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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * \file SDL_events.h
+ *
+ * Include file for SDL event handling.
+ */
+
+#ifndef _SDL_events_h
+#define _SDL_events_h
+
+#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"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+extern "C" {
+/* *INDENT-ON* */
+#endif
+
+/* General keyboard/mouse state definitions */
+#define SDL_RELEASED 0
+#define SDL_PRESSED 1
+
+/**
+ * \brief The types of events that can be delivered.
+ */
+typedef enum
+{
+ SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
+
+ /* Application events */
+ SDL_QUIT = 0x100, /**< User-requested quit */
+
+ /* Window events */
+ SDL_WINDOWEVENT = 0x200, /**< Window state change */
+ SDL_SYSWMEVENT, /**< System specific event */
+
+ /* Keyboard events */
+ SDL_KEYDOWN = 0x300, /**< Key pressed */
+ SDL_KEYUP, /**< Key released */
+ SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
+ SDL_TEXTINPUT, /**< Keyboard text input */
+
+ /* Mouse events */
+ SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
+ SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
+ SDL_MOUSEBUTTONUP, /**< Mouse button released */
+ SDL_MOUSEWHEEL, /**< Mouse wheel motion */
+
+ /* Tablet or multiple mice input device events */
+ SDL_INPUTMOTION = 0x500, /**< Input moved */
+ SDL_INPUTBUTTONDOWN, /**< Input button pressed */
+ SDL_INPUTBUTTONUP, /**< Input button released */
+ SDL_INPUTWHEEL, /**< Input wheel motion */
+ SDL_INPUTPROXIMITYIN, /**< Input pen entered proximity */
+ SDL_INPUTPROXIMITYOUT, /**< Input pen left proximity */
+
+ /* Joystick events */
+ SDL_JOYAXISMOTION = 0x600, /**< 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 */
+
+ /* Game controller events */
+ SDL_CONTROLLERAXISMOTION = 0x650, /**< 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 */
+
+ /* Touch events */
+ SDL_FINGERDOWN = 0x700,
+ SDL_FINGERUP,
+ SDL_FINGERMOTION,
+ SDL_TOUCHBUTTONDOWN,
+ SDL_TOUCHBUTTONUP,
+
+ /* Gesture events */
+ SDL_DOLLARGESTURE = 0x800,
+ SDL_DOLLARRECORD,
+ SDL_MULTIGESTURE,
+
+ /* Clipboard events */
+ SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
+
+ /* Drag and drop events */
+ SDL_DROPFILE = 0x1000, /**< The system requests a file open */
+
+ /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
+ * and should be allocated with SDL_RegisterEvents()
+ */
+ SDL_USEREVENT = 0x8000,
+
+ /**
+ * This last event is only for bounding internal arrays
+ */
+ SDL_LASTEVENT = 0xFFFF
+} SDL_EventType;
+
+/**
+ * \brief Window state change event data (event.window.*)
+ */
+typedef struct SDL_WindowEvent
+{
+ Uint32 type; /**< ::SDL_WINDOWEVENT */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The associated window */
+ Uint8 event; /**< ::SDL_WindowEventID */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+ int data1; /**< event dependent data */
+ int data2; /**< event dependent data */
+} SDL_WindowEvent;
+
+/**
+ * \brief Keyboard button event structure (event.key.*)
+ */
+typedef struct SDL_KeyboardEvent
+{
+ Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The window with keyboard focus, if any */
+ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
+ Uint8 repeat; /**< Non-zero if this is a key repeat */
+ Uint8 padding2;
+ Uint8 padding3;
+ SDL_Keysym keysym; /**< The key that was pressed or released */
+} SDL_KeyboardEvent;
+
+#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
+/**
+ * \brief Keyboard text editing event structure (event.edit.*)
+ */
+typedef struct SDL_TextEditingEvent
+{
+ Uint32 type; /**< ::SDL_TEXTEDITING */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The window with keyboard focus, if any */
+ char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
+ int start; /**< The start cursor of selected editing text */
+ int length; /**< The length of selected editing text */
+} SDL_TextEditingEvent;
+
+
+#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
+/**
+ * \brief Keyboard text input event structure (event.text.*)
+ */
+typedef struct SDL_TextInputEvent
+{
+ Uint32 type; /**< ::SDL_TEXTINPUT */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The window with keyboard focus, if any */
+ char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
+} SDL_TextInputEvent;
+
+/**
+ * \brief Mouse motion event structure (event.motion.*)
+ */
+typedef struct SDL_MouseMotionEvent
+{
+ Uint32 type; /**< ::SDL_MOUSEMOTION */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The window with mouse focus, if any */
+ Uint8 state; /**< The current button state */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+ int x; /**< X coordinate, relative to window */
+ int y; /**< Y coordinate, relative to window */
+ int xrel; /**< The relative motion in the X direction */
+ int yrel; /**< The relative motion in the Y direction */
+} SDL_MouseMotionEvent;
+
+/**
+ * \brief Mouse button event structure (event.button.*)
+ */
+typedef struct SDL_MouseButtonEvent
+{
+ Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The window with mouse focus, if any */
+ Uint8 button; /**< The mouse button index */
+ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
+ Uint8 padding1;
+ Uint8 padding2;
+ int x; /**< X coordinate, relative to window */
+ int y; /**< Y coordinate, relative to window */
+} SDL_MouseButtonEvent;
+
+/**
+ * \brief Mouse wheel event structure (event.wheel.*)
+ */
+typedef struct SDL_MouseWheelEvent
+{
+ Uint32 type; /**< ::SDL_MOUSEWHEEL */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The window with mouse focus, if any */
+ int x; /**< The amount scrolled horizontally */
+ int y; /**< The amount scrolled vertically */
+} SDL_MouseWheelEvent;
+
+/**
+ * \brief Joystick axis motion event structure (event.jaxis.*)
+ */
+typedef struct SDL_JoyAxisEvent
+{
+ Uint32 type; /**< ::SDL_JOYAXISMOTION */
+ Uint32 timestamp;
+ Uint8 which; /**< The joystick instance id */
+ Uint8 axis; /**< The joystick axis index */
+ Uint8 padding1;
+ Uint8 padding2;
+ int value; /**< The axis value (range: -32768 to 32767) */
+} SDL_JoyAxisEvent;
+
+/**
+ * \brief Joystick trackball motion event structure (event.jball.*)
+ */
+typedef struct SDL_JoyBallEvent
+{
+ Uint32 type; /**< ::SDL_JOYBALLMOTION */
+ Uint32 timestamp;
+ Uint8 which; /**< The joystick instance id */
+ Uint8 ball; /**< The joystick trackball index */
+ Uint8 padding1;
+ Uint8 padding2;
+ int xrel; /**< The relative motion in the X direction */
+ int yrel; /**< The relative motion in the Y direction */
+} SDL_JoyBallEvent;
+
+/**
+ * \brief Joystick hat position change event structure (event.jhat.*)
+ */
+typedef struct SDL_JoyHatEvent
+{
+ Uint32 type; /**< ::SDL_JOYHATMOTION */
+ Uint32 timestamp;
+ Uint8 which; /**< The joystick instance id */
+ Uint8 hat; /**< The joystick hat index */
+ Uint8 value; /**< The hat position value.
+ * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
+ * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
+ * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
+ *
+ * Note that zero means the POV is centered.
+ */
+ Uint8 padding1;
+} SDL_JoyHatEvent;
+
+/**
+ * \brief Joystick button event structure (event.jbutton.*)
+ */
+typedef struct SDL_JoyButtonEvent
+{
+ Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
+ Uint32 timestamp;
+ Uint8 which; /**< The joystick instance id */
+ Uint8 button; /**< The joystick button index */
+ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
+ Uint8 padding1;
+} SDL_JoyButtonEvent;
+
+/**
+ * \brief Joystick device event structure (event.jdevice.*)
+ */
+typedef struct SDL_JoyDeviceEvent
+{
+ Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
+ Uint32 timestamp;
+ Uint32 which; /**< The joystick device index for ADD, instance_id for REMOVE*/
+} SDL_JoyDeviceEvent;
+
+
+/**
+ * \brief Game controller axis motion event structure (event.caxis.*)
+ */
+typedef struct SDL_ControllerAxisEvent
+{
+ Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
+ Uint32 timestamp;
+ Uint8 which; /**< The joystick instance id */
+ SDL_CONTROLLER_AXIS axis; /**< The joystick axis index */
+ int value; /**< The axis value (range: -32768 to 32767) */
+} SDL_ControllerAxisEvent;
+
+
+/**
+ * \brief Game controller button event structure (event.cbutton.*)
+ */
+typedef struct SDL_ControllerButtonEvent
+{
+ Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
+ Uint32 timestamp;
+ Uint8 which; /**< The joystick instance id */
+ SDL_CONTROLLER_BUTTON button; /**< The joystick button index */
+ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
+} SDL_ControllerButtonEvent;
+
+
+/**
+ * \brief Controller device event structure (event.cdevice.*)
+ */
+typedef struct SDL_ControllerDeviceEvent
+{
+ Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED or ::SDL_CONTROLLERDEVICEREMOVED */
+ Uint32 timestamp;
+ Uint32 which; /**< The joystick device index for ADD, instance_id for REMOVE*/
+} SDL_ControllerDeviceEvent;
+
+
+/**
+ * \brief Touch finger motion/finger event structure (event.tfinger.*)
+ */
+typedef struct SDL_TouchFingerEvent
+{
+ Uint32 type; /**< ::SDL_FINGERMOTION OR
+ SDL_FINGERDOWN OR SDL_FINGERUP*/
+ Uint32 timestamp;
+ Uint32 windowID; /**< The window with mouse focus, if any */
+ SDL_TouchID touchId; /**< The touch device id */
+ SDL_FingerID fingerId;
+ Uint8 state; /**< The current button state */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+ Uint16 x;
+ Uint16 y;
+ Sint16 dx;
+ Sint16 dy;
+ Uint16 pressure;
+} SDL_TouchFingerEvent;
+
+
+/**
+ * \brief Touch finger motion/finger event structure (event.tbutton.*)
+ */
+typedef struct SDL_TouchButtonEvent
+{
+ Uint32 type; /**< ::SDL_TOUCHBUTTONUP OR SDL_TOUCHBUTTONDOWN */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The window with mouse focus, if any */
+ SDL_TouchID touchId; /**< The touch device index */
+ Uint8 state; /**< The current button state */
+ Uint8 button; /**< The button changing state */
+ Uint8 padding1;
+ Uint8 padding2;
+} SDL_TouchButtonEvent;
+
+
+/**
+ * \brief Multiple Finger Gesture Event (event.mgesture.*)
+ */
+typedef struct SDL_MultiGestureEvent
+{
+ Uint32 type; /**< ::SDL_MULTIGESTURE */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The window with mouse focus, if any */
+ SDL_TouchID touchId; /**< The touch device index */
+ float dTheta;
+ float dDist;
+ float x; /* currently 0...1. Change to screen coords? */
+ float y;
+ Uint16 numFingers;
+ Uint16 padding;
+} SDL_MultiGestureEvent;
+
+/* (event.dgesture.*) */
+typedef struct SDL_DollarGestureEvent
+{
+ Uint32 type; /**< ::SDL_DOLLARGESTURE */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The window with mouse focus, if any */
+ SDL_TouchID touchId; /**< The touch device index */
+ SDL_GestureID gestureId;
+ Uint32 numFingers;
+ float error;
+ /*
+ //TODO: Enable to give location?
+ float x; //currently 0...1. Change to screen coords?
+ float y;
+ */
+} SDL_DollarGestureEvent;
+
+
+/**
+ * \brief An event used to request a file open by the system (event.drop.*)
+ * This event is disabled by default, you can enable it with SDL_EventState()
+ * \note If you enable this event, you must free the filename in the event.
+ */
+typedef struct SDL_DropEvent
+{
+ Uint32 type; /**< ::SDL_DROPFILE */
+ Uint32 timestamp;
+ char *file; /**< The file name, which should be freed with SDL_free() */
+} SDL_DropEvent;
+
+
+/**
+ * \brief The "quit requested" event
+ */
+typedef struct SDL_QuitEvent
+{
+ Uint32 type; /**< ::SDL_QUIT */
+ Uint32 timestamp;
+} SDL_QuitEvent;
+
+
+/**
+ * \brief A user-defined event type (event.user.*)
+ */
+typedef struct SDL_UserEvent
+{
+ Uint32 type; /**< ::SDL_USEREVENT through ::SDL_NUMEVENTS-1 */
+ Uint32 timestamp;
+ Uint32 windowID; /**< The associated window if any */
+ int code; /**< User defined event code */
+ void *data1; /**< User defined data pointer */
+ void *data2; /**< User defined data pointer */
+} SDL_UserEvent;
+
+
+struct SDL_SysWMmsg;
+typedef struct SDL_SysWMmsg SDL_SysWMmsg;
+
+/**
+ * \brief A video driver dependent system event (event.syswm.*)
+ * This event is disabled by default, you can enable it with SDL_EventState()
+ *
+ * \note If you want to use this event, you should include SDL_syswm.h.
+ */
+typedef struct SDL_SysWMEvent
+{
+ Uint32 type; /**< ::SDL_SYSWMEVENT */
+ Uint32 timestamp;
+ SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
+} SDL_SysWMEvent;
+
+/**
+ * \brief General event structure
+ */
+typedef union SDL_Event
+{
+ Uint32 type; /**< Event type, shared with all events */
+ SDL_WindowEvent window; /**< Window event data */
+ SDL_KeyboardEvent key; /**< Keyboard event data */
+ SDL_TextEditingEvent edit; /**< Text editing event data */
+ SDL_TextInputEvent text; /**< Text input event data */
+ SDL_MouseMotionEvent motion; /**< Mouse motion event data */
+ SDL_MouseButtonEvent button; /**< Mouse button event data */
+ SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
+ SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
+ SDL_JoyBallEvent jball; /**< Joystick ball event data */
+ SDL_JoyHatEvent jhat; /**< Joystick hat event data */
+ SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
+ SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
+ SDL_ControllerAxisEvent caxis; /**< Game Controller button event data */
+ SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
+ SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
+ SDL_QuitEvent quit; /**< Quit request event data */
+ SDL_UserEvent user; /**< Custom event data */
+ SDL_SysWMEvent syswm; /**< System dependent window event data */
+ SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
+ SDL_TouchButtonEvent tbutton; /**< Touch button event data */
+ SDL_MultiGestureEvent mgesture; /**< Multi Finger Gesture data */
+ SDL_DollarGestureEvent dgesture; /**< Multi Finger Gesture data */
+ SDL_DropEvent drop; /**< Drag and drop event data */
+
+ /* This is necessary for ABI compatibility between Visual C++ and GCC
+ Visual C++ will respect the push pack pragma and use 52 bytes for
+ this structure, and GCC will use the alignment of the largest datatype
+ within the union, which is 8 bytes.
+
+ So... we'll add padding to force the size to be 56 bytes for both.
+ */
+ Uint8 padding[56];
+} SDL_Event;
+
+
+/* Function prototypes */
+
+/**
+ * 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.
+ */
+extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
+
+/*@{*/
+typedef enum
+{
+ SDL_ADDEVENT,
+ SDL_PEEKEVENT,
+ SDL_GETEVENT
+} SDL_eventaction;
+
+/**
+ * Checks the event queue for messages and optionally returns them.
+ *
+ * If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
+ * the back of the event queue.
+ *
+ * If \c action is ::SDL_PEEKEVENT, up to \c 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 \c action is ::SDL_GETEVENT, up to \c 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.
+ *
+ * \return The number of events actually stored, or -1 if there was an error.
+ *
+ * This function is thread-safe.
+ */
+extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
+ SDL_eventaction action,
+ Uint32 minType, Uint32 maxType);
+/*@}*/
+
+/**
+ * Checks to see if certain event types are in the event queue.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
+extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
+
+/**
+ * This function clears events from the event queue
+ */
+extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
+extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
+
+/**
+ * \brief Polls for currently pending events.
+ *
+ * \return 1 if there are any pending events, or 0 if there are none available.
+ *
+ * \param event If not NULL, the next event is removed from the queue and
+ * stored in that area.
+ */
+extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
+
+/**
+ * \brief Waits indefinitely for the next available event.
+ *
+ * \return 1, or 0 if there was an error while waiting for events.
+ *
+ * \param event If not NULL, the next event is removed from the queue and
+ * stored in that area.
+ */
+extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
+
+/**
+ * \brief Waits until the specified timeout (in milliseconds) for the next
+ * available event.
+ *
+ * \return 1, or 0 if there was an error while waiting for events.
+ *
+ * \param event If not NULL, the next event is removed from the queue and
+ * stored in that area.
+ */
+extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
+ int timeout);
+
+/**
+ * \brief Add an event to the event queue.
+ *
+ * \return 1 on success, 0 if the event was filtered, or -1 if the event queue
+ * was full or there was some other error.
+ */
+extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
+
+typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
+
+/**
+ * Sets up a filter to process all events before they change internal state and
+ * are posted to the internal event queue.
+ *
+ * The filter is protypted as:
+ * \code
+ * int SDL_EventFilter(void *userdata, SDL_Event * event);
+ * \endcode
+ *
+ * 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.
+ *
+ * \warning Be very careful of what you do in the event filter function, as
+ * it may run in a different thread!
+ *
+ * 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.
+ */
+extern DECLSPEC void SDLCALL SDL_SetEventFilter(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.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
+ void **userdata);
+
+/**
+ * Add a function which is called when an event is added to the queue.
+ */
+extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
+ void *userdata);
+
+/**
+ * Remove an event watch function added with SDL_AddEventWatch()
+ */
+extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
+ void *userdata);
+
+/**
+ * Run the filter function on the current event queue, removing any
+ * events for which the filter returns 0.
+ */
+extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
+ void *userdata);
+
+/*@{*/
+#define SDL_QUERY -1
+#define SDL_IGNORE 0
+#define SDL_DISABLE 0
+#define SDL_ENABLE 1
+
+/**
+ * This function allows you to set the state of processing certain events.
+ * - If \c state is set to ::SDL_IGNORE, that event will be automatically
+ * dropped from the event queue and will not event be filtered.
+ * - If \c state is set to ::SDL_ENABLE, that event will be processed
+ * normally.
+ * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
+ * current processing state of the specified event.
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
+/*@}*/
+#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
+
+/**
+ * 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
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+}
+/* *INDENT-ON* */
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_events_h */
+
+/* vi: set ts=4 sw=4 expandtab: */