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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 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.
- */
- /**
- * # CategoryEvents
- *
- * Event queue management.
- *
- * It's extremely common--often required--that an app deal with SDL's event
- * queue. Almost all useful information about interactions with the real world
- * flow through here: the user interacting with the computer and app, hardware
- * coming and going, the system changing in some way, etc.
- *
- * An app generally takes a moment, perhaps at the start of a new frame, to
- * examine any events that have occured since the last time and process or
- * ignore them. This is generally done by calling SDL_PollEvent() in a loop
- * until it returns false (or, if using the main callbacks, events are
- * provided one at a time in calls to SDL_AppEvent() before the next call to
- * SDL_AppIterate(); in this scenario, the app does not call SDL_PollEvent()
- * at all).
- *
- * There is other forms of control, too: SDL_PeepEvents() has more
- * functionality at the cost of more complexity, and SDL_WaitEvents() can
- * block the process until something interesting happens, which might be
- * beneficial for certain types of programs on low-power hardware. One may
- * also call SDL_AddEventWatch() to set a callback when new events arrive.
- *
- * The app is free to generate their own events, too: SDL_PushEvent allows the
- * app to put events onto the queue for later retrieval; SDL_RegisterEvents
- * can guarantee that these events have a type that isn't in use by other
- * parts of the system.
- */
- #ifndef SDL_events_h_
- #define SDL_events_h_
- #include <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_audio.h>
- #include <SDL3/SDL_camera.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_gamepad.h>
- #include <SDL3/SDL_joystick.h>
- #include <SDL3/SDL_keyboard.h>
- #include <SDL3/SDL_keycode.h>
- #include <SDL3/SDL_mouse.h>
- #include <SDL3/SDL_pen.h>
- #include <SDL3/SDL_power.h>
- #include <SDL3/SDL_sensor.h>
- #include <SDL3/SDL_scancode.h>
- #include <SDL3/SDL_touch.h>
- #include <SDL3/SDL_video.h>
- #include <SDL3/SDL_begin_code.h>
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /* General keyboard/mouse/pen state definitions */
- /**
- * The types of events that can be delivered.
- *
- * \since This enum is available since SDL 3.1.3.
- */
- typedef enum SDL_EventType
- {
- SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */
- /* Application events */
- SDL_EVENT_QUIT = 0x100, /**< User-requested quit */
- /* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */
- SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch().
- Called on iOS in applicationWillTerminate()
- Called on Android in onDestroy()
- */
- SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible. This event must be handled in a callback set with SDL_AddEventWatch().
- Called on iOS in applicationDidReceiveMemoryWarning()
- Called on Android in onTrimMemory()
- */
- SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background. This event must be handled in a callback set with SDL_AddEventWatch().
- Called on iOS in applicationWillResignActive()
- Called on Android in onPause()
- */
- SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time. This event must be handled in a callback set with SDL_AddEventWatch().
- Called on iOS in applicationDidEnterBackground()
- Called on Android in onPause()
- */
- SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground. This event must be handled in a callback set with SDL_AddEventWatch().
- Called on iOS in applicationWillEnterForeground()
- Called on Android in onResume()
- */
- SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch().
- Called on iOS in applicationDidBecomeActive()
- Called on Android in onResume()
- */
- SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */
- SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
- /* Display events */
- /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
- SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
- SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */
- SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */
- SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
- SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED, /**< Display has changed desktop mode */
- SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED, /**< Display has changed current mode */
- SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
- SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION,
- SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED,
- /* Window events */
- /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
- /* 0x201 was SDL_EVENT_SYSWM, reserve the number for sdl2-compat */
- SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
- SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
- SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event */
- SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
- SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
- SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
- SDL_EVENT_WINDOW_METAL_VIEW_RESIZED,/**< The pixel size of a Metal view associated with the window has changed */
- SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
- SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
- SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
- SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
- SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
- SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
- SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
- SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
- SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
- SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
- SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
- SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
- SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */
- SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */
- SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */
- SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */
- SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
- in an event watcher, the window handle is still valid and can still be used to retrieve any properties
- associated with the window. Otherwise, the handle has already been destroyed and all resources
- associated with it are invalid */
- SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */
- SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN,
- SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED,
- /* Keyboard events */
- SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
- SDL_EVENT_KEY_UP, /**< Key released */
- SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
- SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
- SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
- input language or keyboard layout change. */
- SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */
- SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */
- SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */
- /* Mouse events */
- SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
- SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
- SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
- SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
- SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */
- SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */
- /* Joystick events */
- SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
- SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */
- SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */
- SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
- SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
- SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
- SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
- SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
- SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */
- /* Gamepad events */
- SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
- SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
- SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
- SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
- SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */
- SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
- SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
- SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
- SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
- SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
- SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
- SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */
- /* Touch events */
- SDL_EVENT_FINGER_DOWN = 0x700,
- SDL_EVENT_FINGER_UP,
- SDL_EVENT_FINGER_MOTION,
- SDL_EVENT_FINGER_CANCELED,
- /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
- /* Clipboard events */
- SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
- /* Drag and drop events */
- SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
- SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
- SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
- SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
- SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
- /* Audio hotplug events */
- SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
- SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
- SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */
- /* Sensor events */
- SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
- /* Pressure-sensitive pen events */
- SDL_EVENT_PEN_PROXIMITY_IN = 0x1300, /**< Pressure-sensitive pen has become available */
- SDL_EVENT_PEN_PROXIMITY_OUT, /**< Pressure-sensitive pen has become unavailable */
- SDL_EVENT_PEN_DOWN, /**< Pressure-sensitive pen touched drawing surface */
- SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */
- SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */
- SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */
- SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen is moving on the tablet */
- SDL_EVENT_PEN_AXIS, /**< Pressure-sensitive pen angle/pressure/etc changed */
- /* Camera hotplug events */
- SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */
- SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */
- SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */
- SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */
- /* Render events */
- SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
- SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
- SDL_EVENT_RENDER_DEVICE_LOST, /**< The device has been lost and can't be recovered. */
- /* Reserved events for private platforms */
- SDL_EVENT_PRIVATE0 = 0x4000,
- SDL_EVENT_PRIVATE1,
- SDL_EVENT_PRIVATE2,
- SDL_EVENT_PRIVATE3,
- /* Internal events */
- SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
- /** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use,
- * and should be allocated with SDL_RegisterEvents()
- */
- SDL_EVENT_USER = 0x8000,
- /**
- * This last event is only for bounding internal arrays
- */
- SDL_EVENT_LAST = 0xFFFF,
- /* This just makes sure the enum is the size of Uint32 */
- SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF
- } SDL_EventType;
- /**
- * Fields shared by every event
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_CommonEvent
- {
- Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- } SDL_CommonEvent;
- /**
- * Display state change event data (event.display.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_DisplayEvent
- {
- SDL_EventType type; /**< SDL_DISPLAYEVENT_* */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_DisplayID displayID;/**< The associated display */
- Sint32 data1; /**< event dependent data */
- Sint32 data2; /**< event dependent data */
- } SDL_DisplayEvent;
- /**
- * Window state change event data (event.window.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_WindowEvent
- {
- SDL_EventType type; /**< SDL_EVENT_WINDOW_* */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The associated window */
- Sint32 data1; /**< event dependent data */
- Sint32 data2; /**< event dependent data */
- } SDL_WindowEvent;
- /**
- * Keyboard device event structure (event.kdevice.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_KeyboardDeviceEvent
- {
- SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_KeyboardID which; /**< The keyboard instance id */
- } SDL_KeyboardDeviceEvent;
- /**
- * Keyboard button event structure (event.key.*)
- *
- * The `key` is the base SDL_Keycode generated by pressing the `scancode`
- * using the current keyboard layout, applying any options specified in
- * SDL_HINT_KEYCODE_OPTIONS. You can get the SDL_Keycode corresponding to the
- * event scancode and modifiers directly from the keyboard layout, bypassing
- * SDL_HINT_KEYCODE_OPTIONS, by calling SDL_GetKeyFromScancode().
- *
- * \since This struct is available since SDL 3.1.3.
- *
- * \sa SDL_GetKeyFromScancode
- * \sa SDL_HINT_KEYCODE_OPTIONS
- */
- typedef struct SDL_KeyboardEvent
- {
- SDL_EventType type; /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with keyboard focus, if any */
- SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */
- SDL_Scancode scancode; /**< SDL physical key code */
- SDL_Keycode key; /**< SDL virtual key code */
- SDL_Keymod mod; /**< current key modifiers */
- Uint16 raw; /**< The platform dependent scancode for this event */
- bool down; /**< true if the key is pressed */
- bool repeat; /**< true if this is a key repeat */
- } SDL_KeyboardEvent;
- /**
- * Keyboard text editing event structure (event.edit.*)
- *
- * The start cursor is the position, in UTF-8 characters, where new typing
- * will be inserted into the editing text. The length is the number of UTF-8
- * characters that will be replaced by new typing.
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_TextEditingEvent
- {
- SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with keyboard focus, if any */
- const char *text; /**< The editing text */
- Sint32 start; /**< The start cursor of selected editing text, or -1 if not set */
- Sint32 length; /**< The length of selected editing text, or -1 if not set */
- } SDL_TextEditingEvent;
- /**
- * Keyboard IME candidates event structure (event.edit_candidates.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_TextEditingCandidatesEvent
- {
- SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING_CANDIDATES */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with keyboard focus, if any */
- const char * const *candidates; /**< The list of candidates, or NULL if there are no candidates available */
- Sint32 num_candidates; /**< The number of strings in `candidates` */
- Sint32 selected_candidate; /**< The index of the selected candidate, or -1 if no candidate is selected */
- bool horizontal; /**< true if the list is horizontal, false if it's vertical */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- } SDL_TextEditingCandidatesEvent;
- /**
- * Keyboard text input event structure (event.text.*)
- *
- * This event will never be delivered unless text input is enabled by calling
- * SDL_StartTextInput(). Text input is disabled by default!
- *
- * \since This struct is available since SDL 3.1.3.
- *
- * \sa SDL_StartTextInput
- * \sa SDL_StopTextInput
- */
- typedef struct SDL_TextInputEvent
- {
- SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with keyboard focus, if any */
- const char *text; /**< The input text, UTF-8 encoded */
- } SDL_TextInputEvent;
- /**
- * Mouse device event structure (event.mdevice.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_MouseDeviceEvent
- {
- SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_MouseID which; /**< The mouse instance id */
- } SDL_MouseDeviceEvent;
- /**
- * Mouse motion event structure (event.motion.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_MouseMotionEvent
- {
- SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with mouse focus, if any */
- SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */
- SDL_MouseButtonFlags state; /**< The current button state */
- float x; /**< X coordinate, relative to window */
- float y; /**< Y coordinate, relative to window */
- float xrel; /**< The relative motion in the X direction */
- float yrel; /**< The relative motion in the Y direction */
- } SDL_MouseMotionEvent;
- /**
- * Mouse button event structure (event.button.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_MouseButtonEvent
- {
- SDL_EventType type; /**< SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with mouse focus, if any */
- SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */
- Uint8 button; /**< The mouse button index */
- bool down; /**< true if the button is pressed */
- Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
- Uint8 padding;
- float x; /**< X coordinate, relative to window */
- float y; /**< Y coordinate, relative to window */
- } SDL_MouseButtonEvent;
- /**
- * Mouse wheel event structure (event.wheel.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_MouseWheelEvent
- {
- SDL_EventType type; /**< SDL_EVENT_MOUSE_WHEEL */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with mouse focus, if any */
- SDL_MouseID which; /**< The mouse instance id in relative mode or 0 */
- float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
- float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
- SDL_MouseWheelDirection direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
- float mouse_x; /**< X coordinate, relative to window */
- float mouse_y; /**< Y coordinate, relative to window */
- } SDL_MouseWheelEvent;
- /**
- * Joystick axis motion event structure (event.jaxis.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_JoyAxisEvent
- {
- SDL_EventType type; /**< SDL_EVENT_JOYSTICK_AXIS_MOTION */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- 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;
- /**
- * Joystick trackball motion event structure (event.jball.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_JoyBallEvent
- {
- SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BALL_MOTION */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- 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;
- /**
- * Joystick hat position change event structure (event.jhat.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_JoyHatEvent
- {
- SDL_EventType type; /**< SDL_EVENT_JOYSTICK_HAT_MOTION */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- 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;
- /**
- * Joystick button event structure (event.jbutton.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_JoyButtonEvent
- {
- SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 button; /**< The joystick button index */
- bool down; /**< true if the button is pressed */
- Uint8 padding1;
- Uint8 padding2;
- } SDL_JoyButtonEvent;
- /**
- * Joystick device event structure (event.jdevice.*)
- *
- * SDL will send JOYSTICK_ADDED events for devices that are already plugged in
- * during SDL_Init.
- *
- * \since This struct is available since SDL 3.1.3.
- *
- * \sa SDL_GamepadDeviceEvent
- */
- typedef struct SDL_JoyDeviceEvent
- {
- SDL_EventType type; /**< SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_JoystickID which; /**< The joystick instance id */
- } SDL_JoyDeviceEvent;
- /**
- * Joystick battery level change event structure (event.jbattery.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_JoyBatteryEvent
- {
- SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_JoystickID which; /**< The joystick instance id */
- SDL_PowerState state; /**< The joystick battery state */
- int percent; /**< The joystick battery percent charge remaining */
- } SDL_JoyBatteryEvent;
- /**
- * Gamepad axis motion event structure (event.gaxis.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_GamepadAxisEvent
- {
- SDL_EventType type; /**< SDL_EVENT_GAMEPAD_AXIS_MOTION */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- Sint16 value; /**< The axis value (range: -32768 to 32767) */
- Uint16 padding4;
- } SDL_GamepadAxisEvent;
- /**
- * Gamepad button event structure (event.gbutton.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_GamepadButtonEvent
- {
- SDL_EventType type; /**< SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_JoystickID which; /**< The joystick instance id */
- Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
- bool down; /**< true if the button is pressed */
- Uint8 padding1;
- Uint8 padding2;
- } SDL_GamepadButtonEvent;
- /**
- * Gamepad device event structure (event.gdevice.*)
- *
- * Joysticks that are supported gamepads receive both an SDL_JoyDeviceEvent
- * and an SDL_GamepadDeviceEvent.
- *
- * SDL will send GAMEPAD_ADDED events for joysticks that are already plugged
- * in during SDL_Init() and are recognized as gamepads. It will also send
- * events for joysticks that get gamepad mappings at runtime.
- *
- * \since This struct is available since SDL 3.1.3.
- *
- * \sa SDL_JoyDeviceEvent
- */
- typedef struct SDL_GamepadDeviceEvent
- {
- SDL_EventType type; /**< SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_JoystickID which; /**< The joystick instance id */
- } SDL_GamepadDeviceEvent;
- /**
- * Gamepad touchpad event structure (event.gtouchpad.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_GamepadTouchpadEvent
- {
- SDL_EventType type; /**< SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_JoystickID which; /**< The joystick instance id */
- Sint32 touchpad; /**< The index of the touchpad */
- Sint32 finger; /**< The index of the finger on the touchpad */
- float x; /**< Normalized in the range 0...1 with 0 being on the left */
- float y; /**< Normalized in the range 0...1 with 0 being at the top */
- float pressure; /**< Normalized in the range 0...1 */
- } SDL_GamepadTouchpadEvent;
- /**
- * Gamepad sensor event structure (event.gsensor.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_GamepadSensorEvent
- {
- SDL_EventType type; /**< SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_JoystickID which; /**< The joystick instance id */
- Sint32 sensor; /**< The type of the sensor, one of the values of SDL_SensorType */
- float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
- Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
- } SDL_GamepadSensorEvent;
- /**
- * Audio device event structure (event.adevice.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_AudioDeviceEvent
- {
- SDL_EventType type; /**< SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */
- bool recording; /**< false if a playback device, true if a recording device. */
- Uint8 padding1;
- Uint8 padding2;
- Uint8 padding3;
- } SDL_AudioDeviceEvent;
- /**
- * Camera device event structure (event.cdevice.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_CameraDeviceEvent
- {
- SDL_EventType type; /**< SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_CameraID which; /**< SDL_CameraID for the device being added or removed or changing */
- } SDL_CameraDeviceEvent;
- /**
- * Renderer event structure (event.render.*)
- *
- * \since This struct is available since SDL 3.1.7.
- */
- typedef struct SDL_RenderEvent
- {
- SDL_EventType type; /**< SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window containing the renderer in question. */
- } SDL_RenderEvent;
- /**
- * Touch finger event structure (event.tfinger.*)
- *
- * Coordinates in this event are normalized. `x` and `y` are normalized to a
- * range between 0.0f and 1.0f, relative to the window, so (0,0) is the top
- * left and (1,1) is the bottom right. Delta coordinates `dx` and `dy` are
- * normalized in the ranges of -1.0f (traversed all the way from the bottom or
- * right to all the way up or left) to 1.0f (traversed all the way from the
- * top or left to all the way down or right).
- *
- * Note that while the coordinates are _normalized_, they are not _clamped_,
- * which means in some circumstances you can get a value outside of this
- * range. For example, a renderer using logical presentation might give a
- * negative value when the touch is in the letterboxing. Some platforms might
- * report a touch outside of the window, which will also be outside of the
- * range.
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_TouchFingerEvent
- {
- SDL_EventType type; /**< SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, or SDL_EVENT_FINGER_CANCELED */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- 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 -1...1 */
- float dy; /**< Normalized in the range -1...1 */
- float pressure; /**< Normalized in the range 0...1 */
- SDL_WindowID windowID; /**< The window underneath the finger, if any */
- } SDL_TouchFingerEvent;
- /**
- * Pressure-sensitive pen proximity event structure (event.pmotion.*)
- *
- * When a pen becomes visible to the system (it is close enough to a tablet,
- * etc), SDL will send an SDL_EVENT_PEN_PROXIMITY_IN event with the new pen's
- * ID. This ID is valid until the pen leaves proximity again (has been removed
- * from the tablet's area, the tablet has been unplugged, etc). If the same
- * pen reenters proximity again, it will be given a new ID.
- *
- * Note that "proximity" means "close enough for the tablet to know the tool
- * is there." The pen touching and lifting off from the tablet while not
- * leaving the area are handled by SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP.
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_PenProximityEvent
- {
- SDL_EventType type; /**< SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with pen focus, if any */
- SDL_PenID which; /**< The pen instance id */
- } SDL_PenProximityEvent;
- /**
- * Pressure-sensitive pen motion event structure (event.pmotion.*)
- *
- * Depending on the hardware, you may get motion events when the pen is not
- * touching a tablet, for tracking a pen even when it isn't drawing. You
- * should listen for SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP events, or check
- * `pen_state & SDL_PEN_INPUT_DOWN` to decide if a pen is "drawing" when
- * dealing with pen motion.
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_PenMotionEvent
- {
- SDL_EventType type; /**< SDL_EVENT_PEN_MOTION */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with pen focus, if any */
- SDL_PenID which; /**< The pen instance id */
- SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
- float x; /**< X coordinate, relative to window */
- float y; /**< Y coordinate, relative to window */
- } SDL_PenMotionEvent;
- /**
- * Pressure-sensitive pen touched event structure (event.ptouch.*)
- *
- * These events come when a pen touches a surface (a tablet, etc), or lifts
- * off from one.
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_PenTouchEvent
- {
- SDL_EventType type; /**< SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with pen focus, if any */
- SDL_PenID which; /**< The pen instance id */
- SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
- float x; /**< X coordinate, relative to window */
- float y; /**< Y coordinate, relative to window */
- bool eraser; /**< true if eraser end is used (not all pens support this). */
- bool down; /**< true if the pen is touching or false if the pen is lifted off */
- } SDL_PenTouchEvent;
- /**
- * Pressure-sensitive pen button event structure (event.pbutton.*)
- *
- * This is for buttons on the pen itself that the user might click. The pen
- * itself pressing down to draw triggers a SDL_EVENT_PEN_DOWN event instead.
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_PenButtonEvent
- {
- SDL_EventType type; /**< SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with mouse focus, if any */
- SDL_PenID which; /**< The pen instance id */
- SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
- float x; /**< X coordinate, relative to window */
- float y; /**< Y coordinate, relative to window */
- Uint8 button; /**< The pen button index (first button is 1). */
- bool down; /**< true if the button is pressed */
- } SDL_PenButtonEvent;
- /**
- * Pressure-sensitive pen pressure / angle event structure (event.paxis.*)
- *
- * You might get some of these events even if the pen isn't touching the
- * tablet.
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_PenAxisEvent
- {
- SDL_EventType type; /**< SDL_EVENT_PEN_AXIS */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window with pen focus, if any */
- SDL_PenID which; /**< The pen instance id */
- SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
- float x; /**< X coordinate, relative to window */
- float y; /**< Y coordinate, relative to window */
- SDL_PenAxis axis; /**< Axis that has changed */
- float value; /**< New value of axis */
- } SDL_PenAxisEvent;
- /**
- * An event used to drop text or request a file open by the system
- * (event.drop.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_DropEvent
- {
- SDL_EventType type; /**< SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID windowID; /**< The window that was dropped on, if any */
- float x; /**< X coordinate, relative to window (not on begin) */
- float y; /**< Y coordinate, relative to window (not on begin) */
- const char *source; /**< The source app that sent this drop event, or NULL if that isn't available */
- const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
- } SDL_DropEvent;
- /**
- * An event triggered when the clipboard contents have changed
- * (event.clipboard.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_ClipboardEvent
- {
- SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- bool owner; /**< are we owning the clipboard (internal update) */
- Sint32 num_mime_types; /**< number of mime types */
- const char **mime_types; /**< current mime types */
- } SDL_ClipboardEvent;
- /**
- * Sensor event structure (event.sensor.*)
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_SensorEvent
- {
- SDL_EventType type; /**< SDL_EVENT_SENSOR_UPDATE */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_SensorID which; /**< The instance ID of the sensor */
- float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
- Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
- } SDL_SensorEvent;
- /**
- * The "quit requested" event
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_QuitEvent
- {
- SDL_EventType type; /**< SDL_EVENT_QUIT */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- } SDL_QuitEvent;
- /**
- * A user-defined event type (event.user.*)
- *
- * This event is unique; it is never created by SDL, but only by the
- * application. The event can be pushed onto the event queue using
- * SDL_PushEvent(). The contents of the structure members are completely up to
- * the programmer; the only requirement is that '''type''' is a value obtained
- * from SDL_RegisterEvents().
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef struct SDL_UserEvent
- {
- Uint32 type; /**< SDL_EVENT_USER through SDL_EVENT_LAST-1, Uint32 because these are not in the SDL_EventType enumeration */
- Uint32 reserved;
- Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
- SDL_WindowID 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;
- /**
- * The structure for all events in SDL.
- *
- * The SDL_Event structure is the core of all event handling in SDL. SDL_Event
- * is a union of all event structures used in SDL.
- *
- * \since This struct is available since SDL 3.1.3.
- */
- typedef union SDL_Event
- {
- Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
- SDL_CommonEvent common; /**< Common event data */
- SDL_DisplayEvent display; /**< Display event data */
- SDL_WindowEvent window; /**< Window event data */
- SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */
- SDL_KeyboardEvent key; /**< Keyboard event data */
- SDL_TextEditingEvent edit; /**< Text editing event data */
- SDL_TextEditingCandidatesEvent edit_candidates; /**< Text editing candidates event data */
- SDL_TextInputEvent text; /**< Text input event data */
- SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */
- SDL_MouseMotionEvent motion; /**< Mouse motion event data */
- SDL_MouseButtonEvent button; /**< Mouse button event data */
- SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
- SDL_JoyDeviceEvent jdevice; /**< Joystick device change 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_JoyBatteryEvent jbattery; /**< Joystick battery event data */
- SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
- SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
- SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
- SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
- SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
- SDL_AudioDeviceEvent adevice; /**< Audio device event data */
- SDL_CameraDeviceEvent cdevice; /**< Camera device event data */
- SDL_SensorEvent sensor; /**< Sensor event data */
- SDL_QuitEvent quit; /**< Quit request event data */
- SDL_UserEvent user; /**< Custom event data */
- SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
- SDL_PenProximityEvent pproximity; /**< Pen proximity event data */
- SDL_PenTouchEvent ptouch; /**< Pen tip touching event data */
- SDL_PenMotionEvent pmotion; /**< Pen motion event data */
- SDL_PenButtonEvent pbutton; /**< Pen button event data */
- SDL_PenAxisEvent paxis; /**< Pen axis event data */
- SDL_RenderEvent render; /**< Render event data */
- SDL_DropEvent drop; /**< Drag and drop event data */
- SDL_ClipboardEvent clipboard; /**< Clipboard 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 (size of
- SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
- architectures) for this union, and GCC will use the alignment of the
- largest datatype within the union, which is 8 bytes on 64-bit
- architectures.
- So... we'll add padding to force the size to be the same for both.
- On architectures where pointers are 16 bytes, this needs rounding up to
- the next multiple of 16, 64, and on architectures where pointers are
- even larger the size of SDL_UserEvent will dominate as being 3 pointers.
- */
- Uint8 padding[128];
- } SDL_Event;
- /* Make sure we haven't broken binary compatibility */
- SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
- /* Function prototypes */
- /**
- * Pump the event loop, gathering events from the input devices.
- *
- * This function updates the event queue and internal input device state.
- *
- * SDL_PumpEvents() gathers all the pending input information from devices and
- * places it in the event queue. Without calls to SDL_PumpEvents() no events
- * would ever be placed on the queue. Often the need for calls to
- * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
- * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
- * polling or waiting for events (e.g. you are filtering them), then you must
- * call SDL_PumpEvents() to force an event queue update.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_PollEvent
- * \sa SDL_WaitEvent
- */
- extern SDL_DECLSPEC void SDLCALL SDL_PumpEvents(void);
- /* @{ */
- /**
- * The type of action to request from SDL_PeepEvents().
- *
- * \since This enum is available since SDL 3.1.3.
- */
- typedef enum SDL_EventAction
- {
- SDL_ADDEVENT, /**< Add events to the back of the queue. */
- SDL_PEEKEVENT, /**< Check but don't remove events from the queue front. */
- SDL_GETEVENT /**< Retrieve/remove events from the front of the queue. */
- } SDL_EventAction;
- /**
- * Check the event queue for messages and optionally return them.
- *
- * `action` may be any of the following:
- *
- * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
- * event queue.
- * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
- * within the specified minimum and maximum type, will be returned to the
- * caller and will _not_ be removed from the queue. If you pass NULL for
- * `events`, then `numevents` is ignored and the total number of matching
- * events will be returned.
- * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
- * within the specified minimum and maximum type, will be returned to the
- * caller and will be removed from the queue.
- *
- * You may have to call SDL_PumpEvents() before calling this function.
- * Otherwise, the events may not be ready to be filtered when you call
- * SDL_PeepEvents().
- *
- * \param events destination buffer for the retrieved events, may be NULL to
- * leave the events in the queue and return the number of events
- * that would have been stored.
- * \param numevents if action is SDL_ADDEVENT, the number of events to add
- * back to the event queue; if action is SDL_PEEKEVENT or
- * SDL_GETEVENT, the maximum number of events to retrieve.
- * \param action action to take; see [[#action|Remarks]] for details.
- * \param minType minimum value of the event type to be considered;
- * SDL_EVENT_FIRST is a safe choice.
- * \param maxType maximum value of the event type to be considered;
- * SDL_EVENT_LAST is a safe choice.
- * \returns the number of events actually stored or -1 on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_PollEvent
- * \sa SDL_PumpEvents
- * \sa SDL_PushEvent
- */
- extern SDL_DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType);
- /* @} */
- /**
- * Check for the existence of a certain event type in the event queue.
- *
- * If you need to check for a range of event types, use SDL_HasEvents()
- * instead.
- *
- * \param type the type of event to be queried; see SDL_EventType for details.
- * \returns true if events matching `type` are present, or false if events
- * matching `type` are not present.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_HasEvents
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_HasEvent(Uint32 type);
- /**
- * Check for the existence of certain event types in the event queue.
- *
- * If you need to check for a single event type, use SDL_HasEvent() instead.
- *
- * \param minType the low end of event type to be queried, inclusive; see
- * SDL_EventType for details.
- * \param maxType the high end of event type to be queried, inclusive; see
- * SDL_EventType for details.
- * \returns true if events with type >= `minType` and <= `maxType` are
- * present, or false if not.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_HasEvents
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
- /**
- * Clear events of a specific type from the event queue.
- *
- * This will unconditionally remove any events from the queue that match
- * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
- * instead.
- *
- * It's also normal to just ignore events you don't care about in your event
- * loop without calling this function.
- *
- * 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.
- *
- * If you have user events with custom data that needs to be freed, you should
- * use SDL_PeepEvents() to remove and clean up those events before calling
- * this function.
- *
- * \param type the type of event to be cleared; see SDL_EventType for details.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_FlushEvents
- */
- extern SDL_DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
- /**
- * Clear events of a range of types from the event queue.
- *
- * This will unconditionally remove any events from the queue that are in the
- * range of `minType` to `maxType`, inclusive. If you need to remove a single
- * event type, use SDL_FlushEvent() instead.
- *
- * It's also normal to just ignore events you don't care about in your event
- * loop without calling this function.
- *
- * 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.
- *
- * \param minType the low end of event type to be cleared, inclusive; see
- * SDL_EventType for details.
- * \param maxType the high end of event type to be cleared, inclusive; see
- * SDL_EventType for details.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_FlushEvent
- */
- extern SDL_DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
- /**
- * Poll for currently pending events.
- *
- * If `event` is not NULL, the next event is removed from the queue and stored
- * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
- * this event, immediately stored in the SDL Event structure -- not an event
- * to follow.
- *
- * If `event` is NULL, it simply returns 1 if there is an event in the queue,
- * but will not remove it from the queue.
- *
- * As this function may implicitly call SDL_PumpEvents(), you can only call
- * this function in the thread that set the video mode.
- *
- * SDL_PollEvent() is the favored way of receiving system events since it can
- * be done from the main loop and does not suspend the main loop while waiting
- * on an event to be posted.
- *
- * The common practice is to fully process the event queue once every frame,
- * usually as a first step before updating the game's state:
- *
- * ```c
- * while (game_is_still_running) {
- * SDL_Event event;
- * while (SDL_PollEvent(&event)) { // poll until all events are handled!
- * // decide what to do with this event.
- * }
- *
- * // update game state, draw the current frame
- * }
- * ```
- *
- * \param event the SDL_Event structure to be filled with the next event from
- * the queue, or NULL.
- * \returns true if this got an event or false if there are none available.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_PushEvent
- * \sa SDL_WaitEvent
- * \sa SDL_WaitEventTimeout
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_PollEvent(SDL_Event *event);
- /**
- * Wait indefinitely for the next available event.
- *
- * If `event` is not NULL, the next event is removed from the queue and stored
- * in the SDL_Event structure pointed to by `event`.
- *
- * As this function may implicitly call SDL_PumpEvents(), you can only call
- * this function in the thread that initialized the video subsystem.
- *
- * \param event the SDL_Event structure to be filled in with the next event
- * from the queue, or NULL.
- * \returns true on success or false if there was an error while waiting for
- * events; call SDL_GetError() for more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_PollEvent
- * \sa SDL_PushEvent
- * \sa SDL_WaitEventTimeout
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_WaitEvent(SDL_Event *event);
- /**
- * Wait until the specified timeout (in milliseconds) for the next available
- * event.
- *
- * If `event` is not NULL, the next event is removed from the queue and stored
- * in the SDL_Event structure pointed to by `event`.
- *
- * As this function may implicitly call SDL_PumpEvents(), you can only call
- * this function in the thread that initialized the video subsystem.
- *
- * The timeout is not guaranteed, the actual wait time could be longer due to
- * system scheduling.
- *
- * \param event the SDL_Event structure to be filled in with the next event
- * from the queue, or NULL.
- * \param timeoutMS the maximum number of milliseconds to wait for the next
- * available event.
- * \returns true if this got an event or false if the timeout elapsed without
- * any events available.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_PollEvent
- * \sa SDL_PushEvent
- * \sa SDL_WaitEvent
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
- /**
- * Add an event to the event queue.
- *
- * The event queue can actually be used as a two way communication channel.
- * Not only can events be read from the queue, but the user can also push
- * their own events onto it. `event` is a pointer to the event structure you
- * wish to push onto the queue. The event is copied into the queue, and the
- * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
- *
- * Note: Pushing device input events onto the queue doesn't modify the state
- * of the device within SDL.
- *
- * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
- * the event filter but events added with SDL_PeepEvents() do not.
- *
- * For pushing application-specific events, please use SDL_RegisterEvents() to
- * get an event type that does not conflict with other code that also wants
- * its own custom event types.
- *
- * \param event the SDL_Event to be added to the queue.
- * \returns true on success, false if the event was filtered or on failure;
- * call SDL_GetError() for more information. A common reason for
- * error is the event queue being full.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_PeepEvents
- * \sa SDL_PollEvent
- * \sa SDL_RegisterEvents
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_PushEvent(SDL_Event *event);
- /**
- * A function pointer used for callbacks that watch the event queue.
- *
- * \param userdata what was passed as `userdata` to SDL_SetEventFilter() or
- * SDL_AddEventWatch, etc.
- * \param event the event that triggered the callback.
- * \returns true to permit event to be added to the queue, and false to
- * disallow it. When used with SDL_AddEventWatch, the return value is
- * ignored.
- *
- * \threadsafety SDL may call this callback at any time from any thread; the
- * application is responsible for locking resources the callback
- * touches that need to be protected.
- *
- * \since This datatype is available since SDL 3.1.3.
- *
- * \sa SDL_SetEventFilter
- * \sa SDL_AddEventWatch
- */
- typedef bool (SDLCALL *SDL_EventFilter)(void *userdata, SDL_Event *event);
- /**
- * Set up a filter to process all events before they change internal state and
- * are posted to the internal event queue.
- *
- * If the filter function returns true when called, then the event will be
- * added to the internal queue. If it returns false, 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!
- *
- * On platforms that support it, if the quit event is generated by an
- * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
- * application at the next event poll.
- *
- * 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.
- *
- * Note: Disabled events never make it to the event filter function; see
- * SDL_SetEventEnabled().
- *
- * Note: If you just want to inspect events without filtering, you should use
- * SDL_AddEventWatch() instead.
- *
- * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
- * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
- * not.
- *
- * \param filter an SDL_EventFilter function to call when an event happens.
- * \param userdata a pointer that is passed to `filter`.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_AddEventWatch
- * \sa SDL_SetEventEnabled
- * \sa SDL_GetEventFilter
- * \sa SDL_PeepEvents
- * \sa SDL_PushEvent
- */
- extern SDL_DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata);
- /**
- * Query the current event filter.
- *
- * This function can be used to "chain" filters, by saving the existing filter
- * before replacing it with a function that will call that saved filter.
- *
- * \param filter the current callback function will be stored here.
- * \param userdata the pointer that is passed to the current event filter will
- * be stored here.
- * \returns true on success or false if there is no event filter set.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetEventFilter
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata);
- /**
- * Add a callback to be triggered when an event is added to the event queue.
- *
- * `filter` will be called when an event happens, and its return value is
- * ignored.
- *
- * **WARNING**: Be very careful of what you do in the event filter function,
- * as it may run in a different thread!
- *
- * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
- * the internal queue and be delivered to the watch callback immediately, and
- * arrive at the next event poll.
- *
- * Note: the callback is called for events posted by the user through
- * SDL_PushEvent(), but not for disabled events, nor for events by a filter
- * callback set with SDL_SetEventFilter(), nor for events posted by the user
- * through SDL_PeepEvents().
- *
- * \param filter an SDL_EventFilter function to call when an event happens.
- * \param userdata a pointer that is passed to `filter`.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_RemoveEventWatch
- * \sa SDL_SetEventFilter
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, void *userdata);
- /**
- * Remove an event watch callback added with SDL_AddEventWatch().
- *
- * This function takes the same input as SDL_AddEventWatch() to identify and
- * delete the corresponding callback.
- *
- * \param filter the function originally passed to SDL_AddEventWatch().
- * \param userdata the pointer originally passed to SDL_AddEventWatch().
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_AddEventWatch
- */
- extern SDL_DECLSPEC void SDLCALL SDL_RemoveEventWatch(SDL_EventFilter filter, void *userdata);
- /**
- * Run a specific filter function on the current event queue, removing any
- * events for which the filter returns false.
- *
- * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
- * this function does not change the filter permanently, it only uses the
- * supplied filter until this function returns.
- *
- * \param filter the SDL_EventFilter function to call when an event happens.
- * \param userdata a pointer that is passed to `filter`.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_GetEventFilter
- * \sa SDL_SetEventFilter
- */
- extern SDL_DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata);
- /**
- * Set the state of processing events by type.
- *
- * \param type the type of event; see SDL_EventType for details.
- * \param enabled whether to process the event or not.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_EventEnabled
- */
- extern SDL_DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, bool enabled);
- /**
- * Query the state of processing events by type.
- *
- * \param type the type of event; see SDL_EventType for details.
- * \returns true if the event is being processed, false otherwise.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_SetEventEnabled
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_EventEnabled(Uint32 type);
- /**
- * Allocate a set of user-defined events, and return the beginning event
- * number for that set of events.
- *
- * \param numevents the number of events to be allocated.
- * \returns the beginning event number, or 0 if numevents is invalid or if
- * there are not enough user-defined events left.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_PushEvent
- */
- extern SDL_DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
- /**
- * Get window associated with an event.
- *
- * \param event an event containing a `windowID`.
- * \returns the associated window on success or NULL if there is none.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \sa SDL_PollEvent
- * \sa SDL_WaitEvent
- * \sa SDL_WaitEventTimeout
- */
- extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromEvent(const SDL_Event *event);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_events_h_ */
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