2 Simple DirectMedia Layer
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.
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:
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.
25 * Include file for SDL event handling.
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_video.h"
34 #include "SDL_keyboard.h"
35 #include "SDL_mouse.h"
36 #include "SDL_joystick.h"
37 #include "SDL_gamecontroller.h"
39 #include "SDL_gesture.h"
40 #include "SDL_touch.h"
42 #include "begin_code.h"
43 /* Set up for C function definitions, even when using C++ */
48 /* General keyboard/mouse state definitions */
49 #define SDL_RELEASED 0
53 * \brief The types of events that can be delivered.
57 SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
59 /* Application events */
60 SDL_QUIT = 0x100, /**< User-requested quit */
62 /* These application events have special meaning on iOS, see README-ios.txt for details */
63 SDL_APP_TERMINATING, /**< The application is being terminated by the OS
64 Called on iOS in applicationWillTerminate()
65 Called on Android in onDestroy()
67 SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
68 Called on iOS in applicationDidReceiveMemoryWarning()
69 Called on Android in onLowMemory()
71 SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72 Called on iOS in applicationWillResignActive()
73 Called on Android in onPause()
75 SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
76 Called on iOS in applicationDidEnterBackground()
77 Called on Android in onPause()
79 SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80 Called on iOS in applicationWillEnterForeground()
81 Called on Android in onResume()
83 SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84 Called on iOS in applicationDidBecomeActive()
85 Called on Android in onResume()
89 SDL_WINDOWEVENT = 0x200, /**< Window state change */
90 SDL_SYSWMEVENT, /**< System specific event */
93 SDL_KEYDOWN = 0x300, /**< Key pressed */
94 SDL_KEYUP, /**< Key released */
95 SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
96 SDL_TEXTINPUT, /**< Keyboard text input */
99 SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
100 SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
101 SDL_MOUSEBUTTONUP, /**< Mouse button released */
102 SDL_MOUSEWHEEL, /**< Mouse wheel motion */
104 /* Joystick events */
105 SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
106 SDL_JOYBALLMOTION, /**< Joystick trackball motion */
107 SDL_JOYHATMOTION, /**< Joystick hat position change */
108 SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
109 SDL_JOYBUTTONUP, /**< Joystick button released */
110 SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
111 SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
113 /* Game controller events */
114 SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
115 SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
116 SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
117 SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
118 SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
119 SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
122 SDL_FINGERDOWN = 0x700,
127 SDL_DOLLARGESTURE = 0x800,
131 /* Clipboard events */
132 SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
134 /* Drag and drop events */
135 SDL_DROPFILE = 0x1000, /**< The system requests a file open */
138 SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */
140 /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
141 * and should be allocated with SDL_RegisterEvents()
143 SDL_USEREVENT = 0x8000,
146 * This last event is only for bounding internal arrays
148 SDL_LASTEVENT = 0xFFFF
152 * \brief Fields shared by every event
154 typedef struct SDL_CommonEvent
161 * \brief Window state change event data (event.window.*)
163 typedef struct SDL_WindowEvent
165 Uint32 type; /**< ::SDL_WINDOWEVENT */
167 Uint32 windowID; /**< The associated window */
168 Uint8 event; /**< ::SDL_WindowEventID */
172 Sint32 data1; /**< event dependent data */
173 Sint32 data2; /**< event dependent data */
177 * \brief Keyboard button event structure (event.key.*)
179 typedef struct SDL_KeyboardEvent
181 Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
183 Uint32 windowID; /**< The window with keyboard focus, if any */
184 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
185 Uint8 repeat; /**< Non-zero if this is a key repeat */
188 SDL_Keysym keysym; /**< The key that was pressed or released */
191 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
193 * \brief Keyboard text editing event structure (event.edit.*)
195 typedef struct SDL_TextEditingEvent
197 Uint32 type; /**< ::SDL_TEXTEDITING */
199 Uint32 windowID; /**< The window with keyboard focus, if any */
200 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
201 Sint32 start; /**< The start cursor of selected editing text */
202 Sint32 length; /**< The length of selected editing text */
203 } SDL_TextEditingEvent;
206 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
208 * \brief Keyboard text input event structure (event.text.*)
210 typedef struct SDL_TextInputEvent
212 Uint32 type; /**< ::SDL_TEXTINPUT */
214 Uint32 windowID; /**< The window with keyboard focus, if any */
215 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
216 } SDL_TextInputEvent;
219 * \brief Mouse motion event structure (event.motion.*)
221 typedef struct SDL_MouseMotionEvent
223 Uint32 type; /**< ::SDL_MOUSEMOTION */
225 Uint32 windowID; /**< The window with mouse focus, if any */
226 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
227 Uint32 state; /**< The current button state */
228 Sint32 x; /**< X coordinate, relative to window */
229 Sint32 y; /**< Y coordinate, relative to window */
230 Sint32 xrel; /**< The relative motion in the X direction */
231 Sint32 yrel; /**< The relative motion in the Y direction */
232 } SDL_MouseMotionEvent;
235 * \brief Mouse button event structure (event.button.*)
237 typedef struct SDL_MouseButtonEvent
239 Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
241 Uint32 windowID; /**< The window with mouse focus, if any */
242 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
243 Uint8 button; /**< The mouse button index */
244 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
245 Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
247 Sint32 x; /**< X coordinate, relative to window */
248 Sint32 y; /**< Y coordinate, relative to window */
249 } SDL_MouseButtonEvent;
252 * \brief Mouse wheel event structure (event.wheel.*)
254 typedef struct SDL_MouseWheelEvent
256 Uint32 type; /**< ::SDL_MOUSEWHEEL */
258 Uint32 windowID; /**< The window with mouse focus, if any */
259 Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
260 Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
261 Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
262 } SDL_MouseWheelEvent;
265 * \brief Joystick axis motion event structure (event.jaxis.*)
267 typedef struct SDL_JoyAxisEvent
269 Uint32 type; /**< ::SDL_JOYAXISMOTION */
271 SDL_JoystickID which; /**< The joystick instance id */
272 Uint8 axis; /**< The joystick axis index */
276 Sint16 value; /**< The axis value (range: -32768 to 32767) */
281 * \brief Joystick trackball motion event structure (event.jball.*)
283 typedef struct SDL_JoyBallEvent
285 Uint32 type; /**< ::SDL_JOYBALLMOTION */
287 SDL_JoystickID which; /**< The joystick instance id */
288 Uint8 ball; /**< The joystick trackball index */
292 Sint16 xrel; /**< The relative motion in the X direction */
293 Sint16 yrel; /**< The relative motion in the Y direction */
297 * \brief Joystick hat position change event structure (event.jhat.*)
299 typedef struct SDL_JoyHatEvent
301 Uint32 type; /**< ::SDL_JOYHATMOTION */
303 SDL_JoystickID which; /**< The joystick instance id */
304 Uint8 hat; /**< The joystick hat index */
305 Uint8 value; /**< The hat position value.
306 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
307 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
308 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
310 * Note that zero means the POV is centered.
317 * \brief Joystick button event structure (event.jbutton.*)
319 typedef struct SDL_JoyButtonEvent
321 Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
323 SDL_JoystickID which; /**< The joystick instance id */
324 Uint8 button; /**< The joystick button index */
325 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
328 } SDL_JoyButtonEvent;
331 * \brief Joystick device event structure (event.jdevice.*)
333 typedef struct SDL_JoyDeviceEvent
335 Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
337 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
338 } SDL_JoyDeviceEvent;
342 * \brief Game controller axis motion event structure (event.caxis.*)
344 typedef struct SDL_ControllerAxisEvent
346 Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
348 SDL_JoystickID which; /**< The joystick instance id */
349 Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
353 Sint16 value; /**< The axis value (range: -32768 to 32767) */
355 } SDL_ControllerAxisEvent;
359 * \brief Game controller button event structure (event.cbutton.*)
361 typedef struct SDL_ControllerButtonEvent
363 Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
365 SDL_JoystickID which; /**< The joystick instance id */
366 Uint8 button; /**< The controller button (SDL_GameControllerButton) */
367 Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
370 } SDL_ControllerButtonEvent;
374 * \brief Controller device event structure (event.cdevice.*)
376 typedef struct SDL_ControllerDeviceEvent
378 Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
380 Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
381 } SDL_ControllerDeviceEvent;
385 * \brief Touch finger event structure (event.tfinger.*)
387 typedef struct SDL_TouchFingerEvent
389 Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
391 SDL_TouchID touchId; /**< The touch device id */
392 SDL_FingerID fingerId;
393 float x; /**< Normalized in the range 0...1 */
394 float y; /**< Normalized in the range 0...1 */
395 float dx; /**< Normalized in the range 0...1 */
396 float dy; /**< Normalized in the range 0...1 */
397 float pressure; /**< Normalized in the range 0...1 */
398 } SDL_TouchFingerEvent;
402 * \brief Multiple Finger Gesture Event (event.mgesture.*)
404 typedef struct SDL_MultiGestureEvent
406 Uint32 type; /**< ::SDL_MULTIGESTURE */
408 SDL_TouchID touchId; /**< The touch device index */
415 } SDL_MultiGestureEvent;
419 * \brief Dollar Gesture Event (event.dgesture.*)
421 typedef struct SDL_DollarGestureEvent
423 Uint32 type; /**< ::SDL_DOLLARGESTURE */
425 SDL_TouchID touchId; /**< The touch device id */
426 SDL_GestureID gestureId;
429 float x; /**< Normalized center of gesture */
430 float y; /**< Normalized center of gesture */
431 } SDL_DollarGestureEvent;
435 * \brief An event used to request a file open by the system (event.drop.*)
436 * This event is disabled by default, you can enable it with SDL_EventState()
437 * \note If you enable this event, you must free the filename in the event.
439 typedef struct SDL_DropEvent
441 Uint32 type; /**< ::SDL_DROPFILE */
443 char *file; /**< The file name, which should be freed with SDL_free() */
448 * \brief The "quit requested" event
450 typedef struct SDL_QuitEvent
452 Uint32 type; /**< ::SDL_QUIT */
457 * \brief OS Specific event
459 typedef struct SDL_OSEvent
461 Uint32 type; /**< ::SDL_QUIT */
466 * \brief A user-defined event type (event.user.*)
468 typedef struct SDL_UserEvent
470 Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
472 Uint32 windowID; /**< The associated window if any */
473 Sint32 code; /**< User defined event code */
474 void *data1; /**< User defined data pointer */
475 void *data2; /**< User defined data pointer */
480 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
483 * \brief A video driver dependent system event (event.syswm.*)
484 * This event is disabled by default, you can enable it with SDL_EventState()
486 * \note If you want to use this event, you should include SDL_syswm.h.
488 typedef struct SDL_SysWMEvent
490 Uint32 type; /**< ::SDL_SYSWMEVENT */
492 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
496 * \brief General event structure
498 typedef union SDL_Event
500 Uint32 type; /**< Event type, shared with all events */
501 SDL_CommonEvent common; /**< Common event data */
502 SDL_WindowEvent window; /**< Window event data */
503 SDL_KeyboardEvent key; /**< Keyboard event data */
504 SDL_TextEditingEvent edit; /**< Text editing event data */
505 SDL_TextInputEvent text; /**< Text input event data */
506 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
507 SDL_MouseButtonEvent button; /**< Mouse button event data */
508 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
509 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
510 SDL_JoyBallEvent jball; /**< Joystick ball event data */
511 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
512 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
513 SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
514 SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
515 SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
516 SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
517 SDL_QuitEvent quit; /**< Quit request event data */
518 SDL_UserEvent user; /**< Custom event data */
519 SDL_SysWMEvent syswm; /**< System dependent window event data */
520 SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
521 SDL_MultiGestureEvent mgesture; /**< Gesture event data */
522 SDL_DollarGestureEvent dgesture; /**< Gesture event data */
523 SDL_DropEvent drop; /**< Drag and drop event data */
525 /* This is necessary for ABI compatibility between Visual C++ and GCC
526 Visual C++ will respect the push pack pragma and use 52 bytes for
527 this structure, and GCC will use the alignment of the largest datatype
528 within the union, which is 8 bytes.
530 So... we'll add padding to force the size to be 56 bytes for both.
536 /* Function prototypes */
539 * Pumps the event loop, gathering events from the input devices.
541 * This function updates the event queue and internal input device state.
543 * This should only be run in the thread that sets the video mode.
545 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
556 * Checks the event queue for messages and optionally returns them.
558 * If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
559 * the back of the event queue.
561 * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
562 * of the event queue, within the specified minimum and maximum type,
563 * will be returned and will not be removed from the queue.
565 * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
566 * of the event queue, within the specified minimum and maximum type,
567 * will be returned and will be removed from the queue.
569 * \return The number of events actually stored, or -1 if there was an error.
571 * This function is thread-safe.
573 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
574 SDL_eventaction action,
575 Uint32 minType, Uint32 maxType);
579 * Checks to see if certain event types are in the event queue.
581 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
582 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
585 * This function clears events from the event queue
587 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
588 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
591 * \brief Polls for currently pending events.
593 * \return 1 if there are any pending events, or 0 if there are none available.
595 * \param event If not NULL, the next event is removed from the queue and
596 * stored in that area.
598 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
601 * \brief Waits indefinitely for the next available event.
603 * \return 1, or 0 if there was an error while waiting for events.
605 * \param event If not NULL, the next event is removed from the queue and
606 * stored in that area.
608 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
611 * \brief Waits until the specified timeout (in milliseconds) for the next
614 * \return 1, or 0 if there was an error while waiting for events.
616 * \param event If not NULL, the next event is removed from the queue and
617 * stored in that area.
618 * \param timeout The timeout (in milliseconds) to wait for next event.
620 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
624 * \brief Add an event to the event queue.
626 * \return 1 on success, 0 if the event was filtered, or -1 if the event queue
627 * was full or there was some other error.
629 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
631 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
634 * Sets up a filter to process all events before they change internal state and
635 * are posted to the internal event queue.
637 * The filter is prototyped as:
639 * int SDL_EventFilter(void *userdata, SDL_Event * event);
642 * If the filter returns 1, then the event will be added to the internal queue.
643 * If it returns 0, then the event will be dropped from the queue, but the
644 * internal state will still be updated. This allows selective filtering of
645 * dynamically arriving events.
647 * \warning Be very careful of what you do in the event filter function, as
648 * it may run in a different thread!
650 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
651 * event filter is only called when the window manager desires to close the
652 * application window. If the event filter returns 1, then the window will
653 * be closed, otherwise the window will remain open if possible.
655 * If the quit event is generated by an interrupt signal, it will bypass the
656 * internal queue and be delivered to the application at the next event poll.
658 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
662 * Return the current event filter - can be used to "chain" filters.
663 * If there is no event filter set, this function returns SDL_FALSE.
665 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
669 * Add a function which is called when an event is added to the queue.
671 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
675 * Remove an event watch function added with SDL_AddEventWatch()
677 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
681 * Run the filter function on the current event queue, removing any
682 * events for which the filter returns 0.
684 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
690 #define SDL_DISABLE 0
694 * This function allows you to set the state of processing certain events.
695 * - If \c state is set to ::SDL_IGNORE, that event will be automatically
696 * dropped from the event queue and will not event be filtered.
697 * - If \c state is set to ::SDL_ENABLE, that event will be processed
699 * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
700 * current processing state of the specified event.
702 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
704 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
707 * This function allocates a set of user-defined events, and returns
708 * the beginning event number for that set of events.
710 * If there aren't enough user-defined events left, this function
713 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
715 /* Ends C function definitions when using C++ */
719 #include "close_code.h"
721 #endif /* _SDL_events_h */
723 /* vi: set ts=4 sw=4 expandtab: */