Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_Event.3 @ 55:55f1f1b3e27d
Added new docs for SDL 1.2.1
author | Sam Lantinga <slouken@lokigames.com> |
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date | Sun, 10 Jun 2001 19:31:57 +0000 |
parents | 74212992fb08 |
children | e5bc29de3f0a |
rev | line source |
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55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
1 .TH "SDL_Event" "3" "Sun 10 Jun 2001, 19:40" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_Event\- General event structure | |
4 .SH "STRUCTURE DEFINITION" | |
5 .PP | |
6 .nf | |
7 \f(CWtypedef union{ | |
8 Uint8 type; | |
9 SDL_ActiveEvent active; | |
10 SDL_KeyboardEvent key; | |
11 SDL_MouseMotionEvent motion; | |
12 SDL_MouseButtonEvent button; | |
13 SDL_JoyAxisEvent jaxis; | |
14 SDL_JoyBallEvent jball; | |
15 SDL_JoyHatEvent jhat; | |
16 SDL_JoyButtonEvent jbutton; | |
17 SDL_ResizeEvent resize; | |
18 SDL_QuitEvent quit; | |
19 SDL_UserEvent user; | |
20 SDL_SywWMEvent syswm; | |
21 } SDL_Event;\fR | |
22 .fi | |
23 .PP | |
24 .SH "STRUCTURE DATA" | |
25 .TP 20 | |
26 \fBtype\fR | |
27 The type of event | |
28 .TP 20 | |
29 \fBactive\fR | |
30 \fIActivation event\fR | |
31 .TP 20 | |
32 \fBkey\fR | |
33 \fIKeyboard event\fR | |
34 .TP 20 | |
35 \fBmotion\fR | |
36 \fIMouse motion event\fR | |
37 .TP 20 | |
38 \fBbutton\fR | |
39 \fIMouse button event\fR | |
40 .TP 20 | |
41 \fBjaxis\fR | |
42 \fIJoystick axis motion event\fR | |
43 .TP 20 | |
44 \fBjball\fR | |
45 \fIJoystick trackball motion event\fR | |
46 .TP 20 | |
47 \fBjhat\fR | |
48 \fIJoystick hat motion event\fR | |
49 .TP 20 | |
50 \fBjbutton\fR | |
51 \fIJoystick button event\fR | |
52 .TP 20 | |
53 \fBresize\fR | |
54 \fIApplication window resize event\fR | |
55 .TP 20 | |
56 \fBquit\fR | |
57 \fIApplication quit request event\fR | |
58 .TP 20 | |
59 \fBuser\fR | |
60 \fIUser defined event\fR | |
61 .TP 20 | |
62 \fBsyswm\fR | |
63 \fIUndefined window manager event\fR | |
64 .SH "DESCRIPTION" | |
65 .PP | |
66 The \fBSDL_Event\fR union is the core to all event handling is SDL, its probably the most important structure after \fBSDL_Surface\fR\&. \fBSDL_Event\fR is a union of all event structures used in SDL, using it is a simple matter of knowing which union member relates to which event \fBtype\fR\&. | |
67 .PP | |
68 .TP 20 | |
69 \fBEvent \fBtype\fR\fR | |
70 \fBEvent Structure\fR | |
71 .TP 20 | |
72 \fBSDL_ACTIVEEVENT\fP | |
73 \fI\fBSDL_ActiveEvent\fR\fR | |
74 .TP 20 | |
75 \fBSDL_KEYDOWN/UP\fP | |
76 \fI\fBSDL_KeyboardEvent\fR\fR | |
77 .TP 20 | |
78 \fBSDL_MOUSEMOTION\fP | |
79 \fI\fBSDL_MouseMotionEvent\fR\fR | |
80 .TP 20 | |
81 \fBSDL_MOUSEBUTTONDOWN/UP\fP | |
82 \fI\fBSDL_MouseButtonEvent\fR\fR | |
83 .TP 20 | |
84 \fBSDL_JOYAXISMOTION\fP | |
85 \fI\fBSDL_JoyAxisEvent\fR\fR | |
86 .TP 20 | |
87 \fBSDL_JOYBALLMOTION\fP | |
88 \fI\fBSDL_JoyBallEvent\fR\fR | |
89 .TP 20 | |
90 \fBSDL_JOYHATMOTION\fP | |
91 \fI\fBSDL_JoyHatEvent\fR\fR | |
92 .TP 20 | |
93 \fBSDL_JOYBUTTONDOWN/UP\fP | |
94 \fI\fBSDL_JoyButtonEvent\fR\fR | |
95 .TP 20 | |
96 \fBSDL_QUIT\fP | |
97 \fI\fBSDL_QuitEvent\fR\fR | |
98 .TP 20 | |
99 \fBSDL_SYSWMEVENT\fP | |
100 \fI\fBSDL_SysWMEvent\fR\fR | |
101 .TP 20 | |
102 \fBSDL_VIDEORESIZE\fP | |
103 \fI\fBSDL_ResizeEvent\fR\fR | |
104 .TP 20 | |
105 \fBSDL_USEREVENT\fP | |
106 \fI\fBSDL_UserEvent\fR\fR | |
107 .SH "USE" | |
108 .PP | |
109 The \fBSDL_Event\fR structure has two uses | |
110 .IP " \(bu" 6 | |
111 Reading events on the event queue | |
112 .IP " \(bu" 6 | |
113 Placing events on the event queue | |
114 .PP | |
115 Reading events from the event queue is done with either \fI\fBSDL_PollEvent\fP\fR or \fI\fBSDL_PeepEvents\fP\fR\&. We\&'ll use \fBSDL_PollEvent\fP and step through an example\&. | |
116 .PP | |
117 First off, we create an empty \fBSDL_Event\fR structure\&. | |
118 .PP | |
119 .nf | |
120 \f(CWSDL_Event test_event;\fR | |
121 .fi | |
122 .PP | |
123 \fBSDL_PollEvent\fP removes the next event from the event queue, if there are no events on the queue it returns \fB0\fR otherwise it returns \fB1\fR\&. We use a \fBwhile\fP loop to process each event in turn\&. | |
124 .PP | |
125 .nf | |
126 \f(CWwhile(SDL_PollEvent(&test_event)) {\fR | |
127 .fi | |
128 .PP | |
129 The \fBSDL_PollEvent\fP function take a pointer to an \fBSDL_Event\fR structure that is to be filled with event information\&. We know that if \fBSDL_PollEvent\fP removes an event from the queue then the event information will be placed in our \fBtest_event\fR structure, but we also know that the \fItype\fP of event will be placed in the \fBtype\fR member of \fBtest_event\fR\&. So to handle each event \fBtype\fR seperately we use a \fBswitch\fP statement\&. | |
130 .PP | |
131 .nf | |
132 \f(CW switch(test_event\&.type) {\fR | |
133 .fi | |
134 .PP | |
135 We need to know what kind of events we\&'re looking for \fIand\fP the event \fBtype\fR\&'s of those events\&. So lets assume we want to detect where the user is moving the mouse pointer within our application\&. We look through our event types and notice that \fBSDL_MOUSEMOTION\fP is, more than likely, the event we\&'re looking for\&. A little \fImore\fR research tells use that \fBSDL_MOUSEMOTION\fP events are handled within the \fI\fBSDL_MouseMotionEvent\fR\fR structure which is the \fBmotion\fR member of \fBSDL_Event\fR\&. We can check for the \fBSDL_MOUSEMOTION\fP event \fBtype\fR within our \fBswitch\fP statement like so: | |
136 .PP | |
137 .nf | |
138 \f(CW case SDL_MOUSEMOTION:\fR | |
139 .fi | |
140 .PP | |
141 All we need do now is read the information out of the \fBmotion\fR member of \fBtest_event\fR\&. | |
142 .PP | |
143 .nf | |
144 \f(CW printf("We got a motion event\&. | |
145 "); | |
146 printf("Current mouse position is: (%d, %d) | |
147 ", test_event\&.motion\&.x, test_event\&.motion\&.y); | |
148 break; | |
149 default: | |
150 printf("Unhandled Event! | |
151 "); | |
152 break; | |
153 } | |
154 } | |
155 printf("Event queue empty\&. | |
156 ");\fR | |
157 .fi | |
158 .PP | |
159 .PP | |
160 It is also possible to push events onto the event queue and so use it as a two-way communication path\&. Both \fI\fBSDL_PushEvent\fP\fR and \fI\fBSDL_PeepEvents\fP\fR allow you to place events onto the event queue\&. This is usually used to place a \fBSDL_USEREVENT\fP on the event queue, however you could use it to post fake input events if you wished\&. Creating your own events is a simple matter of choosing the event type you want, setting the \fBtype\fR member and filling the appropriate member structure with information\&. | |
161 .PP | |
162 .nf | |
163 \f(CWSDL_Event user_event; | |
164 | |
165 user_event\&.type=SDL_USEREVENT; | |
166 user_event\&.user\&.code=2; | |
167 user_event\&.user\&.data1=NULL; | |
168 user_event\&.user\&.data2=NULL; | |
169 SDL_PushEvent(&user_event);\fR | |
170 .fi | |
171 .PP | |
172 .SH "SEE ALSO" | |
173 .PP | |
174 \fI\fBSDL_PollEvent\fP\fR, \fI\fBSDL_PushEvent\fP\fR, \fI\fBSDL_PeepEvents\fP\fR | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
175 ...\" created by instant / docbook-to-man, Sun 10 Jun 2001, 19:40 |