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			755 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			755 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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 *  \file SDL_events.h
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 *
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 *  Include file for SDL event handling.
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 */
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#ifndef SDL_events_h_
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#define SDL_events_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "SDL_keyboard.h"
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#include "SDL_mouse.h"
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#include "SDL_joystick.h"
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#include "SDL_gamecontroller.h"
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#include "SDL_quit.h"
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#include "SDL_gesture.h"
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#include "SDL_touch.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* General keyboard/mouse state definitions */
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#define SDL_RELEASED    0
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#define SDL_PRESSED 1
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/**
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 * \brief The types of events that can be delivered.
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 */
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typedef enum
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{
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    SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */
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    /* Application events */
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    SDL_QUIT           = 0x100, /**< User-requested quit */
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    /* These application events have special meaning on iOS, see README-ios.md for details */
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    SDL_APP_TERMINATING,        /**< The application is being terminated by the OS
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                                     Called on iOS in applicationWillTerminate()
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                                     Called on Android in onDestroy()
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                                */
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    SDL_APP_LOWMEMORY,          /**< The application is low on memory, free memory if possible.
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                                     Called on iOS in applicationDidReceiveMemoryWarning()
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                                     Called on Android in onLowMemory()
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                                */
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    SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
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                                     Called on iOS in applicationWillResignActive()
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                                     Called on Android in onPause()
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                                */
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    SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
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                                     Called on iOS in applicationDidEnterBackground()
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                                     Called on Android in onPause()
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                                */
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    SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
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                                     Called on iOS in applicationWillEnterForeground()
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                                     Called on Android in onResume()
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                                */
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    SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
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                                     Called on iOS in applicationDidBecomeActive()
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                                     Called on Android in onResume()
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                                */
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    /* Window events */
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    SDL_WINDOWEVENT    = 0x200, /**< Window state change */
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    SDL_SYSWMEVENT,             /**< System specific event */
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    /* Keyboard events */
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    SDL_KEYDOWN        = 0x300, /**< Key pressed */
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    SDL_KEYUP,                  /**< Key released */
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    SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
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    SDL_TEXTINPUT,              /**< Keyboard text input */
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    SDL_KEYMAPCHANGED,          /**< Keymap changed due to a system event such as an
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                                     input language or keyboard layout change.
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                                */
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    /* Mouse events */
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    SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
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    SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
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    SDL_MOUSEBUTTONUP,          /**< Mouse button released */
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    SDL_MOUSEWHEEL,             /**< Mouse wheel motion */
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    /* Joystick events */
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    SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
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    SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
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    SDL_JOYHATMOTION,           /**< Joystick hat position change */
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    SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
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    SDL_JOYBUTTONUP,            /**< Joystick button released */
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    SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
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    SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */
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    /* Game controller events */
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    SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
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    SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
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    SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
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    SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
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    SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
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    SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
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    /* Touch events */
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    SDL_FINGERDOWN      = 0x700,
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    SDL_FINGERUP,
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    SDL_FINGERMOTION,
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    /* Gesture events */
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    SDL_DOLLARGESTURE   = 0x800,
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    SDL_DOLLARRECORD,
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    SDL_MULTIGESTURE,
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    /* Clipboard events */
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    SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
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    /* Drag and drop events */
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    SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
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    SDL_DROPTEXT,                 /**< text/plain drag-and-drop event */
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    SDL_DROPBEGIN,                /**< A new set of drops is beginning (NULL filename) */
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    SDL_DROPCOMPLETE,             /**< Current set of drops is now complete (NULL filename) */
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    /* Audio hotplug events */
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    SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
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    SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
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    /* Render events */
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    SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
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    SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
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    /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
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     *  and should be allocated with SDL_RegisterEvents()
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     */
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    SDL_USEREVENT    = 0x8000,
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    /**
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     *  This last event is only for bounding internal arrays
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     */
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    SDL_LASTEVENT    = 0xFFFF
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} SDL_EventType;
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/**
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 *  \brief Fields shared by every event
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 */
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typedef struct SDL_CommonEvent
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{
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    Uint32 type;
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    Uint32 timestamp;
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} SDL_CommonEvent;
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/**
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 *  \brief Window state change event data (event.window.*)
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 */
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typedef struct SDL_WindowEvent
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{
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    Uint32 type;        /**< ::SDL_WINDOWEVENT */
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    Uint32 timestamp;
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    Uint32 windowID;    /**< The associated window */
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    Uint8 event;        /**< ::SDL_WindowEventID */
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    Uint8 padding1;
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    Uint8 padding2;
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    Uint8 padding3;
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    Sint32 data1;       /**< event dependent data */
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    Sint32 data2;       /**< event dependent data */
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} SDL_WindowEvent;
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/**
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 *  \brief Keyboard button event structure (event.key.*)
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 */
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typedef struct SDL_KeyboardEvent
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{
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    Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
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    Uint32 timestamp;
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    Uint32 windowID;    /**< The window with keyboard focus, if any */
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    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
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    Uint8 repeat;       /**< Non-zero if this is a key repeat */
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    Uint8 padding2;
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    Uint8 padding3;
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    SDL_Keysym keysym;  /**< The key that was pressed or released */
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} SDL_KeyboardEvent;
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#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
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/**
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 *  \brief Keyboard text editing event structure (event.edit.*)
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 */
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typedef struct SDL_TextEditingEvent
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{
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    Uint32 type;                                /**< ::SDL_TEXTEDITING */
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    Uint32 timestamp;
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    Uint32 windowID;                            /**< The window with keyboard focus, if any */
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    char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
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    Sint32 start;                               /**< The start cursor of selected editing text */
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    Sint32 length;                              /**< The length of selected editing text */
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} SDL_TextEditingEvent;
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#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
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/**
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 *  \brief Keyboard text input event structure (event.text.*)
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 */
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typedef struct SDL_TextInputEvent
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{
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    Uint32 type;                              /**< ::SDL_TEXTINPUT */
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    Uint32 timestamp;
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    Uint32 windowID;                          /**< The window with keyboard focus, if any */
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    char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
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} SDL_TextInputEvent;
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/**
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 *  \brief Mouse motion event structure (event.motion.*)
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 */
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typedef struct SDL_MouseMotionEvent
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{
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    Uint32 type;        /**< ::SDL_MOUSEMOTION */
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    Uint32 timestamp;
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    Uint32 windowID;    /**< The window with mouse focus, if any */
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    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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    Uint32 state;       /**< The current button state */
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    Sint32 x;           /**< X coordinate, relative to window */
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    Sint32 y;           /**< Y coordinate, relative to window */
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    Sint32 xrel;        /**< The relative motion in the X direction */
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    Sint32 yrel;        /**< The relative motion in the Y direction */
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} SDL_MouseMotionEvent;
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/**
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 *  \brief Mouse button event structure (event.button.*)
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 */
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typedef struct SDL_MouseButtonEvent
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{
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    Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
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    Uint32 timestamp;
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    Uint32 windowID;    /**< The window with mouse focus, if any */
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    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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    Uint8 button;       /**< The mouse button index */
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    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
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    Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
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    Uint8 padding1;
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    Sint32 x;           /**< X coordinate, relative to window */
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    Sint32 y;           /**< Y coordinate, relative to window */
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} SDL_MouseButtonEvent;
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/**
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 *  \brief Mouse wheel event structure (event.wheel.*)
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 */
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typedef struct SDL_MouseWheelEvent
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{
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    Uint32 type;        /**< ::SDL_MOUSEWHEEL */
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    Uint32 timestamp;
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    Uint32 windowID;    /**< The window with mouse focus, if any */
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    Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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    Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
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    Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
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    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 */
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} SDL_MouseWheelEvent;
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/**
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 *  \brief Joystick axis motion event structure (event.jaxis.*)
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 */
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typedef struct SDL_JoyAxisEvent
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{
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    Uint32 type;        /**< ::SDL_JOYAXISMOTION */
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    Uint32 timestamp;
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    SDL_JoystickID which; /**< The joystick instance id */
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    Uint8 axis;         /**< The joystick axis index */
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    Uint8 padding1;
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    Uint8 padding2;
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    Uint8 padding3;
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    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
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    Uint16 padding4;
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} SDL_JoyAxisEvent;
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/**
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 *  \brief Joystick trackball motion event structure (event.jball.*)
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 */
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typedef struct SDL_JoyBallEvent
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{
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    Uint32 type;        /**< ::SDL_JOYBALLMOTION */
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    Uint32 timestamp;
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    SDL_JoystickID which; /**< The joystick instance id */
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    Uint8 ball;         /**< The joystick trackball index */
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    Uint8 padding1;
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    Uint8 padding2;
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    Uint8 padding3;
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    Sint16 xrel;        /**< The relative motion in the X direction */
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    Sint16 yrel;        /**< The relative motion in the Y direction */
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} SDL_JoyBallEvent;
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/**
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 *  \brief Joystick hat position change event structure (event.jhat.*)
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 */
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typedef struct SDL_JoyHatEvent
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{
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    Uint32 type;        /**< ::SDL_JOYHATMOTION */
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    Uint32 timestamp;
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    SDL_JoystickID which; /**< The joystick instance id */
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    Uint8 hat;          /**< The joystick hat index */
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    Uint8 value;        /**< The hat position value.
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                         *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
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                         *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
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                         *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
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                         *
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                         *   Note that zero means the POV is centered.
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                         */
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    Uint8 padding1;
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    Uint8 padding2;
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} SDL_JoyHatEvent;
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/**
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 *  \brief Joystick button event structure (event.jbutton.*)
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 */
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typedef struct SDL_JoyButtonEvent
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{
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    Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
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    Uint32 timestamp;
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    SDL_JoystickID which; /**< The joystick instance id */
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    Uint8 button;       /**< The joystick button index */
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    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
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    Uint8 padding1;
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    Uint8 padding2;
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} SDL_JoyButtonEvent;
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/**
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 *  \brief Joystick device event structure (event.jdevice.*)
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 */
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typedef struct SDL_JoyDeviceEvent
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{
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    Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
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    Uint32 timestamp;
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    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
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} SDL_JoyDeviceEvent;
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/**
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 *  \brief Game controller axis motion event structure (event.caxis.*)
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 */
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typedef struct SDL_ControllerAxisEvent
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{
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    Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
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    Uint32 timestamp;
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    SDL_JoystickID which; /**< The joystick instance id */
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    Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
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    Uint8 padding1;
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    Uint8 padding2;
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    Uint8 padding3;
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    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
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    Uint16 padding4;
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} SDL_ControllerAxisEvent;
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/**
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 *  \brief Game controller button event structure (event.cbutton.*)
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 */
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typedef struct SDL_ControllerButtonEvent
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{
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    Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
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    Uint32 timestamp;
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    SDL_JoystickID which; /**< The joystick instance id */
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    Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
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    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
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    Uint8 padding1;
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    Uint8 padding2;
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} SDL_ControllerButtonEvent;
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/**
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 *  \brief Controller device event structure (event.cdevice.*)
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 */
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typedef struct SDL_ControllerDeviceEvent
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{
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    Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
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    Uint32 timestamp;
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    Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
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} SDL_ControllerDeviceEvent;
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/**
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 *  \brief Audio device event structure (event.adevice.*)
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 */
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typedef struct SDL_AudioDeviceEvent
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{
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    Uint32 type;        /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
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    Uint32 timestamp;
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    Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
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    Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
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    Uint8 padding1;
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    Uint8 padding2;
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    Uint8 padding3;
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} SDL_AudioDeviceEvent;
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/**
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						|
 *  \brief Touch finger event structure (event.tfinger.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_TouchFingerEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
 | 
						|
    Uint32 timestamp;
 | 
						|
    SDL_TouchID touchId; /**< The touch device id */
 | 
						|
    SDL_FingerID fingerId;
 | 
						|
    float x;            /**< Normalized in the range 0...1 */
 | 
						|
    float y;            /**< Normalized in the range 0...1 */
 | 
						|
    float dx;           /**< Normalized in the range -1...1 */
 | 
						|
    float dy;           /**< Normalized in the range -1...1 */
 | 
						|
    float pressure;     /**< Normalized in the range 0...1 */
 | 
						|
} SDL_TouchFingerEvent;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief Multiple Finger Gesture Event (event.mgesture.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_MultiGestureEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< ::SDL_MULTIGESTURE */
 | 
						|
    Uint32 timestamp;
 | 
						|
    SDL_TouchID touchId; /**< The touch device id */
 | 
						|
    float dTheta;
 | 
						|
    float dDist;
 | 
						|
    float x;
 | 
						|
    float y;
 | 
						|
    Uint16 numFingers;
 | 
						|
    Uint16 padding;
 | 
						|
} SDL_MultiGestureEvent;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * \brief Dollar Gesture Event (event.dgesture.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_DollarGestureEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
 | 
						|
    Uint32 timestamp;
 | 
						|
    SDL_TouchID touchId; /**< The touch device id */
 | 
						|
    SDL_GestureID gestureId;
 | 
						|
    Uint32 numFingers;
 | 
						|
    float error;
 | 
						|
    float x;            /**< Normalized center of gesture */
 | 
						|
    float y;            /**< Normalized center of gesture */
 | 
						|
} SDL_DollarGestureEvent;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief An event used to request a file open by the system (event.drop.*)
 | 
						|
 *         This event is enabled by default, you can disable it with SDL_EventState().
 | 
						|
 *  \note If this event is enabled, you must free the filename in the event.
 | 
						|
 */
 | 
						|
typedef struct SDL_DropEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
 | 
						|
    Uint32 timestamp;
 | 
						|
    char *file;         /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
 | 
						|
    Uint32 windowID;    /**< The window that was dropped on, if any */
 | 
						|
} SDL_DropEvent;
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief The "quit requested" event
 | 
						|
 */
 | 
						|
typedef struct SDL_QuitEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< ::SDL_QUIT */
 | 
						|
    Uint32 timestamp;
 | 
						|
} SDL_QuitEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief OS Specific event
 | 
						|
 */
 | 
						|
typedef struct SDL_OSEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< ::SDL_QUIT */
 | 
						|
    Uint32 timestamp;
 | 
						|
} SDL_OSEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief A user-defined event type (event.user.*)
 | 
						|
 */
 | 
						|
typedef struct SDL_UserEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
 | 
						|
    Uint32 timestamp;
 | 
						|
    Uint32 windowID;    /**< The associated window if any */
 | 
						|
    Sint32 code;        /**< User defined event code */
 | 
						|
    void *data1;        /**< User defined data pointer */
 | 
						|
    void *data2;        /**< User defined data pointer */
 | 
						|
} SDL_UserEvent;
 | 
						|
 | 
						|
 | 
						|
struct SDL_SysWMmsg;
 | 
						|
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief A video driver dependent system event (event.syswm.*)
 | 
						|
 *         This event is disabled by default, you can enable it with SDL_EventState()
 | 
						|
 *
 | 
						|
 *  \note If you want to use this event, you should include SDL_syswm.h.
 | 
						|
 */
 | 
						|
typedef struct SDL_SysWMEvent
 | 
						|
{
 | 
						|
    Uint32 type;        /**< ::SDL_SYSWMEVENT */
 | 
						|
    Uint32 timestamp;
 | 
						|
    SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
 | 
						|
} SDL_SysWMEvent;
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief General event structure
 | 
						|
 */
 | 
						|
typedef union SDL_Event
 | 
						|
{
 | 
						|
    Uint32 type;                    /**< Event type, shared with all events */
 | 
						|
    SDL_CommonEvent common;         /**< Common event data */
 | 
						|
    SDL_WindowEvent window;         /**< Window event data */
 | 
						|
    SDL_KeyboardEvent key;          /**< Keyboard event data */
 | 
						|
    SDL_TextEditingEvent edit;      /**< Text editing event data */
 | 
						|
    SDL_TextInputEvent text;        /**< Text input event data */
 | 
						|
    SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
 | 
						|
    SDL_MouseButtonEvent button;    /**< Mouse button event data */
 | 
						|
    SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
 | 
						|
    SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
 | 
						|
    SDL_JoyBallEvent jball;         /**< Joystick ball event data */
 | 
						|
    SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
 | 
						|
    SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
 | 
						|
    SDL_JoyDeviceEvent jdevice;     /**< Joystick device change event data */
 | 
						|
    SDL_ControllerAxisEvent caxis;      /**< Game Controller axis event data */
 | 
						|
    SDL_ControllerButtonEvent cbutton;  /**< Game Controller button event data */
 | 
						|
    SDL_ControllerDeviceEvent cdevice;  /**< Game Controller device event data */
 | 
						|
    SDL_AudioDeviceEvent adevice;   /**< Audio device event data */
 | 
						|
    SDL_QuitEvent quit;             /**< Quit request event data */
 | 
						|
    SDL_UserEvent user;             /**< Custom event data */
 | 
						|
    SDL_SysWMEvent syswm;           /**< System dependent window event data */
 | 
						|
    SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
 | 
						|
    SDL_MultiGestureEvent mgesture; /**< Gesture event data */
 | 
						|
    SDL_DollarGestureEvent dgesture; /**< Gesture event data */
 | 
						|
    SDL_DropEvent drop;             /**< Drag and drop event data */
 | 
						|
 | 
						|
    /* This is necessary for ABI compatibility between Visual C++ and GCC
 | 
						|
       Visual C++ will respect the push pack pragma and use 52 bytes for
 | 
						|
       this structure, and GCC will use the alignment of the largest datatype
 | 
						|
       within the union, which is 8 bytes.
 | 
						|
 | 
						|
       So... we'll add padding to force the size to be 56 bytes for both.
 | 
						|
    */
 | 
						|
    Uint8 padding[56];
 | 
						|
} SDL_Event;
 | 
						|
 | 
						|
 | 
						|
/* Function prototypes */
 | 
						|
 | 
						|
/**
 | 
						|
 *  Pumps the event loop, gathering events from the input devices.
 | 
						|
 *
 | 
						|
 *  This function updates the event queue and internal input device state.
 | 
						|
 *
 | 
						|
 *  This should only be run in the thread that sets the video mode.
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
 | 
						|
 | 
						|
/* @{ */
 | 
						|
typedef enum
 | 
						|
{
 | 
						|
    SDL_ADDEVENT,
 | 
						|
    SDL_PEEKEVENT,
 | 
						|
    SDL_GETEVENT
 | 
						|
} SDL_eventaction;
 | 
						|
 | 
						|
/**
 | 
						|
 *  Checks the event queue for messages and optionally returns them.
 | 
						|
 *
 | 
						|
 *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
 | 
						|
 *  the back of the event queue.
 | 
						|
 *
 | 
						|
 *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
 | 
						|
 *  of the event queue, within the specified minimum and maximum type,
 | 
						|
 *  will be returned and will not be removed from the queue.
 | 
						|
 *
 | 
						|
 *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
 | 
						|
 *  of the event queue, within the specified minimum and maximum type,
 | 
						|
 *  will be returned and will be removed from the queue.
 | 
						|
 *
 | 
						|
 *  \return The number of events actually stored, or -1 if there was an error.
 | 
						|
 *
 | 
						|
 *  This function is thread-safe.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
 | 
						|
                                           SDL_eventaction action,
 | 
						|
                                           Uint32 minType, Uint32 maxType);
 | 
						|
/* @} */
 | 
						|
 | 
						|
/**
 | 
						|
 *  Checks to see if certain event types are in the event queue.
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
 | 
						|
 | 
						|
/**
 | 
						|
 *  This function clears events from the event queue
 | 
						|
 *  This function only affects currently queued events. If you want to make
 | 
						|
 *  sure that all pending OS events are flushed, you can call SDL_PumpEvents()
 | 
						|
 *  on the main thread immediately before the flush call.
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
 | 
						|
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief Polls for currently pending events.
 | 
						|
 *
 | 
						|
 *  \return 1 if there are any pending events, or 0 if there are none available.
 | 
						|
 *
 | 
						|
 *  \param event If not NULL, the next event is removed from the queue and
 | 
						|
 *               stored in that area.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief Waits indefinitely for the next available event.
 | 
						|
 *
 | 
						|
 *  \return 1, or 0 if there was an error while waiting for events.
 | 
						|
 *
 | 
						|
 *  \param event If not NULL, the next event is removed from the queue and
 | 
						|
 *               stored in that area.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief Waits until the specified timeout (in milliseconds) for the next
 | 
						|
 *         available event.
 | 
						|
 *
 | 
						|
 *  \return 1, or 0 if there was an error while waiting for events.
 | 
						|
 *
 | 
						|
 *  \param event If not NULL, the next event is removed from the queue and
 | 
						|
 *               stored in that area.
 | 
						|
 *  \param timeout The timeout (in milliseconds) to wait for next event.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
 | 
						|
                                                 int timeout);
 | 
						|
 | 
						|
/**
 | 
						|
 *  \brief Add an event to the event queue.
 | 
						|
 *
 | 
						|
 *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue
 | 
						|
 *          was full or there was some other error.
 | 
						|
 */
 | 
						|
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
 | 
						|
 | 
						|
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
 | 
						|
 | 
						|
/**
 | 
						|
 *  Sets up a filter to process all events before they change internal state and
 | 
						|
 *  are posted to the internal event queue.
 | 
						|
 *
 | 
						|
 *  The filter is prototyped as:
 | 
						|
 *  \code
 | 
						|
 *      int SDL_EventFilter(void *userdata, SDL_Event * event);
 | 
						|
 *  \endcode
 | 
						|
 *
 | 
						|
 *  If the filter returns 1, then the event will be added to the internal queue.
 | 
						|
 *  If it returns 0, then the event will be dropped from the queue, but the
 | 
						|
 *  internal state will still be updated.  This allows selective filtering of
 | 
						|
 *  dynamically arriving events.
 | 
						|
 *
 | 
						|
 *  \warning  Be very careful of what you do in the event filter function, as
 | 
						|
 *            it may run in a different thread!
 | 
						|
 *
 | 
						|
 *  There is one caveat when dealing with the ::SDL_QuitEvent event type.  The
 | 
						|
 *  event filter is only called when the window manager desires to close the
 | 
						|
 *  application window.  If the event filter returns 1, then the window will
 | 
						|
 *  be closed, otherwise the window will remain open if possible.
 | 
						|
 *
 | 
						|
 *  If the quit event is generated by an interrupt signal, it will bypass the
 | 
						|
 *  internal queue and be delivered to the application at the next event poll.
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
 | 
						|
                                                void *userdata);
 | 
						|
 | 
						|
/**
 | 
						|
 *  Return the current event filter - can be used to "chain" filters.
 | 
						|
 *  If there is no event filter set, this function returns SDL_FALSE.
 | 
						|
 */
 | 
						|
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
 | 
						|
                                                    void **userdata);
 | 
						|
 | 
						|
/**
 | 
						|
 *  Add a function which is called when an event is added to the queue.
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
 | 
						|
                                               void *userdata);
 | 
						|
 | 
						|
/**
 | 
						|
 *  Remove an event watch function added with SDL_AddEventWatch()
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
 | 
						|
                                               void *userdata);
 | 
						|
 | 
						|
/**
 | 
						|
 *  Run the filter function on the current event queue, removing any
 | 
						|
 *  events for which the filter returns 0.
 | 
						|
 */
 | 
						|
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
 | 
						|
                                              void *userdata);
 | 
						|
 | 
						|
/* @{ */
 | 
						|
#define SDL_QUERY   -1
 | 
						|
#define SDL_IGNORE   0
 | 
						|
#define SDL_DISABLE  0
 | 
						|
#define SDL_ENABLE   1
 | 
						|
 | 
						|
/**
 | 
						|
 *  This function allows you to set the state of processing certain events.
 | 
						|
 *   - If \c state is set to ::SDL_IGNORE, that event will be automatically
 | 
						|
 *     dropped from the event queue and will not be filtered.
 | 
						|
 *   - If \c state is set to ::SDL_ENABLE, that event will be processed
 | 
						|
 *     normally.
 | 
						|
 *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
 | 
						|
 *     current processing state of the specified event.
 | 
						|
 */
 | 
						|
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
 | 
						|
/* @} */
 | 
						|
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
 | 
						|
 | 
						|
/**
 | 
						|
 *  This function allocates a set of user-defined events, and returns
 | 
						|
 *  the beginning event number for that set of events.
 | 
						|
 *
 | 
						|
 *  If there aren't enough user-defined events left, this function
 | 
						|
 *  returns (Uint32)-1
 | 
						|
 */
 | 
						|
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
 | 
						|
 | 
						|
/* Ends C function definitions when using C++ */
 | 
						|
#ifdef __cplusplus
 | 
						|
}
 | 
						|
#endif
 | 
						|
#include "close_code.h"
 | 
						|
 | 
						|
#endif /* SDL_events_h_ */
 | 
						|
 | 
						|
/* vi: set ts=4 sw=4 expandtab: */
 |