annotate include/SDL_events.h @ 2844:70b63882d2ef

The YCbCr texture extension works now that bytes_per_pixel() returns the correct value for YUV textures. Yay! I'm still cheering for Ryan's pixel shader instead, since once it works different shaders can handle all the YUV formats.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 06 Dec 2008 18:37:06 +0000
parents 44e49d3fa6cf
children 99210400e8b9
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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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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 /**
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24 * \file SDL_events.h
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25 *
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26 * Include file for SDL event handling
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27 */
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28
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29 #ifndef _SDL_events_h
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30 #define _SDL_events_h
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31
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32 #include "SDL_stdinc.h"
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33 #include "SDL_error.h"
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34 #include "SDL_video.h"
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35 #include "SDL_keyboard.h"
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36 #include "SDL_mouse.h"
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37 #include "SDL_joystick.h"
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38 #include "SDL_quit.h"
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39
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40 #include "begin_code.h"
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41 /* Set up for C function definitions, even when using C++ */
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42 #ifdef __cplusplus
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43 /* *INDENT-OFF* */
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44 extern "C" {
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45 /* *INDENT-ON* */
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46 #endif
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47
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48 /* General keyboard/mouse state definitions */
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49 #define SDL_RELEASED 0
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50 #define SDL_PRESSED 1
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51
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52 /**
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53 * \enum SDL_EventType
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54 *
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55 * \brief The types of events that can be delivered
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56 */
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57 typedef enum
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58 {
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59 SDL_NOEVENT = 0, /**< Unused (do not remove) */
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60 SDL_WINDOWEVENT, /**< Window state change */
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61 SDL_KEYDOWN, /**< Keys pressed */
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62 SDL_KEYUP, /**< Keys released */
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63 SDL_TEXTINPUT, /**< Keyboard text input */
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64 SDL_MOUSEMOTION, /**< Mouse moved */
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65 SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
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66 SDL_MOUSEBUTTONUP, /**< Mouse button released */
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67 SDL_MOUSEWHEEL, /**< Mouse wheel motion */
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68 SDL_JOYAXISMOTION, /**< Joystick axis motion */
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69 SDL_JOYBALLMOTION, /**< Joystick trackball motion */
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70 SDL_JOYHATMOTION, /**< Joystick hat position change */
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71 SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
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72 SDL_JOYBUTTONUP, /**< Joystick button released */
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73 SDL_QUIT, /**< User-requested quit */
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74 SDL_SYSWMEVENT, /**< System specific event */
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75 SDL_PROXIMITYIN, /**< Proximity In event */
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76 SDL_PROXIMITYOUT, /**< Proximity Out event */
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77 SDL_EVENT_RESERVED1, /**< Reserved for future use... */
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78 SDL_EVENT_RESERVED2,
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79 SDL_EVENT_RESERVED3,
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80 /* Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
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81 SDL_USEREVENT = 24,
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82 /* This last event is only for bounding internal arrays
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83 It is the number of bits in the event mask datatype -- Uint32
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84 */
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85 SDL_NUMEVENTS = 32
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86 } SDL_EventType;
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87
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88 /**
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89 * \enum SDL_EventMask
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90 *
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91 * \brief Predefined event masks
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92 */
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93 #define SDL_EVENTMASK(X) (1<<(X))
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94 typedef enum
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95 {
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96 SDL_WINDOWEVENTMASK = SDL_EVENTMASK(SDL_WINDOWEVENT),
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97 SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN),
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98 SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP),
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99 SDL_KEYEVENTMASK = SDL_EVENTMASK(SDL_KEYDOWN) | SDL_EVENTMASK(SDL_KEYUP),
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100 SDL_TEXTINPUTMASK = SDL_EVENTMASK(SDL_TEXTINPUT),
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101 SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
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102 SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
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103 SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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104 SDL_MOUSEWHEELMASK = SDL_EVENTMASK(SDL_MOUSEWHEEL),
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105 SDL_MOUSEEVENTMASK = SDL_EVENTMASK(SDL_MOUSEMOTION) |
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106 SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN) | SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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107 SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION),
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108 SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION),
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109 SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION),
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110 SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
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111 SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
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112 SDL_JOYEVENTMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION) |
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113 SDL_EVENTMASK(SDL_JOYBALLMOTION) |
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114 SDL_EVENTMASK(SDL_JOYHATMOTION) |
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115 SDL_EVENTMASK(SDL_JOYBUTTONDOWN) | SDL_EVENTMASK(SDL_JOYBUTTONUP),
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116 SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT),
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117 SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT),
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118 SDL_PROXIMITYINMASK = SDL_EVENTMASK(SDL_PROXIMITYIN),
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119 SDL_PROXIMITYOUTMASK = SDL_EVENTMASK(SDL_PROXIMITYOUT)
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120 } SDL_EventMask;
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121 #define SDL_ALLEVENTS 0xFFFFFFFF
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122
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123 /**
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124 * \struct SDL_WindowEvent
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125 *
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126 * \brief Window state change event data (event.window.*)
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127 */
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128 typedef struct SDL_WindowEvent
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129 {
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130 Uint8 type; /**< SDL_WINDOWEVENT */
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131 Uint8 event; /**< SDL_WindowEventID */
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132 int data1; /**< event dependent data */
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133 int data2; /**< event dependent data */
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134 SDL_WindowID windowID; /**< The associated window */
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135 } SDL_WindowEvent;
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136
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137 /**
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138 * \struct SDL_KeyboardEvent
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139 *
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140 * \brief Keyboard button event structure (event.key.*)
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141 */
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142 typedef struct SDL_KeyboardEvent
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143 {
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144 Uint8 type; /**< SDL_KEYDOWN or SDL_KEYUP */
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145 Uint8 which; /**< The keyboard device index */
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146 Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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147 SDL_keysym keysym; /**< The key that was pressed or released */
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148 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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149 } SDL_KeyboardEvent;
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150
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151 /**
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152 * \struct SDL_TextInputEvent
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153 *
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154 * \brief Keyboard text input event structure (event.text.*)
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155 */
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156 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
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157 typedef struct SDL_TextInputEvent
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158 {
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159 Uint8 type; /**< SDL_TEXTINPUT */
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160 Uint8 which; /**< The keyboard device index */
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161 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
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162 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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163 } SDL_TextInputEvent;
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164
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165 /**
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166 * \struct SDL_MouseMotionEvent
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167 *
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168 * \brief Mouse motion event structure (event.motion.*)
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169 */
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170 typedef struct SDL_MouseMotionEvent
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171 {
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172 Uint8 type; /**< SDL_MOUSEMOTION */
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173 Uint8 which; /**< The mouse device index */
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174 Uint8 state; /**< The current button state */
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175 int x; /**< X coordinate, relative to window */
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176 int y; /**< Y coordinate, relative to window */
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177 int z; /**< Z coordinate, for future use */
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178 int pressure; /**< Pressure reported by tablets */
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179 int pressure_max; /**< Maximum value of the pressure reported by the device */
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180 int pressure_min; /**< Minimum value of the pressure reported by the device */
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181 int rotation; /**< For future use */
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182 int tilt; /**< For future use */
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183 int cursor; /**< The cursor being used in the event */
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184 int xrel; /**< The relative motion in the X direction */
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185 int yrel; /**< The relative motion in the Y direction */
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186 SDL_WindowID windowID; /**< The window with mouse focus, if any */
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187 } SDL_MouseMotionEvent;
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188
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189 /**
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190 * \struct SDL_MouseButtonEvent
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191 *
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192 * \brief Mouse button event structure (event.button.*)
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193 */
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194 typedef struct SDL_MouseButtonEvent
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195 {
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196 Uint8 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
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197 Uint8 which; /**< The mouse device index */
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198 Uint8 button; /**< The mouse button index */
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199 Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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200 int x; /**< X coordinate, relative to window */
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201 int y; /**< Y coordinate, relative to window */
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202 SDL_WindowID windowID; /**< The window with mouse focus, if any */
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203 } SDL_MouseButtonEvent;
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204
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205 /**
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206 * \struct SDL_MouseWheelEvent
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207 *
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208 * \brief Mouse wheel event structure (event.wheel.*)
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209 */
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210 typedef struct SDL_MouseWheelEvent
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211 {
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212 Uint8 type; /**< SDL_MOUSEWHEEL */
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213 Uint8 which; /**< The mouse device index */
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214 int x; /**< The amount scrolled horizontally */
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215 int y; /**< The amount scrolled vertically */
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216 SDL_WindowID windowID; /**< The window with mouse focus, if any */
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217 } SDL_MouseWheelEvent;
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218
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219 /**
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220 * \struct SDL_JoyAxisEvent
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221 *
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222 * \brief Joystick axis motion event structure (event.jaxis.*)
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223 */
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224 typedef struct SDL_JoyAxisEvent
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225 {
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226 Uint8 type; /**< SDL_JOYAXISMOTION */
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227 Uint8 which; /**< The joystick device index */
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228 Uint8 axis; /**< The joystick axis index */
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229 int value; /**< The axis value (range: -32768 to 32767) */
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230 } SDL_JoyAxisEvent;
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231
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232 /**
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233 * \struct SDL_JoyBallEvent
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234 *
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235 * \brief Joystick trackball motion event structure (event.jball.*)
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236 */
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237 typedef struct SDL_JoyBallEvent
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238 {
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239 Uint8 type; /**< SDL_JOYBALLMOTION */
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240 Uint8 which; /**< The joystick device index */
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241 Uint8 ball; /**< The joystick trackball index */
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242 int xrel; /**< The relative motion in the X direction */
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243 int yrel; /**< The relative motion in the Y direction */
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244 } SDL_JoyBallEvent;
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245
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246 /**
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247 * \struct SDL_JoyHatEvent
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248 *
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249 * \brief Joystick hat position change event structure (event.jhat.*)
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250 */
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251 typedef struct SDL_JoyHatEvent
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252 {
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253 Uint8 type; /**< SDL_JOYHATMOTION */
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254 Uint8 which; /**< The joystick device index */
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255 Uint8 hat; /**< The joystick hat index */
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256 Uint8 value; /**< The hat position value:
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257 SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
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258 SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
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259 SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
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260 Note that zero means the POV is centered.
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261 */
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262 } SDL_JoyHatEvent;
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263
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264 /**
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265 * \struct SDL_JoyButtonEvent
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266 *
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267 * \brief Joystick button event structure (event.jbutton.*)
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268 */
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269 typedef struct SDL_JoyButtonEvent
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270 {
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271 Uint8 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
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272 Uint8 which; /**< The joystick device index */
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273 Uint8 button; /**< The joystick button index */
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274 Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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275 } SDL_JoyButtonEvent;
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276
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277 /**
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278 * \struct SDL_QuitEvent
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279 *
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280 * \brief The "quit requested" event
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281 */
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282 typedef struct SDL_QuitEvent
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283 {
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284 Uint8 type; /**< SDL_QUIT */
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285 } SDL_QuitEvent;
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286
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287 /**
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288 * \struct SDL_UserEvent
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289 *
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290 * \brief A user-defined event type (event.user.*)
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291 */
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292 typedef struct SDL_UserEvent
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293 {
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294 Uint8 type; /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */
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295 int code; /**< User defined event code */
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296 void *data1; /**< User defined data pointer */
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297 void *data2; /**< User defined data pointer */
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298 SDL_WindowID windowID; /**< The associated window if any*/
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299 } SDL_UserEvent;
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300
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301 /**
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302 * \struct SDL_SysWMEvent
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303 *
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304 * \brief A video driver dependent system event (event.syswm.*)
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305 *
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306 * \note If you want to use this event, you should include SDL_syswm.h
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307 */
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308 struct SDL_SysWMmsg;
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309 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
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310 typedef struct SDL_SysWMEvent
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311 {
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312 Uint8 type; /**< SDL_SYSWMEVENT */
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313 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
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314 } SDL_SysWMEvent;
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315
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316 /* Typedefs for backwards compatibility */
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317 typedef struct SDL_ActiveEvent
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318 {
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319 Uint8 type;
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320 Uint8 gain;
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321 Uint8 state;
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322 } SDL_ActiveEvent;
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323 typedef struct SDL_ResizeEvent
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324 {
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325 Uint8 type;
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326 int w;
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327 int h;
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328 } SDL_ResizeEvent;
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329
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330 typedef struct SDL_ProximityEvent
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331 {
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332 Uint8 type;
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333 Uint8 which;
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334 int cursor;
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335 int x;
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336 int y;
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337 } SDL_ProximityEvent;
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338
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339 /**
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340 * \union SDL_Event
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341 *
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342 * \brief General event structure
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343 */
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344 typedef union SDL_Event
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345 {
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346 Uint8 type; /**< Event type, shared with all events */
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347 SDL_WindowEvent window; /**< Window event data */
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348 SDL_KeyboardEvent key; /**< Keyboard event data */
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349 SDL_TextInputEvent text; /**< Text input event data */
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350 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
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351 SDL_MouseButtonEvent button; /**< Mouse button event data */
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352 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
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353 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
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354 SDL_JoyBallEvent jball; /**< Joystick ball event data */
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355 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
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356 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
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357 SDL_QuitEvent quit; /**< Quit request event data */
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358 SDL_UserEvent user; /**< Custom event data */
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359 SDL_SysWMEvent syswm; /**< System dependent window event data */
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360 SDL_ProximityEvent proximity; /**< Proximity In or Out event */
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361
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362 /* Temporarily here for backwards compatibility */
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363 SDL_ActiveEvent active;
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364 SDL_ResizeEvent resize;
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365 } SDL_Event;
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366
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367
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368 /* Function prototypes */
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369
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370 /* Pumps the event loop, gathering events from the input devices.
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371 This function updates the event queue and internal input device state.
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372 This should only be run in the thread that sets the video mode.
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373 */
337
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374 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
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375
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376 /* Checks the event queue for messages and optionally returns them.
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377 If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
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378 the back of the event queue.
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379 If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
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380 of the event queue, matching 'mask', will be returned and will not
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381 be removed from the queue.
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382 If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
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383 of the event queue, matching 'mask', will be returned and will be
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384 removed from the queue.
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385 This function returns the number of events actually stored, or -1
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386 if there was an error. This function is thread-safe.
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387 */
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388 typedef enum
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389 {
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390 SDL_ADDEVENT,
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391 SDL_PEEKEVENT,
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392 SDL_GETEVENT
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393 } SDL_eventaction;
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394 /* */
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395 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
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396 SDL_eventaction action,
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397 Uint32 mask);
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398
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399 /* Checks to see if certain event types are in the event queue.
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400 */
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401 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 mask);
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402
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403 /* Polls for currently pending events, and returns 1 if there are any pending
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404 events, or 0 if there are none available. If 'event' is not NULL, the next
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405 event is removed from the queue and stored in that area.
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406 */
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407 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
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408
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409 /* Waits indefinitely for the next available event, returning 1, or 0 if there
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410 was an error while waiting for events. If 'event' is not NULL, the next
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411 event is removed from the queue and stored in that area.
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412 */
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413 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
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414
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415 /* Add an event to the event queue.
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416 This function returns 1 on success, 0 if the event was filtered,
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417 or -1 if the event queue was full or there was some other error.
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418 */
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419 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
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420
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421 /*
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422 This function sets up a filter to process all events before they
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423 change internal state and are posted to the internal event queue.
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424
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425 The filter is protypted as:
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426 */
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427 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
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428 /*
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429 If the filter returns 1, then the event will be added to the internal queue.
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430 If it returns 0, then the event will be dropped from the queue, but the
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431 internal state will still be updated. This allows selective filtering of
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432 dynamically arriving events.
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433
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434 WARNING: Be very careful of what you do in the event filter function, as
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435 it may run in a different thread!
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436
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437 There is one caveat when dealing with the SDL_QUITEVENT event type. The
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438 event filter is only called when the window manager desires to close the
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439 application window. If the event filter returns 1, then the window will
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440 be closed, otherwise the window will remain open if possible.
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441 If the quit event is generated by an interrupt signal, it will bypass the
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442 internal queue and be delivered to the application at the next event poll.
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443 */
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444 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
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445 void *userdata);
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446
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447 /*
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448 Return the current event filter - can be used to "chain" filters.
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449 If there is no event filter set, this function returns SDL_FALSE.
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450 */
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451 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
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452 void **userdata);
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453
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454 /*
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455 Run the filter function on the current event queue, removing any
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456 events for which the filter returns 0.
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457 */
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458 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
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459 void *userdata);
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460
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461 /*
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462 This function allows you to set the state of processing certain events.
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463 If 'state' is set to SDL_IGNORE, that event will be automatically dropped
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464 from the event queue and will not event be filtered.
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465 If 'state' is set to SDL_ENABLE, that event will be processed normally.
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466 If 'state' is set to SDL_QUERY, SDL_EventState() will return the
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467 current processing state of the specified event.
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468 */
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469 #define SDL_QUERY -1
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470 #define SDL_IGNORE 0
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471 #define SDL_DISABLE 0
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472 #define SDL_ENABLE 1
337
9154ec9ca3d2 Explicitly specify the SDL API calling convention (C by default)
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473 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
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474
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475
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476 /* Ends C function definitions when using C++ */
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477 #ifdef __cplusplus
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478 /* *INDENT-OFF* */
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479 }
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480 /* *INDENT-ON* */
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481 #endif
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482 #include "close_code.h"
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483
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484 #endif /* _SDL_events_h */
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485
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486 /* vi: set ts=4 sw=4 expandtab: */