1 /*
2   Simple DirectMedia Layer
3   Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
4 
5   This software is provided 'as-is', without any express or implied
6   warranty.  In no event will the authors be held liable for any damages
7   arising from the use of this software.
8 
9   Permission is granted to anyone to use this software for any purpose,
10   including commercial applications, and to alter it and redistribute it
11   freely, subject to the following restrictions:
12 
13   1. The origin of this software must not be misrepresented; you must not
14      claim that you wrote the original software. If you use this software
15      in a product, an acknowledgment in the product documentation would be
16      appreciated but is not required.
17   2. Altered source versions must be plainly marked as such, and must not be
18      misrepresented as being the original software.
19   3. This notice may not be removed or altered from any source distribution.
20 */
21 
22 /**
23  * # CategoryEvents
24  *
25  * Include file for SDL event handling.
26  */
27 
28 #ifndef SDL_events_h_
29 #define SDL_events_h_
30 
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_video.h"
34 #include "SDL_keyboard.h"
35 #include "SDL_mouse.h"
36 #include "SDL_joystick.h"
37 #include "SDL_gamecontroller.h"
38 #include "SDL_quit.h"
39 #include "SDL_gesture.h"
40 #include "SDL_touch.h"
41 
42 #include "begin_code.h"
43 /* Set up for C function definitions, even when using C++ */
44 #ifdef __cplusplus
45 extern "C" {
46 #endif
47 
48 /* General keyboard/mouse state definitions */
49 #define SDL_RELEASED    0
50 #define SDL_PRESSED 1
51 
52 /**
53  * The types of events that can be delivered.
54  */
55 typedef enum SDL_EventType
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     SDL_LOCALECHANGED,  /**< The user's locale preferences have changed. */
89 
90     /* Display events */
91     SDL_DISPLAYEVENT   = 0x150,  /**< Display state change */
92 
93     /* Window events */
94     SDL_WINDOWEVENT    = 0x200, /**< Window state change */
95     SDL_SYSWMEVENT,             /**< System specific event */
96 
97     /* Keyboard events */
98     SDL_KEYDOWN        = 0x300, /**< Key pressed */
99     SDL_KEYUP,                  /**< Key released */
100     SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
101     SDL_TEXTINPUT,              /**< Keyboard text input */
102     SDL_KEYMAPCHANGED,          /**< Keymap changed due to a system event such as an
103                                      input language or keyboard layout change.
104                                 */
105     SDL_TEXTEDITING_EXT,       /**< Extended keyboard text editing (composition) */
106 
107     /* Mouse events */
108     SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
109     SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
110     SDL_MOUSEBUTTONUP,          /**< Mouse button released */
111     SDL_MOUSEWHEEL,             /**< Mouse wheel motion */
112 
113     /* Joystick events */
114     SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
115     SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
116     SDL_JOYHATMOTION,           /**< Joystick hat position change */
117     SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
118     SDL_JOYBUTTONUP,            /**< Joystick button released */
119     SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
120     SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */
121     SDL_JOYBATTERYUPDATED,      /**< Joystick battery level change */
122 
123     /* Game controller events */
124     SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
125     SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
126     SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
127     SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
128     SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
129     SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
130     SDL_CONTROLLERTOUCHPADDOWN,        /**< Game controller touchpad was touched */
131     SDL_CONTROLLERTOUCHPADMOTION,      /**< Game controller touchpad finger was moved */
132     SDL_CONTROLLERTOUCHPADUP,          /**< Game controller touchpad finger was lifted */
133     SDL_CONTROLLERSENSORUPDATE,        /**< Game controller sensor was updated */
134     SDL_CONTROLLERUPDATECOMPLETE_RESERVED_FOR_SDL3,
135     SDL_CONTROLLERSTEAMHANDLEUPDATED,  /**< Game controller Steam handle has changed */
136 
137     /* Touch events */
138     SDL_FINGERDOWN      = 0x700,
139     SDL_FINGERUP,
140     SDL_FINGERMOTION,
141 
142     /* Gesture events */
143     SDL_DOLLARGESTURE   = 0x800,
144     SDL_DOLLARRECORD,
145     SDL_MULTIGESTURE,
146 
147     /* Clipboard events */
148     SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */
149 
150     /* Drag and drop events */
151     SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
152     SDL_DROPTEXT,                 /**< text/plain drag-and-drop event */
153     SDL_DROPBEGIN,                /**< A new set of drops is beginning (NULL filename) */
154     SDL_DROPCOMPLETE,             /**< Current set of drops is now complete (NULL filename) */
155 
156     /* Audio hotplug events */
157     SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
158     SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
159 
160     /* Sensor events */
161     SDL_SENSORUPDATE = 0x1200,     /**< A sensor was updated */
162 
163     /* Render events */
164     SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
165     SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
166 
167     /* Internal events */
168     SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
169 
170     /** Events SDL_USEREVENT through SDL_LASTEVENT are for your use,
171      *  and should be allocated with SDL_RegisterEvents()
172      */
173     SDL_USEREVENT    = 0x8000,
174 
175     /**
176      *  This last event is only for bounding internal arrays
177      */
178     SDL_LASTEVENT    = 0xFFFF
179 } SDL_EventType;
180 
181 /**
182  * Fields shared by every event
183  */
184 typedef struct SDL_CommonEvent
185 {
186     Uint32 type;
187     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
188 } SDL_CommonEvent;
189 
190 /**
191  * Display state change event data (event.display.*)
192  */
193 typedef struct SDL_DisplayEvent
194 {
195     Uint32 type;        /**< SDL_DISPLAYEVENT */
196     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
197     Uint32 display;     /**< The associated display index */
198     Uint8 event;        /**< SDL_DisplayEventID */
199     Uint8 padding1;
200     Uint8 padding2;
201     Uint8 padding3;
202     Sint32 data1;       /**< event dependent data */
203 } SDL_DisplayEvent;
204 
205 /**
206  * Window state change event data (event.window.*)
207  */
208 typedef struct SDL_WindowEvent
209 {
210     Uint32 type;        /**< SDL_WINDOWEVENT */
211     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
212     Uint32 windowID;    /**< The associated window */
213     Uint8 event;        /**< SDL_WindowEventID */
214     Uint8 padding1;
215     Uint8 padding2;
216     Uint8 padding3;
217     Sint32 data1;       /**< event dependent data */
218     Sint32 data2;       /**< event dependent data */
219 } SDL_WindowEvent;
220 
221 /**
222  * Keyboard button event structure (event.key.*)
223  */
224 typedef struct SDL_KeyboardEvent
225 {
226     Uint32 type;        /**< SDL_KEYDOWN or SDL_KEYUP */
227     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
228     Uint32 windowID;    /**< The window with keyboard focus, if any */
229     Uint8 state;        /**< SDL_PRESSED or SDL_RELEASED */
230     Uint8 repeat;       /**< Non-zero if this is a key repeat */
231     Uint8 padding2;
232     Uint8 padding3;
233     SDL_Keysym keysym;  /**< The key that was pressed or released */
234 } SDL_KeyboardEvent;
235 
236 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
237 
238 /**
239  * Keyboard text editing event structure (event.edit.*)
240  */
241 typedef struct SDL_TextEditingEvent
242 {
243     Uint32 type;                                /**< SDL_TEXTEDITING */
244     Uint32 timestamp;                           /**< In milliseconds, populated using SDL_GetTicks() */
245     Uint32 windowID;                            /**< The window with keyboard focus, if any */
246     char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
247     Sint32 start;                               /**< The start cursor of selected editing text */
248     Sint32 length;                              /**< The length of selected editing text */
249 } SDL_TextEditingEvent;
250 
251 /**
252  * Extended keyboard text editing event structure (event.editExt.*) when text
253  * would be truncated if stored in the text buffer SDL_TextEditingEvent
254  */
255 typedef struct SDL_TextEditingExtEvent
256 {
257     Uint32 type;                                /**< SDL_TEXTEDITING_EXT */
258     Uint32 timestamp;                           /**< In milliseconds, populated using SDL_GetTicks() */
259     Uint32 windowID;                            /**< The window with keyboard focus, if any */
260     char* text;                                 /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
261     Sint32 start;                               /**< The start cursor of selected editing text */
262     Sint32 length;                              /**< The length of selected editing text */
263 } SDL_TextEditingExtEvent;
264 
265 /**
266  * The maximum bytes of text that can be supplied in an SDL_TextInputEvent.
267  */
268 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
269 
270 /**
271  * Keyboard text input event structure (event.text.*)
272  *
273  * `text` is limited to SDL_TEXTINPUTEVENT_TEXT_SIZE bytes. If the incoming
274  * string is larger than this, SDL will split it and send it in pieces, across
275  * multiple events. The string is in UTF-8 format, and if split, SDL
276  * guarantees that it will not split in the middle of a UTF-8 sequence, so any
277  * event will only contain complete codepoints. However, if there are several
278  * codepoints that go together into a single glyph (like an emoji "thumbs up"
279  * followed by a skin color), they may be split between events.
280  *
281  * This event will never be delivered unless text input is enabled by calling
282  * SDL_StartTextInput(). Text input is enabled by default on desktop
283  * platforms, and disabled by default on mobile platforms!
284  *
285  * \sa SDL_StartTextInput
286  * \sa SDL_StopTextInput
287  */
288 typedef struct SDL_TextInputEvent
289 {
290     Uint32 type;                              /**< SDL_TEXTINPUT */
291     Uint32 timestamp;                         /**< In milliseconds, populated using SDL_GetTicks() */
292     Uint32 windowID;                          /**< The window with keyboard focus, if any */
293     char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text; UTF-8 encoded. */
294 } SDL_TextInputEvent;
295 
296 /**
297  * Mouse motion event structure (event.motion.*)
298  */
299 typedef struct SDL_MouseMotionEvent
300 {
301     Uint32 type;        /**< SDL_MOUSEMOTION */
302     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
303     Uint32 windowID;    /**< The window with mouse focus, if any */
304     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
305     Uint32 state;       /**< The current button state */
306     Sint32 x;           /**< X coordinate, relative to window */
307     Sint32 y;           /**< Y coordinate, relative to window */
308     Sint32 xrel;        /**< The relative motion in the X direction */
309     Sint32 yrel;        /**< The relative motion in the Y direction */
310 } SDL_MouseMotionEvent;
311 
312 /**
313  * Mouse button event structure (event.button.*)
314  */
315 typedef struct SDL_MouseButtonEvent
316 {
317     Uint32 type;        /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
318     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
319     Uint32 windowID;    /**< The window with mouse focus, if any */
320     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
321     Uint8 button;       /**< The mouse button index */
322     Uint8 state;        /**< SDL_PRESSED or SDL_RELEASED */
323     Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
324     Uint8 padding1;
325     Sint32 x;           /**< X coordinate, relative to window */
326     Sint32 y;           /**< Y coordinate, relative to window */
327 } SDL_MouseButtonEvent;
328 
329 /**
330  * Mouse wheel event structure (event.wheel.*)
331  */
332 typedef struct SDL_MouseWheelEvent
333 {
334     Uint32 type;        /**< SDL_MOUSEWHEEL */
335     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
336     Uint32 windowID;    /**< The window with mouse focus, if any */
337     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
338     Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
339     Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
340     Uint32 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 */
341     float preciseX;     /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
342     float preciseY;     /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
343     Sint32 mouseX;      /**< X coordinate, relative to window (added in 2.26.0) */
344     Sint32 mouseY;      /**< Y coordinate, relative to window (added in 2.26.0) */
345 } SDL_MouseWheelEvent;
346 
347 /**
348  * Joystick axis motion event structure (event.jaxis.*)
349  */
350 typedef struct SDL_JoyAxisEvent
351 {
352     Uint32 type;        /**< SDL_JOYAXISMOTION */
353     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
354     SDL_JoystickID which; /**< The joystick instance id */
355     Uint8 axis;         /**< The joystick axis index */
356     Uint8 padding1;
357     Uint8 padding2;
358     Uint8 padding3;
359     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
360     Uint16 padding4;
361 } SDL_JoyAxisEvent;
362 
363 /**
364  * Joystick trackball motion event structure (event.jball.*)
365  */
366 typedef struct SDL_JoyBallEvent
367 {
368     Uint32 type;        /**< SDL_JOYBALLMOTION */
369     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
370     SDL_JoystickID which; /**< The joystick instance id */
371     Uint8 ball;         /**< The joystick trackball index */
372     Uint8 padding1;
373     Uint8 padding2;
374     Uint8 padding3;
375     Sint16 xrel;        /**< The relative motion in the X direction */
376     Sint16 yrel;        /**< The relative motion in the Y direction */
377 } SDL_JoyBallEvent;
378 
379 /**
380  * Joystick hat position change event structure (event.jhat.*)
381  */
382 typedef struct SDL_JoyHatEvent
383 {
384     Uint32 type;        /**< SDL_JOYHATMOTION */
385     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
386     SDL_JoystickID which; /**< The joystick instance id */
387     Uint8 hat;          /**< The joystick hat index */
388     Uint8 value;        /**< The hat position value.
389                          *   \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
390                          *   \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
391                          *   \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
392                          *
393                          *   Note that zero means the POV is centered.
394                          */
395     Uint8 padding1;
396     Uint8 padding2;
397 } SDL_JoyHatEvent;
398 
399 /**
400  * Joystick button event structure (event.jbutton.*)
401  */
402 typedef struct SDL_JoyButtonEvent
403 {
404     Uint32 type;        /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
405     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
406     SDL_JoystickID which; /**< The joystick instance id */
407     Uint8 button;       /**< The joystick button index */
408     Uint8 state;        /**< SDL_PRESSED or SDL_RELEASED */
409     Uint8 padding1;
410     Uint8 padding2;
411 } SDL_JoyButtonEvent;
412 
413 /**
414  * Joystick device event structure (event.jdevice.*)
415  *
416  * SDL will send JOYSTICK_ADDED events for devices that are already plugged in
417  * during SDL_Init.
418  *
419  * \sa SDL_ControllerDeviceEvent
420  */
421 typedef struct SDL_JoyDeviceEvent
422 {
423     Uint32 type;        /**< SDL_JOYDEVICEADDED or SDL_JOYDEVICEREMOVED */
424     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
425     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
426 } SDL_JoyDeviceEvent;
427 
428 /**
429  * Joysick battery level change event structure (event.jbattery.*)
430  */
431 typedef struct SDL_JoyBatteryEvent
432 {
433     Uint32 type;        /**< SDL_JOYBATTERYUPDATED */
434     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
435     SDL_JoystickID which; /**< The joystick instance id */
436     SDL_JoystickPowerLevel level; /**< The joystick battery level */
437 } SDL_JoyBatteryEvent;
438 
439 /**
440  * Game controller axis motion event structure (event.caxis.*)
441  */
442 typedef struct SDL_ControllerAxisEvent
443 {
444     Uint32 type;        /**< SDL_CONTROLLERAXISMOTION */
445     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
446     SDL_JoystickID which; /**< The joystick instance id */
447     Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
448     Uint8 padding1;
449     Uint8 padding2;
450     Uint8 padding3;
451     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
452     Uint16 padding4;
453 } SDL_ControllerAxisEvent;
454 
455 
456 /**
457  * Game controller button event structure (event.cbutton.*)
458  */
459 typedef struct SDL_ControllerButtonEvent
460 {
461     Uint32 type;        /**< SDL_CONTROLLERBUTTONDOWN or SDL_CONTROLLERBUTTONUP */
462     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
463     SDL_JoystickID which; /**< The joystick instance id */
464     Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
465     Uint8 state;        /**< SDL_PRESSED or SDL_RELEASED */
466     Uint8 padding1;
467     Uint8 padding2;
468 } SDL_ControllerButtonEvent;
469 
470 
471 /**
472  * Controller device event structure (event.cdevice.*)
473  *
474  * Joysticks that are supported game controllers receive both an
475  * SDL_JoyDeviceEvent and an SDL_ControllerDeviceEvent.
476  *
477  * SDL will send CONTROLLERDEVICEADDED events for joysticks that are already
478  * plugged in during SDL_Init() and are recognized as game controllers.
479  */
480 typedef struct SDL_ControllerDeviceEvent
481 {
482     Uint32 type;        /**< SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, SDL_CONTROLLERDEVICEREMAPPED, or SDL_CONTROLLERSTEAMHANDLEUPDATED */
483     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
484     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
485 } SDL_ControllerDeviceEvent;
486 
487 /**
488  * Game controller touchpad event structure (event.ctouchpad.*)
489  */
490 typedef struct SDL_ControllerTouchpadEvent
491 {
492     Uint32 type;        /**< SDL_CONTROLLERTOUCHPADDOWN or SDL_CONTROLLERTOUCHPADMOTION or SDL_CONTROLLERTOUCHPADUP */
493     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
494     SDL_JoystickID which; /**< The joystick instance id */
495     Sint32 touchpad;    /**< The index of the touchpad */
496     Sint32 finger;      /**< The index of the finger on the touchpad */
497     float x;            /**< Normalized in the range 0...1 with 0 being on the left */
498     float y;            /**< Normalized in the range 0...1 with 0 being at the top */
499     float pressure;     /**< Normalized in the range 0...1 */
500 } SDL_ControllerTouchpadEvent;
501 
502 /**
503  * Game controller sensor event structure (event.csensor.*)
504  */
505 typedef struct SDL_ControllerSensorEvent
506 {
507     Uint32 type;        /**< SDL_CONTROLLERSENSORUPDATE */
508     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
509     SDL_JoystickID which; /**< The joystick instance id */
510     Sint32 sensor;      /**< The type of the sensor, one of the values of SDL_SensorType */
511     float data[3];      /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
512     Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
513 } SDL_ControllerSensorEvent;
514 
515 /**
516  * Audio device event structure (event.adevice.*)
517  */
518 typedef struct SDL_AudioDeviceEvent
519 {
520     Uint32 type;        /**< SDL_AUDIODEVICEADDED, or SDL_AUDIODEVICEREMOVED */
521     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
522     Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
523     Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
524     Uint8 padding1;
525     Uint8 padding2;
526     Uint8 padding3;
527 } SDL_AudioDeviceEvent;
528 
529 
530 /**
531  * Touch finger event structure (event.tfinger.*)
532  */
533 typedef struct SDL_TouchFingerEvent
534 {
535     Uint32 type;        /**< SDL_FINGERMOTION or SDL_FINGERDOWN or SDL_FINGERUP */
536     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
537     SDL_TouchID touchId; /**< The touch device id */
538     SDL_FingerID fingerId;
539     float x;            /**< Normalized in the range 0...1 */
540     float y;            /**< Normalized in the range 0...1 */
541     float dx;           /**< Normalized in the range -1...1 */
542     float dy;           /**< Normalized in the range -1...1 */
543     float pressure;     /**< Normalized in the range 0...1 */
544     Uint32 windowID;    /**< The window underneath the finger, if any */
545 } SDL_TouchFingerEvent;
546 
547 
548 /**
549  * Multiple Finger Gesture Event (event.mgesture.*)
550  */
551 typedef struct SDL_MultiGestureEvent
552 {
553     Uint32 type;        /**< SDL_MULTIGESTURE */
554     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
555     SDL_TouchID touchId; /**< The touch device id */
556     float dTheta;
557     float dDist;
558     float x;
559     float y;
560     Uint16 numFingers;
561     Uint16 padding;
562 } SDL_MultiGestureEvent;
563 
564 
565 /**
566  * Dollar Gesture Event (event.dgesture.*)
567  */
568 typedef struct SDL_DollarGestureEvent
569 {
570     Uint32 type;        /**< SDL_DOLLARGESTURE or SDL_DOLLARRECORD */
571     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
572     SDL_TouchID touchId; /**< The touch device id */
573     SDL_GestureID gestureId;
574     Uint32 numFingers;
575     float error;
576     float x;            /**< Normalized center of gesture */
577     float y;            /**< Normalized center of gesture */
578 } SDL_DollarGestureEvent;
579 
580 
581 /**
582  * An event used to request a file open by the system (event.drop.*)
583  *
584  * This event is enabled by default, you can disable it with SDL_EventState().
585  *
586  * If this event is enabled, you must free the filename in the event.
587  */
588 typedef struct SDL_DropEvent
589 {
590     Uint32 type;        /**< SDL_DROPBEGIN or SDL_DROPFILE or SDL_DROPTEXT or SDL_DROPCOMPLETE */
591     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
592     char *file;         /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
593     Uint32 windowID;    /**< The window that was dropped on, if any */
594 } SDL_DropEvent;
595 
596 
597 /**
598  * Sensor event structure (event.sensor.*)
599  */
600 typedef struct SDL_SensorEvent
601 {
602     Uint32 type;        /**< SDL_SENSORUPDATE */
603     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
604     Sint32 which;       /**< The instance ID of the sensor */
605     float data[6];      /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
606     Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
607 } SDL_SensorEvent;
608 
609 /**
610  * The "quit requested" event
611  */
612 typedef struct SDL_QuitEvent
613 {
614     Uint32 type;        /**< SDL_QUIT */
615     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
616 } SDL_QuitEvent;
617 
618 /**
619  * A user-defined event type (event.user.*)
620  */
621 typedef struct SDL_UserEvent
622 {
623     Uint32 type;        /**< SDL_USEREVENT through SDL_LASTEVENT-1 */
624     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
625     Uint32 windowID;    /**< The associated window if any */
626     Sint32 code;        /**< User defined event code */
627     void *data1;        /**< User defined data pointer */
628     void *data2;        /**< User defined data pointer */
629 } SDL_UserEvent;
630 
631 
632 struct SDL_SysWMmsg;
633 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
634 
635 /**
636  * A video driver dependent system event (event.syswm.*)
637  *
638  * This event is disabled by default, you can enable it with SDL_EventState()
639  *
640  * If you want to use this event, you should include SDL_syswm.h.
641  */
642 typedef struct SDL_SysWMEvent
643 {
644     Uint32 type;        /**< SDL_SYSWMEVENT */
645     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
646     SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
647 } SDL_SysWMEvent;
648 
649 /**
650  * General event structure
651  *
652  * The SDL_Event structure is the core of all event handling in SDL. SDL_Event
653  * is a union of all event structures used in SDL.
654  */
655 typedef union SDL_Event
656 {
657     Uint32 type;                            /**< Event type, shared with all events */
658     SDL_CommonEvent common;                 /**< Common event data */
659     SDL_DisplayEvent display;               /**< Display event data */
660     SDL_WindowEvent window;                 /**< Window event data */
661     SDL_KeyboardEvent key;                  /**< Keyboard event data */
662     SDL_TextEditingEvent edit;              /**< Text editing event data */
663     SDL_TextEditingExtEvent editExt;        /**< Extended text editing event data */
664     SDL_TextInputEvent text;                /**< Text input event data */
665     SDL_MouseMotionEvent motion;            /**< Mouse motion event data */
666     SDL_MouseButtonEvent button;            /**< Mouse button event data */
667     SDL_MouseWheelEvent wheel;              /**< Mouse wheel event data */
668     SDL_JoyAxisEvent jaxis;                 /**< Joystick axis event data */
669     SDL_JoyBallEvent jball;                 /**< Joystick ball event data */
670     SDL_JoyHatEvent jhat;                   /**< Joystick hat event data */
671     SDL_JoyButtonEvent jbutton;             /**< Joystick button event data */
672     SDL_JoyDeviceEvent jdevice;             /**< Joystick device change event data */
673     SDL_JoyBatteryEvent jbattery;           /**< Joystick battery event data */
674     SDL_ControllerAxisEvent caxis;          /**< Game Controller axis event data */
675     SDL_ControllerButtonEvent cbutton;      /**< Game Controller button event data */
676     SDL_ControllerDeviceEvent cdevice;      /**< Game Controller device event data */
677     SDL_ControllerTouchpadEvent ctouchpad;  /**< Game Controller touchpad event data */
678     SDL_ControllerSensorEvent csensor;      /**< Game Controller sensor event data */
679     SDL_AudioDeviceEvent adevice;           /**< Audio device event data */
680     SDL_SensorEvent sensor;                 /**< Sensor event data */
681     SDL_QuitEvent quit;                     /**< Quit request event data */
682     SDL_UserEvent user;                     /**< Custom event data */
683     SDL_SysWMEvent syswm;                   /**< System dependent window event data */
684     SDL_TouchFingerEvent tfinger;           /**< Touch finger event data */
685     SDL_MultiGestureEvent mgesture;         /**< Gesture event data */
686     SDL_DollarGestureEvent dgesture;        /**< Gesture event data */
687     SDL_DropEvent drop;                     /**< Drag and drop event data */
688 
689     /* This is necessary for ABI compatibility between Visual C++ and GCC.
690        Visual C++ will respect the push pack pragma and use 52 bytes (size of
691        SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
692        architectures) for this union, and GCC will use the alignment of the
693        largest datatype within the union, which is 8 bytes on 64-bit
694        architectures.
695 
696        So... we'll add padding to force the size to be 56 bytes for both.
697 
698        On architectures where pointers are 16 bytes, this needs rounding up to
699        the next multiple of 16, 64, and on architectures where pointers are
700        even larger the size of SDL_UserEvent will dominate as being 3 pointers.
701     */
702     Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
703 } SDL_Event;
704 
705 /* Make sure we haven't broken binary compatibility */
706 SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
707 
708 
709 /* Function prototypes */
710 
711 /**
712  * Pump the event loop, gathering events from the input devices.
713  *
714  * This function updates the event queue and internal input device state.
715  *
716  * **WARNING**: This should only be run in the thread that initialized the
717  * video subsystem, and for extra safety, you should consider only doing those
718  * things on the main thread in any case.
719  *
720  * SDL_PumpEvents() gathers all the pending input information from devices and
721  * places it in the event queue. Without calls to SDL_PumpEvents() no events
722  * would ever be placed on the queue. Often the need for calls to
723  * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
724  * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
725  * polling or waiting for events (e.g. you are filtering them), then you must
726  * call SDL_PumpEvents() to force an event queue update.
727  *
728  * \since This function is available since SDL 2.0.0.
729  *
730  * \sa SDL_PollEvent
731  * \sa SDL_WaitEvent
732  */
733 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
734 
735 /* @{ */
736 typedef enum SDL_eventaction
737 {
738     SDL_ADDEVENT,
739     SDL_PEEKEVENT,
740     SDL_GETEVENT
741 } SDL_eventaction;
742 
743 /**
744  * Check the event queue for messages and optionally return them.
745  *
746  * `action` may be any of the following:
747  *
748  * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
749  *   event queue.
750  * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
751  *   within the specified minimum and maximum type, will be returned to the
752  *   caller and will _not_ be removed from the queue.
753  * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
754  *   within the specified minimum and maximum type, will be returned to the
755  *   caller and will be removed from the queue.
756  *
757  * You may have to call SDL_PumpEvents() before calling this function.
758  * Otherwise, the events may not be ready to be filtered when you call
759  * SDL_PeepEvents().
760  *
761  * This function is thread-safe.
762  *
763  * \param events destination buffer for the retrieved events.
764  * \param numevents if action is SDL_ADDEVENT, the number of events to add
765  *                  back to the event queue; if action is SDL_PEEKEVENT or
766  *                  SDL_GETEVENT, the maximum number of events to retrieve.
767  * \param action action to take; see [[#action|Remarks]] for details.
768  * \param minType minimum value of the event type to be considered;
769  *                SDL_FIRSTEVENT is a safe choice.
770  * \param maxType maximum value of the event type to be considered;
771  *                SDL_LASTEVENT is a safe choice.
772  * \returns the number of events actually stored or a negative error code on
773  *          failure; call SDL_GetError() for more information.
774  *
775  * \since This function is available since SDL 2.0.0.
776  *
777  * \sa SDL_PollEvent
778  * \sa SDL_PumpEvents
779  * \sa SDL_PushEvent
780  */
781 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
782                                            SDL_eventaction action,
783                                            Uint32 minType, Uint32 maxType);
784 /* @} */
785 
786 /**
787  * Check for the existence of a certain event type in the event queue.
788  *
789  * If you need to check for a range of event types, use SDL_HasEvents()
790  * instead.
791  *
792  * \param type the type of event to be queried; see SDL_EventType for details.
793  * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
794  *          events matching `type` are not present.
795  *
796  * \since This function is available since SDL 2.0.0.
797  *
798  * \sa SDL_HasEvents
799  */
800 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
801 
802 
803 /**
804  * Check for the existence of certain event types in the event queue.
805  *
806  * If you need to check for a single event type, use SDL_HasEvent() instead.
807  *
808  * \param minType the low end of event type to be queried, inclusive; see
809  *                SDL_EventType for details.
810  * \param maxType the high end of event type to be queried, inclusive; see
811  *                SDL_EventType for details.
812  * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
813  *          present, or SDL_FALSE if not.
814  *
815  * \since This function is available since SDL 2.0.0.
816  *
817  * \sa SDL_HasEvents
818  */
819 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
820 
821 /**
822  * Clear events of a specific type from the event queue.
823  *
824  * This will unconditionally remove any events from the queue that match
825  * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
826  * instead.
827  *
828  * It's also normal to just ignore events you don't care about in your event
829  * loop without calling this function.
830  *
831  * This function only affects currently queued events. If you want to make
832  * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
833  * on the main thread immediately before the flush call.
834  *
835  * \param type the type of event to be cleared; see SDL_EventType for details.
836  *
837  * \since This function is available since SDL 2.0.0.
838  *
839  * \sa SDL_FlushEvents
840  */
841 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
842 
843 /**
844  * Clear events of a range of types from the event queue.
845  *
846  * This will unconditionally remove any events from the queue that are in the
847  * range of `minType` to `maxType`, inclusive. If you need to remove a single
848  * event type, use SDL_FlushEvent() instead.
849  *
850  * It's also normal to just ignore events you don't care about in your event
851  * loop without calling this function.
852  *
853  * This function only affects currently queued events. If you want to make
854  * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
855  * on the main thread immediately before the flush call.
856  *
857  * \param minType the low end of event type to be cleared, inclusive; see
858  *                SDL_EventType for details.
859  * \param maxType the high end of event type to be cleared, inclusive; see
860  *                SDL_EventType for details.
861  *
862  * \since This function is available since SDL 2.0.0.
863  *
864  * \sa SDL_FlushEvent
865  */
866 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
867 
868 /**
869  * Poll for currently pending events.
870  *
871  * If `event` is not NULL, the next event is removed from the queue and stored
872  * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
873  * this event, immediately stored in the SDL Event structure -- not an event
874  * to follow.
875  *
876  * If `event` is NULL, it simply returns 1 if there is an event in the queue,
877  * but will not remove it from the queue.
878  *
879  * As this function may implicitly call SDL_PumpEvents(), you can only call
880  * this function in the thread that set the video mode.
881  *
882  * SDL_PollEvent() is the favored way of receiving system events since it can
883  * be done from the main loop and does not suspend the main loop while waiting
884  * on an event to be posted.
885  *
886  * The common practice is to fully process the event queue once every frame,
887  * usually as a first step before updating the game's state:
888  *
889  * ```c
890  * while (game_is_still_running)
891  {
892  *     SDL_Event event;
893  *     while (SDL_PollEvent(&event))
894  {  // poll until all events are handled!
895  *         // decide what to do with this event.
896  *     }
897  *
898  *     // update game state, draw the current frame
899  * }
900  * ```
901  *
902  * \param event the SDL_Event structure to be filled with the next event from
903  *              the queue, or NULL.
904  * \returns 1 if there is a pending event or 0 if there are none available.
905  *
906  * \since This function is available since SDL 2.0.0.
907  *
908  * \sa SDL_GetEventFilter
909  * \sa SDL_PeepEvents
910  * \sa SDL_PushEvent
911  * \sa SDL_SetEventFilter
912  * \sa SDL_WaitEvent
913  * \sa SDL_WaitEventTimeout
914  */
915 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
916 
917 /**
918  * Wait indefinitely for the next available event.
919  *
920  * If `event` is not NULL, the next event is removed from the queue and stored
921  * in the SDL_Event structure pointed to by `event`.
922  *
923  * As this function may implicitly call SDL_PumpEvents(), you can only call
924  * this function in the thread that initialized the video subsystem.
925  *
926  * \param event the SDL_Event structure to be filled in with the next event
927  *              from the queue, or NULL.
928  * \returns 1 on success or 0 if there was an error while waiting for events;
929  *          call SDL_GetError() for more information.
930  *
931  * \since This function is available since SDL 2.0.0.
932  *
933  * \sa SDL_PollEvent
934  * \sa SDL_PumpEvents
935  * \sa SDL_WaitEventTimeout
936  */
937 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
938 
939 /**
940  * Wait until the specified timeout (in milliseconds) for the next available
941  * event.
942  *
943  * If `event` is not NULL, the next event is removed from the queue and stored
944  * in the SDL_Event structure pointed to by `event`.
945  *
946  * As this function may implicitly call SDL_PumpEvents(), you can only call
947  * this function in the thread that initialized the video subsystem.
948  *
949  * \param event the SDL_Event structure to be filled in with the next event
950  *              from the queue, or NULL.
951  * \param timeout the maximum number of milliseconds to wait for the next
952  *                available event.
953  * \returns 1 on success or 0 if there was an error while waiting for events;
954  *          call SDL_GetError() for more information. This also returns 0 if
955  *          the timeout elapsed without an event arriving.
956  *
957  * \since This function is available since SDL 2.0.0.
958  *
959  * \sa SDL_PollEvent
960  * \sa SDL_PumpEvents
961  * \sa SDL_WaitEvent
962  */
963 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
964                                                  int timeout);
965 
966 /**
967  * Add an event to the event queue.
968  *
969  * The event queue can actually be used as a two way communication channel.
970  * Not only can events be read from the queue, but the user can also push
971  * their own events onto it. `event` is a pointer to the event structure you
972  * wish to push onto the queue. The event is copied into the queue, and the
973  * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
974  *
975  * Note: Pushing device input events onto the queue doesn't modify the state
976  * of the device within SDL.
977  *
978  * This function is thread-safe, and can be called from other threads safely.
979  *
980  * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
981  * the event filter but events added with SDL_PeepEvents() do not.
982  *
983  * For pushing application-specific events, please use SDL_RegisterEvents() to
984  * get an event type that does not conflict with other code that also wants
985  * its own custom event types.
986  *
987  * \param event the SDL_Event to be added to the queue.
988  * \returns 1 on success, 0 if the event was filtered, or a negative error
989  *          code on failure; call SDL_GetError() for more information. A
990  *          common reason for error is the event queue being full.
991  *
992  * \since This function is available since SDL 2.0.0.
993  *
994  * \sa SDL_PeepEvents
995  * \sa SDL_PollEvent
996  * \sa SDL_RegisterEvents
997  */
998 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
999 
1000 /**
1001  * A function pointer used for callbacks that watch the event queue.
1002  *
1003  * \param userdata what was passed as `userdata` to SDL_SetEventFilter() or
1004  *                 SDL_AddEventWatch, etc.
1005  * \param event the event that triggered the callback.
1006  * \returns 1 to permit event to be added to the queue, and 0 to disallow it.
1007  *          When used with SDL_AddEventWatch, the return value is ignored.
1008  *
1009  * \sa SDL_SetEventFilter
1010  * \sa SDL_AddEventWatch
1011  */
1012 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
1013 
1014 /**
1015  * Set up a filter to process all events before they change internal state and
1016  * are posted to the internal event queue.
1017  *
1018  * If the filter function returns 1 when called, then the event will be added
1019  * to the internal queue. If it returns 0, then the event will be dropped from
1020  * the queue, but the internal state will still be updated. This allows
1021  * selective filtering of dynamically arriving events.
1022  *
1023  * **WARNING**: Be very careful of what you do in the event filter function,
1024  * as it may run in a different thread!
1025  *
1026  * On platforms that support it, if the quit event is generated by an
1027  * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
1028  * application at the next event poll.
1029  *
1030  * There is one caveat when dealing with the SDL_QuitEvent event type. The
1031  * event filter is only called when the window manager desires to close the
1032  * application window. If the event filter returns 1, then the window will be
1033  * closed, otherwise the window will remain open if possible.
1034  *
1035  * Note: Disabled events never make it to the event filter function; see
1036  * SDL_EventState().
1037  *
1038  * Note: If you just want to inspect events without filtering, you should use
1039  * SDL_AddEventWatch() instead.
1040  *
1041  * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
1042  * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
1043  * not.
1044  *
1045  * \param filter An SDL_EventFilter function to call when an event happens.
1046  * \param userdata a pointer that is passed to `filter`.
1047  *
1048  * \since This function is available since SDL 2.0.0.
1049  *
1050  * \sa SDL_AddEventWatch
1051  * \sa SDL_EventState
1052  * \sa SDL_GetEventFilter
1053  * \sa SDL_PeepEvents
1054  * \sa SDL_PushEvent
1055  */
1056 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
1057                                                 void *userdata);
1058 
1059 /**
1060  * Query the current event filter.
1061  *
1062  * This function can be used to "chain" filters, by saving the existing filter
1063  * before replacing it with a function that will call that saved filter.
1064  *
1065  * \param filter the current callback function will be stored here.
1066  * \param userdata the pointer that is passed to the current event filter will
1067  *                 be stored here.
1068  * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1069  *
1070  * \since This function is available since SDL 2.0.0.
1071  *
1072  * \sa SDL_SetEventFilter
1073  */
1074 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1075                                                     void **userdata);
1076 
1077 /**
1078  * Add a callback to be triggered when an event is added to the event queue.
1079  *
1080  * `filter` will be called when an event happens, and its return value is
1081  * ignored.
1082  *
1083  * **WARNING**: Be very careful of what you do in the event filter function,
1084  * as it may run in a different thread!
1085  *
1086  * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1087  * the internal queue and be delivered to the watch callback immediately, and
1088  * arrive at the next event poll.
1089  *
1090  * Note: the callback is called for events posted by the user through
1091  * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1092  * callback set with SDL_SetEventFilter(), nor for events posted by the user
1093  * through SDL_PeepEvents().
1094  *
1095  * \param filter an SDL_EventFilter function to call when an event happens.
1096  * \param userdata a pointer that is passed to `filter`.
1097  *
1098  * \since This function is available since SDL 2.0.0.
1099  *
1100  * \sa SDL_DelEventWatch
1101  * \sa SDL_SetEventFilter
1102  */
1103 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1104                                                void *userdata);
1105 
1106 /**
1107  * Remove an event watch callback added with SDL_AddEventWatch().
1108  *
1109  * This function takes the same input as SDL_AddEventWatch() to identify and
1110  * delete the corresponding callback.
1111  *
1112  * \param filter the function originally passed to SDL_AddEventWatch().
1113  * \param userdata the pointer originally passed to SDL_AddEventWatch().
1114  *
1115  * \since This function is available since SDL 2.0.0.
1116  *
1117  * \sa SDL_AddEventWatch
1118  */
1119 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1120                                                void *userdata);
1121 
1122 /**
1123  * Run a specific filter function on the current event queue, removing any
1124  * events for which the filter returns 0.
1125  *
1126  * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1127  * this function does not change the filter permanently, it only uses the
1128  * supplied filter until this function returns.
1129  *
1130  * \param filter the SDL_EventFilter function to call when an event happens.
1131  * \param userdata a pointer that is passed to `filter`.
1132  *
1133  * \since This function is available since SDL 2.0.0.
1134  *
1135  * \sa SDL_GetEventFilter
1136  * \sa SDL_SetEventFilter
1137  */
1138 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1139                                               void *userdata);
1140 
1141 /* @{ */
1142 #define SDL_QUERY   -1
1143 #define SDL_IGNORE   0
1144 #define SDL_DISABLE  0
1145 #define SDL_ENABLE   1
1146 
1147 /**
1148  * Set the state of processing events by type.
1149  *
1150  * `state` may be any of the following:
1151  *
1152  * - `SDL_QUERY`: returns the current processing state of the specified event
1153  * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
1154  *   from the event queue and will not be filtered
1155  * - `SDL_ENABLE`: the event will be processed normally
1156  *
1157  * \param type the type of event; see SDL_EventType for details.
1158  * \param state how to process the event.
1159  * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
1160  *          of the event before this function makes any changes to it.
1161  *
1162  * \since This function is available since SDL 2.0.0.
1163  *
1164  * \sa SDL_GetEventState
1165  */
1166 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
1167 /* @} */
1168 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
1169 
1170 /**
1171  * Allocate a set of user-defined events, and return the beginning event
1172  * number for that set of events.
1173  *
1174  * Calling this function with `numevents` <= 0 is an error and will return
1175  * (Uint32)-1.
1176  *
1177  * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1178  * 0xFFFFFFFF), but is clearer to write.
1179  *
1180  * \param numevents the number of events to be allocated.
1181  * \returns the beginning event number, or (Uint32)-1 if there are not enough
1182  *          user-defined events left.
1183  *
1184  * \since This function is available since SDL 2.0.0.
1185  *
1186  * \sa SDL_PushEvent
1187  */
1188 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1189 
1190 /* Ends C function definitions when using C++ */
1191 #ifdef __cplusplus
1192 }
1193 #endif
1194 #include "close_code.h"
1195 
1196 #endif /* SDL_events_h_ */
1197 
1198 /* vi: set ts=4 sw=4 expandtab: */