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diff --git a/src/SDL2/include/SDL_events.h b/src/SDL2/include/SDL_events.h
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-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2014 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
-extern "C" {
-#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 */
-
- /* These application events have special meaning on iOS, see README-ios.txt for details */
- 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()
- */
-
- /* 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 */
-
- /* 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 */
- SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
-
- /* Touch events */
- SDL_FINGERDOWN = 0x700,
- SDL_FINGERUP,
- SDL_FINGERMOTION,
-
- /* 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 */
-
- /* Render events */
- SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */
-
- /** 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 Fields shared by every event
- */
-typedef struct SDL_CommonEvent
-{
- Uint32 type;
- Uint32 timestamp;
-} SDL_CommonEvent;
-
-/**
- * \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;
- Sint32 data1; /**< event dependent data */
- Sint32 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 */
- Sint32 start; /**< The start cursor of selected editing text */
- Sint32 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 */
- Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
- Uint32 state; /**< The current button state */
- Sint32 x; /**< X coordinate, relative to window */
- Sint32 y; /**< Y coordinate, relative to window */
- Sint32 xrel; /**< The relative motion in the X direction */
- Sint32 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 */
- Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
- Uint8 button; /**< The mouse button index */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
- Uint8 padding1;
- Sint32 x; /**< X coordinate, relative to window */
- Sint32 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 */
- Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
- Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
- Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
-} SDL_MouseWheelEvent;
-
-/**
- * \brief Joystick axis motion event structure (event.jaxis.*)
- */
-typedef struct SDL_JoyAxisEvent
-{
- Uint32 type; /**< ::SDL_JOYAXISMOTION */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 axis; /**< The joystick axis index */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint16 value; /**< The axis value (range: -32768 to 32767) */
- Uint16 padding4;
-} SDL_JoyAxisEvent;
-
-/**
- * \brief Joystick trackball motion event structure (event.jball.*)
- */
-typedef struct SDL_JoyBallEvent
-{
- Uint32 type; /**< ::SDL_JOYBALLMOTION */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 ball; /**< The joystick trackball index */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint16 xrel; /**< The relative motion in the X direction */
- Sint16 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;
- SDL_JoystickID 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;
- Uint8 padding2;
-} SDL_JoyHatEvent;
-
-/**
- * \brief Joystick button event structure (event.jbutton.*)
- */
-typedef struct SDL_JoyButtonEvent
-{
- Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 button; /**< The joystick button index */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 padding1;
- Uint8 padding2;
-} SDL_JoyButtonEvent;
-
-/**
- * \brief Joystick device event structure (event.jdevice.*)
- */
-typedef struct SDL_JoyDeviceEvent
-{
- Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
- Uint32 timestamp;
- Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
-} SDL_JoyDeviceEvent;
-
-
-/**
- * \brief Game controller axis motion event structure (event.caxis.*)
- */
-typedef struct SDL_ControllerAxisEvent
-{
- Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint16 value; /**< The axis value (range: -32768 to 32767) */
- Uint16 padding4;
-} SDL_ControllerAxisEvent;
-
-
-/**
- * \brief Game controller button event structure (event.cbutton.*)
- */
-typedef struct SDL_ControllerButtonEvent
-{
- Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
- Uint32 timestamp;
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 button; /**< The controller button (SDL_GameControllerButton) */
- Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
- Uint8 padding1;
- Uint8 padding2;
-} SDL_ControllerButtonEvent;
-
-
-/**
- * \brief Controller device event structure (event.cdevice.*)
- */
-typedef struct SDL_ControllerDeviceEvent
-{
- Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
- Uint32 timestamp;
- Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
-} SDL_ControllerDeviceEvent;
-
-
-/**
- * \brief Touch finger event structure (event.tfinger.*)
- */
-typedef struct SDL_TouchFingerEvent
-{
- Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
- Uint32 timestamp;
- SDL_TouchID touchId; /**< The touch device id */
- SDL_FingerID fingerId;
- float x; /**< Normalized in the range 0...1 */
- float y; /**< Normalized in the range 0...1 */
- float dx; /**< Normalized in the range 0...1 */
- float dy; /**< Normalized in the range 0...1 */
- float pressure; /**< Normalized in the range 0...1 */
-} SDL_TouchFingerEvent;
-
-
-/**
- * \brief Multiple Finger Gesture Event (event.mgesture.*)
- */
-typedef struct SDL_MultiGestureEvent
-{
- Uint32 type; /**< ::SDL_MULTIGESTURE */
- Uint32 timestamp;
- SDL_TouchID touchId; /**< The touch device index */
- float dTheta;
- float dDist;
- float x;
- float y;
- Uint16 numFingers;
- Uint16 padding;
-} SDL_MultiGestureEvent;
-
-
-/**
- * \brief Dollar Gesture Event (event.dgesture.*)
- */
-typedef struct SDL_DollarGestureEvent
-{
- Uint32 type; /**< ::SDL_DOLLARGESTURE */
- Uint32 timestamp;
- SDL_TouchID touchId; /**< The touch device id */
- SDL_GestureID gestureId;
- Uint32 numFingers;
- float error;
- float x; /**< Normalized center of gesture */
- float y; /**< Normalized center of gesture */
-} 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 OS Specific event
- */
-typedef struct SDL_OSEvent
-{
- Uint32 type; /**< ::SDL_QUIT */
- Uint32 timestamp;
-} SDL_OSEvent;
-
-/**
- * \brief A user-defined event type (event.user.*)
- */
-typedef struct SDL_UserEvent
-{
- Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
- Uint32 timestamp;
- Uint32 windowID; /**< The associated window if any */
- Sint32 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_CommonEvent common; /**< Common event data */
- 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 axis 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_MultiGestureEvent mgesture; /**< Gesture event data */
- SDL_DollarGestureEvent dgesture; /**< Gesture event 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.
- * \param timeout The timeout (in milliseconds) to wait for next event.
- */
-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 prototyped 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
-}
-#endif
-#include "close_code.h"
-
-#endif /* _SDL_events_h */
-
-/* vi: set ts=4 sw=4 expandtab: */