SDL
2.0
|
#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.
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) |
Include file for SDL event handling.
Definition in file SDL_events.h.
#define SDL_DISABLE 0 |
Definition at line 721 of file SDL_events.h.
Referenced by mouse_showCursor(), SDL_EventState(), SDL_JoystickEventState(), SDL_StartEventLoop(), and SDL_StopTextInput().
#define SDL_ENABLE 1 |
Definition at line 722 of file SDL_events.h.
Referenced by _changeCursorVisibility(), main(), mouse_showCursor(), SDL_AddAudioDevice(), SDL_EventState(), SDL_GameControllerEventState(), SDL_IsTextInputActive(), SDL_JoystickEventState(), SDL_OpenedAudioDeviceDisconnected(), SDL_PrivateGameControllerAxis(), SDL_PrivateGameControllerButton(), SDL_PrivateJoystickAdded(), SDL_PrivateJoystickAxis(), SDL_PrivateJoystickBall(), SDL_PrivateJoystickButton(), SDL_PrivateJoystickHat(), SDL_PrivateJoystickRemoved(), SDL_PrivateSendMouseButton(), SDL_PrivateSendMouseMotion(), SDL_SendAppEvent(), SDL_SendClipboardUpdate(), SDL_SendDrop(), SDL_SendEditingText(), SDL_SendKeyboardKey(), SDL_SendKeyboardText(), SDL_SendMouseWheel(), SDL_SendSysWMEvent(), SDL_SendTouch(), SDL_SendTouchMotion(), SDL_SendWindowEvent(), and SDL_StartTextInput().
#define SDL_GetEventState | ( | type | ) | SDL_EventState(type, SDL_QUERY) |
Definition at line 735 of file SDL_events.h.
Referenced by SDL_AddAudioDevice(), SDL_IsTextInputActive(), SDL_OpenedAudioDeviceDisconnected(), SDL_PrivateGameControllerAxis(), SDL_PrivateGameControllerButton(), SDL_PrivateJoystickAdded(), SDL_PrivateJoystickAxis(), SDL_PrivateJoystickBall(), SDL_PrivateJoystickButton(), SDL_PrivateJoystickHat(), SDL_PrivateJoystickRemoved(), SDL_PrivateSendMouseButton(), SDL_PrivateSendMouseMotion(), SDL_SendAppEvent(), SDL_SendClipboardUpdate(), SDL_SendDrop(), SDL_SendEditingText(), SDL_SendKeyboardKey(), SDL_SendKeyboardText(), SDL_SendMouseWheel(), SDL_SendSysWMEvent(), SDL_SendTouch(), SDL_SendTouchMotion(), and SDL_SendWindowEvent().
#define SDL_IGNORE 0 |
Definition at line 720 of file SDL_events.h.
Referenced by main(), and SDL_GameControllerEventState().
#define SDL_PRESSED 1 |
Definition at line 50 of file SDL_events.h.
Referenced by SDL_BApp::_HandleKey(), SDL_BWin::DispatchMessage(), HandleJoystickAxis(), HandleJoystickHat(), handleKeyboardEvent(), loop(), SDL_GameControllerGetAxis(), SDL_GameControllerGetButton(), SDL_PrivateGameControllerButton(), SDL_PrivateJoystickButton(), SDL_PrivateSendMouseButton(), SDL_ResetKeyboard(), SDL_SendKeyboardKey(), SDL_SYS_MFIJoystickUpdate(), and WINRT_OnBackButtonPressed().
#define SDL_QUERY -1 |
Definition at line 719 of file SDL_events.h.
Referenced by _changeCursorVisibility(), SDL_BApp::_HandleKey(), mouse_showCursor(), SDL_GameControllerEventState(), SDL_JoystickEventState(), SDL_PumpEvents(), and SDL_SetKeyboardFocus().
#define SDL_RELEASED 0 |
Definition at line 49 of file SDL_events.h.
Referenced by SDL_BWin::DispatchMessage(), HandleJoystickAxis(), handleKeyboardEvent(), ResetOutput(), SDL_GameControllerGetButton(), SDL_GetMouseFocus(), SDL_PrivateGameControllerButton(), SDL_PrivateJoystickButton(), SDL_PrivateSendMouseButton(), SDL_ResetKeyboard(), SDL_SendKeyboardKey(), SDL_SYS_MFIJoystickUpdate(), and WINRT_OnBackButtonPressed().
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32) |
Definition at line 202 of file SDL_events.h.
Referenced by main().
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32) |
Definition at line 217 of file SDL_events.h.
Referenced by SDL_BApp::_HandleKey().
Definition at line 662 of file SDL_events.h.
enum SDL_eventaction |
Enumerator | |
---|---|
SDL_ADDEVENT | |
SDL_PEEKEVENT | |
SDL_GETEVENT |
Definition at line 576 of file SDL_events.h.
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_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.
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 796 of file SDL_events.c.
References SDL_EventWatcher::callback, SDL_EventWatcher::removed, SDL_event_watchers_count, SDL_FALSE, SDL_LockMutex, SDL_realloc, SDL_UnlockMutex, and SDL_EventWatcher::userdata.
void SDL_DelEventWatch | ( | SDL_EventFilter | filter, |
void * | userdata | ||
) |
Remove an event watch function added with SDL_AddEventWatch()
Definition at line 820 of file SDL_events.c.
References SDL_EventWatcher::callback, i, SDL_EventWatcher::removed, SDL_event_watchers_count, SDL_event_watchers_dispatching, SDL_event_watchers_removed, SDL_LockMutex, SDL_memmove, SDL_TRUE, and SDL_UnlockMutex.
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 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. Definition at line 864 of file SDL_events.c.
References SDL_DisabledEventBlock::bits, SDL_calloc, SDL_DISABLE, SDL_ENABLE, and SDL_FlushEvent().
Referenced by SDL_StartEventLoop().
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 847 of file SDL_events.c.
References SDL_EventEntry::event, SDL_EventEntry::next, SDL_CutEvent(), SDL_EventQ, SDL_LockMutex, and SDL_UnlockMutex.
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 599 of file SDL_events.c.
References SDL_FlushEvents().
Referenced by SDL_EventState().
Definition at line 605 of file SDL_events.c.
References SDL_EventEntry::event, 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().
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 772 of file SDL_events.c.
References SDL_EventWatcher::callback, SDL_EventOK, SDL_FALSE, SDL_LockMutex, SDL_TRUE, SDL_UnlockMutex, SDL_zero, and SDL_EventWatcher::userdata.
Checks to see if certain event types are in the event queue.
Definition at line 587 of file SDL_events.c.
References NULL, SDL_PEEKEVENT, and SDL_PeepEvents().
Definition at line 593 of file SDL_events.c.
References NULL, SDL_PEEKEVENT, and 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.
This function is thread-safe.
Definition at line 509 of file SDL_events.c.
References SDL_EventEntry::event, i, SDL_SysWMEntry::msg, SDL_SysWMEvent::msg, 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().
int SDL_PollEvent | ( | SDL_Event * | event | ) |
Polls for currently pending events.
event | If not NULL, the next event is removed from the queue and stored in that area. |
Definition at line 660 of file SDL_events.c.
References SDL_WaitEventTimeout().
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 639 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().
int SDL_PushEvent | ( | SDL_Event * | event | ) |
Add an event to the event queue.
Definition at line 703 of file SDL_events.c.
References SDL_EventWatcher::callback, i, SDL_EventWatcher::removed, SDL_ADDEVENT, SDL_event_watchers_count, SDL_event_watchers_dispatching, SDL_event_watchers_removed, SDL_FALSE, SDL_GestureProcessEvent(), SDL_GetTicks(), SDL_LockMutex, SDL_memmove, SDL_PeepEvents(), SDL_TRUE, SDL_UnlockMutex, and SDL_EventWatcher::userdata.
Referenced by SDL_SendAppEvent(), and SDL_SendSysWMEvent().
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 905 of file SDL_events.c.
References SDL_LASTEVENT, and SDL_userevents.
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:
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.
Definition at line 757 of file SDL_events.c.
References SDL_EventWatcher::callback, SDL_FIRSTEVENT, SDL_FlushEvents(), SDL_LASTEVENT, SDL_LockMutex, SDL_UnlockMutex, and SDL_EventWatcher::userdata.
int SDL_WaitEvent | ( | SDL_Event * | event | ) |
Waits indefinitely for the next available event.
event | If not NULL, the next event is removed from the queue and stored in that area. |
Definition at line 666 of file SDL_events.c.
References SDL_WaitEventTimeout().
int SDL_WaitEventTimeout | ( | SDL_Event * | event, |
int | timeout | ||
) |
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. |
Definition at line 672 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().