1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2022 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 "SDL_stdinc.h"
32#include "SDL_error.h"
33#include "SDL_video.h"
34#include "SDL_keyboard.h"
35#include "SDL_mouse.h"
36#include "SDL_joystick.h"
37#include "SDL_gamecontroller.h"
38#include "SDL_quit.h"
39#include "SDL_gesture.h"
40#include "SDL_touch.h"
41
42#include "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_FIRSTEVENT = 0, /**< Unused (do not remove) */
58
59 /* Application events */
60 SDL_QUIT = 0x100, /**< User-requested quit */
61
62 /* These application events have special meaning on iOS, see README-ios.md for details */
63 SDL_APP_TERMINATING, /**< The application is being terminated by the OS
64 Called on iOS in applicationWillTerminate()
65 Called on Android in onDestroy()
66 */
67 SDL_APP_LOWMEMORY, /**< 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_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72 Called on iOS in applicationWillResignActive()
73 Called on Android in onPause()
74 */
75 SDL_APP_DIDENTERBACKGROUND, /**< 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_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80 Called on iOS in applicationWillEnterForeground()
81 Called on Android in onResume()
82 */
83 SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84 Called on iOS in applicationDidBecomeActive()
85 Called on Android in onResume()
86 */
87
88 SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */
89
90 /* Display events */
91 SDL_DISPLAYEVENT = 0x150, /**< Display state change */
92
93 /* Window events */
94 SDL_WINDOWEVENT = 0x200, /**< Window state change */
95 SDL_SYSWMEVENT, /**< System specific event */
96
97 /* Keyboard events */
98 SDL_KEYDOWN = 0x300, /**< Key pressed */
99 SDL_KEYUP, /**< Key released */
100 SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
101 SDL_TEXTINPUT, /**< Keyboard text input */
102 SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
103 input language or keyboard layout change.
104 */
105
106 /* Mouse events */
107 SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
108 SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
109 SDL_MOUSEBUTTONUP, /**< Mouse button released */
110 SDL_MOUSEWHEEL, /**< Mouse wheel motion */
111
112 /* Joystick events */
113 SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
114 SDL_JOYBALLMOTION, /**< Joystick trackball motion */
115 SDL_JOYHATMOTION, /**< Joystick hat position change */
116 SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
117 SDL_JOYBUTTONUP, /**< Joystick button released */
118 SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
119 SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
120
121 /* Game controller events */
122 SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
123 SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
124 SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
125 SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
126 SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
127 SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
128 SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */
129 SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
130 SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
131 SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
132
133 /* Touch events */
134 SDL_FINGERDOWN = 0x700,
135 SDL_FINGERUP,
136 SDL_FINGERMOTION,
137
138 /* Gesture events */
139 SDL_DOLLARGESTURE = 0x800,
140 SDL_DOLLARRECORD,
141 SDL_MULTIGESTURE,
142
143 /* Clipboard events */
144 SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
145
146 /* Drag and drop events */
147 SDL_DROPFILE = 0x1000, /**< The system requests a file open */
148 SDL_DROPTEXT, /**< text/plain drag-and-drop event */
149 SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
150 SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
151
152 /* Audio hotplug events */
153 SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
154 SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
155
156 /* Sensor events */
157 SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
158
159 /* Render events */
160 SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
161 SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
162
163 /* Internal events */
164 SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
165
166 /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
167 * and should be allocated with SDL_RegisterEvents()
168 */
169 SDL_USEREVENT = 0x8000,
170
171 /**
172 * This last event is only for bounding internal arrays
173 */
174 SDL_LASTEVENT = 0xFFFF
175} SDL_EventType;
176
177/**
178 * \brief Fields shared by every event
179 */
180typedef struct SDL_CommonEvent
181{
182 Uint32 type;
183 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
184} SDL_CommonEvent;
185
186/**
187 * \brief Display state change event data (event.display.*)
188 */
189typedef struct SDL_DisplayEvent
190{
191 Uint32 type; /**< ::SDL_DISPLAYEVENT */
192 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
193 Uint32 display; /**< The associated display index */
194 Uint8 event; /**< ::SDL_DisplayEventID */
195 Uint8 padding1;
196 Uint8 padding2;
197 Uint8 padding3;
198 Sint32 data1; /**< event dependent data */
199} SDL_DisplayEvent;
200
201/**
202 * \brief Window state change event data (event.window.*)
203 */
204typedef struct SDL_WindowEvent
205{
206 Uint32 type; /**< ::SDL_WINDOWEVENT */
207 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
208 Uint32 windowID; /**< The associated window */
209 Uint8 event; /**< ::SDL_WindowEventID */
210 Uint8 padding1;
211 Uint8 padding2;
212 Uint8 padding3;
213 Sint32 data1; /**< event dependent data */
214 Sint32 data2; /**< event dependent data */
215} SDL_WindowEvent;
216
217/**
218 * \brief Keyboard button event structure (event.key.*)
219 */
220typedef struct SDL_KeyboardEvent
221{
222 Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
223 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
224 Uint32 windowID; /**< The window with keyboard focus, if any */
225 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
226 Uint8 repeat; /**< Non-zero if this is a key repeat */
227 Uint8 padding2;
228 Uint8 padding3;
229 SDL_Keysym keysym; /**< The key that was pressed or released */
230} SDL_KeyboardEvent;
231
232#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
233/**
234 * \brief Keyboard text editing event structure (event.edit.*)
235 */
236typedef struct SDL_TextEditingEvent
237{
238 Uint32 type; /**< ::SDL_TEXTEDITING */
239 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
240 Uint32 windowID; /**< The window with keyboard focus, if any */
241 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
242 Sint32 start; /**< The start cursor of selected editing text */
243 Sint32 length; /**< The length of selected editing text */
244} SDL_TextEditingEvent;
245
246
247#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
248/**
249 * \brief Keyboard text input event structure (event.text.*)
250 */
251typedef struct SDL_TextInputEvent
252{
253 Uint32 type; /**< ::SDL_TEXTINPUT */
254 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
255 Uint32 windowID; /**< The window with keyboard focus, if any */
256 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
257} SDL_TextInputEvent;
258
259/**
260 * \brief Mouse motion event structure (event.motion.*)
261 */
262typedef struct SDL_MouseMotionEvent
263{
264 Uint32 type; /**< ::SDL_MOUSEMOTION */
265 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
266 Uint32 windowID; /**< The window with mouse focus, if any */
267 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
268 Uint32 state; /**< The current button state */
269 Sint32 x; /**< X coordinate, relative to window */
270 Sint32 y; /**< Y coordinate, relative to window */
271 Sint32 xrel; /**< The relative motion in the X direction */
272 Sint32 yrel; /**< The relative motion in the Y direction */
273} SDL_MouseMotionEvent;
274
275/**
276 * \brief Mouse button event structure (event.button.*)
277 */
278typedef struct SDL_MouseButtonEvent
279{
280 Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
281 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
282 Uint32 windowID; /**< The window with mouse focus, if any */
283 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
284 Uint8 button; /**< The mouse button index */
285 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
286 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
287 Uint8 padding1;
288 Sint32 x; /**< X coordinate, relative to window */
289 Sint32 y; /**< Y coordinate, relative to window */
290} SDL_MouseButtonEvent;
291
292/**
293 * \brief Mouse wheel event structure (event.wheel.*)
294 */
295typedef struct SDL_MouseWheelEvent
296{
297 Uint32 type; /**< ::SDL_MOUSEWHEEL */
298 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
299 Uint32 windowID; /**< The window with mouse focus, if any */
300 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
301 Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
302 Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
303 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 */
304 float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
305 float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
306} SDL_MouseWheelEvent;
307
308/**
309 * \brief Joystick axis motion event structure (event.jaxis.*)
310 */
311typedef struct SDL_JoyAxisEvent
312{
313 Uint32 type; /**< ::SDL_JOYAXISMOTION */
314 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
315 SDL_JoystickID which; /**< The joystick instance id */
316 Uint8 axis; /**< The joystick axis index */
317 Uint8 padding1;
318 Uint8 padding2;
319 Uint8 padding3;
320 Sint16 value; /**< The axis value (range: -32768 to 32767) */
321 Uint16 padding4;
322} SDL_JoyAxisEvent;
323
324/**
325 * \brief Joystick trackball motion event structure (event.jball.*)
326 */
327typedef struct SDL_JoyBallEvent
328{
329 Uint32 type; /**< ::SDL_JOYBALLMOTION */
330 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
331 SDL_JoystickID which; /**< The joystick instance id */
332 Uint8 ball; /**< The joystick trackball index */
333 Uint8 padding1;
334 Uint8 padding2;
335 Uint8 padding3;
336 Sint16 xrel; /**< The relative motion in the X direction */
337 Sint16 yrel; /**< The relative motion in the Y direction */
338} SDL_JoyBallEvent;
339
340/**
341 * \brief Joystick hat position change event structure (event.jhat.*)
342 */
343typedef struct SDL_JoyHatEvent
344{
345 Uint32 type; /**< ::SDL_JOYHATMOTION */
346 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
347 SDL_JoystickID which; /**< The joystick instance id */
348 Uint8 hat; /**< The joystick hat index */
349 Uint8 value; /**< The hat position value.
350 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
351 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
352 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
353 *
354 * Note that zero means the POV is centered.
355 */
356 Uint8 padding1;
357 Uint8 padding2;
358} SDL_JoyHatEvent;
359
360/**
361 * \brief Joystick button event structure (event.jbutton.*)
362 */
363typedef struct SDL_JoyButtonEvent
364{
365 Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
366 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
367 SDL_JoystickID which; /**< The joystick instance id */
368 Uint8 button; /**< The joystick button index */
369 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
370 Uint8 padding1;
371 Uint8 padding2;
372} SDL_JoyButtonEvent;
373
374/**
375 * \brief Joystick device event structure (event.jdevice.*)
376 */
377typedef struct SDL_JoyDeviceEvent
378{
379 Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
380 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
381 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
382} SDL_JoyDeviceEvent;
383
384
385/**
386 * \brief Game controller axis motion event structure (event.caxis.*)
387 */
388typedef struct SDL_ControllerAxisEvent
389{
390 Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
391 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
392 SDL_JoystickID which; /**< The joystick instance id */
393 Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
394 Uint8 padding1;
395 Uint8 padding2;
396 Uint8 padding3;
397 Sint16 value; /**< The axis value (range: -32768 to 32767) */
398 Uint16 padding4;
399} SDL_ControllerAxisEvent;
400
401
402/**
403 * \brief Game controller button event structure (event.cbutton.*)
404 */
405typedef struct SDL_ControllerButtonEvent
406{
407 Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
408 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
409 SDL_JoystickID which; /**< The joystick instance id */
410 Uint8 button; /**< The controller button (SDL_GameControllerButton) */
411 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
412 Uint8 padding1;
413 Uint8 padding2;
414} SDL_ControllerButtonEvent;
415
416
417/**
418 * \brief Controller device event structure (event.cdevice.*)
419 */
420typedef struct SDL_ControllerDeviceEvent
421{
422 Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
423 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
424 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
425} SDL_ControllerDeviceEvent;
426
427/**
428 * \brief Game controller touchpad event structure (event.ctouchpad.*)
429 */
430typedef struct SDL_ControllerTouchpadEvent
431{
432 Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */
433 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
434 SDL_JoystickID which; /**< The joystick instance id */
435 Sint32 touchpad; /**< The index of the touchpad */
436 Sint32 finger; /**< The index of the finger on the touchpad */
437 float x; /**< Normalized in the range 0...1 with 0 being on the left */
438 float y; /**< Normalized in the range 0...1 with 0 being at the top */
439 float pressure; /**< Normalized in the range 0...1 */
440} SDL_ControllerTouchpadEvent;
441
442/**
443 * \brief Game controller sensor event structure (event.csensor.*)
444 */
445typedef struct SDL_ControllerSensorEvent
446{
447 Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */
448 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
449 SDL_JoystickID which; /**< The joystick instance id */
450 Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
451 float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
452} SDL_ControllerSensorEvent;
453
454/**
455 * \brief Audio device event structure (event.adevice.*)
456 */
457typedef struct SDL_AudioDeviceEvent
458{
459 Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
460 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
461 Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
462 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
463 Uint8 padding1;
464 Uint8 padding2;
465 Uint8 padding3;
466} SDL_AudioDeviceEvent;
467
468
469/**
470 * \brief Touch finger event structure (event.tfinger.*)
471 */
472typedef struct SDL_TouchFingerEvent
473{
474 Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
475 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
476 SDL_TouchID touchId; /**< The touch device id */
477 SDL_FingerID fingerId;
478 float x; /**< Normalized in the range 0...1 */
479 float y; /**< Normalized in the range 0...1 */
480 float dx; /**< Normalized in the range -1...1 */
481 float dy; /**< Normalized in the range -1...1 */
482 float pressure; /**< Normalized in the range 0...1 */
483 Uint32 windowID; /**< The window underneath the finger, if any */
484} SDL_TouchFingerEvent;
485
486
487/**
488 * \brief Multiple Finger Gesture Event (event.mgesture.*)
489 */
490typedef struct SDL_MultiGestureEvent
491{
492 Uint32 type; /**< ::SDL_MULTIGESTURE */
493 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
494 SDL_TouchID touchId; /**< The touch device id */
495 float dTheta;
496 float dDist;
497 float x;
498 float y;
499 Uint16 numFingers;
500 Uint16 padding;
501} SDL_MultiGestureEvent;
502
503
504/**
505 * \brief Dollar Gesture Event (event.dgesture.*)
506 */
507typedef struct SDL_DollarGestureEvent
508{
509 Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
510 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
511 SDL_TouchID touchId; /**< The touch device id */
512 SDL_GestureID gestureId;
513 Uint32 numFingers;
514 float error;
515 float x; /**< Normalized center of gesture */
516 float y; /**< Normalized center of gesture */
517} SDL_DollarGestureEvent;
518
519
520/**
521 * \brief An event used to request a file open by the system (event.drop.*)
522 * This event is enabled by default, you can disable it with SDL_EventState().
523 * \note If this event is enabled, you must free the filename in the event.
524 */
525typedef struct SDL_DropEvent
526{
527 Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
528 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
529 char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
530 Uint32 windowID; /**< The window that was dropped on, if any */
531} SDL_DropEvent;
532
533
534/**
535 * \brief Sensor event structure (event.sensor.*)
536 */
537typedef struct SDL_SensorEvent
538{
539 Uint32 type; /**< ::SDL_SENSORUPDATE */
540 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
541 Sint32 which; /**< The instance ID of the sensor */
542 float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
543} SDL_SensorEvent;
544
545/**
546 * \brief The "quit requested" event
547 */
548typedef struct SDL_QuitEvent
549{
550 Uint32 type; /**< ::SDL_QUIT */
551 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
552} SDL_QuitEvent;
553
554/**
555 * \brief OS Specific event
556 */
557typedef struct SDL_OSEvent
558{
559 Uint32 type; /**< ::SDL_QUIT */
560 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
561} SDL_OSEvent;
562
563/**
564 * \brief A user-defined event type (event.user.*)
565 */
566typedef struct SDL_UserEvent
567{
568 Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
569 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
570 Uint32 windowID; /**< The associated window if any */
571 Sint32 code; /**< User defined event code */
572 void *data1; /**< User defined data pointer */
573 void *data2; /**< User defined data pointer */
574} SDL_UserEvent;
575
576
577struct SDL_SysWMmsg;
578typedef struct SDL_SysWMmsg SDL_SysWMmsg;
579
580/**
581 * \brief A video driver dependent system event (event.syswm.*)
582 * This event is disabled by default, you can enable it with SDL_EventState()
583 *
584 * \note If you want to use this event, you should include SDL_syswm.h.
585 */
586typedef struct SDL_SysWMEvent
587{
588 Uint32 type; /**< ::SDL_SYSWMEVENT */
589 Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
590 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
591} SDL_SysWMEvent;
592
593/**
594 * \brief General event structure
595 */
596typedef union SDL_Event
597{
598 Uint32 type; /**< Event type, shared with all events */
599 SDL_CommonEvent common; /**< Common event data */
600 SDL_DisplayEvent display; /**< Display event data */
601 SDL_WindowEvent window; /**< Window event data */
602 SDL_KeyboardEvent key; /**< Keyboard event data */
603 SDL_TextEditingEvent edit; /**< Text editing event data */
604 SDL_TextInputEvent text; /**< Text input event data */
605 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
606 SDL_MouseButtonEvent button; /**< Mouse button event data */
607 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
608 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
609 SDL_JoyBallEvent jball; /**< Joystick ball event data */
610 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
611 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
612 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
613 SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
614 SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
615 SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
616 SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */
617 SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */
618 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
619 SDL_SensorEvent sensor; /**< Sensor event data */
620 SDL_QuitEvent quit; /**< Quit request event data */
621 SDL_UserEvent user; /**< Custom event data */
622 SDL_SysWMEvent syswm; /**< System dependent window event data */
623 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
624 SDL_MultiGestureEvent mgesture; /**< Gesture event data */
625 SDL_DollarGestureEvent dgesture; /**< Gesture event data */
626 SDL_DropEvent drop; /**< Drag and drop event data */
627
628 /* This is necessary for ABI compatibility between Visual C++ and GCC.
629 Visual C++ will respect the push pack pragma and use 52 bytes (size of
630 SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
631 architectures) for this union, and GCC will use the alignment of the
632 largest datatype within the union, which is 8 bytes on 64-bit
633 architectures.
634
635 So... we'll add padding to force the size to be 56 bytes for both.
636
637 On architectures where pointers are 16 bytes, this needs rounding up to
638 the next multiple of 16, 64, and on architectures where pointers are
639 even larger the size of SDL_UserEvent will dominate as being 3 pointers.
640 */
641 Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
642} SDL_Event;
643
644/* Make sure we haven't broken binary compatibility */
645SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
646
647
648/* Function prototypes */
649
650/**
651 * Pump the event loop, gathering events from the input devices.
652 *
653 * This function updates the event queue and internal input device state.
654 *
655 * **WARNING**: This should only be run in the thread that initialized the
656 * video subsystem, and for extra safety, you should consider only doing those
657 * things on the main thread in any case.
658 *
659 * SDL_PumpEvents() gathers all the pending input information from devices and
660 * places it in the event queue. Without calls to SDL_PumpEvents() no events
661 * would ever be placed on the queue. Often the need for calls to
662 * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
663 * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
664 * polling or waiting for events (e.g. you are filtering them), then you must
665 * call SDL_PumpEvents() to force an event queue update.
666 *
667 * \since This function is available since SDL 2.0.0.
668 *
669 * \sa SDL_PollEvent
670 * \sa SDL_WaitEvent
671 */
672extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
673
674/* @{ */
675typedef enum
676{
677 SDL_ADDEVENT,
678 SDL_PEEKEVENT,
679 SDL_GETEVENT
680} SDL_eventaction;
681
682/**
683 * Check the event queue for messages and optionally return them.
684 *
685 * `action` may be any of the following:
686 *
687 * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
688 * event queue.
689 * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
690 * within the specified minimum and maximum type, will be returned to the
691 * caller and will _not_ be removed from the queue.
692 * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
693 * within the specified minimum and maximum type, will be returned to the
694 * caller and will be removed from the queue.
695 *
696 * You may have to call SDL_PumpEvents() before calling this function.
697 * Otherwise, the events may not be ready to be filtered when you call
698 * SDL_PeepEvents().
699 *
700 * This function is thread-safe.
701 *
702 * \param events destination buffer for the retrieved events
703 * \param numevents if action is SDL_ADDEVENT, the number of events to add
704 * back to the event queue; if action is SDL_PEEKEVENT or
705 * SDL_GETEVENT, the maximum number of events to retrieve
706 * \param action action to take; see [[#action|Remarks]] for details
707 * \param minType minimum value of the event type to be considered;
708 * SDL_FIRSTEVENT is a safe choice
709 * \param maxType maximum value of the event type to be considered;
710 * SDL_LASTEVENT is a safe choice
711 * \returns the number of events actually stored or a negative error code on
712 * failure; call SDL_GetError() for more information.
713 *
714 * \since This function is available since SDL 2.0.0.
715 *
716 * \sa SDL_PollEvent
717 * \sa SDL_PumpEvents
718 * \sa SDL_PushEvent
719 */
720extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
721 SDL_eventaction action,
722 Uint32 minType, Uint32 maxType);
723/* @} */
724
725/**
726 * Check for the existence of a certain event type in the event queue.
727 *
728 * If you need to check for a range of event types, use SDL_HasEvents()
729 * instead.
730 *
731 * \param type the type of event to be queried; see SDL_EventType for details
732 * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
733 * events matching `type` are not present.
734 *
735 * \since This function is available since SDL 2.0.0.
736 *
737 * \sa SDL_HasEvents
738 */
739extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
740
741
742/**
743 * Check for the existence of certain event types in the event queue.
744 *
745 * If you need to check for a single event type, use SDL_HasEvent() instead.
746 *
747 * \param minType the low end of event type to be queried, inclusive; see
748 * SDL_EventType for details
749 * \param maxType the high end of event type to be queried, inclusive; see
750 * SDL_EventType for details
751 * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
752 * present, or SDL_FALSE if not.
753 *
754 * \since This function is available since SDL 2.0.0.
755 *
756 * \sa SDL_HasEvents
757 */
758extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
759
760/**
761 * Clear events of a specific type from the event queue.
762 *
763 * This will unconditionally remove any events from the queue that match
764 * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
765 * instead.
766 *
767 * It's also normal to just ignore events you don't care about in your event
768 * loop without calling this function.
769 *
770 * This function only affects currently queued events. If you want to make
771 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
772 * on the main thread immediately before the flush call.
773 *
774 * \param type the type of event to be cleared; see SDL_EventType for details
775 *
776 * \since This function is available since SDL 2.0.0.
777 *
778 * \sa SDL_FlushEvents
779 */
780extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
781
782/**
783 * Clear events of a range of types from the event queue.
784 *
785 * This will unconditionally remove any events from the queue that are in the
786 * range of `minType` to `maxType`, inclusive. If you need to remove a single
787 * event type, use SDL_FlushEvent() instead.
788 *
789 * It's also normal to just ignore events you don't care about in your event
790 * loop without calling this function.
791 *
792 * This function only affects currently queued events. If you want to make
793 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
794 * on the main thread immediately before the flush call.
795 *
796 * \param minType the low end of event type to be cleared, inclusive; see
797 * SDL_EventType for details
798 * \param maxType the high end of event type to be cleared, inclusive; see
799 * SDL_EventType for details
800 *
801 * \since This function is available since SDL 2.0.0.
802 *
803 * \sa SDL_FlushEvent
804 */
805extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
806
807/**
808 * Poll for currently pending events.
809 *
810 * If `event` is not NULL, the next event is removed from the queue and stored
811 * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
812 * this event, immediately stored in the SDL Event structure -- not an event
813 * to follow.
814 *
815 * If `event` is NULL, it simply returns 1 if there is an event in the queue,
816 * but will not remove it from the queue.
817 *
818 * As this function may implicitly call SDL_PumpEvents(), you can only call
819 * this function in the thread that set the video mode.
820 *
821 * SDL_PollEvent() is the favored way of receiving system events since it can
822 * be done from the main loop and does not suspend the main loop while waiting
823 * on an event to be posted.
824 *
825 * The common practice is to fully process the event queue once every frame,
826 * usually as a first step before updating the game's state:
827 *
828 * ```c
829 * while (game_is_still_running) {
830 * SDL_Event event;
831 * while (SDL_PollEvent(&event)) { // poll until all events are handled!
832 * // decide what to do with this event.
833 * }
834 *
835 * // update game state, draw the current frame
836 * }
837 * ```
838 *
839 * \param event the SDL_Event structure to be filled with the next event from
840 * the queue, or NULL
841 * \returns 1 if there is a pending event or 0 if there are none available.
842 *
843 * \since This function is available since SDL 2.0.0.
844 *
845 * \sa SDL_GetEventFilter
846 * \sa SDL_PeepEvents
847 * \sa SDL_PushEvent
848 * \sa SDL_SetEventFilter
849 * \sa SDL_WaitEvent
850 * \sa SDL_WaitEventTimeout
851 */
852extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
853
854/**
855 * Wait indefinitely for the next available event.
856 *
857 * If `event` is not NULL, the next event is removed from the queue and stored
858 * in the SDL_Event structure pointed to by `event`.
859 *
860 * As this function may implicitly call SDL_PumpEvents(), you can only call
861 * this function in the thread that initialized the video subsystem.
862 *
863 * \param event the SDL_Event structure to be filled in with the next event
864 * from the queue, or NULL
865 * \returns 1 on success or 0 if there was an error while waiting for events;
866 * call SDL_GetError() for more information.
867 *
868 * \since This function is available since SDL 2.0.0.
869 *
870 * \sa SDL_PollEvent
871 * \sa SDL_PumpEvents
872 * \sa SDL_WaitEventTimeout
873 */
874extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
875
876/**
877 * Wait until the specified timeout (in milliseconds) for the next available
878 * event.
879 *
880 * If `event` is not NULL, the next event is removed from the queue and stored
881 * in the SDL_Event structure pointed to by `event`.
882 *
883 * As this function may implicitly call SDL_PumpEvents(), you can only call
884 * this function in the thread that initialized the video subsystem.
885 *
886 * \param event the SDL_Event structure to be filled in with the next event
887 * from the queue, or NULL
888 * \param timeout the maximum number of milliseconds to wait for the next
889 * available event
890 * \returns 1 on success or 0 if there was an error while waiting for events;
891 * call SDL_GetError() for more information. This also returns 0 if
892 * the timeout elapsed without an event arriving.
893 *
894 * \since This function is available since SDL 2.0.0.
895 *
896 * \sa SDL_PollEvent
897 * \sa SDL_PumpEvents
898 * \sa SDL_WaitEvent
899 */
900extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
901 int timeout);
902
903/**
904 * Add an event to the event queue.
905 *
906 * The event queue can actually be used as a two way communication channel.
907 * Not only can events be read from the queue, but the user can also push
908 * their own events onto it. `event` is a pointer to the event structure you
909 * wish to push onto the queue. The event is copied into the queue, and the
910 * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
911 *
912 * Note: Pushing device input events onto the queue doesn't modify the state
913 * of the device within SDL.
914 *
915 * This function is thread-safe, and can be called from other threads safely.
916 *
917 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
918 * the event filter but events added with SDL_PeepEvents() do not.
919 *
920 * For pushing application-specific events, please use SDL_RegisterEvents() to
921 * get an event type that does not conflict with other code that also wants
922 * its own custom event types.
923 *
924 * \param event the SDL_Event to be added to the queue
925 * \returns 1 on success, 0 if the event was filtered, or a negative error
926 * code on failure; call SDL_GetError() for more information. A
927 * common reason for error is the event queue being full.
928 *
929 * \since This function is available since SDL 2.0.0.
930 *
931 * \sa SDL_PeepEvents
932 * \sa SDL_PollEvent
933 * \sa SDL_RegisterEvents
934 */
935extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
936
937/**
938 * A function pointer used for callbacks that watch the event queue.
939 *
940 * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
941 * or SDL_AddEventWatch, etc
942 * \param event the event that triggered the callback
943 * \returns 1 to permit event to be added to the queue, and 0 to disallow
944 * it. When used with SDL_AddEventWatch, the return value is ignored.
945 *
946 * \sa SDL_SetEventFilter
947 * \sa SDL_AddEventWatch
948 */
949typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
950
951/**
952 * Set up a filter to process all events before they change internal state and
953 * are posted to the internal event queue.
954 *
955 * If the filter function returns 1 when called, then the event will be added
956 * to the internal queue. If it returns 0, then the event will be dropped from
957 * the queue, but the internal state will still be updated. This allows
958 * selective filtering of dynamically arriving events.
959 *
960 * **WARNING**: Be very careful of what you do in the event filter function,
961 * as it may run in a different thread!
962 *
963 * On platforms that support it, if the quit event is generated by an
964 * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
965 * application at the next event poll.
966 *
967 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
968 * event filter is only called when the window manager desires to close the
969 * application window. If the event filter returns 1, then the window will be
970 * closed, otherwise the window will remain open if possible.
971 *
972 * Note: Disabled events never make it to the event filter function; see
973 * SDL_EventState().
974 *
975 * Note: If you just want to inspect events without filtering, you should use
976 * SDL_AddEventWatch() instead.
977 *
978 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
979 * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
980 * not.
981 *
982 * \param filter An SDL_EventFilter function to call when an event happens
983 * \param userdata a pointer that is passed to `filter`
984 *
985 * \since This function is available since SDL 2.0.0.
986 *
987 * \sa SDL_AddEventWatch
988 * \sa SDL_EventState
989 * \sa SDL_GetEventFilter
990 * \sa SDL_PeepEvents
991 * \sa SDL_PushEvent
992 */
993extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
994 void *userdata);
995
996/**
997 * Query the current event filter.
998 *
999 * This function can be used to "chain" filters, by saving the existing filter
1000 * before replacing it with a function that will call that saved filter.
1001 *
1002 * \param filter the current callback function will be stored here
1003 * \param userdata the pointer that is passed to the current event filter will
1004 * be stored here
1005 * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1006 *
1007 * \since This function is available since SDL 2.0.0.
1008 *
1009 * \sa SDL_SetEventFilter
1010 */
1011extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1012 void **userdata);
1013
1014/**
1015 * Add a callback to be triggered when an event is added to the event queue.
1016 *
1017 * `filter` will be called when an event happens, and its return value is
1018 * ignored.
1019 *
1020 * **WARNING**: Be very careful of what you do in the event filter function,
1021 * as it may run in a different thread!
1022 *
1023 * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1024 * the internal queue and be delivered to the watch callback immediately, and
1025 * arrive at the next event poll.
1026 *
1027 * Note: the callback is called for events posted by the user through
1028 * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1029 * callback set with SDL_SetEventFilter(), nor for events posted by the user
1030 * through SDL_PeepEvents().
1031 *
1032 * \param filter an SDL_EventFilter function to call when an event happens.
1033 * \param userdata a pointer that is passed to `filter`
1034 *
1035 * \since This function is available since SDL 2.0.0.
1036 *
1037 * \sa SDL_DelEventWatch
1038 * \sa SDL_SetEventFilter
1039 */
1040extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1041 void *userdata);
1042
1043/**
1044 * Remove an event watch callback added with SDL_AddEventWatch().
1045 *
1046 * This function takes the same input as SDL_AddEventWatch() to identify and
1047 * delete the corresponding callback.
1048 *
1049 * \param filter the function originally passed to SDL_AddEventWatch()
1050 * \param userdata the pointer originally passed to SDL_AddEventWatch()
1051 *
1052 * \since This function is available since SDL 2.0.0.
1053 *
1054 * \sa SDL_AddEventWatch
1055 */
1056extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1057 void *userdata);
1058
1059/**
1060 * Run a specific filter function on the current event queue, removing any
1061 * events for which the filter returns 0.
1062 *
1063 * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1064 * this function does not change the filter permanently, it only uses the
1065 * supplied filter until this function returns.
1066 *
1067 * \param filter the SDL_EventFilter function to call when an event happens
1068 * \param userdata a pointer that is passed to `filter`
1069 *
1070 * \since This function is available since SDL 2.0.0.
1071 *
1072 * \sa SDL_GetEventFilter
1073 * \sa SDL_SetEventFilter
1074 */
1075extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1076 void *userdata);
1077
1078/* @{ */
1079#define SDL_QUERY -1
1080#define SDL_IGNORE 0
1081#define SDL_DISABLE 0
1082#define SDL_ENABLE 1
1083
1084/**
1085 * Set the state of processing events by type.
1086 *
1087 * `state` may be any of the following:
1088 *
1089 * - `SDL_QUERY`: returns the current processing state of the specified event
1090 * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
1091 * from the event queue and will not be filtered
1092 * - `SDL_ENABLE`: the event will be processed normally
1093 *
1094 * \param type the type of event; see SDL_EventType for details
1095 * \param state how to process the event
1096 * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
1097 * of the event before this function makes any changes to it.
1098 *
1099 * \since This function is available since SDL 2.0.0.
1100 *
1101 * \sa SDL_GetEventState
1102 */
1103extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
1104/* @} */
1105#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
1106
1107/**
1108 * Allocate a set of user-defined events, and return the beginning event
1109 * number for that set of events.
1110 *
1111 * Calling this function with `numevents` <= 0 is an error and will return
1112 * (Uint32)-1.
1113 *
1114 * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1115 * 0xFFFFFFFF), but is clearer to write.
1116 *
1117 * \param numevents the number of events to be allocated
1118 * \returns the beginning event number, or (Uint32)-1 if there are not enough
1119 * user-defined events left.
1120 *
1121 * \since This function is available since SDL 2.0.0.
1122 *
1123 * \sa SDL_PushEvent
1124 */
1125extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1126
1127/* Ends C function definitions when using C++ */
1128#ifdef __cplusplus
1129}
1130#endif
1131#include "close_code.h"
1132
1133#endif /* SDL_events_h_ */
1134
1135/* vi: set ts=4 sw=4 expandtab: */
1136

source code of include/SDL2/SDL_events.h