279dabfc96 cocoa: Don't use trick of briefly focusing the Dock on newer macOS releases. afa27243df Ignore sensor delta values that look like they're out of range cd98b66114 Allow overriding SDL_FORK_MESSAGEBOX in build environment 8d5bf053f7 Fixed detecting 8BitDo sensor timestamp on older firmware 0ac1241b7a x11: Always update the borders on frame extent events f40bf44928 Removed unnecessary include 6d3e8b749e add 8BitDo Controller sensor_timestamp (#13278) 727b4924c8 Update the viewport when logical presentation changes de6a23028a Fix #13276: Crash in SDL_GetAudioDeviceChannelMap 8442d4f0f7 joystick: Add support Xbox Adaptive Controller 3cd979b353 SDL_render.h: enum SDL_TextureAddressMode: Removed trailing comma db3a35e9bc joystick: Fix MSVC errors C2099 with `/fp:strict` 9ed83e71f6 Fixed memory leaks in KMSDRM property handling 603118c340 Sync SDL3 wiki -> header aa4f916b71 Renamed SDL_PROP_AUDIOSTREAM_KEEP_ON_SHUTDOWN_BOOLEAN to SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN 6cfe211142 Sync SDL3 wiki -> header 274aa0242e audio: Let apps save an audio stream from destruction during SDL_Quit(). (#13244) af8bee2dd1 alsa: change an SDL_LogError into SDL_LogDebug. bbc674b9e7 test: Fix resource paths in testtray 796961acec Resolve bug for calibration Nintendo Switch Pro Controller (#13260) 3a6f9e01f8 Fixed Nintendo Switch thumbstick calibration 038a3806eb Fixed Nintendo Switch Pro thumbstick calibration e6c2649afc Updated testffmpeg for ffmpeg 7.1 e80d084766 expose events originating from a live-resize set the data1 field to 1. 6aedc488d3 win32: Invalidate window message mouse button flags when reading buttons from raw input or GameInput 81e3066303 hidapi/libusb: disable C5287 warning in MSVC builds 7d9fd48557 alsa: recover from snd_pcm_avail() returning -EPIPE e68f5ca99a alsa: use udev if available instead of a hotplug thread 051ce0ff89 alsa: fixed disconnecting the microphone when opened 5fcc83d93b Vita Render: Limit the scope of cliprect to viewport 1bd5110ff0 Vita: Fixed absence of clipping when viewport is set eb04219efe audio: Enumerating audio devices will skip zombie devices still in the hash. d06b6e42d2 Sync SDL3 wiki -> header c19ad189dc Clarify that SDL_GetAudioStreamDevice() returns the logical device. 7882e60f0e Don't log an error for disconnected audio devices e4e29b8601 Fix support for F21 to F24 scancodes on Linux d7939abf42 Use consistent style for pointer declarations and casts 390fe65323 test: Fix a window parenting bug in testmodal ca9b7c8ea3 video: Explicitly disallow setting the parent of a window to itself c04624972e alsa: Simplify ALSA_WaitDevice. b4ac5f43f5 include: Fixed copy/paste error in endian-specific SDL_Read function docs. 3896b1b3f4 wikiheaders: Let each subproject specify how to find their property symbols. efed3c63b3 Added support for an alternate version of the Vader 4 Pro d6bae53341 Added support for an alternate version of the Vader 4 Pro f62c982bcf Reverted Accelerometer and Gyro displays to throttled display (10hz) b833c618a9 Improved reliability detecting FlyDigi Vader controllers 0e262dfd44 Sync SDL3 wiki -> header 6c406dd122 include: a couple of documentation tweaks and typo fixes. 42c9fe119d Sync SDL3 wiki -> header f5d1402c28 Flydigi Vader 4 Pro IMU rate correction (#13215) 1e886c8a2f 8 bitdo polling rate corrections (#13221) 913b611ccd Added tools for evaluating gyroscope accuracy and IMU polling rates. (#13209) e2239c36d3 wayland: Ensure that the tablet tool list is always initialized to empty ec1297199e wayland: Implement the pointer warp protocol 558a89fdb6 Read Switch controller gyro/accel sensitivity coeffs (SDL3) fd4ffa6d27 Sync SDL3 wiki -> header c5b1341757 Tweak Vulkan include guard check and 64-bit platform defines (#13210) e18a6313de Added gyro support for the Flydigi Vader 3 Pro controller 71f479b4aa Fix a broken link inside README-cmake.md that's meant to send to README-linux.md also made said link more consistent with other links by adding .md suffix f2bcfe3dd2 Correct the texture format used for the N-Gage (#13192) 685f1720fe Revert "[Nokia N-Gage] Fix alpha transparency in 4K color mode using BitBltMasked" a89a20a9ab Fix Markdown typo in Arch Linux dependencies docs cbc9d662ea [Nokia N-Gage] Add define to disable FPS counter by default. d9af41b5ac cmake: more private definitions 5826966873 Fixed replacing existing specific gamepad mappings f90a21483c Added support for the ZEROPLUS P4 Wired Gamepad 638acdc02a Remove the CRC from automatically generated gamepad mappings 45eb6310a8 x11: Resize fixed-size windows after mapping on xmonad 7dd5e765df joystick: Report battery on GIP controllers c54a017f47 joystick: Clean up Elite Button handling 559efd58e2 joystick: Add headset stub to GIP driver 7cc3feeb1b keyboard: Search for the correct base key value when querying the keycode from a scancode 22fa45b3c1 win32: Ensure that text input is initially disabled when creating a window c240ed976f Sync SDL3 wiki -> header 27464ffb08 Clarify that icon and cursor alternate images are added with SDL_AddSurfaceAlternateImage() 2ef7944170 [Nokia N-Gage] Fix alpha transparency in 4K color mode using BitBltMasked d86fb8a83a gdk: Ignore focus loss events caused by text input showing the OSK 6622f4e1ea Added support for the NACON Revolution X Unlimited controller on macOS 45aa497813 [Nokia N-Gage] Fix SDL_GetPerformanceFrequency and SDL_GetPerformanceCounter 7457857304 Fixed input from the MayFlash GameCube adapter with version 7 firmware 1ec12b38e5 Sync SDL3 wiki -> header b6c4a46b85 workflows: Use stable Steam Runtime 3 on both x86_64 and arm64 fbba5b272a GPU: Binding validation and prevent null dereference if expected binding is missing (#13164) cf6c42e6e6 Use HEAPU8.set rather than Module.HEAPU8.set (thanks @sbc100!) 4b0f48c4cf Mark gamepads as invalid if they can't be opened a314a58e7e Sync SDL3 wiki -> header d283f4651c Sync SDL3 wiki -> header 8510331f66 .wikiheaders-options: Add Tray to quickreference categories. b8187e2abd wikiheaders: Trim whitespace from end of lines in section headers. 9e0d9f30a7 x11: Be a little less aggressive with Xinput2IsInitialized checks. 57b6e6c7f9 Checks if xinput is loaded before trying to call xinput functions ac3ab026fe audio: corrected comment about device format minimums. 83cc3bc234 audio: Opened device spec must be >= simple minimums, not device's defaults. 14a4ae521a pulseaudio: Request more recording data per-fragment. 3a4de2ad89 Sync SDL3 wiki -> header 47717f22fd cocoa: Always add a window-sized NSTrackingArea to each window. f61d956a04 cocoa: add explicit tracking areas to the window. 58afb0d8ae wayland: Update xkbcommon names and types c764e8864b wayland: Update xkbcommon to avoid using deprecated modifier names b61586b492 [Nokia N-Gage] Increase max. texture size from 256 to 1024; the previous setting was chosen at random and does not necessarily make sense in practice. 329b5f27d6 fix preprocessor directive for SDL_RESTRICT definition in C99 case. 0d58594e66 fix inverted __STDC_VERSION__ condition in SDL_RESTRICT definition. 6a686185f7 SDL_begin_code.h: Actually define SDL_RESTRICT. 51dfca813b Pass text input rect to steam deck keyboard invocation 520d73ae57 include/SDL_gpu: fix bool members documentation indentation a26e5f32e0 Gyro degrees per second is 2000 across all 8bitdo controllers (#13147) fc1c0618de kmsdrm: fixed creating GBM surfaces on NVIDIA cards 03a6d98aee Update SDL_pixels.h 885e611f3c Added macros to push/pop error messages while cleaning up 61d105247e Fixed typos 7db0ac7380 Updated SDL_StretchSurface() documentation ca988dbc2c Bail out if Xrandr returns zero CRTCs in the X11 messagebox implementation c147ddf3e3 Do not use Xrandr if the extension is not queryable in the X11 messagebox implementation df07c09f55 Use visuals and colormapsin the X11 messagebox implementation 737b9e117d Removed obsolete documentation d2be547642 Removed spurious parentheses 36936cbf37 Set the serial number to the Bluetooth MAC address for 8BitDo controllers f80e819c5b Sync SDL3 wiki -> header b7082e7e18 Sync SDL3 wiki -> header 3940c660be begin_code: Added SDL_ALIGNED macro. aa870d511e Disable SDL_HINT_JOYSTICK_RAWINPUT by default db972604a8 gpu: Xbox buildfix 8a2e2e75d1 Simplified loop logic b4f7948410 Ensure that report 06 command reads normally e3d44cdd51 wayland: Use raw timestamps to calculate the elapsed repeat time on a key up event b51273512b Sync SDL3 wiki -> header 988c0be934 Sync SDL3 wiki -> header 9b025e3cab PSP fullscreen is the only mode (#13125) 08b6f6175a Sync SDL3 wiki -> header 5e50d39b38 audio: Added SDL_PutAudioStreamDataNoCopy. 25db127450 SDL_video.c: remove two stray line continuation chars . 168d1a9253 emscripten: Proxy Emscripten_GetSystemTheme and EMSCRIPTENAUDIO_OpenDevice to the main thread. f62572344f Clean up INTERFACE_COMPILE_OPTIONS b70919ecd9 x11: Assume the window was mapped after showing 0657ece55d x11: Always send fullscreen dimensions except on XWayland 1f6b5c681d Set the initial axis values for HIDAPI and XInput controllers fdc4f8fa39 x11: Include the XTest header when needed 2b4d61e4a6 VITA: support only fullscreen windows. Fixes #13079 4cd889cb13 joystick: Several minor GIP fixes 0a7548230c Sync SDL3 wiki -> header c9cf4c42e0 Improved HIDAPI support for Flydigi controllers ead32c706d fix error handling in WideCharToMultiByte 8ddb074889 bugfix advancing UTF-8 length in UTF-16 string dcdbc0bf9f README-documentation-rules: Add a note about being UTF-8 only! 56bb73a8d2 README-ngage.md: Really actually got all the non-UTF-8 characters this time! ecef0d3564 README-ngage.md: Found a few more non-UTF-8 things. fb7afabbd6 README-ngage.md: Removed non-UTF-8 character. 73ca59b423 Sync SDL3 wiki -> header 136a44b0bd Sync SDL3 wiki -> header 7ae64592c9 Restore support for the Nokia N-Gage (#12148) 26f9940f82 Sync SDL3 wiki -> header 6f994cc7a8 Fixed macOS build 354895d975 Add Flydigi VADER 4 Pro HIDAPI support (#12874) 8d9a4fe843 stdinc: Corrected documentation for SDL_atan2 and SDL_atan2f. abcfa1b7de wayland: Use SDL_memcpy instead of SDL_copyp to copy the repeated text string 22828d5f2a Fix #13083 segfault in `SDL_RemoveTrayEntry()` for submenu entries 264eb8d440 Fixed the Bluetooth flag for the combined Joy-Con controller 05f779f61e wayland: Cap the max key repeat elapsed time 20e8ac0075 wayland: Fix keymap changed event spam with non-latin keyboard layouts b8e055ce64 use SDL style - else on same line as closing brace 8e22194217 get preferred locales on android c08b1049d3 gpu/d3d12: Acknowledge that we've bound vertex buffers (#13088) c89357bf60 Fix wrong callback type f4942b3eae GPU: Update D3D12 to create multisample textures with default MSAA alignment c7549eb0b6 wayland: Set the text input cursor rect properly 3be57ec774 docs: fix man page return value section generation 2dad6534b8 GPU: Add missing compute-writeable texture formats 992e4c59bd Fixed rare crash trying to interrupt SDL_WaitEvent() 4db8fe2f9b Sync SDL3 wiki -> header 6c61a94a4b wayland: Don't add the nanosecond timestamp offset to the pre-conversion millisecond value 25f2376e79 Fixed touch not being delivered as mouse events by default on Vita afd1e51023 Fix: GameCube controller adapter hotplug not working 510126ee63 gpu: Check shader format support in PrepareDriver 8289656a4e GPU: Update to set supported shader formats inside CreateDevice 514d96de07 Sync SDL3 wiki -> header d6a99752b7 Fix properties name in SDL_CreateGPUDeviceWithProperties 3dceb728b7 Suppress spammy gamepad and joystick update events b0a282e31f wayland: Enable relative pointer mode based on the window flag 968222e74f Fix #13057 - fixes bug with NSEventTypeMouseMoved having a NULL window causing us to suppress future mouse move events because the window was considered out of focus. d16371b923 Fix reference to nonexistent "README-3ds.md" 945eb6dc87 MacOS: fix cocoa clipboard text b08d79b832 GPU: Check that a texture format is valid for compute writes (#13044) 604c192154 GPU: Always return NULL if beginning a pass fails an assert check 252129f433 GPU: Debug mode layer and level index checks db154c8b9b Added HIDAPI mapping for the 8BitDo SF30 Pro ec685e87fd Clarify logic in UpdateLogicalPresentation() 8aa5b97bb5 renderer: Always use the output size when updating the main view 1f7aa16eae wikiheaders: Man pages should escape apostrophe chars. cf62637261 joystick: Add support for Xbox One Chatpad attachment 83cbf7f811 Sync SDL3 wiki -> header f85f83ec7c SDL GPU: Implemented opt out Vulkan device features (#13016) 1eeffc5933 Revert "x11: Send key events for dead keys consumed by the IME" 3304d24bea Revert "x11: Filter out duplicate key presses when an IME is active" cd95152b2c Fixed crash if out of memory in the Vulkan GPU driver 70b2d162e3 audio: Assert that all devices from device_hash are the appropriate type 83d4dce697 wayland: Remove all window references from seats when destroying a window 0a34279578 audio: Fix SDL_GetAudioDeviceName() not working with logical devices. e2f7c4046c Sync SDL3 wiki -> header f6c1e81394 [Process API] Quoting enhancements (#12946) 9a6f70d75a tray: Fix wrong `fByPositon` parameter of SetMenuItemInfoW in SDL_SetTrayEntryLabel 38da39c8c9 Added rightx and righty 2ae3418260 GPU Vulkan: set correct destination usage mode for storage buffer read/write bindings (#13009) c6e9d6cc79 AAudio: Implemented sample frames hint aaa5d70efc wayland: Check the cursor visibility flag when updating seat pointers e1066ceea1 Revert "pulseaudio: cleanup TLS every time we finish a threaded-mainloop callback." 84308e7fba x11: Fix the Openbox quirk flag 6344712b04 GPU Vulkan: fix for Swapchain Semaphore Reuse 3f2226a917 Add progress bar support for Linux e90f7ac4a8 Add hid_version and hid_version_str to renamed LIBUSB impl symbols f92843da83 Sync SDL3 wiki -> header 86b206dadf GPU: Special case to avoid assert on GenerateMipmaps (#12995) 7b3bd8c538 joystick: Improve GIP metadata retry 367cf9ba63 joystick: Always continue processing GIP packets 955a49c883 joystick: Add quirk for no impulse vibration on the Spectra Pro 82899501b5 joystick: Fix GIP fast ACK issue 9e0edea16f joystick: Assume GIP gamepads have the LED command if no metadata is present 9a96960728 joystick: Sort out GIP vendor messages into the supported interfaces 72dd79752e joystick: Add initial support for GIP flight sticks 2248d3812e joystick: Rework GIP code to allow separate states for individual attachments 87fe9ef79b Fixed crash if WGI isn't correlated in RAWINPUT_JoystickRumble() 29d2116495 Define illegal_instruction() when it will be actually used 2aa0957081 Fixed 8BitDo Ultimate 2 Wireless controller on macOS ad55597715 ci: Update Steam Linux Runtime tasks. 36c3a7a5e2 ci: Add slrsniper-arm64 task 8690a9ab54 Prefer the HIDAPI driver for 8BitDo controllers on macOS 2b57d58f7d Added GCController mapping for the 8BitDo SN30 Pro on macOS d157600d3d Added GCController mapping for the 8BitDo Pro 2 on macOS 09c8d4b556 Sync SDL3 wiki -> header 37b86a6d2f windows: fix Unicode function and type inconsistencies d9e58baa6d fixed the field of SDL_MouseMotionTransformCallback e7a765d648 Replace SDL_free with delete for new-allocated objects 5bee85408c Cleanup 8BitDo HIDAPI support for SF30 Pro and SN30 Pro 89a8cf2505 Sync SDL3 wiki -> header 6b048f59d7 fix #12963 2b3c481215 add 8BitDo Controller (#12964) ca47dc59a9 Fixed building with the OpenVR video driver 195ad85ba4 Fixed typo f4813ca2cf x11: Filter out duplicate key presses when an IME is active 8e1f4bafb4 [emscripten] Remove referenc to Module['createContext'] 1dbb813316 VITA: fix audio playback 20f783532b Sync SDL3 wiki -> header bbd973c8d2 Sync SDL3 wiki -> header 71303b41bf Sync SDL3 wiki -> header a7344206e8 wikiheaders: Patched to compile. 06c2f9fcfc wikiheaders: Correct wiki README digest links. ad46394e82 wikiheaders: README.md should be READMEs.md 2c97a48c51 wikiheaders: READMEs go in the base dir of the wiki now. 92a5417a98 docs: Tweak some minor things to keep wikiheaders happy. d357aa29a3 Fixed initializing the OpenVR driver f8c77908ad Use motor sequence ID 0 in the HIDAPI GIP driver 33e5f4885a x11: Don't update grab on enter when the mouse is captured 1abac3ccc3 Revert "x11: Better handle XInput2 mouse tracking outside the window" 85d2345bd8 Sync SDL3 wiki -> header 5bd886519b Sync SDL3 wiki -> header c6362b4788 tests: Revert some leftover testing code c91f9f6968 x11: #ifdef the XRandR path in the message box code 7490471796 cpuinfo: Use auxv for AltiVec on Linux if possible 17bba029ba don't prototype strdup() for __clang_analyzer__ case in windows builds. 15c6acf74f capture g27 shifter r input 795d1ae1fb testmessage: Don't push the event if "Retry" was chosen. d73fe0bc53 win32: Hide the borders when showing a fullscreen window ab12b7cbba Added support for the share button on the GameSir-K1 FLUX controller 1e6a25324c Added support for the PowerA Battle Dragon Advanced Wireless Controller 57346f2ba8 dialog: Cocoa backend should reactivate the app after the modal dialog. caf269ce00 Added a link to the GIP documentation 34c045aa39 Fixed paddles on the Xbox Elite controller using the GIP driver 0447c2f3c3 events: Add integer wheel fields for sdl2-compat ae251a05be Fixed warning: no previous prototype for function 'GIP_ParseMetadata' 193b0c8963 uikit: Use SDL_RunOnMainThread instead of dispatch_sync for message boxes. 691cc5bb5e dialog: Cocoa shouldn't crash if there's a '.' in the filters. 4ef8b6ce1b X11: Center Message Box on Multi Monitor Displays (#12819) c5d5967c3a video: Store the preferred fullscreen display in a property for sdl2-compat 11e1d4a145 Sync SDL3 wiki -> header 00f3a82ada Joystick: Add new GIP driver to replace old Xbox One wired driver 48dfc03a87 Added the gamepad hint SDL_GAMECONTROLLER_USE_GAMECUBE_LABELS 21a7bbbf14 Restore compatibility with older GameCube mappings 3730128e33 Simplify WIN_CreateHCursor (#12933) 6a0505c090 wayland: Remove unnecessary function call fdd8b5d630 wayland: Query the mouse global button states from the seats e3df61b070 Fixed right mouse button emulation when using a pen 106ccc722e Fixed missing simulated mouse events using a Wacom tablet 8ae962c904 Fixed build e04064350f Fixed right click mouse emulation for the Wacom tablet a163257295 GPU: Validate that textures are not bound for both read and write on render passes (#12925) ea67133e4f pen: Windows can't check WM_POINTER[DOWN|UP] for touches directly. f131791005 Sync SDL3 wiki -> header e1a41c1c97 GPU Vulkan: Add locks for layout object lookups (#12924) fd5380ffc6 Sync SDL3 wiki -> header b871ac0d97 Add support for non-constrained and non-grabbing popups 8abcc27535 Removed timeout in SDL_RunOnMainThread() ef54c3bf18 Always enable D3D12 GPU on Windows 39d3148185 events: Fix undefined behavior when disabling some event types 510c7edd9b migrate usage of SetCursor(NULL) to RedrawCursor() 4779499048 Split the redraw effect to own function 6c172e5220 SDL_SetCursor should not skip focus check cbf44700d8 bytepusher example: always render text to render target and remove unused variable faddff1bcc Sync SDL3 wiki -> header 31650d566c Added SDL_GAMEPAD_TYPE_GAMECUBE c4d5cc358f streamline boolean logic 441e7e488f invert cursor_visible to hide_cursor d553372682 rename cursor_shown to cursor_visible 016ba86f93 tray, unix: make pointers g_object_ref and g_object_ref_sink static 6f5892e543 cocoa: Immediately update the mouse focus when showing/hiding a popup menu 8c733d1f7b x11: Better handle XInput2 mouse tracking outside the window 0dbf585ace fix SDL_audiocvt.c MSVC build. af0972c33f audio: SDL_PutAudioStreamPlanarData should take a channel count. 5f03cb3882 d3d12: Patched to compile with GDK builds. 360cc2791f test/msdf_font.bmp: mark as non-executable. 34fe967f3e Sync SDL3 wiki -> header 22692e308f events: Added SDL_GetEventDescription(). c2ed58db7b windows: Fix stale zoom/iconic state in WM_WINDOWPOSCHANGED handler 14ae45c2b8 GDK: Handle ProjectDir with space faa2e40406 gpu: Warn about Direct3D 12 texture alignment requirements. 2e45198299 Sync SDL3 wiki -> header 608f706a95 audio: Added SDL_SetAudioIterationCallbacks(). 18a86ea6bb testaudio: Use SDL_SetAppMetadata at startup. a9bee3c0bf pipewire: Use a more specific stream name than "Audio Stream". 2767c1a440 aaudio: We PlayDevice first and WaitDevice after; reduce semaphore count by 1. 7642c0468d Log information about Wayland environment detection 5b1e92ae88 cmake: use CMAKE_ANDROID_NDK variable as root of Android ndk 09b2aae47e cocoa: Popup menus always accept first click 29ef31d589 Sync SDL3 wiki -> header 15cb9bd610 Sync SDL3 wiki -> header b28449a58c audio: Tweak SDL_GetAudioDeviceName. da3c864d4c Reset the keyboard when entering a modal loop on Windows a82f70dc21 use GetMessagePos instead of GetCursorPos bfbeaca29f inline WIN_UpdateMouseCapture de2c5c33b7 SDL_hidapi_steamdeck: report touch controller events 5cacdf2513 Fix crash in UIKit indirect pointer handling 32bbabe2a5 Add Padix Rockfire devices (#12884) 7e1d4f843c Emscripten: fix incorrect error check for WebGL context creation fcdaff4110 Fixed compiler warning dd625a6763 defer clipcursor refresh unto pump finish c84c2aa2c4 pass ground-truth cursor pos to WIN_UpdateFocus 11a3296a42 x11: Handle size/position events arriving before state events d50520462a Add and use SDL_HapticEffectID typedef fb940fff80 audio: Fix warning C4701: potentially uninitialized local variable 'isstack' used e8bd9cc150 audio: SDL_GetAudioDeviceName() doesn't need a full device lock. 3343cb2147 gpu: rework alpha-to-coverage validation ceb9fecfc1 Joystick: Add trigger rumble resend c81b62293a GPU D3D12 - Update to use typeless formats for depth buffer (#12701) 27b256022b SDL_GetRectIntersectionFloat(): Allow rendering zero-sized srcrect d04b28926c GPU: Make D3D12 debug layers optional 695cad459b Corrected documentation for SDL_SetGPUSwapchainParameters() 2b16c961ea Add and use typedefs SDL_HapticEffectType and SDL_HapticDirectionType a1332d77f6 wayland: Cleanup timestamp handling b5ed0d0138 stb_image.h: apply mainstream PR/1736 e3181a0bcd Sync SDL3 wiki -> header e3507b390e examples: added audio/05-planar-data 3905aa0587 audio: Added SDL_PutAudioStreamPlanarData. 483d1c36ed comments: Fixed a few typos I ran into in the audio code. 727a5fae59 Sync SDL3 wiki -> header 5a8be8e4c2 Fixed formatting 6e4ace310c GPU: Validate shader bytecode 89d7d406ab Added tests to cover invalid surface blits fe849f1572 SDL_BlitSurfaceScaled(): Do not divide by zero 8017d38adc SDL_BlitSurfaceScaled(): Do not blit if surfaces have no pixel data 18fbe6a92f Renamed SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 to SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER 6a6917b0df Sync SDL3 wiki -> header e70a49892b Add missing type suffix to SDL_PROP_WINDOW_OPENVR_OVERLAY_ID a696b108ac SDL_BlitSurface() comment: Remove sentence about final blit rect being stored in srcrect and dstrect c076b0d17f Removed incorrect documentation for SDL_RenderViewportSet() 47162a4168 x11: Send key events for dead keys consumed by the IME 3aed80cd82 Updated documentation for SDL_HINT_GPU_DRIVER 86b3369491 wayland: Check the origin of clipboard offers before forwarding them to the client 23a7a74133 Sync SDL3 wiki -> header 3be0ec5631 Sync SDL3 wiki -> header 5bd1578a45 wayland: Account for timer rollover when calculating the elapsed time for key repeats. 10f51da28d cocoa: Use CGFLOAT_MAX for unbounded max window dimensions 3519a59d8f The SDL_BUTTON_*MASK defines must come immediately after the SDL_MouseButtonFlags typedef to be associated 8e0b39f465 Sync SDL3 wiki -> header 9da46bc37f win32: Check internal data when positioning child windows git-subtree-dir: external/SDL git-subtree-split: 279dabfc96631965f8dad2e39d57daa4b9130d24
1610 lines
68 KiB
C
1610 lines
68 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryEvents
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*
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* Event queue management.
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*
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* It's extremely common--often required--that an app deal with SDL's event
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* queue. Almost all useful information about interactions with the real world
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* flow through here: the user interacting with the computer and app, hardware
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* coming and going, the system changing in some way, etc.
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*
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* An app generally takes a moment, perhaps at the start of a new frame, to
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* examine any events that have occured since the last time and process or
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* ignore them. This is generally done by calling SDL_PollEvent() in a loop
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* until it returns false (or, if using the main callbacks, events are
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* provided one at a time in calls to SDL_AppEvent() before the next call to
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* SDL_AppIterate(); in this scenario, the app does not call SDL_PollEvent()
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* at all).
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*
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* There is other forms of control, too: SDL_PeepEvents() has more
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* functionality at the cost of more complexity, and SDL_WaitEvent() can block
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* the process until something interesting happens, which might be beneficial
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* for certain types of programs on low-power hardware. One may also call
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* SDL_AddEventWatch() to set a callback when new events arrive.
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*
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* The app is free to generate their own events, too: SDL_PushEvent allows the
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* app to put events onto the queue for later retrieval; SDL_RegisterEvents
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* can guarantee that these events have a type that isn't in use by other
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* parts of the system.
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*/
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#ifndef SDL_events_h_
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#define SDL_events_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_audio.h>
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#include <SDL3/SDL_camera.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_gamepad.h>
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#include <SDL3/SDL_joystick.h>
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#include <SDL3/SDL_keyboard.h>
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#include <SDL3/SDL_keycode.h>
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#include <SDL3/SDL_mouse.h>
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#include <SDL3/SDL_pen.h>
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#include <SDL3/SDL_power.h>
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#include <SDL3/SDL_sensor.h>
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#include <SDL3/SDL_scancode.h>
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#include <SDL3/SDL_touch.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* General keyboard/mouse/pen state definitions */
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/**
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* The types of events that can be delivered.
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*
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* \since This enum is available since SDL 3.2.0.
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*/
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typedef enum SDL_EventType
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{
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SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */
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/* Application events */
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SDL_EVENT_QUIT = 0x100, /**< User-requested quit */
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/* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */
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SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch().
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Called on iOS in applicationWillTerminate()
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Called on Android in onDestroy()
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*/
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SDL_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().
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Called on iOS in applicationDidReceiveMemoryWarning()
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Called on Android in onTrimMemory()
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*/
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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().
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Called on iOS in applicationWillResignActive()
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Called on Android in onPause()
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*/
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SDL_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().
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Called on iOS in applicationDidEnterBackground()
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Called on Android in onPause()
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*/
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SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground. This event must be handled in a callback set with SDL_AddEventWatch().
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Called on iOS in applicationWillEnterForeground()
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Called on Android in onResume()
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*/
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SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch().
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Called on iOS in applicationDidBecomeActive()
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Called on Android in onResume()
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*/
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SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */
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SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
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/* Display events */
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/* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
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SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
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SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */
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SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */
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SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
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SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED, /**< Display has changed desktop mode */
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SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED, /**< Display has changed current mode */
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SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
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SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION,
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SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED,
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/* Window events */
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/* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
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/* 0x201 was SDL_SYSWMEVENT, reserve the number for sdl2-compat */
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SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
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SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
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SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event.
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data1 is 1 for live-resize expose events, 0 otherwise. */
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SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
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SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
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SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
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SDL_EVENT_WINDOW_METAL_VIEW_RESIZED,/**< The pixel size of a Metal view associated with the window has changed */
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SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
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SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
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SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
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SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
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SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
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SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
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SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
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SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
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SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
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SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
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SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
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SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
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SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */
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SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */
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SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */
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SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */
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SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
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in an event watcher, the window handle is still valid and can still be used to retrieve any properties
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associated with the window. Otherwise, the handle has already been destroyed and all resources
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associated with it are invalid */
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SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */
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SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN,
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SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED,
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/* Keyboard events */
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SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
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SDL_EVENT_KEY_UP, /**< Key released */
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SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
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SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
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SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
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input language or keyboard layout change. */
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SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */
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SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */
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SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */
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/* Mouse events */
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SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
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SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
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SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
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SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
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SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */
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SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */
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/* Joystick events */
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SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
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SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */
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SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */
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SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
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SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
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SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
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SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
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SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
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SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */
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/* Gamepad events */
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SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
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SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
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SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
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SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
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SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */
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SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
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SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
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SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
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SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
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SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
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SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
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SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */
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/* Touch events */
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SDL_EVENT_FINGER_DOWN = 0x700,
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SDL_EVENT_FINGER_UP,
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SDL_EVENT_FINGER_MOTION,
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SDL_EVENT_FINGER_CANCELED,
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/* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
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/* Clipboard events */
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SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
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/* Drag and drop events */
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SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
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SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
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SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
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SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
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SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
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/* Audio hotplug events */
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SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
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SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
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SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */
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/* Sensor events */
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SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
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/* Pressure-sensitive pen events */
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SDL_EVENT_PEN_PROXIMITY_IN = 0x1300, /**< Pressure-sensitive pen has become available */
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SDL_EVENT_PEN_PROXIMITY_OUT, /**< Pressure-sensitive pen has become unavailable */
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SDL_EVENT_PEN_DOWN, /**< Pressure-sensitive pen touched drawing surface */
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SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */
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SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */
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SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */
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SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen is moving on the tablet */
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SDL_EVENT_PEN_AXIS, /**< Pressure-sensitive pen angle/pressure/etc changed */
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/* Camera hotplug events */
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SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */
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SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */
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SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */
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SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */
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/* Render events */
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SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
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SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
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SDL_EVENT_RENDER_DEVICE_LOST, /**< The device has been lost and can't be recovered. */
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/* Reserved events for private platforms */
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SDL_EVENT_PRIVATE0 = 0x4000,
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SDL_EVENT_PRIVATE1,
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SDL_EVENT_PRIVATE2,
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SDL_EVENT_PRIVATE3,
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/* Internal events */
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SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
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/** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use,
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* and should be allocated with SDL_RegisterEvents()
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*/
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SDL_EVENT_USER = 0x8000,
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/**
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* This last event is only for bounding internal arrays
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*/
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SDL_EVENT_LAST = 0xFFFF,
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/* This just makes sure the enum is the size of Uint32 */
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SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF
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} SDL_EventType;
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/**
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* Fields shared by every event
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*
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* \since This struct is available since SDL 3.2.0.
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*/
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typedef struct SDL_CommonEvent
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{
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Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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} SDL_CommonEvent;
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/**
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* Display state change event data (event.display.*)
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*
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* \since This struct is available since SDL 3.2.0.
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*/
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typedef struct SDL_DisplayEvent
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{
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SDL_EventType type; /**< SDL_DISPLAYEVENT_* */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_DisplayID displayID;/**< The associated display */
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Sint32 data1; /**< event dependent data */
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Sint32 data2; /**< event dependent data */
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} SDL_DisplayEvent;
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/**
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* Window state change event data (event.window.*)
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*
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* \since This struct is available since SDL 3.2.0.
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*/
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typedef struct SDL_WindowEvent
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{
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SDL_EventType type; /**< SDL_EVENT_WINDOW_* */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The associated window */
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Sint32 data1; /**< event dependent data */
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Sint32 data2; /**< event dependent data */
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} SDL_WindowEvent;
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/**
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* Keyboard device event structure (event.kdevice.*)
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*
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* \since This struct is available since SDL 3.2.0.
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*/
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typedef struct SDL_KeyboardDeviceEvent
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{
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SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_KeyboardID which; /**< The keyboard instance id */
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} SDL_KeyboardDeviceEvent;
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/**
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* Keyboard button event structure (event.key.*)
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*
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* The `key` is the base SDL_Keycode generated by pressing the `scancode`
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* using the current keyboard layout, applying any options specified in
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* SDL_HINT_KEYCODE_OPTIONS. You can get the SDL_Keycode corresponding to the
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* event scancode and modifiers directly from the keyboard layout, bypassing
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* SDL_HINT_KEYCODE_OPTIONS, by calling SDL_GetKeyFromScancode().
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*
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* \since This struct is available since SDL 3.2.0.
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*
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* \sa SDL_GetKeyFromScancode
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* \sa SDL_HINT_KEYCODE_OPTIONS
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*/
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typedef struct SDL_KeyboardEvent
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{
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SDL_EventType type; /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */
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SDL_Scancode scancode; /**< SDL physical key code */
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SDL_Keycode key; /**< SDL virtual key code */
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SDL_Keymod mod; /**< current key modifiers */
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Uint16 raw; /**< The platform dependent scancode for this event */
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bool down; /**< true if the key is pressed */
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bool repeat; /**< true if this is a key repeat */
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} SDL_KeyboardEvent;
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/**
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* Keyboard text editing event structure (event.edit.*)
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*
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* The start cursor is the position, in UTF-8 characters, where new typing
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* will be inserted into the editing text. The length is the number of UTF-8
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* characters that will be replaced by new typing.
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*
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* \since This struct is available since SDL 3.2.0.
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*/
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typedef struct SDL_TextEditingEvent
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{
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SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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const char *text; /**< The editing text */
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Sint32 start; /**< The start cursor of selected editing text, or -1 if not set */
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Sint32 length; /**< The length of selected editing text, or -1 if not set */
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} SDL_TextEditingEvent;
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/**
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* Keyboard IME candidates event structure (event.edit_candidates.*)
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*
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* \since This struct is available since SDL 3.2.0.
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*/
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typedef struct SDL_TextEditingCandidatesEvent
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{
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SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING_CANDIDATES */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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const char * const *candidates; /**< The list of candidates, or NULL if there are no candidates available */
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Sint32 num_candidates; /**< The number of strings in `candidates` */
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Sint32 selected_candidate; /**< The index of the selected candidate, or -1 if no candidate is selected */
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bool horizontal; /**< true if the list is horizontal, false if it's vertical */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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} SDL_TextEditingCandidatesEvent;
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/**
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* Keyboard text input event structure (event.text.*)
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*
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* This event will never be delivered unless text input is enabled by calling
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* SDL_StartTextInput(). Text input is disabled by default!
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*
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* \since This struct is available since SDL 3.2.0.
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*
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* \sa SDL_StartTextInput
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* \sa SDL_StopTextInput
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*/
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typedef struct SDL_TextInputEvent
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{
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SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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const char *text; /**< The input text, UTF-8 encoded */
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} SDL_TextInputEvent;
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/**
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* Mouse device event structure (event.mdevice.*)
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*
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* \since This struct is available since SDL 3.2.0.
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*/
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typedef struct SDL_MouseDeviceEvent
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{
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SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_MouseID which; /**< The mouse instance id */
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} SDL_MouseDeviceEvent;
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/**
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* Mouse motion event structure (event.motion.*)
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*
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* \since This struct is available since SDL 3.2.0.
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*/
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typedef struct SDL_MouseMotionEvent
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{
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SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window with mouse focus, if any */
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SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */
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SDL_MouseButtonFlags state; /**< The current button state */
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float x; /**< X coordinate, relative to window */
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float y; /**< Y coordinate, relative to window */
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float xrel; /**< The relative motion in the X direction */
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float yrel; /**< The relative motion in the Y direction */
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} SDL_MouseMotionEvent;
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/**
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* Mouse button event structure (event.button.*)
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*
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* \since This struct is available since SDL 3.2.0.
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*/
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typedef struct SDL_MouseButtonEvent
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{
|
|
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 in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */
|
|
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 3.2.0.
|
|
*/
|
|
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 in relative mode or 0 */
|
|
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 */
|
|
Sint32 integer_x; /**< The amount scrolled horizontally, accumulated to whole scroll "ticks" (added in 3.2.12) */
|
|
Sint32 integer_y; /**< The amount scrolled vertically, accumulated to whole scroll "ticks" (added in 3.2.12) */
|
|
} SDL_MouseWheelEvent;
|
|
|
|
/**
|
|
* Joystick axis motion event structure (event.jaxis.*)
|
|
*
|
|
* \since This struct is available since SDL 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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.*)
|
|
*
|
|
* SDL will send JOYSTICK_ADDED events for devices that are already plugged in
|
|
* during SDL_Init.
|
|
*
|
|
* \since This struct is available since SDL 3.2.0.
|
|
*
|
|
* \sa SDL_GamepadDeviceEvent
|
|
*/
|
|
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;
|
|
|
|
/**
|
|
* Joystick battery level change event structure (event.jbattery.*)
|
|
*
|
|
* \since This struct is available since SDL 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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.*)
|
|
*
|
|
* Joysticks that are supported gamepads receive both an SDL_JoyDeviceEvent
|
|
* and an SDL_GamepadDeviceEvent.
|
|
*
|
|
* SDL will send GAMEPAD_ADDED events for joysticks that are already plugged
|
|
* in during SDL_Init() and are recognized as gamepads. It will also send
|
|
* events for joysticks that get gamepad mappings at runtime.
|
|
*
|
|
* \since This struct is available since SDL 3.2.0.
|
|
*
|
|
* \sa SDL_JoyDeviceEvent
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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;
|
|
|
|
|
|
/**
|
|
* Renderer event structure (event.render.*)
|
|
*
|
|
* \since This struct is available since SDL 3.2.0.
|
|
*/
|
|
typedef struct SDL_RenderEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
SDL_WindowID windowID; /**< The window containing the renderer in question. */
|
|
} SDL_RenderEvent;
|
|
|
|
|
|
/**
|
|
* Touch finger event structure (event.tfinger.*)
|
|
*
|
|
* Coordinates in this event are normalized. `x` and `y` are normalized to a
|
|
* range between 0.0f and 1.0f, relative to the window, so (0,0) is the top
|
|
* left and (1,1) is the bottom right. Delta coordinates `dx` and `dy` are
|
|
* normalized in the ranges of -1.0f (traversed all the way from the bottom or
|
|
* right to all the way up or left) to 1.0f (traversed all the way from the
|
|
* top or left to all the way down or right).
|
|
*
|
|
* Note that while the coordinates are _normalized_, they are not _clamped_,
|
|
* which means in some circumstances you can get a value outside of this
|
|
* range. For example, a renderer using logical presentation might give a
|
|
* negative value when the touch is in the letterboxing. Some platforms might
|
|
* report a touch outside of the window, which will also be outside of the
|
|
* range.
|
|
*
|
|
* \since This struct is available since SDL 3.2.0.
|
|
*/
|
|
typedef struct SDL_TouchFingerEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, or SDL_EVENT_FINGER_CANCELED */
|
|
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.pproximity.*)
|
|
*
|
|
* 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 3.2.0.
|
|
*/
|
|
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 pen 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 3.2.0.
|
|
*/
|
|
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 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 coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
} 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 3.2.0.
|
|
*/
|
|
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 coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
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 3.2.0.
|
|
*/
|
|
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 coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
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 3.2.0.
|
|
*/
|
|
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 coordinate, relative to window */
|
|
float y; /**< Y coordinate, relative to window */
|
|
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 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
typedef struct SDL_ClipboardEvent
|
|
{
|
|
SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */
|
|
Uint32 reserved;
|
|
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
|
|
bool owner; /**< are we owning the clipboard (internal update) */
|
|
Sint32 num_mime_types; /**< number of mime types */
|
|
const char **mime_types; /**< current mime types */
|
|
} SDL_ClipboardEvent;
|
|
|
|
/**
|
|
* Sensor event structure (event.sensor.*)
|
|
*
|
|
* \since This struct is available since SDL 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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 3.2.0.
|
|
*/
|
|
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.
|
|
*
|
|
* The SDL_Event structure is the core of all event handling in SDL. SDL_Event
|
|
* is a union of all event structures used in SDL.
|
|
*
|
|
* \since This struct is available since SDL 3.2.0.
|
|
*/
|
|
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_RenderEvent render; /**< Render 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.
|
|
*
|
|
* 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.
|
|
*
|
|
* \threadsafety This function should only be called on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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 3.2.0.
|
|
*/
|
|
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. If you pass NULL for
|
|
* `events`, then `numevents` is ignored and the total number of matching
|
|
* events will be returned.
|
|
* - `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().
|
|
*
|
|
* \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 [Remarks](#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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety This function should only be called on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety This function should only be called on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety This function should only be called on the main thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* 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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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 3.2.0.
|
|
*
|
|
* \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 are added to the internal
|
|
* event queue.
|
|
*
|
|
* If you just want to see events without modifying them or preventing them
|
|
* from being queued, you should use SDL_AddEventWatch() instead.
|
|
*
|
|
* 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.
|
|
*
|
|
* Note: Disabled events never make it to the event filter function; see
|
|
* SDL_SetEventEnabled().
|
|
*
|
|
* 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 It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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 3.2.0.
|
|
*
|
|
* \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().
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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`.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*
|
|
* \sa SDL_PollEvent
|
|
* \sa SDL_WaitEvent
|
|
* \sa SDL_WaitEventTimeout
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromEvent(const SDL_Event *event);
|
|
|
|
/**
|
|
* Generate a human-readable description of an event.
|
|
*
|
|
* This will fill `buf` with a null-terminated string that might look
|
|
* something like this:
|
|
*
|
|
* ```
|
|
* SDL_EVENT_MOUSE_MOTION (timestamp=1140256324 windowid=2 which=0 state=0 x=492.99 y=139.09 xrel=52 yrel=6)
|
|
* ```
|
|
*
|
|
* The exact format of the string is not guaranteed; it is intended for
|
|
* logging purposes, to be read by a human, and not parsed by a computer.
|
|
*
|
|
* The returned value follows the same rules as SDL_snprintf(): `buf` will
|
|
* always be NULL-terminated (unless `buflen` is zero), and will be truncated
|
|
* if `buflen` is too small. The return code is the number of bytes needed for
|
|
* the complete string, not counting the NULL-terminator, whether the string
|
|
* was truncated or not. Unlike SDL_snprintf(), though, this function never
|
|
* returns -1.
|
|
*
|
|
* \param event an event to describe. May be NULL.
|
|
* \param buf the buffer to fill with the description string. May be NULL.
|
|
* \param buflen the maximum bytes that can be written to `buf`.
|
|
* \returns number of bytes needed for the full string, not counting the
|
|
* null-terminator byte.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.4.0.
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_GetEventDescription(const SDL_Event *event, char *buf, int buflen);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_events_h_ */
|