annotate include/SDL_events.h @ 1622:5bbfc3e20e10

Fixed bug #191 [I opted to go for a warning, since I often tweak configure.in, but don't want to rebuild the entire project] One thing that was lost in the switch from automake to the new build system is that there is now no rule to build configure from configure.in. IMHO, if configure.in gets changed, then at the very least, the build system should print out a warning (better, again IMHO, an error) about this fact. Else, you easily forget about this when modifying configure.in.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 13 Apr 2006 13:23:56 +0000
parents c71e05b4dc2e
children 782fd950bd46 c121d94672cb a1b03ba2fcd0
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2006 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 /* Include file for SDL event handling */
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24
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25 #ifndef _SDL_events_h
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26 #define _SDL_events_h
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27
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28 #include "SDL_stdinc.h"
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29 #include "SDL_error.h"
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30 #include "SDL_active.h"
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31 #include "SDL_keyboard.h"
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32 #include "SDL_mouse.h"
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33 #include "SDL_joystick.h"
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34 #include "SDL_quit.h"
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35
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36 #include "begin_code.h"
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37 /* Set up for C function definitions, even when using C++ */
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38 #ifdef __cplusplus
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39 extern "C" {
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40 #endif
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41
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42 /* General keyboard/mouse state definitions */
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43 #define SDL_RELEASED 0
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44 #define SDL_PRESSED 1
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45
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46 /* Event enumerations */
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47 typedef enum {
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48 SDL_NOEVENT = 0, /* Unused (do not remove) */
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49 SDL_ACTIVEEVENT, /* Application loses/gains visibility */
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50 SDL_KEYDOWN, /* Keys pressed */
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51 SDL_KEYUP, /* Keys released */
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52 SDL_MOUSEMOTION, /* Mouse moved */
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53 SDL_MOUSEBUTTONDOWN, /* Mouse button pressed */
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54 SDL_MOUSEBUTTONUP, /* Mouse button released */
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55 SDL_JOYAXISMOTION, /* Joystick axis motion */
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56 SDL_JOYBALLMOTION, /* Joystick trackball motion */
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57 SDL_JOYHATMOTION, /* Joystick hat position change */
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58 SDL_JOYBUTTONDOWN, /* Joystick button pressed */
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59 SDL_JOYBUTTONUP, /* Joystick button released */
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60 SDL_QUIT, /* User-requested quit */
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61 SDL_SYSWMEVENT, /* System specific event */
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62 SDL_EVENT_RESERVEDA, /* Reserved for future use.. */
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63 SDL_EVENT_RESERVEDB, /* Reserved for future use.. */
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64 SDL_VIDEORESIZE, /* User resized video mode */
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65 SDL_VIDEOEXPOSE, /* Screen needs to be redrawn */
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66 SDL_EVENT_RESERVED2, /* Reserved for future use.. */
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67 SDL_EVENT_RESERVED3, /* Reserved for future use.. */
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68 SDL_EVENT_RESERVED4, /* Reserved for future use.. */
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69 SDL_EVENT_RESERVED5, /* Reserved for future use.. */
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70 SDL_EVENT_RESERVED6, /* Reserved for future use.. */
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71 SDL_EVENT_RESERVED7, /* Reserved for future use.. */
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72 /* Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
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73 SDL_USEREVENT = 24,
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74 /* This last event is only for bounding internal arrays
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75 It is the number of bits in the event mask datatype -- Uint32
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76 */
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77 SDL_NUMEVENTS = 32
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78 } SDL_EventType;
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79
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80 /* Predefined event masks */
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81 #define SDL_EVENTMASK(X) (1<<(X))
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82 typedef enum {
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83 SDL_ACTIVEEVENTMASK = SDL_EVENTMASK(SDL_ACTIVEEVENT),
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84 SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN),
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85 SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP),
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86 SDL_KEYEVENTMASK = SDL_EVENTMASK(SDL_KEYDOWN)|
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87 SDL_EVENTMASK(SDL_KEYUP),
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88 SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
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89 SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
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90 SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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91 SDL_MOUSEEVENTMASK = SDL_EVENTMASK(SDL_MOUSEMOTION)|
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92 SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)|
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93 SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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94 SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION),
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95 SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION),
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96 SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION),
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97 SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
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98 SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
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99 SDL_JOYEVENTMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION)|
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100 SDL_EVENTMASK(SDL_JOYBALLMOTION)|
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101 SDL_EVENTMASK(SDL_JOYHATMOTION)|
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102 SDL_EVENTMASK(SDL_JOYBUTTONDOWN)|
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103 SDL_EVENTMASK(SDL_JOYBUTTONUP),
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104 SDL_VIDEORESIZEMASK = SDL_EVENTMASK(SDL_VIDEORESIZE),
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105 SDL_VIDEOEXPOSEMASK = SDL_EVENTMASK(SDL_VIDEOEXPOSE),
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106 SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT),
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107 SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT)
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108 } SDL_EventMask ;
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109 #define SDL_ALLEVENTS 0xFFFFFFFF
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110
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111 /* Application visibility event structure */
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112 typedef struct SDL_ActiveEvent {
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113 Uint8 type; /* SDL_ACTIVEEVENT */
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114 Uint8 gain; /* Whether given states were gained or lost (1/0) */
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115 Uint8 state; /* A mask of the focus states */
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116 } SDL_ActiveEvent;
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117
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118 /* Keyboard event structure */
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119 typedef struct SDL_KeyboardEvent {
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120 Uint8 type; /* SDL_KEYDOWN or SDL_KEYUP */
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121 Uint8 which; /* The keyboard device index */
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122 Uint8 state; /* SDL_PRESSED or SDL_RELEASED */
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123 SDL_keysym keysym;
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124 } SDL_KeyboardEvent;
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125
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126 /* Mouse motion event structure */
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127 typedef struct SDL_MouseMotionEvent {
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128 Uint8 type; /* SDL_MOUSEMOTION */
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129 Uint8 which; /* The mouse device index */
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130 Uint8 state; /* The current button state */
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131 Uint16 x, y; /* The X/Y coordinates of the mouse */
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132 Sint16 xrel; /* The relative motion in the X direction */
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133 Sint16 yrel; /* The relative motion in the Y direction */
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134 } SDL_MouseMotionEvent;
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135
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136 /* Mouse button event structure */
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137 typedef struct SDL_MouseButtonEvent {
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138 Uint8 type; /* SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
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139 Uint8 which; /* The mouse device index */
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140 Uint8 button; /* The mouse button index */
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141 Uint8 state; /* SDL_PRESSED or SDL_RELEASED */
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142 Uint16 x, y; /* The X/Y coordinates of the mouse at press time */
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143 } SDL_MouseButtonEvent;
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144
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145 /* Joystick axis motion event structure */
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146 typedef struct SDL_JoyAxisEvent {
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147 Uint8 type; /* SDL_JOYAXISMOTION */
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148 Uint8 which; /* The joystick device index */
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149 Uint8 axis; /* The joystick axis index */
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150 Sint16 value; /* The axis value (range: -32768 to 32767) */
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151 } SDL_JoyAxisEvent;
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152
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153 /* Joystick trackball motion event structure */
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154 typedef struct SDL_JoyBallEvent {
0
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155 Uint8 type; /* SDL_JOYBALLMOTION */
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156 Uint8 which; /* The joystick device index */
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157 Uint8 ball; /* The joystick trackball index */
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158 Sint16 xrel; /* The relative motion in the X direction */
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159 Sint16 yrel; /* The relative motion in the Y direction */
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160 } SDL_JoyBallEvent;
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161
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162 /* Joystick hat position change event structure */
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163 typedef struct SDL_JoyHatEvent {
0
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164 Uint8 type; /* SDL_JOYHATMOTION */
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165 Uint8 which; /* The joystick device index */
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166 Uint8 hat; /* The joystick hat index */
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167 Uint8 value; /* The hat position value:
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168 SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
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169 SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
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170 SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
0
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171 Note that zero means the POV is centered.
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172 */
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173 } SDL_JoyHatEvent;
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174
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175 /* Joystick button event structure */
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176 typedef struct SDL_JoyButtonEvent {
0
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177 Uint8 type; /* SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
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178 Uint8 which; /* The joystick device index */
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179 Uint8 button; /* The joystick button index */
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180 Uint8 state; /* SDL_PRESSED or SDL_RELEASED */
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181 } SDL_JoyButtonEvent;
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182
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183 /* The "window resized" event
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184 When you get this event, you are responsible for setting a new video
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185 mode with the new width and height.
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186 */
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187 typedef struct SDL_ResizeEvent {
0
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188 Uint8 type; /* SDL_VIDEORESIZE */
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189 int w; /* New width */
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190 int h; /* New height */
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191 } SDL_ResizeEvent;
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192
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193 /* The "screen redraw" event */
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194 typedef struct SDL_ExposeEvent {
0
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195 Uint8 type; /* SDL_VIDEOEXPOSE */
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196 } SDL_ExposeEvent;
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197
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198 /* The "quit requested" event */
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199 typedef struct SDL_QuitEvent {
0
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200 Uint8 type; /* SDL_QUIT */
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201 } SDL_QuitEvent;
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202
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203 /* A user-defined event type */
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204 typedef struct SDL_UserEvent {
0
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205 Uint8 type; /* SDL_USEREVENT through SDL_NUMEVENTS-1 */
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206 int code; /* User defined event code */
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207 void *data1; /* User defined data pointer */
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208 void *data2; /* User defined data pointer */
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209 } SDL_UserEvent;
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210
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211 /* If you want to use this event, you should include SDL_syswm.h */
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212 struct SDL_SysWMmsg;
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213 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
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214 typedef struct SDL_SysWMEvent {
0
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215 Uint8 type;
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216 SDL_SysWMmsg *msg;
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217 } SDL_SysWMEvent;
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218
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219 /* General event structure */
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220 typedef union SDL_Event {
0
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221 Uint8 type;
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222 SDL_ActiveEvent active;
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223 SDL_KeyboardEvent key;
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224 SDL_MouseMotionEvent motion;
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225 SDL_MouseButtonEvent button;
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226 SDL_JoyAxisEvent jaxis;
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227 SDL_JoyBallEvent jball;
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228 SDL_JoyHatEvent jhat;
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229 SDL_JoyButtonEvent jbutton;
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230 SDL_ResizeEvent resize;
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231 SDL_ExposeEvent expose;
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232 SDL_QuitEvent quit;
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233 SDL_UserEvent user;
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234 SDL_SysWMEvent syswm;
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235 } SDL_Event;
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236
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237
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238 /* Function prototypes */
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239
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240 /* Pumps the event loop, gathering events from the input devices.
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241 This function updates the event queue and internal input device state.
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242 This should only be run in the thread that sets the video mode.
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243 */
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244 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
0
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245
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246 /* Checks the event queue for messages and optionally returns them.
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247 If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
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248 the back of the event queue.
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249 If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
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250 of the event queue, matching 'mask', will be returned and will not
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251 be removed from the queue.
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252 If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
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253 of the event queue, matching 'mask', will be returned and will be
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254 removed from the queue.
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255 This function returns the number of events actually stored, or -1
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256 if there was an error. This function is thread-safe.
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257 */
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258 typedef enum {
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259 SDL_ADDEVENT,
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260 SDL_PEEKEVENT,
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261 SDL_GETEVENT
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262 } SDL_eventaction;
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263 /* */
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264 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents,
0
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265 SDL_eventaction action, Uint32 mask);
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266
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267 /* Polls for currently pending events, and returns 1 if there are any pending
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268 events, or 0 if there are none available. If 'event' is not NULL, the next
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269 event is removed from the queue and stored in that area.
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270 */
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271 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event *event);
0
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272
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273 /* Waits indefinitely for the next available event, returning 1, or 0 if there
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274 was an error while waiting for events. If 'event' is not NULL, the next
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275 event is removed from the queue and stored in that area.
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276 */
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277 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
0
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278
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279 /* Add an event to the event queue.
844
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280 This function returns 0 on success, or -1 if the event queue was full
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281 or there was some other error.
0
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282 */
337
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283 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event);
0
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284
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285 /*
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286 This function sets up a filter to process all events before they
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287 change internal state and are posted to the internal event queue.
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288
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289 The filter is protypted as:
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290 */
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291 typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event);
0
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292 /*
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293 If the filter returns 1, then the event will be added to the internal queue.
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294 If it returns 0, then the event will be dropped from the queue, but the
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295 internal state will still be updated. This allows selective filtering of
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296 dynamically arriving events.
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297
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298 WARNING: Be very careful of what you do in the event filter function, as
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299 it may run in a different thread!
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300
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301 There is one caveat when dealing with the SDL_QUITEVENT event type. The
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302 event filter is only called when the window manager desires to close the
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303 application window. If the event filter returns 1, then the window will
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304 be closed, otherwise the window will remain open if possible.
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305 If the quit event is generated by an interrupt signal, it will bypass the
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306 internal queue and be delivered to the application at the next event poll.
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307 */
337
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308 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter);
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309
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310 /*
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311 Return the current event filter - can be used to "chain" filters.
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312 If there is no event filter set, this function returns NULL.
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313 */
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314 extern DECLSPEC SDL_EventFilter SDLCALL SDL_GetEventFilter(void);
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315
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316 /*
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317 This function allows you to set the state of processing certain events.
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318 If 'state' is set to SDL_IGNORE, that event will be automatically dropped
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319 from the event queue and will not event be filtered.
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320 If 'state' is set to SDL_ENABLE, that event will be processed normally.
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321 If 'state' is set to SDL_QUERY, SDL_EventState() will return the
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322 current processing state of the specified event.
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323 */
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324 #define SDL_QUERY -1
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325 #define SDL_IGNORE 0
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326 #define SDL_DISABLE 0
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327 #define SDL_ENABLE 1
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328 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
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329
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330
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331 /* Ends C function definitions when using C++ */
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332 #ifdef __cplusplus
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333 }
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334 #endif
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335 #include "close_code.h"
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336
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337 #endif /* _SDL_events_h */