event.sensor.*)
Definition SDL_events.h:551
Uint64 sensor_timestamp
Definition SDL_events.h:556
SDL_SensorID which
Definition SDL_events.h:554
A video driver dependent system event (event.syswm.*) This event is disabled by default,...
Definition SDL_events.h:601
SDL_SysWMmsg * msg
Definition SDL_events.h:604
Keyboard text editing event structure (event.edit.*)
Definition SDL_events.h:265
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]
Definition SDL_events.h:269
SDL_WindowID windowID
Definition SDL_events.h:268
Extended keyboard text editing event structure (event.editExt.*) when text would be truncated if stor...
Definition SDL_events.h:279
Keyboard text input event structure (event.text.*)
Definition SDL_events.h:293
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]
Definition SDL_events.h:297
SDL_WindowID windowID
Definition SDL_events.h:296
Touch finger event structure (event.tfinger.*)
Definition SDL_events.h:509
SDL_FingerID fingerId
Definition SDL_events.h:513
SDL_WindowID windowID
Definition SDL_events.h:519
SDL_TouchID touchId
Definition SDL_events.h:512
A user-defined event type (event.user.*)
Definition SDL_events.h:581
SDL_WindowID windowID
Definition SDL_events.h:584
Uint64 timestamp
Definition SDL_events.h:583
Window state change event data (event.window.*)
Definition SDL_events.h:237
SDL_WindowID windowID
Definition SDL_events.h:240
General event structure.
Definition SDL_events.h:611
SDL_QuitEvent quit
Definition SDL_events.h:635
SDL_AudioDeviceEvent adevice
Definition SDL_events.h:633
Uint8 padding[128]
Definition SDL_events.h:655
SDL_JoyDeviceEvent jdevice
Definition SDL_events.h:626
Uint32 type
Definition SDL_events.h:612
SDL_MouseWheelEvent wheel
Definition SDL_events.h:622
SDL_JoyHatEvent jhat
Definition SDL_events.h:624
SDL_ClipboardEvent clipboard
Definition SDL_events.h:640
SDL_JoyButtonEvent jbutton
Definition SDL_events.h:625
SDL_GamepadDeviceEvent gdevice
Definition SDL_events.h:630
SDL_GamepadAxisEvent gaxis
Definition SDL_events.h:628
SDL_WindowEvent window
Definition SDL_events.h:615
SDL_GamepadTouchpadEvent gtouchpad
Definition SDL_events.h:631
SDL_TextEditingEvent edit
Definition SDL_events.h:617
SDL_TextInputEvent text
Definition SDL_events.h:619
SDL_GamepadSensorEvent gsensor
Definition SDL_events.h:632
SDL_TouchFingerEvent tfinger
Definition SDL_events.h:638
SDL_SysWMEvent syswm
Definition SDL_events.h:637
SDL_MouseButtonEvent button
Definition SDL_events.h:621
SDL_UserEvent user
Definition SDL_events.h:636
SDL_KeyboardEvent key
Definition SDL_events.h:616
SDL_TextEditingExtEvent editExt
Definition SDL_events.h:618
SDL_CommonEvent common
Definition SDL_events.h:613
SDL_MouseMotionEvent motion
Definition SDL_events.h:620
SDL_JoyAxisEvent jaxis
Definition SDL_events.h:623
SDL_DropEvent drop
Definition SDL_events.h:639
SDL_JoyBatteryEvent jbattery
Definition SDL_events.h:627
SDL_SensorEvent sensor
Definition SDL_events.h:634
SDL_GamepadButtonEvent gbutton
Definition SDL_events.h:629
SDL_DisplayEvent display
Definition SDL_events.h:614