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SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2009 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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* Include file for SDL event handling
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_active.h"
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#include "SDL_keyboard.h"
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#include "SDL_mouse.h"
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#include "SDL_joystick.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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/** @name General keyboard/mouse state definitions */
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#define SDL_RELEASED 0
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/** Event enumerations */
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SDL_NOEVENT = 0, /**< Unused (do not remove) */
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SDL_ACTIVEEVENT, /**< Application loses/gains visibility */
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SDL_KEYDOWN, /**< Keys pressed */
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SDL_KEYUP, /**< Keys released */
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SDL_MOUSEMOTION, /**< Mouse moved */
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SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
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SDL_MOUSEBUTTONUP, /**< Mouse button released */
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SDL_JOYAXISMOTION, /**< Joystick axis motion */
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SDL_JOYBALLMOTION, /**< Joystick trackball motion */
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SDL_JOYHATMOTION, /**< Joystick hat position change */
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SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
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SDL_JOYBUTTONUP, /**< Joystick button released */
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SDL_QUIT, /**< User-requested quit */
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SDL_SYSWMEVENT, /**< System specific event */
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SDL_EVENT_RESERVEDA, /**< Reserved for future use.. */
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SDL_EVENT_RESERVEDB, /**< Reserved for future use.. */
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SDL_VIDEORESIZE, /**< User resized video mode */
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SDL_VIDEOEXPOSE, /**< Screen needs to be redrawn */
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SDL_EVENT_RESERVED2, /**< Reserved for future use.. */
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SDL_EVENT_RESERVED3, /**< Reserved for future use.. */
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SDL_EVENT_RESERVED4, /**< Reserved for future use.. */
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SDL_EVENT_RESERVED5, /**< Reserved for future use.. */
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SDL_EVENT_RESERVED6, /**< Reserved for future use.. */
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SDL_EVENT_RESERVED7, /**< Reserved for future use.. */
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/** Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
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/** This last event is only for bounding internal arrays
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* It is the number of bits in the event mask datatype -- Uint32
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/** @name Predefined event masks */
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#define SDL_EVENTMASK(X) (1<<(X))
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SDL_ACTIVEEVENTMASK = SDL_EVENTMASK(SDL_ACTIVEEVENT),
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SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN),
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SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP),
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SDL_KEYEVENTMASK = SDL_EVENTMASK(SDL_KEYDOWN)|
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SDL_EVENTMASK(SDL_KEYUP),
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SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
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SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
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SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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SDL_MOUSEEVENTMASK = SDL_EVENTMASK(SDL_MOUSEMOTION)|
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SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)|
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SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION),
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SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION),
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SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION),
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SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
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SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
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SDL_JOYEVENTMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION)|
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SDL_EVENTMASK(SDL_JOYBALLMOTION)|
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SDL_EVENTMASK(SDL_JOYHATMOTION)|
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SDL_EVENTMASK(SDL_JOYBUTTONDOWN)|
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SDL_EVENTMASK(SDL_JOYBUTTONUP),
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SDL_VIDEORESIZEMASK = SDL_EVENTMASK(SDL_VIDEORESIZE),
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SDL_VIDEOEXPOSEMASK = SDL_EVENTMASK(SDL_VIDEOEXPOSE),
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SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT),
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SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT)
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#define SDL_ALLEVENTS 0xFFFFFFFF
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/** Application visibility event structure */
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typedef struct SDL_ActiveEvent {
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Uint8 type; /**< SDL_ACTIVEEVENT */
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Uint8 gain; /**< Whether given states were gained or lost (1/0) */
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Uint8 state; /**< A mask of the focus states */
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/** Keyboard event structure */
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typedef struct SDL_KeyboardEvent {
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Uint8 type; /**< SDL_KEYDOWN or SDL_KEYUP */
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Uint8 which; /**< The keyboard device index */
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Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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/** Mouse motion event structure */
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typedef struct SDL_MouseMotionEvent {
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Uint8 type; /**< SDL_MOUSEMOTION */
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Uint8 which; /**< The mouse device index */
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Uint8 state; /**< The current button state */
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Uint16 x, y; /**< The X/Y coordinates of the mouse */
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Sint16 xrel; /**< The relative motion in the X direction */
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Sint16 yrel; /**< The relative motion in the Y direction */
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} SDL_MouseMotionEvent;
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/** Mouse button event structure */
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typedef struct SDL_MouseButtonEvent {
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Uint8 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
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Uint8 which; /**< The mouse device index */
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Uint8 button; /**< The mouse button index */
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Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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Uint16 x, y; /**< The X/Y coordinates of the mouse at press time */
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} SDL_MouseButtonEvent;
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/** Joystick axis motion event structure */
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typedef struct SDL_JoyAxisEvent {
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Uint8 type; /**< SDL_JOYAXISMOTION */
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Uint8 which; /**< The joystick device index */
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Uint8 axis; /**< The joystick axis index */
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Sint16 value; /**< The axis value (range: -32768 to 32767) */
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/** Joystick trackball motion event structure */
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typedef struct SDL_JoyBallEvent {
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Uint8 type; /**< SDL_JOYBALLMOTION */
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Uint8 which; /**< The joystick device index */
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Uint8 ball; /**< The joystick trackball index */
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Sint16 xrel; /**< The relative motion in the X direction */
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Sint16 yrel; /**< The relative motion in the Y direction */
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/** Joystick hat position change event structure */
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typedef struct SDL_JoyHatEvent {
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Uint8 type; /**< SDL_JOYHATMOTION */
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Uint8 which; /**< The joystick device index */
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Uint8 hat; /**< The joystick hat index */
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Uint8 value; /**< The hat position value:
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* SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
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* SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
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* SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
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* Note that zero means the POV is centered.
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/** Joystick button event structure */
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typedef struct SDL_JoyButtonEvent {
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Uint8 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
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Uint8 which; /**< The joystick device index */
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Uint8 button; /**< The joystick button index */
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Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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} SDL_JoyButtonEvent;
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/** The "window resized" event
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* When you get this event, you are responsible for setting a new video
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* mode with the new width and height.
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typedef struct SDL_ResizeEvent {
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Uint8 type; /**< SDL_VIDEORESIZE */
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int w; /**< New width */
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int h; /**< New height */
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/** The "screen redraw" event */
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typedef struct SDL_ExposeEvent {
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Uint8 type; /**< SDL_VIDEOEXPOSE */
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/** The "quit requested" event */
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typedef struct SDL_QuitEvent {
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Uint8 type; /**< SDL_QUIT */
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/** A user-defined event type */
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typedef struct SDL_UserEvent {
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Uint8 type; /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */
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int code; /**< User defined event code */
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void *data1; /**< User defined data pointer */
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void *data2; /**< User defined data pointer */
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/** If you want to use this event, you should include SDL_syswm.h */
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typedef struct SDL_SysWMmsg SDL_SysWMmsg;
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typedef struct SDL_SysWMEvent {
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/** General event structure */
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typedef union SDL_Event {
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SDL_ActiveEvent active;
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SDL_KeyboardEvent key;
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SDL_MouseMotionEvent motion;
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SDL_MouseButtonEvent button;
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SDL_JoyAxisEvent jaxis;
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SDL_JoyBallEvent jball;
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SDL_JoyHatEvent jhat;
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SDL_JoyButtonEvent jbutton;
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SDL_ResizeEvent resize;
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SDL_ExposeEvent expose;
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SDL_SysWMEvent syswm;
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/* Function prototypes */
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/** Pumps the event loop, gathering events from the input devices.
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* This function updates the event queue and internal input device state.
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* This should only be run in the thread that sets the video mode.
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extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
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* Checks the event queue for messages and optionally returns them.
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* If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
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* the back of the event queue.
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* If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
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* of the event queue, matching 'mask', will be returned and will not
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* be removed from the queue.
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* If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
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* of the event queue, matching 'mask', will be returned and will be
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* removed from the queue.
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* This function returns the number of events actually stored, or -1
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* if there was an error.
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* This function is thread-safe.
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extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents,
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SDL_eventaction action, Uint32 mask);
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/** Polls for currently pending events, and returns 1 if there are any pending
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* events, or 0 if there are none available. If 'event' is not NULL, the next
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* event is removed from the queue and stored in that area.
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extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event *event);
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/** Waits indefinitely for the next available event, returning 1, or 0 if there
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* was an error while waiting for events. If 'event' is not NULL, the next
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* event is removed from the queue and stored in that area.
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extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
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/** Add an event to the event queue.
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* This function returns 0 on success, or -1 if the event queue was full
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* or there was some other error.
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extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event);
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/** @name Event Filtering */
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typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event);
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* This function sets up a filter to process all events before they
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* change internal state and are posted to the internal event queue.
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* The filter is protypted as:
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* @code typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event); @endcode
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* If the filter returns 1, then the event will be added to the internal queue.
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* If it returns 0, then the event will be dropped from the queue, but the
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* internal state will still be updated. This allows selective filtering of
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* dynamically arriving events.
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* @warning Be very careful of what you do in the event filter function, as
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* it may run in a different thread!
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* There is one caveat when dealing with the SDL_QUITEVENT event type. The
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* event filter is only called when the window manager desires to close the
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* application window. If the event filter returns 1, then the window will
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* be closed, otherwise the window will remain open if possible.
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* If the quit event is generated by an interrupt signal, it will bypass the
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* internal queue and be delivered to the application at the next event poll.
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extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter);
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* Return the current event filter - can be used to "chain" filters.
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* If there is no event filter set, this function returns NULL.
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extern DECLSPEC SDL_EventFilter SDLCALL SDL_GetEventFilter(void);
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/** @name Event State */
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#define SDL_DISABLE 0
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* This function allows you to set the state of processing certain events.
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* If 'state' is set to SDL_IGNORE, that event will be automatically dropped
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* from the event queue and will not event be filtered.
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* If 'state' is set to SDL_ENABLE, that event will be processed normally.
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* If 'state' is set to SDL_QUERY, SDL_EventState() will return the
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* current processing state of the specified event.
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extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
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/* Ends C function definitions when using C++ */
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#include "close_code.h"
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#endif /* _SDL_events_h */