Files
kaizen/include/SDL3/SDL_events.h
SimoneN64 3a7f96fd99 Squashed 'external/SDL/' changes from f317581c919..95c3ee77c10
95c3ee77c10 Removed testing code
ea640894d32 Fixed SDL_DEFINE_STDBOOL logic if __bool_true_false_are_defined is defined
46fb2c6f1bf Added a script to help with the bool rename
23f855a9703 render: Integrate fix-shaders.sh into build-shaders.sh
d658ef66279 Don't guess about the size of an int, assert it!
32fd1878a09 Provide a definition of bool if needed for your environment
1834c83d5a2 testplatform: make sure bool is 1 byte
026d3c2306f Sync SDL3 wiki -> header
95f7e532331 Added the examples directory to the API renaming tool
a90ad3b0e28 Removed SDL_bool in favor of plain bool
9dd88592407 Sync SDL3 wiki -> header
32cf23d392f Added video/x11/edid.h to third party code list
407ccadfd72 Added copyright header to edid.h
bd04459cde1 Fix typos (thanks @qndel!)
e4f987f2996 tests: Fix testdropfile on high-DPI displays
8caf25f7b30 testautomation_stdlib.c (stdlib_strtox): fix warning from gcc-4.9:
03ae792df35 Fixed the recording field in audio device events
c68e9e157cd Fixed typo
bc9780299c0 Don't define backends if SDL_GPU_DISABLED is set
8481d1a12b0 Sync SDL3 wiki -> header
807b8a9d4de Allow initializing hints and properties from any thread
d0edf687741 Added Uint32 versions of the atomic functions
8d223b3037e Renamed atomic functions to match SDL 3.0 naming convention
f3e419596b1 Removed SDL_INIT_TIMER
9275c533ca2 Added thread-safe initialization/cleanup support
7edd43c276e Don't define render_drivers if SDL_RENDER_DISABLED is set
98cd8b34a76 Close the other file descriptors after redirection has taken place
4b3058d58db render: Don't try to rebuild D3D11, D3D12, Metal shaders without spirv-cross
13500bbf508 render: Fix detection of fxc, dxc in build-shaders.sh
11129761e7e v4l2: return success if the device is ready
ab9c68d9ffc pipewire: Always destroy hotplug loop during deinitialization
1ffb9f22aa5 build-release.py fixes from SDL2 port
231ea07617d Added SDL_LogTrace()
6180da00e1d Skip a lock/unlock when logging known categories
c499f79fe93 GPU: Fix multisample texture usage validation
926d1439660 Sync SDL3 wiki -> header
1bbc897e48e Updated documentation for bool return type
4a2683e2c10 Sync SDL3 wiki -> header
dc639956baa Improve logging performance and make log priorities thread-safe
f006d61bd12 Sync SDL3 wiki -> header
fd1fcfc951b Sync SDL3 wiki -> header
9416917353c GPU: Rework MSAA (#10859)
e59344ad469 Update proguard-rules.pro in-line with commit 9ff3446
0f85fdefc84 Fixed warning: "SDL_VIDEO_RENDER_D3D12" is not defined, evaluates to 0
4f722d372ae GPU: Metal vertex buffer indices should grow upward (#10837)
0548050fc5a Verify that the subsystems were successfully initialized
5b5b1a89267 Fixed cleaning up dependent subsystems if initialization fails
97d40b92180 Removed SDL_CleanupEnvironment()
a7f1deae8d1 Sync SDL3 wiki -> header
28b94c47585 Re-added SDL_getenv() as a thread-safe getenv() implementation
718845a33d0 Fixed warning C4701: potentially uninitialized local variable 'startup_info' used
19243092c67 Renamed SDL_GpuGraphicsPipelineTargetInfo to SDL_GPUGraphicsPipelineTargetInfo
604d0c519ec If posix_spawn() is available, so is sigaction
ec5d280c900 Make sure we ignore SIGPIPE so we don't crash if we write when the pipe is closed
34b2f4ffcab Use non-blocking pipes for process I/O on Windows
dd07cc89910 SDL_Process: WAIT_TIMEOUT means the process has not exited yet
1f3fd65c4c7 cpuinfo: Rename SDL_GetCPUCount to SDL_GetNumLogicalCPUCores
93bf5342684 testgpu_simple_clear: Fixed AppInit return values.
e5bd3bbcd6e add missing includes
8569bde053f Fixed typo
706aaaf2802 Sync SDL3 wiki -> header
3bc03477618 Revert "Sync SDL3 wiki -> header"
c2e4b14a828 Revert "stdinc: Added missing `\param` to SDL_CreateEnvironment."
11c9975caa9 Revert "Sync SDL3 wiki -> header"
ba65767afa2 Sync SDL3 wiki -> header
919f8d3e2b9 stdinc: Added missing `\param` to SDL_CreateEnvironment.
35427ff9ec7 Sync SDL3 wiki -> header
dcb2a8c2fe2 Use CreateProcessW() to handle non-ASCII file paths and arguments
e97f6365906 SDL_PROP_PROCESS_CREATE_ENVIRONMENT_POINTER is an SDL_Environment pointer
56fc4b790c4 Reduce strcmp() calls in hashtable lookup
e6734794491 Removed SDL_WriteProcess()
a833ee2e63e SDL_gpu.c: fixed build when SDL_GPU_DISABLED is defined.
f6f49de1342 Add convenience functions to get process IOStreams
7ff015ceaee Close file descriptors not used by the child process
fed0149172e Switched wayland messageboxes to use the new process API
aa7357a14d7 SDL_CreateEnvironment() fills the environment with a non-zero parameter
76c469910ee Added SDL_PROP_PROCESS_CREATE_BACKGROUND_BOOLEAN
44c6cfda053 Switched zenity dialogs to use the new process API
3166a05c18b cmake: don't prepend absolute CMAKE_INSTALL_{INCLUDE,LIB}DIR with ${prefix}
27862907c65 Update src/process/windows/SDL_windowsprocess.c
82b33a7d3f6 Update src/process/windows/SDL_windowsprocess.c
3cf54675bb0 Windows process: escape backslashes before quotes
90e01040c52 Added thread-safe environment functions
16ff7503b7b gpu: Update GPU support queries to better match naming conventions
d21c1de6518 Sync SDL3 wiki -> header
9eea8234e67 Add SDL_Process subsystem
6c83491116e Added SDL_FlushIO()
93caf1cd21a Fixed typo
1c5b063ade7 Sync SDL3 wiki -> header
f1d0a716292 Fixed the documentation for SDL_SetError()
d483886ec57 Sync SDL3 wiki -> header
84361bcf0ab stdlib: Remove test cases with impl-defined results
eb199176e68 stdlib: Conditionally undef some SDL_strtox tests
59ec0344128 stdlib: Use macros to define SDL_strtox tests
7d94bf528db stdlib: Document SDL_strtox functions
8092e35287e stdlib: Improve SDL_strtod
a78f612d4b2 stdlib: Add some tests for SDL_strtod
56a48763cd7 stdlib: Bring SDL_wcstol in line with SDL_strtol
61bc856b043 stdlib: Use new parser for scanf %p specifier
e109aa09aa3 stdlib: Rewrite SDL_strto(ll?|ul) impl
e326540a45d stdlib: Add failing tests for SDL_strto(ll?|ul)
fb82772fb31 stdlib: Rewrite SDL_strtoull impl
5331f36789d stdlib: Add failing tests for SDL_strtoull
88d3cb4f900 Remove unnecessary include from SDL_pen_c.h
4efbe1ca285 stdlib: Assert that signed integers use two's complement arithmetic
fd53b3e112b stdlib: Rewrite SDL_wcstol impl
5d30980df46 stdlib: Add failing tests for SDL_wcstol
ee377793fe0 Spell "unknown" correctly
ee65176eec3 SDL_test: add SDLTest_LogEscapedString
6a305e1532e SDL_test: fix SDLTest_CommonQuit with NULL state
0160e9eac64 gpu: Add SDL_QueryGPUSupport
262ffa27e7f Sync SDL3 wiki -> header
96e147b2b95 gpu: Rework driver name queries, add GetGPUShaderFormats
6d92de5d3a6 wayland: Ensure that a NULL internal structure isn't dereferenced when destroying a window
9d9721cd4c8 wayland: Fix some incorrect buffer scale calculations
94436a938d0 GPU: Remove unused and incorrect D16 format checks from Vulkan driver
5771b502f84 GPU: Fix D3D11/D3D12 vertex strides for multiple vertex buffers (#10818)
371cfaf8fe4 gpu: Implement support for SDL_GPU_DISABLED
d3932b1ba2e Sync SDL3 wiki -> header
a45a2caf493 GPU: Rename VertexBinding to VertexBufferDescription (#10811)
446ee3e7c54 Fix bug with SDL_ShowMessageBox not working with wayland (#10810)
b7dc30ca246 pulseaudio: Hotplug thread fixes.
c36982d45c2 vulkan: Avoid redundant commands for dynamic states
66489f91bb4 GPU: Cube Arrays (#10800)
9ea0a837aeb vulkan: Use a spinlock instead of a mutex for descriptor pools
f8d4c492641 Sync SDL3 wiki -> header
d5e1385c91d Fixed typos in SDL_gpu.h
6e2f2428bac Sync SDL3 wiki -> header
ddd5723e2ee GPU: Remove pitch parameters from indirect draw calls (#10803)
3d7e8c9bb7b Add missing SDL_WPRINTF_VARARG_FUNCV in gendynapi.py
d03c7cdf17b Removing extra semicolons
fd2a266549f Adding void to empty function prototype parenthesis
b15fab02070 Fixed typo in SDL_dialog.h
d62e3c3791e Fix SDL_GPUShaderFormat flag values
4d135fb696d Fixed color scale when rendering to an sRGB render target
3f7f6f624b0 testcolorspace: don't tonemap from HDR to SDR when reading pixels
4e43da684c7 Added texture colorspace testing
86e393b5235 Clarify that INPUTTYPE_UNSPECIFIED is correct for RGB textures
92255d36d4b We already have functions for converting between sRGB and linear space
667a3e40e9a Use the correct namespace for structures
77c569496df SDL_GPUShaderFormat isn't an enum anymore
37c9fb490ef Changed enums to use XXX_COUNT for the count or number of values
64f12bea4a9 GPU: Remove unnecessary texture format swizzles in Vulkan (#10693)
4123023d3ed Renamed sdlgpu to gpu
c77e51c0844 Use SDL_unsetenv()
3166f912826 GPU: Defer setting blend state on D3D11
6fca867ffe3 Fix testoffscreen.c: bool literal returned from 'main'
eeb465e2fcb Sync SDL3 wiki -> header
2b8a349b262 Add SDL_BindGPUComputeSamplers (#10778)
323b60abf1a SDL_test_harness.c: Fix warning -Wcast-function-type-strict
0b6f993deac GPU: Zero-init handling (#10786)
b8dbc7086d4 Disable GameInput mouse and keyboard support
76ce83801ad Removed pipewire client version check
9c8c6da4760 pipewire: If hotplug initialization fails, clean up any partial success
817f1b3da81 Revert "Changed SDL_GPU_TEXTUREFORMAT_INVALID to 0"
b51c6551d6e Changed SDL_GPU_TEXTUREFORMAT_INVALID to 0
1e9ff723adb GPU: fix SDL_GetGPUSwapchainTextureFormat error return value
640559eba68 Added migration documentation for SDL_strtoll(), SDL_strtoull(), SDL_lltoa(), and SDL_ulltoa().
4eb43705000 SDL_strtoll(), SDL_strtoull(), SDL_lltoa(), and SDL_ulltoa() use long long values
68c61ff3a8f Sync SDL3 wiki -> header
6fc6e3dc7eb Use SDL_bool where appropriate in SDL events
7d1bbae6b25 Sync SDL3 wiki -> header
af37056c0d0 stdinc: Fix typos and reword comments about aliasing
8eb194b6f86 stdinc: Document number parsing APIs
eda459ac49e stdinc: Fix up some printf definitions
d6caf2abe78 Remove SDL_RESTRICT in favor of doc comments
731939fca16 stdinc: Document memcpy APIs
8cea4bd3c94 stdinc: Document memory allocation APIs
f4c2c09f782 examples: Link to SDL integer types in code examples, too.
7713a7eec7d x11vulkan: Use the correct SONAME of libX11-xcb.so.1 on Linux, etc.
412a8244b66 audio: Make system-specific audio format types part of SDL_AudioFormat.
d3091b95389 Remove SDL_GPUDepthStencilValue struct
80e541d1fcb Fixed calling SDL_utf8strlcpy() with dst_bytes of 0
668e2f82d21 Add load op and clear color to SDL_BlitGPUTexture (#10767)
47283250442 pipewire: Give hotplug threads a more indicative name
c797ae16192 Fix -Wtype-limits warning
6e885d96193 Sync SDL3 wiki -> header
301f3ffa9dd Sync SDL3 wiki -> header
050aa4d084a include: Filling in more documentation gaps.
a57f6c4af30 Fix additional calloc-transposed-args warnings
d2ef15d8e6a Fix warnings: calloc-transposed-args
0da2bd49c8c Remove unused includes. This only removes includes that aren't used at all, not even in comments.
aa6a0be7a87 Fix warning: redefinition of typedef 'SDLTest_TestSuiteRunner'
7df1caba7cf Clarified that the contents of new textures aren't defined.
ac0b1b207f6 SDL_hints: fix gpu direct3d11 driver name in documentation
257385277d3 SDL_realloc() with size 0 now always defaults to size 1
4c0cb94b961 vulkan: VULKAN_CreateTexture returns a boolean
3eb49ac8627 vulken: VULKAN_CreateTexture returns a boolean
1ba99c53d48 Sync SDL3 wiki -> header
2b77b2e4ef0 Sync SDL3 wiki -> header
4f6e81cf622 include: Fixed up some minor documentation gaps.
7ec998819d1 Sync SDL3 wiki -> header
090e30dbca3 docs: Remove README-winrt.md, again.
fd6056307f0 fix trailing doc comments
1a13acac092 Always blit to the swapchain in GPU_RenderPresent
fa892d15b7d include files with required types directly
e9c7b36fbd7 Sync SDL3 wiki -> header
68a9991ec99 GPU: Document structs (#10742)
cf9613fe632 The GPU log category ate one of the SDL reserved categories
a01e8a5e105 The GPU log category ate one of the SDL reserved categories
18492057331 Fix GDK builds after renames done in #10730
0a44ea1b0b3 Amend use of non-standard compiler syntax
0a8bf663b7d Fix VisualC project filter
1d59be67fc7 Fixed crash if PIPEWIRE_PREFERRED_Init() fails and then pipewire is used anyway
f42da35ef96 Sync SDL3 wiki -> header
9730f62e8cb GPU: Rename struct members and parameters for SDL3 naming conventions (#10730)
e21f70c5936 pipewire : check minimum client library version early
845855d6573 Revert "stdinc: Document more symbols."
c93f76436fc stdinc: Document more symbols.
73b294cb1cd SDL_platform_defines.h: Added documentation, and a little whitespace.
4c8357a37da Clarified why the WINDOWS driver is lower than the RAWINPUT driver
66b4c080c06 Clarified why the WGI driver is lower than the WINDOWS driver
8f46cb771c7 SDL_XINPUT_Enabled() returns false until XInput DLL is successfully loaded
6da97c63da9 Sync SDL3 wiki -> header
ac08dde1b22 windows: Clean out things that should be using `defined(SDL_PLATFORM_WINDOWS)`.
154452a7263 winrt: Removed WinRT/Windows Phone/UWP support.
6d7c211fafd Fixed race condition at startup that could cause a crash in the XInput driver
6e5bd58c4cc Include the Steam controller driver on Android
1381cc85543 Add a step to fix generated shader code
104642ffe79 Sorted API symbols
4c382aafcdc Fixed building on Raspberry Pi
360bc667a82 SDL_Log: restore SDL2's SDL_LogCategory order
26728c321fa SDL_test: add include for SDLTest_CommonState
b4c3df1189c SDL_test: whitespace header fixes
db96ddca344 SDL_test: use SDLCALL calling convention
379aea5c2df Fixed warnings building with Visual Studio
8edb901724a Fixed crashes in Metal renderer due to ARC releasing references on random memory in newly allocated structs
e7969553f88 Sync SDL3 wiki -> header
702ed83f72a Initialize interface structures so they can be extended in the future
434193d1534 testmultiaudio: initialize audio through SDL_test framework
102b3b480bb SDL_test: move argument parsing into SDL_test
09af4a80866 SDL_test: make argument parsing extendable
396dd16471d SDL_test: Remove unused common_usage_* static char pointers
872608b8af2 Don't allocate in SDLTest_GenerateRunSeed
2f4b2df5959 SDL_test: pass data pointer to unit tests
741c04b339f Sync SDL3 wiki -> header
baa1a5e2f47 Add SDL_strpbrk
55934bc85e4 include: add SDL_RESTRICT for restricted pointer aliasing
2d4eb29c379 Add SDL_SetGPUBlendConstants, SDL_SetGPUStencilReference (#10704)
04a732881a3 Add a test to verify structure alignment
9e850bdcfaa docs: Update the migration doc with SDL_SetWindowModalFor() changes
c0b15e57f46 cmake: disable GPU backends for winrt
f494658f9c4 SDL_gpu.c: remove BOM.
cb2919ac55f [GPU] MinGW build fixes:
22aeb1bbba2 Sync SDL3 wiki -> header
a46e7027ce7 video: Allow setting the parents of toplevel windows
af4c6682ce6 Sync SDL3 wiki -> header
cba5ccb9cf3 GPU: Fix documentation formatting
42a0df91bfe Add padding for non-32-bit-aligned types in structs (#10701)
387774ab8a3 Build config flags are either defined or undefined, never 0
e3fd581acac GPU: vulkan: Respect swapchain minImageCount
b00bb215074 Added -Wl,--no-undefined-version to Android.mk
5db00cef96c Android.mk: allow to compile with storage functions
a0f36fb85b4 Use atomic variables for thread communication
41810c823d6 Compilation without vulkan: SDL_GPU_VULKAN is always defined for some plateform (at android, macos), test against 0 or 1
defbf673069 SDL_migration.cocci: add SDL_TTF/mixer/image function names to be upgraded from int returned type to bool.
f61d4db39af GPU: `colorAttachmentDescriptions` should be `const`
249a74e4363 Sync SDL3 wiki -> header
1c8c0144811 GPU: Document opaque handles and enums (#10700)
20d0a1a3d1a Added a defensive check against XINPUTGETCAPABILITIES being NULL
ff1e2524134 testautomation: remove SDLTest_TestCaseFp casts
abd2ac5992c Set the desired channel count when opening audio on Android
e2c9a0a4273 Updated Android audio log messages
1788be85477 GPU: Add const to some function parameters (#10694)

git-subtree-dir: external/SDL
git-subtree-split: 95c3ee77c101c60aab69663be2bc4eee3d4302b2
2024-09-18 20:42:08 +02:00

1472 lines
62 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryEvents
*
* Event queue management.
*/
#ifndef SDL_events_h_
#define SDL_events_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_audio.h>
#include <SDL3/SDL_camera.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_joystick.h>
#include <SDL3/SDL_keyboard.h>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_mouse.h>
#include <SDL3/SDL_pen.h>
#include <SDL3/SDL_power.h>
#include <SDL3/SDL_sensor.h>
#include <SDL3/SDL_scancode.h>
#include <SDL3/SDL_touch.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* General keyboard/mouse/pen state definitions */
/**
* The types of events that can be delivered.
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_EventType
{
SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */
/* Application events */
SDL_EVENT_QUIT = 0x100, /**< User-requested quit */
/* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */
SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationWillTerminate()
Called on Android in onDestroy()
*/
SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationDidReceiveMemoryWarning()
Called on Android in onTrimMemory()
*/
SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationWillResignActive()
Called on Android in onPause()
*/
SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationDidEnterBackground()
Called on Android in onPause()
*/
SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationWillEnterForeground()
Called on Android in onResume()
*/
SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationDidBecomeActive()
Called on Android in onResume()
*/
SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */
SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
/* Display events */
/* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */
SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */
SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED, /**< Display has changed desktop mode */
SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED, /**< Display has changed current mode */
SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION,
SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED,
/* Window events */
/* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
/* 0x201 was SDL_EVENT_SYSWM, reserve the number for sdl2-compat */
SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event */
SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
SDL_EVENT_WINDOW_METAL_VIEW_RESIZED,/**< The pixel size of a Metal view associated with the window has changed */
SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */
SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */
SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */
SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */
SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
in an event watcher, the window handle is still valid and can still be used to retrieve any userdata
associated with the window. Otherwise, the handle has already been destroyed and all resources
associated with it are invalid */
SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */
SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN,
SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED,
/* Keyboard events */
SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
SDL_EVENT_KEY_UP, /**< Key released */
SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
input language or keyboard layout change. */
SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */
SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */
SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */
/* Mouse events */
SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */
SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */
/* Joystick events */
SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */
SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */
SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */
/* Gamepad events */
SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */
SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */
/* Touch events */
SDL_EVENT_FINGER_DOWN = 0x700,
SDL_EVENT_FINGER_UP,
SDL_EVENT_FINGER_MOTION,
/* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
/* Clipboard events */
SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
/* Drag and drop events */
SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
/* Audio hotplug events */
SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */
/* Sensor events */
SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
/* Pressure-sensitive pen events */
SDL_EVENT_PEN_PROXIMITY_IN = 0x1300, /**< Pressure-sensitive pen has become available */
SDL_EVENT_PEN_PROXIMITY_OUT, /**< Pressure-sensitive pen has become unavailable */
SDL_EVENT_PEN_DOWN, /**< Pressure-sensitive pen touched drawing surface */
SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */
SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */
SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */
SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen is moving on the tablet */
SDL_EVENT_PEN_AXIS, /**< Pressure-sensitive pen angle/pressure/etc changed */
/* Camera hotplug events */
SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */
SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */
SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */
SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */
/* Render events */
SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
/* Internal events */
SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
/** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use,
* and should be allocated with SDL_RegisterEvents()
*/
SDL_EVENT_USER = 0x8000,
/**
* This last event is only for bounding internal arrays
*/
SDL_EVENT_LAST = 0xFFFF,
/* This just makes sure the enum is the size of Uint32 */
SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF
} SDL_EventType;
/**
* Fields shared by every event
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_CommonEvent
{
Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
} SDL_CommonEvent;
/**
* Display state change event data (event.display.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_DisplayEvent
{
SDL_EventType type; /**< SDL_DISPLAYEVENT_* */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_DisplayID displayID;/**< The associated display */
Sint32 data1; /**< event dependent data */
Sint32 data2; /**< event dependent data */
} SDL_DisplayEvent;
/**
* Window state change event data (event.window.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_WindowEvent
{
SDL_EventType type; /**< SDL_EVENT_WINDOW_* */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The associated window */
Sint32 data1; /**< event dependent data */
Sint32 data2; /**< event dependent data */
} SDL_WindowEvent;
/**
* Keyboard device event structure (event.kdevice.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_KeyboardDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_KeyboardID which; /**< The keyboard instance id */
} SDL_KeyboardDeviceEvent;
/**
* Keyboard button event structure (event.key.*)
*
* The `key` is the base SDL_Keycode generated by pressing the `scancode`
* using the current keyboard layout, applying any options specified in
* SDL_HINT_KEYCODE_OPTIONS. You can get the SDL_Keycode corresponding to the
* event scancode and modifiers directly from the keyboard layout, bypassing
* SDL_HINT_KEYCODE_OPTIONS, by calling SDL_GetKeyFromScancode().
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_GetKeyFromScancode
* \sa SDL_HINT_KEYCODE_OPTIONS
*/
typedef struct SDL_KeyboardEvent
{
SDL_EventType type; /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */
SDL_Scancode scancode; /**< SDL physical key code */
SDL_Keycode key; /**< SDL virtual key code */
SDL_Keymod mod; /**< current key modifiers */
Uint16 raw; /**< The platform dependent scancode for this event */
bool down; /**< true if the key is pressed */
bool repeat; /**< true if this is a key repeat */
} SDL_KeyboardEvent;
/**
* Keyboard text editing event structure (event.edit.*)
*
* The start cursor is the position, in UTF-8 characters, where new typing
* will be inserted into the editing text. The length is the number of UTF-8
* characters that will be replaced by new typing.
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_TextEditingEvent
{
SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
const char *text; /**< The editing text */
Sint32 start; /**< The start cursor of selected editing text, or -1 if not set */
Sint32 length; /**< The length of selected editing text, or -1 if not set */
} SDL_TextEditingEvent;
/**
* Keyboard IME candidates event structure (event.edit_candidates.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_TextEditingCandidatesEvent
{
SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING_CANDIDATES */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
const char * const *candidates; /**< The list of candidates, or NULL if there are no candidates available */
Sint32 num_candidates; /**< The number of strings in `candidates` */
Sint32 selected_candidate; /**< The index of the selected candidate, or -1 if no candidate is selected */
bool horizontal; /**< true if the list is horizontal, false if it's vertical */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_TextEditingCandidatesEvent;
/**
* Keyboard text input event structure (event.text.*)
*
* This event will never be delivered unless text input is enabled by calling
* SDL_StartTextInput(). Text input is disabled by default!
*
* \since This struct is available since SDL 3.0.0.
*
* \sa SDL_StartTextInput
* \sa SDL_StopTextInput
*/
typedef struct SDL_TextInputEvent
{
SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
const char *text; /**< The input text, UTF-8 encoded */
} SDL_TextInputEvent;
/**
* Mouse device event structure (event.mdevice.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_MouseDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_MouseID which; /**< The mouse instance id */
} SDL_MouseDeviceEvent;
/**
* Mouse motion event structure (event.motion.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_MouseMotionEvent
{
SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
SDL_MouseID which; /**< The mouse instance id or SDL_TOUCH_MOUSEID */
SDL_MouseButtonFlags state; /**< The current button state */
float x; /**< X coordinate, relative to window */
float y; /**< Y coordinate, relative to window */
float xrel; /**< The relative motion in the X direction */
float yrel; /**< The relative motion in the Y direction */
} SDL_MouseMotionEvent;
/**
* Mouse button event structure (event.button.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_MouseButtonEvent
{
SDL_EventType type; /**< SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID */
Uint8 button; /**< The mouse button index */
bool down; /**< true if the button is pressed */
Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
Uint8 padding;
float x; /**< X coordinate, relative to window */
float y; /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;
/**
* Mouse wheel event structure (event.wheel.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_MouseWheelEvent
{
SDL_EventType type; /**< SDL_EVENT_MOUSE_WHEEL */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID */
float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
SDL_MouseWheelDirection 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 */
float mouse_x; /**< X coordinate, relative to window */
float mouse_y; /**< Y coordinate, relative to window */
} SDL_MouseWheelEvent;
/**
* Joystick axis motion event structure (event.jaxis.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_JoyAxisEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_AXIS_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The joystick axis index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_JoyAxisEvent;
/**
* Joystick trackball motion event structure (event.jball.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_JoyBallEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BALL_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 ball; /**< The joystick trackball index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 xrel; /**< The relative motion in the X direction */
Sint16 yrel; /**< The relative motion in the Y direction */
} SDL_JoyBallEvent;
/**
* Joystick hat position change event structure (event.jhat.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_JoyHatEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_HAT_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 hat; /**< The joystick hat index */
Uint8 value; /**< The hat position value.
* \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
* \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
* \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
*
* Note that zero means the POV is centered.
*/
Uint8 padding1;
Uint8 padding2;
} SDL_JoyHatEvent;
/**
* Joystick button event structure (event.jbutton.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_JoyButtonEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The joystick button index */
bool down; /**< true if the button is pressed */
Uint8 padding1;
Uint8 padding2;
} SDL_JoyButtonEvent;
/**
* Joystick device event structure (event.jdevice.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_JoyDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
} SDL_JoyDeviceEvent;
/**
* Joysick battery level change event structure (event.jbattery.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_JoyBatteryEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
SDL_PowerState state; /**< The joystick battery state */
int percent; /**< The joystick battery percent charge remaining */
} SDL_JoyBatteryEvent;
/**
* Gamepad axis motion event structure (event.gaxis.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_GamepadAxisEvent
{
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_AXIS_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_GamepadAxisEvent;
/**
* Gamepad button event structure (event.gbutton.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_GamepadButtonEvent
{
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
bool down; /**< true if the button is pressed */
Uint8 padding1;
Uint8 padding2;
} SDL_GamepadButtonEvent;
/**
* Gamepad device event structure (event.gdevice.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_GamepadDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
} SDL_GamepadDeviceEvent;
/**
* Gamepad touchpad event structure (event.gtouchpad.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_GamepadTouchpadEvent
{
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Sint32 touchpad; /**< The index of the touchpad */
Sint32 finger; /**< The index of the finger on the touchpad */
float x; /**< Normalized in the range 0...1 with 0 being on the left */
float y; /**< Normalized in the range 0...1 with 0 being at the top */
float pressure; /**< Normalized in the range 0...1 */
} SDL_GamepadTouchpadEvent;
/**
* Gamepad sensor event structure (event.gsensor.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_GamepadSensorEvent
{
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Sint32 sensor; /**< The type of the sensor, one of the values of SDL_SensorType */
float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
} SDL_GamepadSensorEvent;
/**
* Audio device event structure (event.adevice.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_AudioDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */
bool recording; /**< false if a playback device, true if a recording device. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_AudioDeviceEvent;
/**
* Camera device event structure (event.cdevice.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_CameraDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_CameraID which; /**< SDL_CameraID for the device being added or removed or changing */
} SDL_CameraDeviceEvent;
/**
* Touch finger event structure (event.tfinger.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_TouchFingerEvent
{
SDL_EventType type; /**< SDL_EVENT_FINGER_MOTION or SDL_EVENT_FINGER_DOWN or SDL_EVENT_FINGER_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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_WindowID windowID; /**< The window underneath the finger, if any */
} SDL_TouchFingerEvent;
/**
* Pressure-sensitive pen proximity event structure (event.pmotion.*)
*
* When a pen becomes visible to the system (it is close enough to a tablet,
* etc), SDL will send an SDL_EVENT_PEN_PROXIMITY_IN event with the new pen's
* ID. This ID is valid until the pen leaves proximity again (has been removed
* from the tablet's area, the tablet has been unplugged, etc). If the same
* pen reenters proximity again, it will be given a new ID.
*
* Note that "proximity" means "close enough for the tablet to know the tool
* is there." The pen touching and lifting off from the tablet while not
* leaving the area are handled by SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP.
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_PenProximityEvent
{
SDL_EventType type; /**< SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
SDL_PenID which; /**< The pen instance id */
} SDL_PenProximityEvent;
/**
* Pressure-sensitive pen motion event structure (event.pmotion.*)
*
* Depending on the hardware, you may get motion events when the pen is not
* touching a tablet, for tracking a pen even when it isn't drawing. You
* should listen for SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP events, or check
* `pen_state & SDL_PEN_INPUT_DOWN` to decide if a pen is "drawing" when
* dealing with pen motion.
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_PenMotionEvent
{
SDL_EventType type; /**< SDL_EVENT_PEN_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
SDL_PenID which; /**< The pen instance id */
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
float x; /**< X position of pen on tablet */
float y; /**< Y position of pen on tablet */
} SDL_PenMotionEvent;
/**
* Pressure-sensitive pen touched event structure (event.ptouch.*)
*
* These events come when a pen touches a surface (a tablet, etc), or lifts
* off from one.
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_PenTouchEvent
{
SDL_EventType type; /**< SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with pen focus, if any */
SDL_PenID which; /**< The pen instance id */
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
float x; /**< X position of pen on tablet */
float y; /**< Y position of pen on tablet */
bool eraser; /**< true if eraser end is used (not all pens support this). */
bool down; /**< true if the pen is touching or false if the pen is lifted off */
} SDL_PenTouchEvent;
/**
* Pressure-sensitive pen button event structure (event.pbutton.*)
*
* This is for buttons on the pen itself that the user might click. The pen
* itself pressing down to draw triggers a SDL_EVENT_PEN_DOWN event instead.
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_PenButtonEvent
{
SDL_EventType type; /**< SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
SDL_PenID which; /**< The pen instance id */
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
float x; /**< X position of pen on tablet */
float y; /**< Y position of pen on tablet */
Uint8 button; /**< The pen button index (first button is 1). */
bool down; /**< true if the button is pressed */
} SDL_PenButtonEvent;
/**
* Pressure-sensitive pen pressure / angle event structure (event.paxis.*)
*
* You might get some of these events even if the pen isn't touching the
* tablet.
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_PenAxisEvent
{
SDL_EventType type; /**< SDL_EVENT_PEN_AXIS */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with pen focus, if any */
SDL_PenID which; /**< The pen instance id */
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
float x; /**< X position of pen on tablet */
float y; /**< Y position of pen on tablet */
SDL_PenAxis axis; /**< Axis that has changed */
float value; /**< New value of axis */
} SDL_PenAxisEvent;
/**
* An event used to drop text or request a file open by the system
* (event.drop.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_DropEvent
{
SDL_EventType type; /**< SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window that was dropped on, if any */
float x; /**< X coordinate, relative to window (not on begin) */
float y; /**< Y coordinate, relative to window (not on begin) */
const char *source; /**< The source app that sent this drop event, or NULL if that isn't available */
const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
} SDL_DropEvent;
/**
* An event triggered when the clipboard contents have changed
* (event.clipboard.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_ClipboardEvent
{
SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
} SDL_ClipboardEvent;
/**
* Sensor event structure (event.sensor.*)
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_SensorEvent
{
SDL_EventType type; /**< SDL_EVENT_SENSOR_UPDATE */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_SensorID which; /**< The instance ID of the sensor */
float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
} SDL_SensorEvent;
/**
* The "quit requested" event
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_QuitEvent
{
SDL_EventType type; /**< SDL_EVENT_QUIT */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
} SDL_QuitEvent;
/**
* A user-defined event type (event.user.*)
*
* This event is unique; it is never created by SDL, but only by the
* application. The event can be pushed onto the event queue using
* SDL_PushEvent(). The contents of the structure members are completely up to
* the programmer; the only requirement is that '''type''' is a value obtained
* from SDL_RegisterEvents().
*
* \since This struct is available since SDL 3.0.0.
*/
typedef struct SDL_UserEvent
{
Uint32 type; /**< SDL_EVENT_USER through SDL_EVENT_LAST-1, Uint32 because these are not in the SDL_EventType enumeration */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID 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;
/**
* The structure for all events in SDL.
*
* \since This struct is available since SDL 3.0.0.
*/
typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
SDL_CommonEvent common; /**< Common event data */
SDL_DisplayEvent display; /**< Display event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
SDL_TextEditingCandidatesEvent edit_candidates; /**< Text editing candidates event data */
SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change 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_JoyBatteryEvent jbattery; /**< Joystick battery event data */
SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
SDL_CameraDeviceEvent cdevice; /**< Camera device event data */
SDL_SensorEvent sensor; /**< Sensor event data */
SDL_QuitEvent quit; /**< Quit request event data */
SDL_UserEvent user; /**< Custom event data */
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
SDL_PenProximityEvent pproximity; /**< Pen proximity event data */
SDL_PenTouchEvent ptouch; /**< Pen tip touching event data */
SDL_PenMotionEvent pmotion; /**< Pen motion event data */
SDL_PenButtonEvent pbutton; /**< Pen button event data */
SDL_PenAxisEvent paxis; /**< Pen axis event data */
SDL_DropEvent drop; /**< Drag and drop event data */
SDL_ClipboardEvent clipboard; /**< Clipboard 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 (size of
SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
architectures) for this union, and GCC will use the alignment of the
largest datatype within the union, which is 8 bytes on 64-bit
architectures.
So... we'll add padding to force the size to be the same for both.
On architectures where pointers are 16 bytes, this needs rounding up to
the next multiple of 16, 64, and on architectures where pointers are
even larger the size of SDL_UserEvent will dominate as being 3 pointers.
*/
Uint8 padding[128];
} SDL_Event;
/* Make sure we haven't broken binary compatibility */
SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
/* Function prototypes */
/**
* Pump the event loop, gathering events from the input devices.
*
* This function updates the event queue and internal input device state.
*
* **WARNING**: This should only be run in the thread that initialized the
* video subsystem, and for extra safety, you should consider only doing those
* things on the main thread in any case.
*
* SDL_PumpEvents() gathers all the pending input information from devices and
* places it in the event queue. Without calls to SDL_PumpEvents() no events
* would ever be placed on the queue. Often the need for calls to
* SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
* SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
* polling or waiting for events (e.g. you are filtering them), then you must
* call SDL_PumpEvents() to force an event queue update.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PollEvent
* \sa SDL_WaitEvent
*/
extern SDL_DECLSPEC void SDLCALL SDL_PumpEvents(void);
/* @{ */
/**
* The type of action to request from SDL_PeepEvents().
*
* \since This enum is available since SDL 3.0.0.
*/
typedef enum SDL_EventAction
{
SDL_ADDEVENT, /**< Add events to the back of the queue. */
SDL_PEEKEVENT, /**< Check but don't remove events from the queue front. */
SDL_GETEVENT /**< Retrieve/remove events from the front of the queue. */
} SDL_EventAction;
/**
* Check the event queue for messages and optionally return them.
*
* `action` may be any of the following:
*
* - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
* event queue.
* - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
* within the specified minimum and maximum type, will be returned to the
* caller and will _not_ be removed from the queue.
* - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
* within the specified minimum and maximum type, will be returned to the
* caller and will be removed from the queue.
*
* You may have to call SDL_PumpEvents() before calling this function.
* Otherwise, the events may not be ready to be filtered when you call
* SDL_PeepEvents().
*
* This function is thread-safe.
*
* \param events destination buffer for the retrieved events, may be NULL to
* leave the events in the queue and return the number of events
* that would have been stored.
* \param numevents if action is SDL_ADDEVENT, the number of events to add
* back to the event queue; if action is SDL_PEEKEVENT or
* SDL_GETEVENT, the maximum number of events to retrieve.
* \param action action to take; see [[#action|Remarks]] for details.
* \param minType minimum value of the event type to be considered;
* SDL_EVENT_FIRST is a safe choice.
* \param maxType maximum value of the event type to be considered;
* SDL_EVENT_LAST is a safe choice.
* \returns the number of events actually stored or -1 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PollEvent
* \sa SDL_PumpEvents
* \sa SDL_PushEvent
*/
extern SDL_DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType);
/* @} */
/**
* Check for the existence of a certain event type in the event queue.
*
* If you need to check for a range of event types, use SDL_HasEvents()
* instead.
*
* \param type the type of event to be queried; see SDL_EventType for details.
* \returns true if events matching `type` are present, or false if events
* matching `type` are not present.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_HasEvents
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasEvent(Uint32 type);
/**
* Check for the existence of certain event types in the event queue.
*
* If you need to check for a single event type, use SDL_HasEvent() instead.
*
* \param minType the low end of event type to be queried, inclusive; see
* SDL_EventType for details.
* \param maxType the high end of event type to be queried, inclusive; see
* SDL_EventType for details.
* \returns true if events with type >= `minType` and <= `maxType` are
* present, or false if not.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_HasEvents
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
/**
* Clear events of a specific type from the event queue.
*
* This will unconditionally remove any events from the queue that match
* `type`. If you need to remove a range of event types, use SDL_FlushEvents()
* instead.
*
* It's also normal to just ignore events you don't care about in your event
* loop without calling this function.
*
* 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.
*
* If you have user events with custom data that needs to be freed, you should
* use SDL_PeepEvents() to remove and clean up those events before calling
* this function.
*
* \param type the type of event to be cleared; see SDL_EventType for details.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_FlushEvents
*/
extern SDL_DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
/**
* Clear events of a range of types from the event queue.
*
* This will unconditionally remove any events from the queue that are in the
* range of `minType` to `maxType`, inclusive. If you need to remove a single
* event type, use SDL_FlushEvent() instead.
*
* It's also normal to just ignore events you don't care about in your event
* loop without calling this function.
*
* 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.
*
* \param minType the low end of event type to be cleared, inclusive; see
* SDL_EventType for details.
* \param maxType the high end of event type to be cleared, inclusive; see
* SDL_EventType for details.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_FlushEvent
*/
extern SDL_DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
/**
* Poll for currently pending events.
*
* If `event` is not NULL, the next event is removed from the queue and stored
* in the SDL_Event structure pointed to by `event`. The 1 returned refers to
* this event, immediately stored in the SDL Event structure -- not an event
* to follow.
*
* If `event` is NULL, it simply returns 1 if there is an event in the queue,
* but will not remove it from the queue.
*
* As this function may implicitly call SDL_PumpEvents(), you can only call
* this function in the thread that set the video mode.
*
* SDL_PollEvent() is the favored way of receiving system events since it can
* be done from the main loop and does not suspend the main loop while waiting
* on an event to be posted.
*
* The common practice is to fully process the event queue once every frame,
* usually as a first step before updating the game's state:
*
* ```c
* while (game_is_still_running) {
* SDL_Event event;
* while (SDL_PollEvent(&event)) { // poll until all events are handled!
* // decide what to do with this event.
* }
*
* // update game state, draw the current frame
* }
* ```
*
* \param event the SDL_Event structure to be filled with the next event from
* the queue, or NULL.
* \returns true if this got an event or false if there are none available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PushEvent
* \sa SDL_WaitEvent
* \sa SDL_WaitEventTimeout
*/
extern SDL_DECLSPEC bool SDLCALL SDL_PollEvent(SDL_Event *event);
/**
* Wait indefinitely for the next available event.
*
* If `event` is not NULL, the next event is removed from the queue and stored
* in the SDL_Event structure pointed to by `event`.
*
* As this function may implicitly call SDL_PumpEvents(), you can only call
* this function in the thread that initialized the video subsystem.
*
* \param event the SDL_Event structure to be filled in with the next event
* from the queue, or NULL.
* \returns true on success or false if there was an error while waiting for
* events; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PollEvent
* \sa SDL_PushEvent
* \sa SDL_WaitEventTimeout
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitEvent(SDL_Event *event);
/**
* Wait until the specified timeout (in milliseconds) for the next available
* event.
*
* If `event` is not NULL, the next event is removed from the queue and stored
* in the SDL_Event structure pointed to by `event`.
*
* As this function may implicitly call SDL_PumpEvents(), you can only call
* this function in the thread that initialized the video subsystem.
*
* The timeout is not guaranteed, the actual wait time could be longer due to
* system scheduling.
*
* \param event the SDL_Event structure to be filled in with the next event
* from the queue, or NULL.
* \param timeoutMS the maximum number of milliseconds to wait for the next
* available event.
* \returns true if this got an event or false if the timeout elapsed without
* any events available.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PollEvent
* \sa SDL_PushEvent
* \sa SDL_WaitEvent
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
/**
* Add an event to the event queue.
*
* The event queue can actually be used as a two way communication channel.
* Not only can events be read from the queue, but the user can also push
* their own events onto it. `event` is a pointer to the event structure you
* wish to push onto the queue. The event is copied into the queue, and the
* caller may dispose of the memory pointed to after SDL_PushEvent() returns.
*
* Note: Pushing device input events onto the queue doesn't modify the state
* of the device within SDL.
*
* This function is thread-safe, and can be called from other threads safely.
*
* Note: Events pushed onto the queue with SDL_PushEvent() get passed through
* the event filter but events added with SDL_PeepEvents() do not.
*
* For pushing application-specific events, please use SDL_RegisterEvents() to
* get an event type that does not conflict with other code that also wants
* its own custom event types.
*
* \param event the SDL_Event to be added to the queue.
* \returns true on success, false if the event was filtered or on failure;
* call SDL_GetError() for more information. A common reason for
* error is the event queue being full.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PeepEvents
* \sa SDL_PollEvent
* \sa SDL_RegisterEvents
*/
extern SDL_DECLSPEC bool SDLCALL SDL_PushEvent(SDL_Event *event);
/**
* A function pointer used for callbacks that watch the event queue.
*
* \param userdata what was passed as `userdata` to SDL_SetEventFilter() or
* SDL_AddEventWatch, etc.
* \param event the event that triggered the callback.
* \returns true to permit event to be added to the queue, and false to
* disallow it. When used with SDL_AddEventWatch, the return value is
* ignored.
*
* \threadsafety SDL may call this callback at any time from any thread; the
* application is responsible for locking resources the callback
* touches that need to be protected.
*
* \since This datatype is available since SDL 3.0.0.
*
* \sa SDL_SetEventFilter
* \sa SDL_AddEventWatch
*/
typedef bool (SDLCALL *SDL_EventFilter)(void *userdata, SDL_Event *event);
/**
* Set up a filter to process all events before they change internal state and
* are posted to the internal event queue.
*
* If the filter function returns true when called, then the event will be
* added to the internal queue. If it returns false, 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!
*
* On platforms that support it, if the quit event is generated by an
* interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
* application at the next event poll.
*
* 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.
*
* Note: Disabled events never make it to the event filter function; see
* SDL_SetEventEnabled().
*
* Note: If you just want to inspect events without filtering, you should use
* SDL_AddEventWatch() instead.
*
* Note: Events pushed onto the queue with SDL_PushEvent() get passed through
* the event filter, but events pushed onto the queue with SDL_PeepEvents() do
* not.
*
* \param filter an SDL_EventFilter function to call when an event happens.
* \param userdata a pointer that is passed to `filter`.
*
* \threadsafety SDL may call the filter callback at any time from any thread;
* the application is responsible for locking resources the
* callback touches that need to be protected.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AddEventWatch
* \sa SDL_SetEventEnabled
* \sa SDL_GetEventFilter
* \sa SDL_PeepEvents
* \sa SDL_PushEvent
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata);
/**
* Query the current event filter.
*
* This function can be used to "chain" filters, by saving the existing filter
* before replacing it with a function that will call that saved filter.
*
* \param filter the current callback function will be stored here.
* \param userdata the pointer that is passed to the current event filter will
* be stored here.
* \returns true on success or false if there is no event filter set.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetEventFilter
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata);
/**
* Add a callback to be triggered when an event is added to the event queue.
*
* `filter` will be called when an event happens, and its return value is
* ignored.
*
* **WARNING**: Be very careful of what you do in the event filter function,
* as it may run in a different thread!
*
* If the quit event is generated by a signal (e.g. SIGINT), it will bypass
* the internal queue and be delivered to the watch callback immediately, and
* arrive at the next event poll.
*
* Note: the callback is called for events posted by the user through
* SDL_PushEvent(), but not for disabled events, nor for events by a filter
* callback set with SDL_SetEventFilter(), nor for events posted by the user
* through SDL_PeepEvents().
*
* \param filter an SDL_EventFilter function to call when an event happens.
* \param userdata a pointer that is passed to `filter`.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RemoveEventWatch
* \sa SDL_SetEventFilter
*/
extern SDL_DECLSPEC bool SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, void *userdata);
/**
* Remove an event watch callback added with SDL_AddEventWatch().
*
* This function takes the same input as SDL_AddEventWatch() to identify and
* delete the corresponding callback.
*
* \param filter the function originally passed to SDL_AddEventWatch().
* \param userdata the pointer originally passed to SDL_AddEventWatch().
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AddEventWatch
*/
extern SDL_DECLSPEC void SDLCALL SDL_RemoveEventWatch(SDL_EventFilter filter, void *userdata);
/**
* Run a specific filter function on the current event queue, removing any
* events for which the filter returns false.
*
* See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
* this function does not change the filter permanently, it only uses the
* supplied filter until this function returns.
*
* \param filter the SDL_EventFilter function to call when an event happens.
* \param userdata a pointer that is passed to `filter`.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetEventFilter
* \sa SDL_SetEventFilter
*/
extern SDL_DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata);
/**
* Set the state of processing events by type.
*
* \param type the type of event; see SDL_EventType for details.
* \param enabled whether to process the event or not.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_EventEnabled
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, bool enabled);
/**
* Query the state of processing events by type.
*
* \param type the type of event; see SDL_EventType for details.
* \returns true if the event is being processed, false otherwise.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetEventEnabled
*/
extern SDL_DECLSPEC bool SDLCALL SDL_EventEnabled(Uint32 type);
/**
* Allocate a set of user-defined events, and return the beginning event
* number for that set of events.
*
* \param numevents the number of events to be allocated.
* \returns the beginning event number, or 0 if numevents is invalid or if
* there are not enough user-defined events left.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PushEvent
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
/**
* Get window associated with an event.
*
* \param event an event containing a `windowID`.
* \returns the associated window on success or NULL if there is none.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PollEvent
* \sa SDL_WaitEvent
* \sa SDL_WaitEventTimeout
*/
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromEvent(const SDL_Event *event);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_events_h_ */