#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"
#include "begin_code.h"
#include "close_code.h"
Go to the source code of this file.
Classes | |
struct | SDL_CommonEvent |
Fields shared by every event. More... | |
struct | SDL_WindowEvent |
Window state change event data (event.window.*) More... | |
struct | SDL_KeyboardEvent |
Keyboard button event structure (event.key.*) More... | |
struct | SDL_TextEditingEvent |
Keyboard text editing event structure (event.edit.*) More... | |
struct | SDL_TextInputEvent |
Keyboard text input event structure (event.text.*) More... | |
struct | SDL_MouseMotionEvent |
Mouse motion event structure (event.motion.*) More... | |
struct | SDL_MouseButtonEvent |
Mouse button event structure (event.button.*) More... | |
struct | SDL_MouseWheelEvent |
Mouse wheel event structure (event.wheel.*) More... | |
struct | SDL_JoyAxisEvent |
Joystick axis motion event structure (event.jaxis.*) More... | |
struct | SDL_JoyBallEvent |
Joystick trackball motion event structure (event.jball.*) More... | |
struct | SDL_JoyHatEvent |
Joystick hat position change event structure (event.jhat.*) More... | |
struct | SDL_JoyButtonEvent |
Joystick button event structure (event.jbutton.*) More... | |
struct | SDL_JoyDeviceEvent |
Joystick device event structure (event.jdevice.*) More... | |
struct | SDL_ControllerAxisEvent |
Game controller axis motion event structure (event.caxis.*) More... | |
struct | SDL_ControllerButtonEvent |
Game controller button event structure (event.cbutton.*) More... | |
struct | SDL_ControllerDeviceEvent |
Controller device event structure (event.cdevice.*) More... | |
struct | SDL_AudioDeviceEvent |
Audio device event structure (event.adevice.*) More... | |
struct | SDL_TouchFingerEvent |
Touch finger event structure (event.tfinger.*) More... | |
struct | SDL_MultiGestureEvent |
Multiple Finger Gesture Event (event.mgesture.*) More... | |
struct | SDL_DollarGestureEvent |
Dollar Gesture Event (event.dgesture.*) More... | |
struct | SDL_DropEvent |
An event used to request a file open by the system (event.drop.*) This event is enabled by default, you can disable it with SDL_EventState(). More... | |
struct | SDL_QuitEvent |
The "quit requested" event. More... | |
struct | SDL_OSEvent |
OS Specific event. More... | |
struct | SDL_UserEvent |
A user-defined event type (event.user.*) More... | |
struct | SDL_SysWMEvent |
A video driver dependent system event (event.syswm.*) This event is disabled by default, you can enable it with SDL_EventState() More... | |
union | SDL_Event |
General event structure. More... | |
Macros | |
#define | SDL_RELEASED 0 |
#define | SDL_PRESSED 1 |
#define | SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) |
#define | SDL_TEXTINPUTEVENT_TEXT_SIZE (32) |
#define | SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY) |
Typedefs | |
typedef struct SDL_CommonEvent | SDL_CommonEvent |
Fields shared by every event. | |
typedef struct SDL_WindowEvent | SDL_WindowEvent |
Window state change event data (event.window.*) | |
typedef struct SDL_KeyboardEvent | SDL_KeyboardEvent |
Keyboard button event structure (event.key.*) | |
typedef struct SDL_TextEditingEvent | SDL_TextEditingEvent |
Keyboard text editing event structure (event.edit.*) | |
typedef struct SDL_TextInputEvent | SDL_TextInputEvent |
Keyboard text input event structure (event.text.*) | |
typedef struct SDL_MouseMotionEvent | SDL_MouseMotionEvent |
Mouse motion event structure (event.motion.*) | |
typedef struct SDL_MouseButtonEvent | SDL_MouseButtonEvent |
Mouse button event structure (event.button.*) | |
typedef struct SDL_MouseWheelEvent | SDL_MouseWheelEvent |
Mouse wheel event structure (event.wheel.*) | |
typedef struct SDL_JoyAxisEvent | SDL_JoyAxisEvent |
Joystick axis motion event structure (event.jaxis.*) | |
typedef struct SDL_JoyBallEvent | SDL_JoyBallEvent |
Joystick trackball motion event structure (event.jball.*) | |
typedef struct SDL_JoyHatEvent | SDL_JoyHatEvent |
Joystick hat position change event structure (event.jhat.*) | |
typedef struct SDL_JoyButtonEvent | SDL_JoyButtonEvent |
Joystick button event structure (event.jbutton.*) | |
typedef struct SDL_JoyDeviceEvent | SDL_JoyDeviceEvent |
Joystick device event structure (event.jdevice.*) | |
typedef struct SDL_ControllerAxisEvent | SDL_ControllerAxisEvent |
Game controller axis motion event structure (event.caxis.*) | |
typedef struct SDL_ControllerButtonEvent | SDL_ControllerButtonEvent |
Game controller button event structure (event.cbutton.*) | |
typedef struct SDL_ControllerDeviceEvent | SDL_ControllerDeviceEvent |
Controller device event structure (event.cdevice.*) | |
typedef struct SDL_AudioDeviceEvent | SDL_AudioDeviceEvent |
Audio device event structure (event.adevice.*) | |
typedef struct SDL_TouchFingerEvent | SDL_TouchFingerEvent |
Touch finger event structure (event.tfinger.*) | |
typedef struct SDL_MultiGestureEvent | SDL_MultiGestureEvent |
Multiple Finger Gesture Event (event.mgesture.*) | |
typedef struct SDL_DollarGestureEvent | SDL_DollarGestureEvent |
Dollar Gesture Event (event.dgesture.*) | |
typedef struct SDL_DropEvent | SDL_DropEvent |
An event used to request a file open by the system (event.drop.*) This event is enabled by default, you can disable it with SDL_EventState(). More... | |
typedef struct SDL_QuitEvent | SDL_QuitEvent |
The "quit requested" event. | |
typedef struct SDL_OSEvent | SDL_OSEvent |
OS Specific event. | |
typedef struct SDL_UserEvent | SDL_UserEvent |
A user-defined event type (event.user.*) | |
typedef struct SDL_SysWMmsg | SDL_SysWMmsg |
typedef struct SDL_SysWMEvent | SDL_SysWMEvent |
A video driver dependent system event (event.syswm.*) This event is disabled by default, you can enable it with SDL_EventState() More... | |
typedef union SDL_Event | SDL_Event |
General event structure. | |
typedef SDL_Event * | event |
Functions | |
DECLSPEC void SDLCALL | SDL_PumpEvents (void) |
DECLSPEC SDL_bool SDLCALL | SDL_HasEvent (Uint32 type) |
DECLSPEC SDL_bool SDLCALL | SDL_HasEvents (Uint32 minType, Uint32 maxType) |
DECLSPEC void SDLCALL | SDL_FlushEvent (Uint32 type) |
DECLSPEC void SDLCALL | SDL_FlushEvents (Uint32 minType, Uint32 maxType) |
DECLSPEC int SDLCALL | SDL_PollEvent (SDL_Event *event) |
Polls for currently pending events. More... | |
DECLSPEC int SDLCALL | SDL_WaitEvent (SDL_Event *event) |
Waits indefinitely for the next available event. More... | |
DECLSPEC int SDLCALL | SDL_WaitEventTimeout (SDL_Event *event, int timeout) |
Waits until the specified timeout (in milliseconds) for the next available event. More... | |
DECLSPEC int SDLCALL | SDL_PushEvent (SDL_Event *event) |
Add an event to the event queue. More... | |
typedef | int (SDLCALL *SDL_EventFilter)(void *userdata |
DECLSPEC void SDLCALL | SDL_SetEventFilter (SDL_EventFilter filter, void *userdata) |
DECLSPEC SDL_bool SDLCALL | SDL_GetEventFilter (SDL_EventFilter *filter, void **userdata) |
DECLSPEC void SDLCALL | SDL_AddEventWatch (SDL_EventFilter filter, void *userdata) |
DECLSPEC void SDLCALL | SDL_DelEventWatch (SDL_EventFilter filter, void *userdata) |
DECLSPEC void SDLCALL | SDL_FilterEvents (SDL_EventFilter filter, void *userdata) |
DECLSPEC Uint32 SDLCALL | SDL_RegisterEvents (int numevents) |
enum | SDL_eventaction { SDL_ADDEVENT, SDL_PEEKEVENT, SDL_GETEVENT } |
DECLSPEC int SDLCALL | SDL_PeepEvents (SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType) |
#define | SDL_QUERY -1 |
#define | SDL_IGNORE 0 |
#define | SDL_DISABLE 0 |
#define | SDL_ENABLE 1 |
DECLSPEC Uint8 SDLCALL | SDL_EventState (Uint32 type, int state) |
Include file for SDL event handling.
typedef struct SDL_DropEvent SDL_DropEvent |
An event used to request a file open by the system (event.drop.*) This event is enabled by default, you can disable it with SDL_EventState().
typedef struct SDL_SysWMEvent SDL_SysWMEvent |
A video driver dependent system event (event.syswm.*) This event is disabled by default, you can enable it with SDL_EventState()
enum SDL_EventType |
The types of events that can be delivered.
Enumerator | |
---|---|
SDL_FIRSTEVENT |
Unused (do not remove) |
SDL_QUIT |
User-requested quit |
SDL_APP_TERMINATING |
The application is being terminated by the OS Called on iOS in applicationWillTerminate() Called on Android in onDestroy() |
SDL_APP_LOWMEMORY |
The application is low on memory, free memory if possible. Called on iOS in applicationDidReceiveMemoryWarning() Called on Android in onLowMemory() |
SDL_APP_WILLENTERBACKGROUND |
The application is about to enter the background Called on iOS in applicationWillResignActive() Called on Android in onPause() |
SDL_APP_DIDENTERBACKGROUND |
The application did enter the background and may not get CPU for some time Called on iOS in applicationDidEnterBackground() Called on Android in onPause() |
SDL_APP_WILLENTERFOREGROUND |
The application is about to enter the foreground Called on iOS in applicationWillEnterForeground() Called on Android in onResume() |
SDL_APP_DIDENTERFOREGROUND |
The application is now interactive Called on iOS in applicationDidBecomeActive() Called on Android in onResume() |
SDL_WINDOWEVENT |
Window state change |
SDL_SYSWMEVENT |
System specific event |
SDL_KEYDOWN |
Key pressed |
SDL_KEYUP |
Key released |
SDL_TEXTEDITING |
Keyboard text editing (composition) |
SDL_TEXTINPUT |
Keyboard text input |
SDL_KEYMAPCHANGED |
Keymap changed due to a system event such as an input language or keyboard layout change. |
SDL_MOUSEMOTION |
Mouse moved |
SDL_MOUSEBUTTONDOWN |
Mouse button pressed |
SDL_MOUSEBUTTONUP |
Mouse button released |
SDL_MOUSEWHEEL |
Mouse wheel motion |
SDL_JOYAXISMOTION |
Joystick axis motion |
SDL_JOYBALLMOTION |
Joystick trackball motion |
SDL_JOYHATMOTION |
Joystick hat position change |
SDL_JOYBUTTONDOWN |
Joystick button pressed |
SDL_JOYBUTTONUP |
Joystick button released |
SDL_JOYDEVICEADDED |
A new joystick has been inserted into the system |
SDL_JOYDEVICEREMOVED |
An opened joystick has been removed |
SDL_CONTROLLERAXISMOTION |
Game controller axis motion |
SDL_CONTROLLERBUTTONDOWN |
Game controller button pressed |
SDL_CONTROLLERBUTTONUP |
Game controller button released |
SDL_CONTROLLERDEVICEADDED |
A new Game controller has been inserted into the system |
SDL_CONTROLLERDEVICEREMOVED |
An opened Game controller has been removed |
SDL_CONTROLLERDEVICEREMAPPED |
The controller mapping was updated |
SDL_CLIPBOARDUPDATE |
The clipboard changed |
SDL_DROPFILE |
The system requests a file open |
SDL_AUDIODEVICEADDED |
A new audio device is available |
SDL_AUDIODEVICEREMOVED |
An audio device has been removed. |
SDL_RENDER_TARGETS_RESET |
The render targets have been reset and their contents need to be updated |
SDL_RENDER_DEVICE_RESET |
The device has been reset and all textures need to be recreated |
SDL_USEREVENT |
Events SDL_USEREVENT through SDL_LASTEVENT are for your use, and should be allocated with SDL_RegisterEvents() |
SDL_LASTEVENT |
This last event is only for bounding internal arrays |
typedef int | ( | SDLCALL * | SDL_ThreadFunction | ) |
The function passed to SDL_CreateThread(). It is passed a void* user context parameter and returns an int.
Add a function which is called when an event is added to the queue.
Remove an event watch function added with SDL_AddEventWatch()
This function allows you to set the state of processing certain events.
state
is set to ::SDL_IGNORE, that event will be automatically dropped from the event queue and will not event be filtered.state
is set to ::SDL_ENABLE, that event will be processed normally.state
is set to ::SDL_QUERY, SDL_EventState() will return the current processing state of the specified event. Run the filter function on the current event queue, removing any events for which the filter returns 0.
This function clears events from the event queue This function only affects currently queued events. If you want to make sure that all pending OS events are flushed, you can call SDL_PumpEvents() on the main thread immediately before the flush call.
DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter | ( | SDL_EventFilter * | filter, |
void ** | userdata | ||
) |
Return the current event filter - can be used to "chain" filters. If there is no event filter set, this function returns SDL_FALSE.
DECLSPEC SDL_bool SDLCALL SDL_HasEvent | ( | Uint32 | type | ) |
Checks to see if certain event types are in the event queue.
DECLSPEC int SDLCALL SDL_PeepEvents | ( | SDL_Event * | events, |
int | numevents, | ||
SDL_eventaction | action, | ||
Uint32 | minType, | ||
Uint32 | maxType | ||
) |
Checks the event queue for messages and optionally returns them.
If action
is ::SDL_ADDEVENT, up to numevents
events will be added to the back of the event queue.
If action
is ::SDL_PEEKEVENT, up to numevents
events at the front of the event queue, within the specified minimum and maximum type, will be returned and will not be removed from the queue.
If action
is ::SDL_GETEVENT, up to numevents
events at the front of the event queue, within the specified minimum and maximum type, will be returned and will be removed from the queue.
This function is thread-safe.
Polls for currently pending events.
event | If not NULL, the next event is removed from the queue and stored in that area. |
Pumps the event loop, gathering events from the input devices.
This function updates the event queue and internal input device state.
This should only be run in the thread that sets the video mode.
Add an event to the event queue.
This function allocates a set of user-defined events, and returns the beginning event number for that set of events.
If there aren't enough user-defined events left, this function returns (Uint32)-1
Sets up a filter to process all events before they change internal state and are posted to the internal event queue.
The filter is prototyped as:
If the filter returns 1, then the event will be added to the internal queue. If it returns 0, then the event will be dropped from the queue, but the internal state will still be updated. This allows selective filtering of dynamically arriving events.
There is one caveat when dealing with the SDL_QuitEvent event type. The event filter is only called when the window manager desires to close the application window. If the event filter returns 1, then the window will be closed, otherwise the window will remain open if possible.
If the quit event is generated by an interrupt signal, it will bypass the internal queue and be delivered to the application at the next event poll.
Waits indefinitely for the next available event.
event | If not NULL, the next event is removed from the queue and stored in that area. |
Waits until the specified timeout (in milliseconds) for the next available event.
event | If not NULL, the next event is removed from the queue and stored in that area. |
timeout | The timeout (in milliseconds) to wait for next event. |