SDL  2.0
SDL_events.h File Reference
#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"
+ Include dependency graph for SDL_events.h:
+ This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

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 int(* SDL_EventFilter) (void *userdata, SDL_Event *event)
 

Enumerations

enum  SDL_EventType {
  SDL_FIRSTEVENT = 0,
  SDL_QUIT = 0x100,
  SDL_APP_TERMINATING,
  SDL_APP_LOWMEMORY,
  SDL_APP_WILLENTERBACKGROUND,
  SDL_APP_DIDENTERBACKGROUND,
  SDL_APP_WILLENTERFOREGROUND,
  SDL_APP_DIDENTERFOREGROUND,
  SDL_WINDOWEVENT = 0x200,
  SDL_SYSWMEVENT,
  SDL_KEYDOWN = 0x300,
  SDL_KEYUP,
  SDL_TEXTEDITING,
  SDL_TEXTINPUT,
  SDL_KEYMAPCHANGED,
  SDL_MOUSEMOTION = 0x400,
  SDL_MOUSEBUTTONDOWN,
  SDL_MOUSEBUTTONUP,
  SDL_MOUSEWHEEL,
  SDL_JOYAXISMOTION = 0x600,
  SDL_JOYBALLMOTION,
  SDL_JOYHATMOTION,
  SDL_JOYBUTTONDOWN,
  SDL_JOYBUTTONUP,
  SDL_JOYDEVICEADDED,
  SDL_JOYDEVICEREMOVED,
  SDL_CONTROLLERAXISMOTION = 0x650,
  SDL_CONTROLLERBUTTONDOWN,
  SDL_CONTROLLERBUTTONUP,
  SDL_CONTROLLERDEVICEADDED,
  SDL_CONTROLLERDEVICEREMOVED,
  SDL_CONTROLLERDEVICEREMAPPED,
  SDL_FINGERDOWN = 0x700,
  SDL_FINGERUP,
  SDL_FINGERMOTION,
  SDL_DOLLARGESTURE = 0x800,
  SDL_DOLLARRECORD,
  SDL_MULTIGESTURE,
  SDL_CLIPBOARDUPDATE = 0x900,
  SDL_DROPFILE = 0x1000,
  SDL_DROPTEXT,
  SDL_DROPBEGIN,
  SDL_DROPCOMPLETE,
  SDL_AUDIODEVICEADDED = 0x1100,
  SDL_AUDIODEVICEREMOVED,
  SDL_RENDER_TARGETS_RESET = 0x2000,
  SDL_RENDER_DEVICE_RESET,
  SDL_USEREVENT = 0x8000,
  SDL_LASTEVENT = 0xFFFF
}
 The types of events that can be delivered. More...
 

Functions

void SDL_PumpEvents (void)
 
SDL_bool SDL_HasEvent (Uint32 type)
 
SDL_bool SDL_HasEvents (Uint32 minType, Uint32 maxType)
 
void SDL_FlushEvent (Uint32 type)
 
void SDL_FlushEvents (Uint32 minType, Uint32 maxType)
 
int SDL_PollEvent (SDL_Event *event)
 Polls for currently pending events. More...
 
int SDL_WaitEvent (SDL_Event *event)
 Waits indefinitely for the next available event. More...
 
int SDL_WaitEventTimeout (SDL_Event *event, int timeout)
 Waits until the specified timeout (in milliseconds) for the next available event. More...
 
int SDL_PushEvent (SDL_Event *event)
 Add an event to the event queue. More...
 
void SDL_SetEventFilter (SDL_EventFilter filter, void *userdata)
 
SDL_bool SDL_GetEventFilter (SDL_EventFilter *filter, void **userdata)
 
void SDL_AddEventWatch (SDL_EventFilter filter, void *userdata)
 
void SDL_DelEventWatch (SDL_EventFilter filter, void *userdata)
 
void SDL_FilterEvents (SDL_EventFilter filter, void *userdata)
 
Uint32 SDL_RegisterEvents (int numevents)
 
enum  SDL_eventaction {
  SDL_ADDEVENT,
  SDL_PEEKEVENT,
  SDL_GETEVENT
}
 
int 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
 
Uint8 SDL_EventState (Uint32 type, int state)
 

Detailed Description

Include file for SDL event handling.

Definition in file SDL_events.h.

Macro Definition Documentation

◆ SDL_DISABLE

#define SDL_DISABLE   0

◆ SDL_ENABLE

◆ SDL_GetEventState

◆ SDL_IGNORE

#define SDL_IGNORE   0

Definition at line 720 of file SDL_events.h.

Referenced by main(), and SDL_GameControllerEventState().

◆ SDL_PRESSED

◆ SDL_QUERY

◆ SDL_RELEASED

◆ SDL_TEXTEDITINGEVENT_TEXT_SIZE

#define SDL_TEXTEDITINGEVENT_TEXT_SIZE   (32)

Definition at line 202 of file SDL_events.h.

Referenced by main().

◆ SDL_TEXTINPUTEVENT_TEXT_SIZE

#define SDL_TEXTINPUTEVENT_TEXT_SIZE   (32)

Definition at line 217 of file SDL_events.h.

Referenced by SDL_BApp::_HandleKey().

Typedef Documentation

◆ SDL_EventFilter

typedef int( * SDL_EventFilter) (void *userdata, SDL_Event *event)

Definition at line 662 of file SDL_events.h.

Enumeration Type Documentation

◆ SDL_eventaction

Enumerator
SDL_ADDEVENT 
SDL_PEEKEVENT 
SDL_GETEVENT 

Definition at line 576 of file SDL_events.h.

◆ 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_FINGERDOWN 
SDL_FINGERUP 
SDL_FINGERMOTION 
SDL_DOLLARGESTURE 
SDL_DOLLARRECORD 
SDL_MULTIGESTURE 
SDL_CLIPBOARDUPDATE 

The clipboard changed

SDL_DROPFILE 

The system requests a file open

SDL_DROPTEXT 

text/plain drag-and-drop event

SDL_DROPBEGIN 

A new set of drops is beginning (NULL filename)

SDL_DROPCOMPLETE 

Current set of drops is now complete (NULL filename)

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

Definition at line 55 of file SDL_events.h.

56 {
57  SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
58 
59  /* Application events */
60  SDL_QUIT = 0x100, /**< User-requested quit */
61 
62  /* These application events have special meaning on iOS, see README-ios.md 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()
66  */
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()
70  */
71  SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72  Called on iOS in applicationWillResignActive()
73  Called on Android in onPause()
74  */
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()
78  */
79  SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80  Called on iOS in applicationWillEnterForeground()
81  Called on Android in onResume()
82  */
83  SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84  Called on iOS in applicationDidBecomeActive()
85  Called on Android in onResume()
86  */
87 
88  /* Window events */
89  SDL_WINDOWEVENT = 0x200, /**< Window state change */
90  SDL_SYSWMEVENT, /**< System specific event */
91 
92  /* Keyboard events */
93  SDL_KEYDOWN = 0x300, /**< Key pressed */
94  SDL_KEYUP, /**< Key released */
95  SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
96  SDL_TEXTINPUT, /**< Keyboard text input */
97  SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
98  input language or keyboard layout change.
99  */
100 
101  /* Mouse events */
102  SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
103  SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
104  SDL_MOUSEBUTTONUP, /**< Mouse button released */
105  SDL_MOUSEWHEEL, /**< Mouse wheel motion */
106 
107  /* Joystick events */
108  SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
109  SDL_JOYBALLMOTION, /**< Joystick trackball motion */
110  SDL_JOYHATMOTION, /**< Joystick hat position change */
111  SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
112  SDL_JOYBUTTONUP, /**< Joystick button released */
113  SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
114  SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
115 
116  /* Game controller events */
117  SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
118  SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
119  SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
120  SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
121  SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
122  SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
123 
124  /* Touch events */
125  SDL_FINGERDOWN = 0x700,
126  SDL_FINGERUP,
128 
129  /* Gesture events */
130  SDL_DOLLARGESTURE = 0x800,
133 
134  /* Clipboard events */
135  SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
136 
137  /* Drag and drop events */
138  SDL_DROPFILE = 0x1000, /**< The system requests a file open */
139  SDL_DROPTEXT, /**< text/plain drag-and-drop event */
140  SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
141  SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
142 
143  /* Audio hotplug events */
144  SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
145  SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
146 
147  /* Render events */
148  SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
149  SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
150 
151  /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
152  * and should be allocated with SDL_RegisterEvents()
153  */
154  SDL_USEREVENT = 0x8000,
155 
156  /**
157  * This last event is only for bounding internal arrays
158  */
159  SDL_LASTEVENT = 0xFFFF
160 } SDL_EventType;
SDL_EventType
The types of events that can be delivered.
Definition: SDL_events.h:55

Function Documentation

◆ SDL_AddEventWatch()

void SDL_AddEventWatch ( SDL_EventFilter  filter,
void userdata 
)

Add a function which is called when an event is added to the queue.

Definition at line 736 of file SDL_events.c.

References SDL_EventWatcher::callback, SDL_EventWatcher::next, NULL, SDL_malloc, tail, and SDL_EventWatcher::userdata.

737 {
738  SDL_EventWatcher *watcher, *tail;
739 
740  watcher = (SDL_EventWatcher *)SDL_malloc(sizeof(*watcher));
741  if (!watcher) {
742  /* Uh oh... */
743  return;
744  }
745 
746  /* create the watcher */
747  watcher->callback = filter;
748  watcher->userdata = userdata;
749  watcher->next = NULL;
750 
751  /* add the watcher to the end of the list */
752  if (SDL_event_watchers) {
753  for (tail = SDL_event_watchers; tail->next; tail = tail->next) {
754  continue;
755  }
756  tail->next = watcher;
757  } else {
758  SDL_event_watchers = watcher;
759  }
760 }
static SDL_EventWatcher * SDL_event_watchers
Definition: SDL_events.c:51
SDL_EventFilter callback
Definition: SDL_events.c:46
struct SDL_EventWatcher * next
Definition: SDL_events.c:48
#define NULL
Definition: begin_code.h:164
SDL_EventEntry * tail
Definition: SDL_events.c:82
#define SDL_malloc
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter

◆ SDL_DelEventWatch()

void SDL_DelEventWatch ( SDL_EventFilter  filter,
void userdata 
)

Remove an event watch function added with SDL_AddEventWatch()

Definition at line 764 of file SDL_events.c.

References SDL_EventWatcher::next, NULL, and SDL_free().

765 {
766  SDL_EventWatcher *prev = NULL;
767  SDL_EventWatcher *curr;
768 
769  for (curr = SDL_event_watchers; curr; prev = curr, curr = curr->next) {
770  if (curr->callback == filter && curr->userdata == userdata) {
771  if (prev) {
772  prev->next = curr->next;
773  } else {
774  SDL_event_watchers = curr->next;
775  }
776  SDL_free(curr);
777  break;
778  }
779  }
780 }
static SDL_EventWatcher * SDL_event_watchers
Definition: SDL_events.c:51
struct SDL_EventWatcher * next
Definition: SDL_events.c:48
void SDL_free(void *mem)
#define NULL
Definition: begin_code.h:164
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter

◆ SDL_EventState()

Uint8 SDL_EventState ( Uint32  type,
int  state 
)

This function allows you to set the state of processing certain events.

  • If state is set to SDL_IGNORE, that event will be automatically dropped from the event queue and will not be filtered.
  • If state is set to SDL_ENABLE, that event will be processed normally.
  • If state is set to SDL_QUERY, SDL_EventState() will return the current processing state of the specified event.

Definition at line 798 of file SDL_events.c.

References SDL_DisabledEventBlock::bits, SDL_calloc(), SDL_DISABLE, SDL_ENABLE, and SDL_FlushEvent().

Referenced by SDL_StartEventLoop().

799 {
800  Uint8 current_state;
801  Uint8 hi = ((type >> 8) & 0xff);
802  Uint8 lo = (type & 0xff);
803 
804  if (SDL_disabled_events[hi] &&
805  (SDL_disabled_events[hi]->bits[lo/32] & (1 << (lo&31)))) {
806  current_state = SDL_DISABLE;
807  } else {
808  current_state = SDL_ENABLE;
809  }
810 
811  if (state != current_state)
812  {
813  switch (state) {
814  case SDL_DISABLE:
815  /* Disable this event type and discard pending events */
816  if (!SDL_disabled_events[hi]) {
818  if (!SDL_disabled_events[hi]) {
819  /* Out of memory, nothing we can do... */
820  break;
821  }
822  }
823  SDL_disabled_events[hi]->bits[lo/32] |= (1 << (lo&31));
825  break;
826  case SDL_ENABLE:
827  SDL_disabled_events[hi]->bits[lo/32] &= ~(1 << (lo&31));
828  break;
829  default:
830  /* Querying state... */
831  break;
832  }
833  }
834 
835  return current_state;
836 }
struct xkb_state * state
#define SDL_ENABLE
Definition: SDL_events.h:722
GLenum GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const void * bits
void * SDL_calloc(size_t nmemb, size_t size)
uint8_t Uint8
Definition: SDL_stdinc.h:157
void SDL_FlushEvent(Uint32 type)
Definition: SDL_events.c:587
#define SDL_DISABLE
Definition: SDL_events.h:721
static SDL_DisabledEventBlock * SDL_disabled_events[256]
Definition: SDL_events.c:57
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571

◆ SDL_FilterEvents()

void SDL_FilterEvents ( SDL_EventFilter  filter,
void userdata 
)

Run the filter function on the current event queue, removing any events for which the filter returns 0.

Definition at line 783 of file SDL_events.c.

References SDL_EventEntry::event, SDL_EventWatcher::next, SDL_EventEntry::next, SDL_CutEvent(), SDL_EventQ, SDL_LockMutex, and SDL_UnlockMutex.

784 {
785  if (SDL_EventQ.lock && SDL_LockMutex(SDL_EventQ.lock) == 0) {
786  SDL_EventEntry *entry, *next;
787  for (entry = SDL_EventQ.head; entry; entry = next) {
788  next = entry->next;
789  if (!filter(userdata, &entry->event)) {
790  SDL_CutEvent(entry);
791  }
792  }
794  }
795 }
const struct SDL_AssertData * next
Definition: SDL_assert.h:119
#define SDL_LockMutex
struct _SDL_EventEntry * next
Definition: SDL_events.c:66
SDL_Event event
Definition: SDL_events.c:63
static struct @22 SDL_EventQ
Definition: SDL_events.c:61
static void SDL_CutEvent(SDL_EventEntry *entry)
Definition: SDL_events.c:471
#define SDL_UnlockMutex
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter

◆ SDL_FlushEvent()

void SDL_FlushEvent ( Uint32  type)

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.

Definition at line 587 of file SDL_events.c.

References SDL_FlushEvents().

Referenced by SDL_EventState().

588 {
590 }
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:593
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571

◆ SDL_FlushEvents()

void SDL_FlushEvents ( Uint32  minType,
Uint32  maxType 
)

Definition at line 593 of file SDL_events.c.

References SDL_EventEntry::event, SDL_EventWatcher::next, SDL_EventEntry::next, SDL_AtomicGet, SDL_CutEvent(), SDL_EventQ, SDL_LockMutex, SDL_PumpEvents(), SDL_UnlockMutex, and SDL_Event::type.

Referenced by SDL_FlushEvent(), and SDL_SetEventFilter().

594 {
595  /* Don't look after we've quit */
596  if (!SDL_AtomicGet(&SDL_EventQ.active)) {
597  return;
598  }
599 
600  /* Make sure the events are current */
601 #if 0
602  /* Actually, we can't do this since we might be flushing while processing
603  a resize event, and calling this might trigger further resize events.
604  */
605  SDL_PumpEvents();
606 #endif
607 
608  /* Lock the event queue */
609  if (SDL_EventQ.lock && SDL_LockMutex(SDL_EventQ.lock) == 0) {
610  SDL_EventEntry *entry, *next;
611  Uint32 type;
612  for (entry = SDL_EventQ.head; entry; entry = next) {
613  next = entry->next;
614  type = entry->event.type;
615  if (minType <= type && type <= maxType) {
616  SDL_CutEvent(entry);
617  }
618  }
620  }
621 }
const struct SDL_AssertData * next
Definition: SDL_assert.h:119
#define SDL_LockMutex
struct _SDL_EventEntry * next
Definition: SDL_events.c:66
void SDL_PumpEvents(void)
Definition: SDL_events.c:625
SDL_Event event
Definition: SDL_events.c:63
uint32_t Uint32
Definition: SDL_stdinc.h:181
static struct @22 SDL_EventQ
Definition: SDL_events.c:61
static void SDL_CutEvent(SDL_EventEntry *entry)
Definition: SDL_events.c:471
#define SDL_AtomicGet
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571
#define SDL_UnlockMutex
Uint32 type
Definition: SDL_events.h:527

◆ SDL_GetEventFilter()

SDL_bool 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.

Definition at line 723 of file SDL_events.c.

References SDL_EventOK, SDL_EventOKParam, SDL_FALSE, and SDL_TRUE.

724 {
725  if (filter) {
726  *filter = SDL_EventOK;
727  }
728  if (userdata) {
729  *userdata = SDL_EventOKParam;
730  }
731  return SDL_EventOK ? SDL_TRUE : SDL_FALSE;
732 }
SDL_EventFilter SDL_EventOK
Definition: SDL_events.c:42
void * SDL_EventOKParam
Definition: SDL_events.c:43
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter

◆ SDL_HasEvent()

SDL_bool SDL_HasEvent ( Uint32  type)

Checks to see if certain event types are in the event queue.

Definition at line 575 of file SDL_events.c.

References NULL, SDL_PEEKEVENT, and SDL_PeepEvents().

576 {
577  return (SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, type, type) > 0);
578 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:497
#define NULL
Definition: begin_code.h:164
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571

◆ SDL_HasEvents()

SDL_bool SDL_HasEvents ( Uint32  minType,
Uint32  maxType 
)

Definition at line 581 of file SDL_events.c.

References NULL, SDL_PEEKEVENT, and SDL_PeepEvents().

582 {
583  return (SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, minType, maxType) > 0);
584 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:497
#define NULL
Definition: begin_code.h:164

◆ SDL_PeepEvents()

int 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.

Returns
The number of events actually stored, or -1 if there was an error.

This function is thread-safe.

Definition at line 497 of file SDL_events.c.

References SDL_EventEntry::event, i, SDL_SysWMEntry::msg, SDL_SysWMEvent::msg, SDL_EventWatcher::next, SDL_EventEntry::next, SDL_SysWMEntry::next, NULL, SDL_AddEvent(), SDL_ADDEVENT, SDL_AtomicGet, SDL_CutEvent(), SDL_EventQ, SDL_GETEVENT, SDL_LockMutex, SDL_malloc, SDL_SetError, SDL_SYSWMEVENT, SDL_UnlockMutex, SDL_Event::syswm, and SDL_Event::type.

Referenced by SDL_HasEvent(), SDL_HasEvents(), SDL_PushEvent(), and SDL_WaitEventTimeout().

499 {
500  int i, used;
501 
502  /* Don't look after we've quit */
503  if (!SDL_AtomicGet(&SDL_EventQ.active)) {
504  /* We get a few spurious events at shutdown, so don't warn then */
505  if (action != SDL_ADDEVENT) {
506  SDL_SetError("The event system has been shut down");
507  }
508  return (-1);
509  }
510  /* Lock the event queue */
511  used = 0;
512  if (!SDL_EventQ.lock || SDL_LockMutex(SDL_EventQ.lock) == 0) {
513  if (action == SDL_ADDEVENT) {
514  for (i = 0; i < numevents; ++i) {
515  used += SDL_AddEvent(&events[i]);
516  }
517  } else {
518  SDL_EventEntry *entry, *next;
519  SDL_SysWMEntry *wmmsg, *wmmsg_next;
520  Uint32 type;
521 
522  if (action == SDL_GETEVENT) {
523  /* Clean out any used wmmsg data
524  FIXME: Do we want to retain the data for some period of time?
525  */
526  for (wmmsg = SDL_EventQ.wmmsg_used; wmmsg; wmmsg = wmmsg_next) {
527  wmmsg_next = wmmsg->next;
528  wmmsg->next = SDL_EventQ.wmmsg_free;
529  SDL_EventQ.wmmsg_free = wmmsg;
530  }
531  SDL_EventQ.wmmsg_used = NULL;
532  }
533 
534  for (entry = SDL_EventQ.head; entry && (!events || used < numevents); entry = next) {
535  next = entry->next;
536  type = entry->event.type;
537  if (minType <= type && type <= maxType) {
538  if (events) {
539  events[used] = entry->event;
540  if (entry->event.type == SDL_SYSWMEVENT) {
541  /* We need to copy the wmmsg somewhere safe.
542  For now we'll guarantee it's valid at least until
543  the next call to SDL_PeepEvents()
544  */
545  if (SDL_EventQ.wmmsg_free) {
546  wmmsg = SDL_EventQ.wmmsg_free;
547  SDL_EventQ.wmmsg_free = wmmsg->next;
548  } else {
549  wmmsg = (SDL_SysWMEntry *)SDL_malloc(sizeof(*wmmsg));
550  }
551  wmmsg->msg = *entry->event.syswm.msg;
552  wmmsg->next = SDL_EventQ.wmmsg_used;
553  SDL_EventQ.wmmsg_used = wmmsg;
554  events[used].syswm.msg = &wmmsg->msg;
555  }
556 
557  if (action == SDL_GETEVENT) {
558  SDL_CutEvent(entry);
559  }
560  }
561  ++used;
562  }
563  }
564  }
565  if (SDL_EventQ.lock) {
567  }
568  } else {
569  return SDL_SetError("Couldn't lock event queue");
570  }
571  return (used);
572 }
const struct SDL_AssertData * next
Definition: SDL_assert.h:119
#define SDL_LockMutex
struct _SDL_EventEntry * next
Definition: SDL_events.c:66
SDL_SysWMmsg msg
Definition: SDL_events.c:71
static int SDL_AddEvent(SDL_Event *event)
Definition: SDL_events.c:417
SDL_SysWMmsg * msg
Definition: SDL_events.h:519
SDL_Event event
Definition: SDL_events.c:63
Definition: SDL_events.c:69
uint32_t Uint32
Definition: SDL_stdinc.h:181
static struct @22 SDL_EventQ
struct _SDL_SysWMEntry * next
Definition: SDL_events.c:72
Definition: SDL_events.c:61
static void SDL_CutEvent(SDL_EventEntry *entry)
Definition: SDL_events.c:471
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
#define NULL
Definition: begin_code.h:164
#define SDL_SetError
SDL_SysWMEvent syswm
Definition: SDL_events.h:547
#define SDL_AtomicGet
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571
#define SDL_UnlockMutex
#define SDL_malloc
Uint32 type
Definition: SDL_events.h:527

◆ SDL_PollEvent()

int SDL_PollEvent ( SDL_Event event)

Polls for currently pending events.

Returns
1 if there are any pending events, or 0 if there are none available.
Parameters
eventIf not NULL, the next event is removed from the queue and stored in that area.

Definition at line 646 of file SDL_events.c.

References SDL_WaitEventTimeout().

647 {
648  return SDL_WaitEventTimeout(event, 0);
649 }
int SDL_WaitEventTimeout(SDL_Event *event, int timeout)
Waits until the specified timeout (in milliseconds) for the next available event. ...
Definition: SDL_events.c:658

◆ SDL_PumpEvents()

void SDL_PumpEvents ( void  )

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.

Definition at line 625 of file SDL_events.c.

References _this, SDL_VideoDevice::PumpEvents, SDL_GetVideoDevice(), SDL_JOYAXISMOTION, SDL_JoystickEventState, SDL_JoystickUpdate, SDL_QUERY, and SDL_SendPendingQuit().

Referenced by SDL_FlushEvents(), and SDL_WaitEventTimeout().

626 {
628 
629  /* Get events from the video subsystem */
630  if (_this) {
631  _this->PumpEvents(_this);
632  }
633 #if !SDL_JOYSTICK_DISABLED
634  /* Check for joystick state change */
637  }
638 #endif
639 
640  SDL_SendPendingQuit(); /* in case we had a signal handler fire, etc. */
641 }
static SDL_VideoDevice * _this
Definition: SDL_video.c:121
#define SDL_JoystickUpdate
static SDL_DisabledEventBlock * SDL_disabled_events[256]
Definition: SDL_events.c:57
#define SDL_JoystickEventState
SDL_VideoDevice * SDL_GetVideoDevice(void)
Definition: SDL_video.c:586
void SDL_SendPendingQuit(void)
Definition: SDL_quit.c:144
#define SDL_QUERY
Definition: SDL_events.h:719
void(* PumpEvents)(_THIS)
Definition: SDL_sysvideo.h:280

◆ SDL_PushEvent()

int SDL_PushEvent ( SDL_Event event)

Add an event to the event queue.

Returns
1 on success, 0 if the event was filtered, or -1 if the event queue was full or there was some other error.

Definition at line 689 of file SDL_events.c.

References SDL_EventWatcher::callback, SDL_EventWatcher::next, SDL_ADDEVENT, SDL_EventOK, SDL_EventOKParam, SDL_GestureProcessEvent(), SDL_GetTicks(), SDL_PeepEvents(), and SDL_EventWatcher::userdata.

Referenced by SDL_SendAppEvent(), and SDL_SendSysWMEvent().

690 {
691  SDL_EventWatcher *curr;
692 
693  event->common.timestamp = SDL_GetTicks();
694 
695  if (SDL_EventOK && !SDL_EventOK(SDL_EventOKParam, event)) {
696  return 0;
697  }
698 
699  for (curr = SDL_event_watchers; curr; curr = curr->next) {
700  curr->callback(curr->userdata, event);
701  }
702 
703  if (SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0, 0) <= 0) {
704  return -1;
705  }
706 
708 
709  return 1;
710 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:497
static SDL_EventWatcher * SDL_event_watchers
Definition: SDL_events.c:51
SDL_EventFilter callback
Definition: SDL_events.c:46
void SDL_GestureProcessEvent(SDL_Event *event)
Definition: SDL_gesture.c:538
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
struct SDL_EventWatcher * next
Definition: SDL_events.c:48
SDL_EventFilter SDL_EventOK
Definition: SDL_events.c:42
void * SDL_EventOKParam
Definition: SDL_events.c:43

◆ SDL_RegisterEvents()

Uint32 SDL_RegisterEvents ( int  numevents)

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

Definition at line 839 of file SDL_events.c.

References SDL_LASTEVENT, and SDL_userevents.

840 {
841  Uint32 event_base;
842 
843  if ((numevents > 0) && (SDL_userevents+numevents <= SDL_LASTEVENT)) {
844  event_base = SDL_userevents;
845  SDL_userevents += numevents;
846  } else {
847  event_base = (Uint32)-1;
848  }
849  return event_base;
850 }
uint32_t Uint32
Definition: SDL_stdinc.h:181
static Uint32 SDL_userevents
Definition: SDL_events.c:58

◆ SDL_SetEventFilter()

void SDL_SetEventFilter ( SDL_EventFilter  filter,
void userdata 
)

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:

int SDL_EventFilter(void *userdata, SDL_Event * event);

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.

Definition at line 713 of file SDL_events.c.

References NULL, SDL_EventOK, SDL_EventOKParam, SDL_FIRSTEVENT, SDL_FlushEvents(), SDL_LASTEVENT, and SDL_EventWatcher::userdata.

714 {
715  /* Set filter and discard pending events */
716  SDL_EventOK = NULL;
718  SDL_EventOKParam = userdata;
720 }
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:593
SDL_EventFilter SDL_EventOK
Definition: SDL_events.c:42
void * SDL_EventOKParam
Definition: SDL_events.c:43
#define NULL
Definition: begin_code.h:164
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter

◆ SDL_WaitEvent()

int SDL_WaitEvent ( SDL_Event event)

Waits indefinitely for the next available event.

Returns
1, or 0 if there was an error while waiting for events.
Parameters
eventIf not NULL, the next event is removed from the queue and stored in that area.

Definition at line 652 of file SDL_events.c.

References SDL_WaitEventTimeout().

653 {
654  return SDL_WaitEventTimeout(event, -1);
655 }
int SDL_WaitEventTimeout(SDL_Event *event, int timeout)
Waits until the specified timeout (in milliseconds) for the next available event. ...
Definition: SDL_events.c:658

◆ SDL_WaitEventTimeout()

int SDL_WaitEventTimeout ( SDL_Event event,
int  timeout 
)

Waits until the specified timeout (in milliseconds) for the next available event.

Returns
1, or 0 if there was an error while waiting for events.
Parameters
eventIf not NULL, the next event is removed from the queue and stored in that area.
timeoutThe timeout (in milliseconds) to wait for next event.

Definition at line 658 of file SDL_events.c.

References SDL_Delay, SDL_FIRSTEVENT, SDL_GETEVENT, SDL_GetTicks(), SDL_LASTEVENT, SDL_PeepEvents(), SDL_PumpEvents(), and SDL_TICKS_PASSED.

Referenced by SDL_PollEvent(), and SDL_WaitEvent().

659 {
660  Uint32 expiration = 0;
661 
662  if (timeout > 0)
663  expiration = SDL_GetTicks() + timeout;
664 
665  for (;;) {
666  SDL_PumpEvents();
668  case -1:
669  return 0;
670  case 0:
671  if (timeout == 0) {
672  /* Polling and no events, just return */
673  return 0;
674  }
675  if (timeout > 0 && SDL_TICKS_PASSED(SDL_GetTicks(), expiration)) {
676  /* Timeout expired and no events */
677  return 0;
678  }
679  SDL_Delay(10);
680  break;
681  default:
682  /* Has events */
683  return 1;
684  }
685  }
686 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:497
void SDL_PumpEvents(void)
Definition: SDL_events.c:625
uint32_t Uint32
Definition: SDL_stdinc.h:181
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
#define SDL_Delay
GLbitfield GLuint64 timeout
#define SDL_TICKS_PASSED(A, B)
Compare SDL ticks values, and return true if A has passed B.
Definition: SDL_timer.h:56