SDL 3.0
SDL_events.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/**
23 * \file SDL_events.h
24 *
25 * Include file for SDL event handling.
26 */
27
28#ifndef SDL_events_h_
29#define SDL_events_h_
30
31#include <SDL3/SDL_audio.h>
32#include <SDL3/SDL_error.h>
33#include <SDL3/SDL_gamepad.h>
34#include <SDL3/SDL_joystick.h>
35#include <SDL3/SDL_keyboard.h>
36#include <SDL3/SDL_mouse.h>
37#include <SDL3/SDL_pen.h>
38#include <SDL3/SDL_quit.h>
39#include <SDL3/SDL_stdinc.h>
40#include <SDL3/SDL_touch.h>
41#include <SDL3/SDL_video.h>
42#include <SDL3/SDL_camera.h>
43
44#include <SDL3/SDL_begin_code.h>
45/* Set up for C function definitions, even when using C++ */
46#ifdef __cplusplus
47extern "C" {
48#endif
49
50/* General keyboard/mouse state definitions */
51#define SDL_RELEASED 0
52#define SDL_PRESSED 1
53
54/**
55 * The types of events that can be delivered.
56 */
57typedef enum
58{
59 SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */
60
61 /* Application events */
62 SDL_EVENT_QUIT = 0x100, /**< User-requested quit */
63
64 /* These application events have special meaning on iOS, see README-ios.md for details */
65 SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS
66 Called on iOS in applicationWillTerminate()
67 Called on Android in onDestroy()
68 */
69 SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible.
70 Called on iOS in applicationDidReceiveMemoryWarning()
71 Called on Android in onLowMemory()
72 */
73 SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background
74 Called on iOS in applicationWillResignActive()
75 Called on Android in onPause()
76 */
77 SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time
78 Called on iOS in applicationDidEnterBackground()
79 Called on Android in onPause()
80 */
81 SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground
82 Called on iOS in applicationWillEnterForeground()
83 Called on Android in onResume()
84 */
85 SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive
86 Called on iOS in applicationDidBecomeActive()
87 Called on Android in onResume()
88 */
89
90 SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */
91
92 SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
93
94 /* Display events */
95 /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
96 SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
97 SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */
98 SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */
99 SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
100 SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
101 SDL_EVENT_DISPLAY_HDR_STATE_CHANGED, /**< Display HDR properties have changed */
104
105 /* Window events */
106 /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
107 /* 0x201 was SDL_EVENT_SYSWM, reserve the number for sdl2-compat */
108 SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
109 SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
110 SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn */
111 SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
112 SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
113 SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
114 SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
115 SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
116 SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
117 SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
118 SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
119 SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
120 SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
121 SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
122 SDL_EVENT_WINDOW_TAKE_FOCUS, /**< Window is being offered a focus (should SetWindowInputFocus() on itself or a subwindow, or ignore) */
123 SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
124 SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
125 SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
126 SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
127 SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */
128 SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */
129 SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */
130 SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
131 in an event watcher, the window handle is still valid and can still be used to retrieve any userdata
132 associated with the window. Otherwise, the handle has already been destroyed and all resources
133 associated with it are invalid */
134 SDL_EVENT_WINDOW_PEN_ENTER, /**< Window has gained focus of the pressure-sensitive pen with ID "data1" */
135 SDL_EVENT_WINDOW_PEN_LEAVE, /**< Window has lost focus of the pressure-sensitive pen with ID "data1" */
138
139 /* Keyboard events */
140 SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
141 SDL_EVENT_KEY_UP, /**< Key released */
142 SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
143 SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
144 SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
145 input language or keyboard layout change. */
146 SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */
147 SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */
148
149 /* Mouse events */
150 SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
151 SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
152 SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
153 SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
154 SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */
155 SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */
156
157 /* Joystick events */
158 SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
159 SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */
160 SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */
161 SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
162 SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
163 SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
164 SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
165 SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
166 SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */
167
168 /* Gamepad events */
169 SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
170 SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
171 SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
172 SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
173 SDL_EVENT_GAMEPAD_REMOVED, /**< An opened gamepad has been removed */
174 SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
175 SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
176 SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
177 SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
178 SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
179 SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
180 SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */
181
182 /* Touch events */
186
187 /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
188
189 /* Clipboard events */
190 SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
191
192 /* Drag and drop events */
193 SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
194 SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
195 SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
196 SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
197 SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
198
199 /* Audio hotplug events */
200 SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
201 SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
202 SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */
203
204 /* Sensor events */
205 SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
206
207 /* Pressure-sensitive pen events */
208 SDL_EVENT_PEN_DOWN = 0x1300, /**< Pressure-sensitive pen touched drawing surface */
209 SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */
210 SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen moved, or angle/pressure changed */
211 SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */
212 SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */
213
214 /* Camera hotplug events */
215 SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */
216 SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */
217 SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */
218 SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */
219
220 /* Render events */
221 SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
222 SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
223
224 /* Internal events */
225 SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
226
227 /** Events ::SDL_EVENT_USER through ::SDL_EVENT_LAST are for your use,
228 * and should be allocated with SDL_RegisterEvents()
229 */
231
232 /**
233 * This last event is only for bounding internal arrays
234 */
236
237 /* This just makes sure the enum is the size of Uint32 */
238 SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF
239
241
242/**
243 * Fields shared by every event
244 */
245typedef struct SDL_CommonEvent
246{
247 Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
249 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
251
252/**
253 * Display state change event data (event.display.*)
254 */
255typedef struct SDL_DisplayEvent
256{
257 SDL_EventType type; /**< ::SDL_DISPLAYEVENT_* */
259 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
260 SDL_DisplayID displayID;/**< The associated display */
261 Sint32 data1; /**< event dependent data */
263
264/**
265 * Window state change event data (event.window.*)
266 */
267typedef struct SDL_WindowEvent
268{
269 SDL_EventType type; /**< ::SDL_WINDOWEVENT_* */
271 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
272 SDL_WindowID windowID; /**< The associated window */
273 Sint32 data1; /**< event dependent data */
274 Sint32 data2; /**< event dependent data */
276
277/**
278 * Keyboard device event structure (event.kdevice.*)
279 */
281{
282 SDL_EventType type; /**< ::SDL_EVENT_KEYBOARD_ADDED or ::SDL_EVENT_KEYBOARD_REMOVED */
284 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
285 SDL_KeyboardID which; /**< The keyboard instance id */
287
288/**
289 * Keyboard button event structure (event.key.*)
290 */
291typedef struct SDL_KeyboardEvent
292{
293 SDL_EventType type; /**< ::SDL_EVENT_KEY_DOWN or ::SDL_EVENT_KEY_UP */
295 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
296 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
297 SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */
298 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
299 Uint8 repeat; /**< Non-zero if this is a key repeat */
302 SDL_Keysym keysym; /**< The key that was pressed or released */
304
305#define SDL_TEXTEDITINGEVENT_TEXT_SIZE 64
306/**
307 * Keyboard text editing event structure (event.edit.*)
308 *
309 * The `text` is owned by SDL and should be copied if the application
310 * wants to hold onto it beyond the scope of handling this event.
311 */
313{
314 SDL_EventType type; /**< ::SDL_EVENT_TEXT_EDITING */
316 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
317 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
318 char *text; /**< The editing text */
319 Sint32 start; /**< The start cursor of selected editing text */
320 Sint32 length; /**< The length of selected editing text */
322
323#define SDL_TEXTINPUTEVENT_TEXT_SIZE 64
324/**
325 * Keyboard text input event structure (event.text.*)
326 *
327 * The `text` is owned by SDL and should be copied if the application
328 * wants to hold onto it beyond the scope of handling this event.
329 */
330typedef struct SDL_TextInputEvent
331{
332 SDL_EventType type; /**< ::SDL_EVENT_TEXT_INPUT */
334 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
335 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
336 char *text; /**< The input text */
338
339/**
340 * Mouse device event structure (event.mdevice.*)
341 */
343{
344 SDL_EventType type; /**< ::SDL_EVENT_MOUSE_ADDED or ::SDL_EVENT_MOUSE_REMOVED */
346 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
347 SDL_MouseID which; /**< The mouse instance id */
349
350/**
351 * Mouse motion event structure (event.motion.*)
352 */
354{
355 SDL_EventType type; /**< ::SDL_EVENT_MOUSE_MOTION */
357 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
358 SDL_WindowID windowID; /**< The window with mouse focus, if any */
359 SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID, or SDL_PEN_MOUSEID */
360 Uint32 state; /**< The current button state */
361 float x; /**< X coordinate, relative to window */
362 float y; /**< Y coordinate, relative to window */
363 float xrel; /**< The relative motion in the X direction */
364 float yrel; /**< The relative motion in the Y direction */
366
367/**
368 * Mouse button event structure (event.button.*)
369 */
371{
372 SDL_EventType type; /**< ::SDL_EVENT_MOUSE_BUTTON_DOWN or ::SDL_EVENT_MOUSE_BUTTON_UP */
374 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
375 SDL_WindowID windowID; /**< The window with mouse focus, if any */
376 SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID, or SDL_PEN_MOUSEID */
377 Uint8 button; /**< The mouse button index */
378 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
379 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
381 float x; /**< X coordinate, relative to window */
382 float y; /**< Y coordinate, relative to window */
384
385/**
386 * Mouse wheel event structure (event.wheel.*)
387 */
389{
390 SDL_EventType type; /**< ::SDL_EVENT_MOUSE_WHEEL */
392 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
393 SDL_WindowID windowID; /**< The window with mouse focus, if any */
394 SDL_MouseID which; /**< The mouse instance id, SDL_TOUCH_MOUSEID, or SDL_PEN_MOUSEID */
395 float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
396 float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
397 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 */
398 float mouse_x; /**< X coordinate, relative to window */
399 float mouse_y; /**< Y coordinate, relative to window */
401
402/**
403 * Joystick axis motion event structure (event.jaxis.*)
404 */
405typedef struct SDL_JoyAxisEvent
406{
407 SDL_EventType type; /**< ::SDL_EVENT_JOYSTICK_AXIS_MOTION */
409 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
410 SDL_JoystickID which; /**< The joystick instance id */
411 Uint8 axis; /**< The joystick axis index */
415 Sint16 value; /**< The axis value (range: -32768 to 32767) */
418
419/**
420 * \brief Joystick trackball motion event structure (event.jball.*)
421 */
422typedef struct SDL_JoyBallEvent
423{
424 Uint32 type; /**< ::SDL_JOYBALLMOTION */
426 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
427 SDL_JoystickID which; /**< The joystick instance id */
428 Uint8 ball; /**< The joystick trackball index */
432 Sint16 xrel; /**< The relative motion in the X direction */
433 Sint16 yrel; /**< The relative motion in the Y direction */
435
436/**
437 * Joystick hat position change event structure (event.jhat.*)
438 */
439typedef struct SDL_JoyHatEvent
440{
441 SDL_EventType type; /**< ::SDL_EVENT_JOYSTICK_HAT_MOTION */
443 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
444 SDL_JoystickID which; /**< The joystick instance id */
445 Uint8 hat; /**< The joystick hat index */
446 Uint8 value; /**< The hat position value.
447 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
448 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
449 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
450 *
451 * Note that zero means the POV is centered.
452 */
456
457/**
458 * Joystick button event structure (event.jbutton.*)
459 */
460typedef struct SDL_JoyButtonEvent
461{
462 SDL_EventType type; /**< ::SDL_EVENT_JOYSTICK_BUTTON_DOWN or ::SDL_EVENT_JOYSTICK_BUTTON_UP */
464 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
465 SDL_JoystickID which; /**< The joystick instance id */
466 Uint8 button; /**< The joystick button index */
467 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
471
472/**
473 * Joystick device event structure (event.jdevice.*)
474 */
475typedef struct SDL_JoyDeviceEvent
476{
477 SDL_EventType type; /**< ::SDL_EVENT_JOYSTICK_ADDED or ::SDL_EVENT_JOYSTICK_REMOVED or ::SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
479 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
480 SDL_JoystickID which; /**< The joystick instance id */
482
483/**
484 * Joysick battery level change event structure (event.jbattery.*)
485 */
487{
488 SDL_EventType type; /**< ::SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
490 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
491 SDL_JoystickID which; /**< The joystick instance id */
492 SDL_JoystickPowerLevel level; /**< The joystick battery level */
494
495/**
496 * Gamepad axis motion event structure (event.gaxis.*)
497 */
499{
500 SDL_EventType type; /**< ::SDL_EVENT_GAMEPAD_AXIS_MOTION */
502 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
503 SDL_JoystickID which; /**< The joystick instance id */
504 Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
508 Sint16 value; /**< The axis value (range: -32768 to 32767) */
511
512
513/**
514 * Gamepad button event structure (event.gbutton.*)
515 */
517{
518 SDL_EventType type; /**< ::SDL_EVENT_GAMEPAD_BUTTON_DOWN or ::SDL_EVENT_GAMEPAD_BUTTON_UP */
520 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
521 SDL_JoystickID which; /**< The joystick instance id */
522 Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
523 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
527
528
529/**
530 * Gamepad device event structure (event.gdevice.*)
531 */
533{
534 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 */
536 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
537 SDL_JoystickID which; /**< The joystick instance id */
539
540/**
541 * Gamepad touchpad event structure (event.gtouchpad.*)
542 */
544{
545 SDL_EventType type; /**< ::SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or ::SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or ::SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
547 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
548 SDL_JoystickID which; /**< The joystick instance id */
549 Sint32 touchpad; /**< The index of the touchpad */
550 Sint32 finger; /**< The index of the finger on the touchpad */
551 float x; /**< Normalized in the range 0...1 with 0 being on the left */
552 float y; /**< Normalized in the range 0...1 with 0 being at the top */
553 float pressure; /**< Normalized in the range 0...1 */
555
556/**
557 * Gamepad sensor event structure (event.gsensor.*)
558 */
560{
561 SDL_EventType type; /**< ::SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
563 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
564 SDL_JoystickID which; /**< The joystick instance id */
565 Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
566 float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
567 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
569
570/**
571 * Audio device event structure (event.adevice.*)
572 */
574{
575 SDL_EventType type; /**< ::SDL_EVENT_AUDIO_DEVICE_ADDED, or ::SDL_EVENT_AUDIO_DEVICE_REMOVED, or ::SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */
577 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
578 SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */
579 Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
584
585/**
586 * Camera device event structure (event.cdevice.*)
587 */
589{
590 SDL_EventType type; /**< ::SDL_EVENT_CAMERA_DEVICE_ADDED, ::SDL_EVENT_CAMERA_DEVICE_REMOVED, ::SDL_EVENT_CAMERA_DEVICE_APPROVED, ::SDL_EVENT_CAMERA_DEVICE_DENIED */
592 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
593 SDL_CameraDeviceID which; /**< SDL_CameraDeviceID for the device being added or removed or changing */
598
599/**
600 * Touch finger event structure (event.tfinger.*)
601 */
603{
604 SDL_EventType type; /**< ::SDL_EVENT_FINGER_MOTION or ::SDL_EVENT_FINGER_DOWN or ::SDL_EVENT_FINGER_UP */
606 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
607 SDL_TouchID touchID; /**< The touch device id */
609 float x; /**< Normalized in the range 0...1 */
610 float y; /**< Normalized in the range 0...1 */
611 float dx; /**< Normalized in the range -1...1 */
612 float dy; /**< Normalized in the range -1...1 */
613 float pressure; /**< Normalized in the range 0...1 */
614 SDL_WindowID windowID; /**< The window underneath the finger, if any */
616
617
618#define SDL_DROPEVENT_DATA_SIZE 64
619/**
620 * Pressure-sensitive pen touched or stopped touching surface (event.ptip.*)
621 */
622typedef struct SDL_PenTipEvent
623{
624 SDL_EventType type; /**< ::SDL_EVENT_PEN_DOWN or ::SDL_EVENT_PEN_UP */
626 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
627 SDL_WindowID windowID; /**< The window with pen focus, if any */
628 SDL_PenID which; /**< The pen instance id */
629 Uint8 tip; /**< ::SDL_PEN_TIP_INK when using a regular pen tip, or ::SDL_PEN_TIP_ERASER if the pen is being used as an eraser (e.g., flipped to use the eraser tip) */
630 Uint8 state; /**< ::SDL_PRESSED on ::SDL_EVENT_PEN_DOWN and ::SDL_RELEASED on ::SDL_EVENT_PEN_UP */
631 Uint16 pen_state; /**< Pen button masks (where SDL_BUTTON(1) is the first button, SDL_BUTTON(2) is the second button etc.), ::SDL_PEN_DOWN_MASK is set if the pen is touching the surface, and ::SDL_PEN_ERASER_MASK is set if the pen is (used as) an eraser. */
632 float x; /**< X coordinate, relative to window */
633 float y; /**< Y coordinate, relative to window */
634 float axes[SDL_PEN_NUM_AXES]; /**< Pen axes such as pressure and tilt (ordered as per ::SDL_PenAxis) */
636
637/**
638 * Pressure-sensitive pen motion / pressure / angle event structure (event.pmotion.*)
639 */
640typedef struct SDL_PenMotionEvent
641{
642 SDL_EventType type; /**< ::SDL_EVENT_PEN_MOTION */
644 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
645 SDL_WindowID windowID; /**< The window with pen focus, if any */
646 SDL_PenID which; /**< The pen instance id */
649 Uint16 pen_state; /**< Pen button masks (where SDL_BUTTON(1) is the first button, SDL_BUTTON(2) is the second button etc.), ::SDL_PEN_DOWN_MASK is set if the pen is touching the surface, and ::SDL_PEN_ERASER_MASK is set if the pen is (used as) an eraser. */
650 float x; /**< X coordinate, relative to window */
651 float y; /**< Y coordinate, relative to window */
652 float axes[SDL_PEN_NUM_AXES]; /**< Pen axes such as pressure and tilt (ordered as per ::SDL_PenAxis) */
654
655/**
656 * Pressure-sensitive pen button event structure (event.pbutton.*)
657 */
658typedef struct SDL_PenButtonEvent
659{
660 SDL_EventType type; /**< ::SDL_EVENT_PEN_BUTTON_DOWN or ::SDL_EVENT_PEN_BUTTON_UP */
662 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
663 SDL_WindowID windowID; /**< The window with pen focus, if any */
664 SDL_PenID which; /**< The pen instance id */
665 Uint8 button; /**< The pen button index (1 represents the pen tip for compatibility with mouse events) */
666 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
667 Uint16 pen_state; /**< Pen button masks (where SDL_BUTTON(1) is the first button, SDL_BUTTON(2) is the second button etc.), ::SDL_PEN_DOWN_MASK is set if the pen is touching the surface, and ::SDL_PEN_ERASER_MASK is set if the pen is (used as) an eraser. */
668 float x; /**< X coordinate, relative to window */
669 float y; /**< Y coordinate, relative to window */
670 float axes[SDL_PEN_NUM_AXES]; /**< Pen axes such as pressure and tilt (ordered as per ::SDL_PenAxis) */
672
673/**
674 * An event used to drop text or request a file open by the system (event.drop.*)
675 *
676 * The `data` is owned by SDL and should be copied if the application
677 * wants to hold onto it beyond the scope of handling this event.
678 */
679typedef struct SDL_DropEvent
680{
681 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 */
683 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
684 SDL_WindowID windowID; /**< The window that was dropped on, if any */
685 float x; /**< X coordinate, relative to window (not on begin) */
686 float y; /**< Y coordinate, relative to window (not on begin) */
687 char *source; /**< The source app that sent this drop event, or NULL if that isn't available */
688 char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
690
691/**
692 * An event triggered when the clipboard contents have changed (event.clipboard.*)
693 */
694typedef struct SDL_ClipboardEvent
695{
696 SDL_EventType type; /**< ::SDL_EVENT_CLIPBOARD_UPDATE */
698 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
700
701/**
702 * Sensor event structure (event.sensor.*)
703 */
704typedef struct SDL_SensorEvent
705{
706 SDL_EventType type; /**< ::SDL_EVENT_SENSOR_UPDATE */
708 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
709 SDL_SensorID which; /**< The instance ID of the sensor */
710 float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
711 Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
713
714/**
715 * The "quit requested" event
716 */
717typedef struct SDL_QuitEvent
718{
719 SDL_EventType type; /**< ::SDL_EVENT_QUIT */
721 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
723
724/**
725 * A user-defined event type (event.user.*)
726 */
727typedef struct SDL_UserEvent
728{
729 Uint32 type; /**< ::SDL_EVENT_USER through ::SDL_EVENT_LAST-1, Uint32 because these are not in the SDL_EventType enumeration */
731 Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
732 SDL_WindowID windowID; /**< The associated window if any */
733 Sint32 code; /**< User defined event code */
734 void *data1; /**< User defined data pointer */
735 void *data2; /**< User defined data pointer */
737
738
739/**
740 * General event structure
741 */
742typedef union SDL_Event
743{
744 Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
745 SDL_CommonEvent common; /**< Common event data */
746 SDL_DisplayEvent display; /**< Display event data */
747 SDL_WindowEvent window; /**< Window event data */
748 SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */
749 SDL_KeyboardEvent key; /**< Keyboard event data */
750 SDL_TextEditingEvent edit; /**< Text editing event data */
751 SDL_TextInputEvent text; /**< Text input event data */
752 SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */
753 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
754 SDL_MouseButtonEvent button; /**< Mouse button event data */
755 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
756 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
757 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
758 SDL_JoyBallEvent jball; /**< Joystick ball event data */
759 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
760 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
761 SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
762 SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
763 SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
764 SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
765 SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
766 SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
767 SDL_AudioDeviceEvent adevice; /**< Audio device event data */
768 SDL_CameraDeviceEvent cdevice; /**< Camera device event data */
769 SDL_SensorEvent sensor; /**< Sensor event data */
770 SDL_QuitEvent quit; /**< Quit request event data */
771 SDL_UserEvent user; /**< Custom event data */
772 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
773 SDL_PenTipEvent ptip; /**< Pen tip touching or leaving drawing surface */
774 SDL_PenMotionEvent pmotion; /**< Pen change in position, pressure, or angle */
775 SDL_PenButtonEvent pbutton; /**< Pen button press */
776 SDL_DropEvent drop; /**< Drag and drop event data */
777 SDL_ClipboardEvent clipboard; /**< Clipboard event data */
778
779 /* This is necessary for ABI compatibility between Visual C++ and GCC.
780 Visual C++ will respect the push pack pragma and use 52 bytes (size of
781 SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
782 architectures) for this union, and GCC will use the alignment of the
783 largest datatype within the union, which is 8 bytes on 64-bit
784 architectures.
785
786 So... we'll add padding to force the size to be the same for both.
787
788 On architectures where pointers are 16 bytes, this needs rounding up to
789 the next multiple of 16, 64, and on architectures where pointers are
790 even larger the size of SDL_UserEvent will dominate as being 3 pointers.
791 */
793} SDL_Event;
794
795/* Make sure we haven't broken binary compatibility */
796SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
797
798
799/* Function prototypes */
800
801/**
802 * Pump the event loop, gathering events from the input devices.
803 *
804 * This function updates the event queue and internal input device state.
805 *
806 * **WARNING**: This should only be run in the thread that initialized the
807 * video subsystem, and for extra safety, you should consider only doing those
808 * things on the main thread in any case.
809 *
810 * SDL_PumpEvents() gathers all the pending input information from devices and
811 * places it in the event queue. Without calls to SDL_PumpEvents() no events
812 * would ever be placed on the queue. Often the need for calls to
813 * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
814 * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
815 * polling or waiting for events (e.g. you are filtering them), then you must
816 * call SDL_PumpEvents() to force an event queue update.
817 *
818 * \since This function is available since SDL 3.0.0.
819 *
820 * \sa SDL_PollEvent
821 * \sa SDL_WaitEvent
822 */
823extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
824
825/* @{ */
832
833/**
834 * Check the event queue for messages and optionally return them.
835 *
836 * `action` may be any of the following:
837 *
838 * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
839 * event queue.
840 * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
841 * within the specified minimum and maximum type, will be returned to the
842 * caller and will _not_ be removed from the queue.
843 * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
844 * within the specified minimum and maximum type, will be returned to the
845 * caller and will be removed from the queue.
846 *
847 * You may have to call SDL_PumpEvents() before calling this function.
848 * Otherwise, the events may not be ready to be filtered when you call
849 * SDL_PeepEvents().
850 *
851 * This function is thread-safe.
852 *
853 * \param events destination buffer for the retrieved events
854 * \param numevents if action is SDL_ADDEVENT, the number of events to add
855 * back to the event queue; if action is SDL_PEEKEVENT or
856 * SDL_GETEVENT, the maximum number of events to retrieve
857 * \param action action to take; see [[#action|Remarks]] for details
858 * \param minType minimum value of the event type to be considered;
859 * SDL_EVENT_FIRST is a safe choice
860 * \param maxType maximum value of the event type to be considered;
861 * SDL_EVENT_LAST is a safe choice
862 * \returns the number of events actually stored or a negative error code on
863 * failure; call SDL_GetError() for more information.
864 *
865 * \since This function is available since SDL 3.0.0.
866 *
867 * \sa SDL_PollEvent
868 * \sa SDL_PumpEvents
869 * \sa SDL_PushEvent
870 */
871extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType);
872/* @} */
873
874/**
875 * Check for the existence of a certain event type in the event queue.
876 *
877 * If you need to check for a range of event types, use SDL_HasEvents()
878 * instead.
879 *
880 * \param type the type of event to be queried; see SDL_EventType for details
881 * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
882 * events matching `type` are not present.
883 *
884 * \since This function is available since SDL 3.0.0.
885 *
886 * \sa SDL_HasEvents
887 */
888extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
889
890
891/**
892 * Check for the existence of certain event types in the event queue.
893 *
894 * If you need to check for a single event type, use SDL_HasEvent() instead.
895 *
896 * \param minType the low end of event type to be queried, inclusive; see
897 * SDL_EventType for details
898 * \param maxType the high end of event type to be queried, inclusive; see
899 * SDL_EventType for details
900 * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
901 * present, or SDL_FALSE if not.
902 *
903 * \since This function is available since SDL 3.0.0.
904 *
905 * \sa SDL_HasEvents
906 */
907extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
908
909/**
910 * Clear events of a specific type from the event queue.
911 *
912 * This will unconditionally remove any events from the queue that match
913 * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
914 * instead.
915 *
916 * It's also normal to just ignore events you don't care about in your event
917 * loop without calling this function.
918 *
919 * This function only affects currently queued events. If you want to make
920 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
921 * on the main thread immediately before the flush call.
922 *
923 * If you have user events with custom data that needs to be freed, you should
924 * use SDL_PeepEvents() to remove and clean up those events before calling
925 * this function.
926 *
927 * \param type the type of event to be cleared; see SDL_EventType for details
928 *
929 * \since This function is available since SDL 3.0.0.
930 *
931 * \sa SDL_FlushEvents
932 */
933extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
934
935/**
936 * Clear events of a range of types from the event queue.
937 *
938 * This will unconditionally remove any events from the queue that are in the
939 * range of `minType` to `maxType`, inclusive. If you need to remove a single
940 * event type, use SDL_FlushEvent() instead.
941 *
942 * It's also normal to just ignore events you don't care about in your event
943 * loop without calling this function.
944 *
945 * This function only affects currently queued events. If you want to make
946 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
947 * on the main thread immediately before the flush call.
948 *
949 * \param minType the low end of event type to be cleared, inclusive; see
950 * SDL_EventType for details
951 * \param maxType the high end of event type to be cleared, inclusive; see
952 * SDL_EventType for details
953 *
954 * \since This function is available since SDL 3.0.0.
955 *
956 * \sa SDL_FlushEvent
957 */
958extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
959
960/**
961 * Poll for currently pending events.
962 *
963 * If `event` is not NULL, the next event is removed from the queue and stored
964 * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
965 * this event, immediately stored in the SDL Event structure -- not an event
966 * to follow.
967 *
968 * If `event` is NULL, it simply returns 1 if there is an event in the queue,
969 * but will not remove it from the queue.
970 *
971 * As this function may implicitly call SDL_PumpEvents(), you can only call
972 * this function in the thread that set the video mode.
973 *
974 * SDL_PollEvent() is the favored way of receiving system events since it can
975 * be done from the main loop and does not suspend the main loop while waiting
976 * on an event to be posted.
977 *
978 * The common practice is to fully process the event queue once every frame,
979 * usually as a first step before updating the game's state:
980 *
981 * ```c
982 * while (game_is_still_running) {
983 * SDL_Event event;
984 * while (SDL_PollEvent(&event)) { // poll until all events are handled!
985 * // decide what to do with this event.
986 * }
987 *
988 * // update game state, draw the current frame
989 * }
990 * ```
991 *
992 * \param event the SDL_Event structure to be filled with the next event from
993 * the queue, or NULL
994 * \returns SDL_TRUE if this got an event or SDL_FALSE if there are none
995 * available.
996 *
997 * \since This function is available since SDL 3.0.0.
998 *
999 * \sa SDL_PushEvent
1000 * \sa SDL_WaitEvent
1001 * \sa SDL_WaitEventTimeout
1002 */
1003extern DECLSPEC SDL_bool SDLCALL SDL_PollEvent(SDL_Event *event);
1004
1005/**
1006 * Wait indefinitely for the next available event.
1007 *
1008 * If `event` is not NULL, the next event is removed from the queue and stored
1009 * in the SDL_Event structure pointed to by `event`.
1010 *
1011 * As this function may implicitly call SDL_PumpEvents(), you can only call
1012 * this function in the thread that initialized the video subsystem.
1013 *
1014 * \param event the SDL_Event structure to be filled in with the next event
1015 * from the queue, or NULL
1016 * \returns SDL_TRUE on success or SDL_FALSE if there was an error while
1017 * waiting for events; call SDL_GetError() for more information.
1018 *
1019 * \since This function is available since SDL 3.0.0.
1020 *
1021 * \sa SDL_PollEvent
1022 * \sa SDL_PushEvent
1023 * \sa SDL_WaitEventTimeout
1024 */
1025extern DECLSPEC SDL_bool SDLCALL SDL_WaitEvent(SDL_Event *event);
1026
1027/**
1028 * Wait until the specified timeout (in milliseconds) for the next available
1029 * event.
1030 *
1031 * If `event` is not NULL, the next event is removed from the queue and stored
1032 * in the SDL_Event structure pointed to by `event`.
1033 *
1034 * As this function may implicitly call SDL_PumpEvents(), you can only call
1035 * this function in the thread that initialized the video subsystem.
1036 *
1037 * The timeout is not guaranteed, the actual wait time could be longer due to
1038 * system scheduling.
1039 *
1040 * \param event the SDL_Event structure to be filled in with the next event
1041 * from the queue, or NULL
1042 * \param timeoutMS the maximum number of milliseconds to wait for the next
1043 * available event
1044 * \returns SDL_TRUE if this got an event or SDL_FALSE if the timeout elapsed
1045 * without any events available.
1046 *
1047 * \since This function is available since SDL 3.0.0.
1048 *
1049 * \sa SDL_PollEvent
1050 * \sa SDL_PushEvent
1051 * \sa SDL_WaitEvent
1052 */
1053extern DECLSPEC SDL_bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
1054
1055/**
1056 * Add an event to the event queue.
1057 *
1058 * The event queue can actually be used as a two way communication channel.
1059 * Not only can events be read from the queue, but the user can also push
1060 * their own events onto it. `event` is a pointer to the event structure you
1061 * wish to push onto the queue. The event is copied into the queue, and the
1062 * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
1063 *
1064 * Note: Pushing device input events onto the queue doesn't modify the state
1065 * of the device within SDL.
1066 *
1067 * This function is thread-safe, and can be called from other threads safely.
1068 *
1069 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
1070 * the event filter but events added with SDL_PeepEvents() do not.
1071 *
1072 * For pushing application-specific events, please use SDL_RegisterEvents() to
1073 * get an event type that does not conflict with other code that also wants
1074 * its own custom event types.
1075 *
1076 * \param event the SDL_Event to be added to the queue
1077 * \returns 1 on success, 0 if the event was filtered, or a negative error
1078 * code on failure; call SDL_GetError() for more information. A
1079 * common reason for error is the event queue being full.
1080 *
1081 * \since This function is available since SDL 3.0.0.
1082 *
1083 * \sa SDL_PeepEvents
1084 * \sa SDL_PollEvent
1085 * \sa SDL_RegisterEvents
1086 */
1087extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event);
1088
1089/**
1090 * A function pointer used for callbacks that watch the event queue.
1091 *
1092 * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
1093 * or SDL_AddEventWatch, etc
1094 * \param event the event that triggered the callback
1095 * \returns 1 to permit event to be added to the queue, and 0 to disallow
1096 * it. When used with SDL_AddEventWatch, the return value is ignored.
1097 *
1098 * \sa SDL_SetEventFilter
1099 * \sa SDL_AddEventWatch
1100 */
1101typedef int (SDLCALL *SDL_EventFilter)(void *userdata, SDL_Event *event);
1102
1103/**
1104 * Set up a filter to process all events before they change internal state and
1105 * are posted to the internal event queue.
1106 *
1107 * If the filter function returns 1 when called, then the event will be added
1108 * to the internal queue. If it returns 0, then the event will be dropped from
1109 * the queue, but the internal state will still be updated. This allows
1110 * selective filtering of dynamically arriving events.
1111 *
1112 * **WARNING**: Be very careful of what you do in the event filter function,
1113 * as it may run in a different thread!
1114 *
1115 * On platforms that support it, if the quit event is generated by an
1116 * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
1117 * application at the next event poll.
1118 *
1119 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
1120 * event filter is only called when the window manager desires to close the
1121 * application window. If the event filter returns 1, then the window will be
1122 * closed, otherwise the window will remain open if possible.
1123 *
1124 * Note: Disabled events never make it to the event filter function; see
1125 * SDL_SetEventEnabled().
1126 *
1127 * Note: If you just want to inspect events without filtering, you should use
1128 * SDL_AddEventWatch() instead.
1129 *
1130 * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
1131 * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
1132 * not.
1133 *
1134 * \param filter An SDL_EventFilter function to call when an event happens
1135 * \param userdata a pointer that is passed to `filter`
1136 *
1137 * \since This function is available since SDL 3.0.0.
1138 *
1139 * \sa SDL_AddEventWatch
1140 * \sa SDL_SetEventEnabled
1141 * \sa SDL_GetEventFilter
1142 * \sa SDL_PeepEvents
1143 * \sa SDL_PushEvent
1144 */
1145extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata);
1146
1147/**
1148 * Query the current event filter.
1149 *
1150 * This function can be used to "chain" filters, by saving the existing filter
1151 * before replacing it with a function that will call that saved filter.
1152 *
1153 * \param filter the current callback function will be stored here
1154 * \param userdata the pointer that is passed to the current event filter will
1155 * be stored here
1156 * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1157 *
1158 * \since This function is available since SDL 3.0.0.
1159 *
1160 * \sa SDL_SetEventFilter
1161 */
1162extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata);
1163
1164/**
1165 * Add a callback to be triggered when an event is added to the event queue.
1166 *
1167 * `filter` will be called when an event happens, and its return value is
1168 * ignored.
1169 *
1170 * **WARNING**: Be very careful of what you do in the event filter function,
1171 * as it may run in a different thread!
1172 *
1173 * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1174 * the internal queue and be delivered to the watch callback immediately, and
1175 * arrive at the next event poll.
1176 *
1177 * Note: the callback is called for events posted by the user through
1178 * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1179 * callback set with SDL_SetEventFilter(), nor for events posted by the user
1180 * through SDL_PeepEvents().
1181 *
1182 * \param filter an SDL_EventFilter function to call when an event happens.
1183 * \param userdata a pointer that is passed to `filter`
1184 * \returns 0 on success, or a negative error code on failure; call
1185 * SDL_GetError() for more information.
1186 *
1187 * \since This function is available since SDL 3.0.0.
1188 *
1189 * \sa SDL_DelEventWatch
1190 * \sa SDL_SetEventFilter
1191 */
1192extern DECLSPEC int SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, void *userdata);
1193
1194/**
1195 * Remove an event watch callback added with SDL_AddEventWatch().
1196 *
1197 * This function takes the same input as SDL_AddEventWatch() to identify and
1198 * delete the corresponding callback.
1199 *
1200 * \param filter the function originally passed to SDL_AddEventWatch()
1201 * \param userdata the pointer originally passed to SDL_AddEventWatch()
1202 *
1203 * \since This function is available since SDL 3.0.0.
1204 *
1205 * \sa SDL_AddEventWatch
1206 */
1207extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter, void *userdata);
1208
1209/**
1210 * Run a specific filter function on the current event queue, removing any
1211 * events for which the filter returns 0.
1212 *
1213 * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1214 * this function does not change the filter permanently, it only uses the
1215 * supplied filter until this function returns.
1216 *
1217 * \param filter the SDL_EventFilter function to call when an event happens
1218 * \param userdata a pointer that is passed to `filter`
1219 *
1220 * \since This function is available since SDL 3.0.0.
1221 *
1222 * \sa SDL_GetEventFilter
1223 * \sa SDL_SetEventFilter
1224 */
1225extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata);
1226
1227/**
1228 * Set the state of processing events by type.
1229 *
1230 * \param type the type of event; see SDL_EventType for details
1231 * \param enabled whether to process the event or not
1232 *
1233 * \since This function is available since SDL 3.0.0.
1234 *
1235 * \sa SDL_IsEventEnabled
1236 */
1237extern DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, SDL_bool enabled);
1238
1239/**
1240 * Query the state of processing events by type.
1241 *
1242 * \param type the type of event; see SDL_EventType for details
1243 * \returns SDL_TRUE if the event is being processed, SDL_FALSE otherwise.
1244 *
1245 * \since This function is available since SDL 3.0.0.
1246 *
1247 * \sa SDL_SetEventEnabled
1248 */
1249extern DECLSPEC SDL_bool SDLCALL SDL_EventEnabled(Uint32 type);
1250
1251/**
1252 * Allocate a set of user-defined events, and return the beginning event
1253 * number for that set of events.
1254 *
1255 * \param numevents the number of events to be allocated
1256 * \returns the beginning event number, or 0 if numevents is invalid or if
1257 * there are not enough user-defined events left.
1258 *
1259 * \since This function is available since SDL 3.0.0.
1260 *
1261 * \sa SDL_PushEvent
1262 */
1263extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1264
1265/**
1266 * Allocate dynamic memory for an SDL event
1267 *
1268 * You can use this to allocate memory for user events that will be
1269 * automatically freed after the event is processed.
1270 *
1271 * \param size the amount of memory to allocate
1272 * \returns a pointer to the memory allocated or NULL on failure; call
1273 * SDL_GetError() for more information.
1274 *
1275 * \since This function is available since SDL 3.0.0.
1276 */
1277extern DECLSPEC void * SDLCALL SDL_AllocateEventMemory(size_t size);
1278
1279/* Ends C function definitions when using C++ */
1280#ifdef __cplusplus
1281}
1282#endif
1283#include <SDL3/SDL_close_code.h>
1284
1285#endif /* SDL_events_h_ */
Uint32 SDL_AudioDeviceID
Definition SDL_audio.h:144
#define NULL
Uint32 SDL_CameraDeviceID
Definition SDL_camera.h:48
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
void SDL_DelEventWatch(SDL_EventFilter filter, void *userdata)
void SDL_FilterEvents(SDL_EventFilter filter, void *userdata)
SDL_bool SDL_HasEvent(Uint32 type)
SDL_bool SDL_WaitEvent(SDL_Event *event)
SDL_bool SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS)
Uint32 SDL_RegisterEvents(int numevents)
SDL_EventType
Definition SDL_events.h:58
@ SDL_EVENT_KEYMAP_CHANGED
Definition SDL_events.h:144
@ SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED
Definition SDL_events.h:100
@ SDL_EVENT_WINDOW_HIT_TEST
Definition SDL_events.h:123
@ SDL_EVENT_GAMEPAD_ADDED
Definition SDL_events.h:172
@ SDL_EVENT_GAMEPAD_TOUCHPAD_UP
Definition SDL_events.h:177
@ SDL_EVENT_WINDOW_RESTORED
Definition SDL_events.h:116
@ SDL_EVENT_GAMEPAD_AXIS_MOTION
Definition SDL_events.h:169
@ SDL_EVENT_WINDOW_LAST
Definition SDL_events.h:137
@ SDL_EVENT_DROP_BEGIN
Definition SDL_events.h:195
@ SDL_EVENT_MOUSE_MOTION
Definition SDL_events.h:150
@ SDL_EVENT_WINDOW_FOCUS_GAINED
Definition SDL_events.h:119
@ SDL_EVENT_MOUSE_WHEEL
Definition SDL_events.h:153
@ SDL_EVENT_JOYSTICK_REMOVED
Definition SDL_events.h:164
@ SDL_EVENT_WINDOW_ENTER_FULLSCREEN
Definition SDL_events.h:128
@ SDL_EVENT_PEN_DOWN
Definition SDL_events.h:208
@ SDL_EVENT_CLIPBOARD_UPDATE
Definition SDL_events.h:190
@ SDL_EVENT_DID_ENTER_FOREGROUND
Definition SDL_events.h:85
@ SDL_EVENT_JOYSTICK_BUTTON_UP
Definition SDL_events.h:162
@ SDL_EVENT_JOYSTICK_BATTERY_UPDATED
Definition SDL_events.h:165
@ SDL_EVENT_WILL_ENTER_FOREGROUND
Definition SDL_events.h:81
@ SDL_EVENT_PEN_MOTION
Definition SDL_events.h:210
@ SDL_EVENT_POLL_SENTINEL
Definition SDL_events.h:225
@ SDL_EVENT_CAMERA_DEVICE_REMOVED
Definition SDL_events.h:216
@ SDL_EVENT_JOYSTICK_UPDATE_COMPLETE
Definition SDL_events.h:166
@ SDL_EVENT_FINGER_UP
Definition SDL_events.h:184
@ SDL_EVENT_DISPLAY_REMOVED
Definition SDL_events.h:98
@ SDL_EVENT_JOYSTICK_ADDED
Definition SDL_events.h:163
@ SDL_EVENT_MOUSE_ADDED
Definition SDL_events.h:154
@ SDL_EVENT_DROP_POSITION
Definition SDL_events.h:197
@ SDL_EVENT_WINDOW_EXPOSED
Definition SDL_events.h:110
@ SDL_EVENT_WINDOW_DISPLAY_CHANGED
Definition SDL_events.h:125
@ SDL_EVENT_WINDOW_RESIZED
Definition SDL_events.h:112
@ SDL_EVENT_ENUM_PADDING
Definition SDL_events.h:238
@ SDL_EVENT_GAMEPAD_REMAPPED
Definition SDL_events.h:174
@ SDL_EVENT_GAMEPAD_REMOVED
Definition SDL_events.h:173
@ SDL_EVENT_FINGER_MOTION
Definition SDL_events.h:185
@ SDL_EVENT_WINDOW_MOUSE_ENTER
Definition SDL_events.h:117
@ SDL_EVENT_WINDOW_HIDDEN
Definition SDL_events.h:109
@ SDL_EVENT_RENDER_TARGETS_RESET
Definition SDL_events.h:221
@ SDL_EVENT_MOUSE_REMOVED
Definition SDL_events.h:155
@ SDL_EVENT_DISPLAY_HDR_STATE_CHANGED
Definition SDL_events.h:101
@ SDL_EVENT_DID_ENTER_BACKGROUND
Definition SDL_events.h:77
@ SDL_EVENT_CAMERA_DEVICE_APPROVED
Definition SDL_events.h:217
@ SDL_EVENT_AUDIO_DEVICE_ADDED
Definition SDL_events.h:200
@ SDL_EVENT_RENDER_DEVICE_RESET
Definition SDL_events.h:222
@ SDL_EVENT_LOW_MEMORY
Definition SDL_events.h:69
@ SDL_EVENT_GAMEPAD_UPDATE_COMPLETE
Definition SDL_events.h:179
@ SDL_EVENT_WINDOW_DESTROYED
Definition SDL_events.h:130
@ SDL_EVENT_PEN_UP
Definition SDL_events.h:209
@ SDL_EVENT_GAMEPAD_BUTTON_DOWN
Definition SDL_events.h:170
@ SDL_EVENT_DISPLAY_ADDED
Definition SDL_events.h:97
@ SDL_EVENT_JOYSTICK_AXIS_MOTION
Definition SDL_events.h:158
@ SDL_EVENT_KEY_UP
Definition SDL_events.h:141
@ SDL_EVENT_WINDOW_CLOSE_REQUESTED
Definition SDL_events.h:121
@ SDL_EVENT_TEXT_INPUT
Definition SDL_events.h:143
@ SDL_EVENT_LOCALE_CHANGED
Definition SDL_events.h:90
@ SDL_EVENT_WINDOW_OCCLUDED
Definition SDL_events.h:127
@ SDL_EVENT_DISPLAY_LAST
Definition SDL_events.h:103
@ SDL_EVENT_WILL_ENTER_BACKGROUND
Definition SDL_events.h:73
@ SDL_EVENT_MOUSE_BUTTON_DOWN
Definition SDL_events.h:151
@ SDL_EVENT_USER
Definition SDL_events.h:230
@ SDL_EVENT_WINDOW_FIRST
Definition SDL_events.h:136
@ SDL_EVENT_SENSOR_UPDATE
Definition SDL_events.h:205
@ SDL_EVENT_PEN_BUTTON_DOWN
Definition SDL_events.h:211
@ SDL_EVENT_FIRST
Definition SDL_events.h:59
@ SDL_EVENT_DISPLAY_MOVED
Definition SDL_events.h:99
@ SDL_EVENT_JOYSTICK_BUTTON_DOWN
Definition SDL_events.h:161
@ SDL_EVENT_PEN_BUTTON_UP
Definition SDL_events.h:212
@ SDL_EVENT_MOUSE_BUTTON_UP
Definition SDL_events.h:152
@ SDL_EVENT_DROP_TEXT
Definition SDL_events.h:194
@ SDL_EVENT_DROP_FILE
Definition SDL_events.h:193
@ SDL_EVENT_KEYBOARD_REMOVED
Definition SDL_events.h:147
@ SDL_EVENT_WINDOW_FOCUS_LOST
Definition SDL_events.h:120
@ SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED
Definition SDL_events.h:180
@ SDL_EVENT_GAMEPAD_BUTTON_UP
Definition SDL_events.h:171
@ SDL_EVENT_WINDOW_PEN_ENTER
Definition SDL_events.h:134
@ SDL_EVENT_WINDOW_MAXIMIZED
Definition SDL_events.h:115
@ SDL_EVENT_TERMINATING
Definition SDL_events.h:65
@ SDL_EVENT_WINDOW_PEN_LEAVE
Definition SDL_events.h:135
@ SDL_EVENT_WINDOW_ICCPROF_CHANGED
Definition SDL_events.h:124
@ SDL_EVENT_SYSTEM_THEME_CHANGED
Definition SDL_events.h:92
@ SDL_EVENT_WINDOW_LEAVE_FULLSCREEN
Definition SDL_events.h:129
@ SDL_EVENT_CAMERA_DEVICE_ADDED
Definition SDL_events.h:215
@ SDL_EVENT_KEYBOARD_ADDED
Definition SDL_events.h:146
@ SDL_EVENT_GAMEPAD_SENSOR_UPDATE
Definition SDL_events.h:178
@ SDL_EVENT_JOYSTICK_HAT_MOTION
Definition SDL_events.h:160
@ SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED
Definition SDL_events.h:202
@ SDL_EVENT_JOYSTICK_BALL_MOTION
Definition SDL_events.h:159
@ SDL_EVENT_WINDOW_TAKE_FOCUS
Definition SDL_events.h:122
@ SDL_EVENT_WINDOW_SHOWN
Definition SDL_events.h:108
@ SDL_EVENT_KEY_DOWN
Definition SDL_events.h:140
@ SDL_EVENT_CAMERA_DEVICE_DENIED
Definition SDL_events.h:218
@ SDL_EVENT_WINDOW_MOVED
Definition SDL_events.h:111
@ SDL_EVENT_DISPLAY_FIRST
Definition SDL_events.h:102
@ SDL_EVENT_WINDOW_MINIMIZED
Definition SDL_events.h:114
@ SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED
Definition SDL_events.h:113
@ SDL_EVENT_DISPLAY_ORIENTATION
Definition SDL_events.h:96
@ SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED
Definition SDL_events.h:126
@ SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION
Definition SDL_events.h:176
@ SDL_EVENT_LAST
Definition SDL_events.h:235
@ SDL_EVENT_AUDIO_DEVICE_REMOVED
Definition SDL_events.h:201
@ SDL_EVENT_DROP_COMPLETE
Definition SDL_events.h:196
@ SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
Definition SDL_events.h:175
@ SDL_EVENT_TEXT_EDITING
Definition SDL_events.h:142
@ SDL_EVENT_WINDOW_MOUSE_LEAVE
Definition SDL_events.h:118
@ SDL_EVENT_QUIT
Definition SDL_events.h:62
@ SDL_EVENT_FINGER_DOWN
Definition SDL_events.h:183
SDL_bool SDL_PollEvent(SDL_Event *event)
int(* SDL_EventFilter)(void *userdata, SDL_Event *event)
void SDL_SetEventFilter(SDL_EventFilter filter, void *userdata)
SDL_bool SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata)
SDL_bool SDL_EventEnabled(Uint32 type)
SDL_eventaction
Definition SDL_events.h:827
@ SDL_ADDEVENT
Definition SDL_events.h:828
@ SDL_PEEKEVENT
Definition SDL_events.h:829
@ SDL_GETEVENT
Definition SDL_events.h:830
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
void SDL_FlushEvent(Uint32 type)
int SDL_AddEventWatch(SDL_EventFilter filter, void *userdata)
int SDL_PushEvent(SDL_Event *event)
SDL_bool SDL_HasEvents(Uint32 minType, Uint32 maxType)
void SDL_SetEventEnabled(Uint32 type, SDL_bool enabled)
void * SDL_AllocateEventMemory(size_t size)
void SDL_PumpEvents(void)
Uint32 SDL_JoystickID
SDL_JoystickPowerLevel
Uint32 SDL_KeyboardID
Uint32 SDL_MouseID
Definition SDL_mouse.h:41
SDL_MouseWheelDirection
Definition SDL_mouse.h:77
Uint32 SDL_PenID
Definition SDL_pen.h:57
@ SDL_PEN_NUM_AXES
Definition SDL_pen.h:87
Uint32 SDL_SensorID
Definition SDL_sensor.h:60
uint8_t Uint8
Definition SDL_stdinc.h:150
uint16_t Uint16
Definition SDL_stdinc.h:162
int32_t Sint32
Definition SDL_stdinc.h:168
SDL_MALLOC size_t size
Definition SDL_stdinc.h:410
int SDL_bool
Definition SDL_stdinc.h:137
int16_t Sint16
Definition SDL_stdinc.h:156
#define SDL_COMPILE_TIME_ASSERT(name, x)
Definition SDL_stdinc.h:358
uint64_t Uint64
Definition SDL_stdinc.h:187
uint32_t Uint32
Definition SDL_stdinc.h:174
Uint64 SDL_TouchID
Definition SDL_touch.h:41
Uint64 SDL_FingerID
Definition SDL_touch.h:42
Uint32 SDL_DisplayID
Definition SDL_video.h:44
Uint32 SDL_WindowID
Definition SDL_video.h:45
SDL_AudioDeviceID which
Definition SDL_events.h:578
SDL_EventType type
Definition SDL_events.h:575
SDL_EventType type
Definition SDL_events.h:590
SDL_CameraDeviceID which
Definition SDL_events.h:593
SDL_EventType type
Definition SDL_events.h:696
SDL_DisplayID displayID
Definition SDL_events.h:260
SDL_EventType type
Definition SDL_events.h:257
SDL_EventType type
Definition SDL_events.h:681
SDL_WindowID windowID
Definition SDL_events.h:684
Uint64 timestamp
Definition SDL_events.h:683
Uint32 reserved
Definition SDL_events.h:682
SDL_JoystickID which
Definition SDL_events.h:503
SDL_EventType type
Definition SDL_events.h:500
SDL_JoystickID which
Definition SDL_events.h:521
SDL_JoystickID which
Definition SDL_events.h:537
SDL_JoystickID which
Definition SDL_events.h:564
SDL_EventType type
Definition SDL_events.h:407
SDL_JoystickID which
Definition SDL_events.h:410
Joystick trackball motion event structure (event.jball.*)
Definition SDL_events.h:423
SDL_JoystickID which
Definition SDL_events.h:427
SDL_JoystickPowerLevel level
Definition SDL_events.h:492
SDL_JoystickID which
Definition SDL_events.h:491
SDL_EventType type
Definition SDL_events.h:488
SDL_JoystickID which
Definition SDL_events.h:465
SDL_EventType type
Definition SDL_events.h:462
SDL_EventType type
Definition SDL_events.h:477
SDL_JoystickID which
Definition SDL_events.h:480
SDL_JoystickID which
Definition SDL_events.h:444
SDL_EventType type
Definition SDL_events.h:441
SDL_KeyboardID which
Definition SDL_events.h:285
SDL_Keysym keysym
Definition SDL_events.h:302
SDL_EventType type
Definition SDL_events.h:293
SDL_KeyboardID which
Definition SDL_events.h:297
SDL_WindowID windowID
Definition SDL_events.h:296
SDL_WindowID windowID
Definition SDL_events.h:375
SDL_EventType type
Definition SDL_events.h:372
SDL_EventType type
Definition SDL_events.h:344
SDL_WindowID windowID
Definition SDL_events.h:358
SDL_EventType type
Definition SDL_events.h:355
SDL_MouseWheelDirection direction
Definition SDL_events.h:397
SDL_EventType type
Definition SDL_events.h:390
SDL_MouseID which
Definition SDL_events.h:394
SDL_WindowID windowID
Definition SDL_events.h:393
float axes[SDL_PEN_NUM_AXES]
Definition SDL_events.h:670
SDL_WindowID windowID
Definition SDL_events.h:663
SDL_EventType type
Definition SDL_events.h:660
float axes[SDL_PEN_NUM_AXES]
Definition SDL_events.h:652
SDL_WindowID windowID
Definition SDL_events.h:645
SDL_EventType type
Definition SDL_events.h:642
SDL_WindowID windowID
Definition SDL_events.h:627
SDL_PenID which
Definition SDL_events.h:628
SDL_EventType type
Definition SDL_events.h:624
float axes[SDL_PEN_NUM_AXES]
Definition SDL_events.h:634
SDL_EventType type
Definition SDL_events.h:719
Uint32 reserved
Definition SDL_events.h:720
Uint64 timestamp
Definition SDL_events.h:721
Uint64 sensor_timestamp
Definition SDL_events.h:711
SDL_EventType type
Definition SDL_events.h:706
SDL_SensorID which
Definition SDL_events.h:709
SDL_EventType type
Definition SDL_events.h:314
SDL_WindowID windowID
Definition SDL_events.h:317
SDL_WindowID windowID
Definition SDL_events.h:335
SDL_EventType type
Definition SDL_events.h:332
SDL_FingerID fingerID
Definition SDL_events.h:608
SDL_TouchID touchID
Definition SDL_events.h:607
SDL_EventType type
Definition SDL_events.h:604
SDL_WindowID windowID
Definition SDL_events.h:614
Uint32 reserved
Definition SDL_events.h:730
SDL_WindowID windowID
Definition SDL_events.h:732
Uint64 timestamp
Definition SDL_events.h:731
SDL_EventType type
Definition SDL_events.h:269
SDL_WindowID windowID
Definition SDL_events.h:272
SDL_PenTipEvent ptip
Definition SDL_events.h:773
SDL_QuitEvent quit
Definition SDL_events.h:770
SDL_AudioDeviceEvent adevice
Definition SDL_events.h:767
Uint8 padding[128]
Definition SDL_events.h:792
SDL_JoyDeviceEvent jdevice
Definition SDL_events.h:756
Uint32 type
Definition SDL_events.h:744
SDL_MouseWheelEvent wheel
Definition SDL_events.h:755
SDL_PenMotionEvent pmotion
Definition SDL_events.h:774
SDL_JoyHatEvent jhat
Definition SDL_events.h:759
SDL_ClipboardEvent clipboard
Definition SDL_events.h:777
SDL_JoyButtonEvent jbutton
Definition SDL_events.h:760
SDL_GamepadDeviceEvent gdevice
Definition SDL_events.h:762
SDL_GamepadAxisEvent gaxis
Definition SDL_events.h:763
SDL_WindowEvent window
Definition SDL_events.h:747
SDL_CameraDeviceEvent cdevice
Definition SDL_events.h:768
SDL_GamepadTouchpadEvent gtouchpad
Definition SDL_events.h:765
SDL_KeyboardDeviceEvent kdevice
Definition SDL_events.h:748
SDL_TextEditingEvent edit
Definition SDL_events.h:750
SDL_TextInputEvent text
Definition SDL_events.h:751
SDL_PenButtonEvent pbutton
Definition SDL_events.h:775
SDL_GamepadSensorEvent gsensor
Definition SDL_events.h:766
SDL_TouchFingerEvent tfinger
Definition SDL_events.h:772
SDL_MouseButtonEvent button
Definition SDL_events.h:754
SDL_UserEvent user
Definition SDL_events.h:771
SDL_KeyboardEvent key
Definition SDL_events.h:749
SDL_CommonEvent common
Definition SDL_events.h:745
SDL_MouseMotionEvent motion
Definition SDL_events.h:753
SDL_JoyAxisEvent jaxis
Definition SDL_events.h:757
SDL_MouseDeviceEvent mdevice
Definition SDL_events.h:752
SDL_DropEvent drop
Definition SDL_events.h:776
SDL_JoyBallEvent jball
Definition SDL_events.h:758
SDL_JoyBatteryEvent jbattery
Definition SDL_events.h:761
SDL_SensorEvent sensor
Definition SDL_events.h:769
SDL_GamepadButtonEvent gbutton
Definition SDL_events.h:764
SDL_DisplayEvent display
Definition SDL_events.h:746