annotate include/SDL_events.h @ 3132:88861448961f gsoc2009_IME

Add SDL_TEXTEDTING event to inform application about marked text.
author Jiang Jiang <gzjjgod@gmail.com>
date Wed, 01 Jul 2009 07:33:58 +0000
parents 9da8f57ab92c
children
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 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 /**
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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,
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78 SDL_EVENT_RESERVED2,
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79 SDL_EVENT_RESERVED3,
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80 SDL_TEXTEDITING, /**< Reserved for future use... */
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81 /* Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
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82 SDL_USEREVENT = 24,
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83 /* This last event is only for bounding internal arrays
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84 It is the number of bits in the event mask datatype -- Uint32
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85 */
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86 SDL_NUMEVENTS = 32
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87 } SDL_EventType;
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88
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89 /**
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90 * \enum SDL_EventMask
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91 *
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92 * \brief Predefined event masks
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93 */
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94 #define SDL_EVENTMASK(X) (1<<(X))
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95 typedef enum
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96 {
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97 SDL_WINDOWEVENTMASK = SDL_EVENTMASK(SDL_WINDOWEVENT),
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98 SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN),
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99 SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP),
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100 SDL_KEYEVENTMASK = SDL_EVENTMASK(SDL_KEYDOWN) | SDL_EVENTMASK(SDL_KEYUP),
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101 SDL_TEXTINPUTMASK = SDL_EVENTMASK(SDL_TEXTINPUT),
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102 SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
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103 SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
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104 SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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105 SDL_MOUSEWHEELMASK = SDL_EVENTMASK(SDL_MOUSEWHEEL),
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106 SDL_MOUSEEVENTMASK = SDL_EVENTMASK(SDL_MOUSEMOTION) |
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107 SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN) | SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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108 SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION),
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109 SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION),
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110 SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION),
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111 SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
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112 SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
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113 SDL_JOYEVENTMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION) |
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114 SDL_EVENTMASK(SDL_JOYBALLMOTION) |
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115 SDL_EVENTMASK(SDL_JOYHATMOTION) |
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116 SDL_EVENTMASK(SDL_JOYBUTTONDOWN) | SDL_EVENTMASK(SDL_JOYBUTTONUP),
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117 SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT),
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118 SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT),
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119 SDL_PROXIMITYINMASK = SDL_EVENTMASK(SDL_PROXIMITYIN),
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120 SDL_PROXIMITYOUTMASK = SDL_EVENTMASK(SDL_PROXIMITYOUT),
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121 SDL_TEXTEDITINGMASK = SDL_EVENTMASK(SDL_TEXTEDITING)
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122 } SDL_EventMask;
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123 #define SDL_ALLEVENTS 0xFFFFFFFF
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124
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125 /**
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126 * \struct SDL_WindowEvent
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127 *
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128 * \brief Window state change event data (event.window.*)
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129 */
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130 typedef struct SDL_WindowEvent
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131 {
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132 Uint8 type; /**< SDL_WINDOWEVENT */
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133 Uint8 event; /**< SDL_WindowEventID */
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134 int data1; /**< event dependent data */
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135 int data2; /**< event dependent data */
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136 SDL_WindowID windowID; /**< The associated window */
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137 } SDL_WindowEvent;
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138
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139 /**
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140 * \struct SDL_KeyboardEvent
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141 *
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142 * \brief Keyboard button event structure (event.key.*)
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143 */
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144 typedef struct SDL_KeyboardEvent
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145 {
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146 Uint8 type; /**< SDL_KEYDOWN or SDL_KEYUP */
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147 Uint8 which; /**< The keyboard device index */
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148 Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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149 SDL_keysym keysym; /**< The key that was pressed or released */
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150 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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151 } SDL_KeyboardEvent;
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152
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153 /**
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154 * \struct SDL_TextInputEvent
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155 *
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156 * \brief Keyboard text input event structure (event.text.*)
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157 */
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158 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
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159 typedef struct SDL_TextInputEvent
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160 {
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161 Uint8 type; /**< SDL_TEXTINPUT */
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162 Uint8 which; /**< The keyboard device index */
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163 char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
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164 SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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165 } SDL_TextInputEvent;
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166
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167 /**
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168 * \struct SDL_TextEditingEvent
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169 *
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170 * \brief Keyboard text editing event structure (event.edit.*)
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171 */
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172 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
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173 typedef struct SDL_TextEditingEvent
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174 {
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175 Uint8 type; /**< SDL_TEXTEDITING */
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176 char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
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177 int start; /**< The start cursor of selected editing text */
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178 int length; /**< The length of selected editing text */
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179 } SDL_TextEditingEvent;
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180
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181 /**
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182 * \struct SDL_MouseMotionEvent
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183 *
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184 * \brief Mouse motion event structure (event.motion.*)
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185 */
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186 typedef struct SDL_MouseMotionEvent
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187 {
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188 Uint8 type; /**< SDL_MOUSEMOTION */
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189 Uint8 which; /**< The mouse device index */
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190 Uint8 state; /**< The current button state */
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191 int x; /**< X coordinate, relative to window */
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192 int y; /**< Y coordinate, relative to window */
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193 int z; /**< Z coordinate, for future use */
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194 int pressure; /**< Pressure reported by tablets */
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195 int pressure_max; /**< Maximum value of the pressure reported by the device */
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196 int pressure_min; /**< Minimum value of the pressure reported by the device */
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197 int rotation; /**< For future use */
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198 int tilt; /**< For future use */
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199 int cursor; /**< The cursor being used in the event */
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200 int xrel; /**< The relative motion in the X direction */
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201 int yrel; /**< The relative motion in the Y direction */
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202 SDL_WindowID windowID; /**< The window with mouse focus, if any */
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203 } SDL_MouseMotionEvent;
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204
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205 /**
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206 * \struct SDL_MouseButtonEvent
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207 *
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208 * \brief Mouse button event structure (event.button.*)
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209 */
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210 typedef struct SDL_MouseButtonEvent
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211 {
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212 Uint8 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
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213 Uint8 which; /**< The mouse device index */
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214 Uint8 button; /**< The mouse button index */
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215 Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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216 int x; /**< X coordinate, relative to window */
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217 int y; /**< Y coordinate, relative to window */
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218 SDL_WindowID windowID; /**< The window with mouse focus, if any */
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219 } SDL_MouseButtonEvent;
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220
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221 /**
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222 * \struct SDL_MouseWheelEvent
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223 *
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224 * \brief Mouse wheel event structure (event.wheel.*)
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225 */
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226 typedef struct SDL_MouseWheelEvent
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227 {
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228 Uint8 type; /**< SDL_MOUSEWHEEL */
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229 Uint8 which; /**< The mouse device index */
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230 int x; /**< The amount scrolled horizontally */
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231 int y; /**< The amount scrolled vertically */
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232 SDL_WindowID windowID; /**< The window with mouse focus, if any */
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233 } SDL_MouseWheelEvent;
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234
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235 /**
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236 * \struct SDL_JoyAxisEvent
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237 *
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238 * \brief Joystick axis motion event structure (event.jaxis.*)
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239 */
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240 typedef struct SDL_JoyAxisEvent
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241 {
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242 Uint8 type; /**< SDL_JOYAXISMOTION */
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243 Uint8 which; /**< The joystick device index */
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244 Uint8 axis; /**< The joystick axis index */
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245 int value; /**< The axis value (range: -32768 to 32767) */
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246 } SDL_JoyAxisEvent;
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247
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248 /**
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249 * \struct SDL_JoyBallEvent
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250 *
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251 * \brief Joystick trackball motion event structure (event.jball.*)
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252 */
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253 typedef struct SDL_JoyBallEvent
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254 {
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255 Uint8 type; /**< SDL_JOYBALLMOTION */
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256 Uint8 which; /**< The joystick device index */
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257 Uint8 ball; /**< The joystick trackball index */
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258 int xrel; /**< The relative motion in the X direction */
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259 int yrel; /**< The relative motion in the Y direction */
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260 } SDL_JoyBallEvent;
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261
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262 /**
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263 * \struct SDL_JoyHatEvent
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264 *
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265 * \brief Joystick hat position change event structure (event.jhat.*)
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266 */
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267 typedef struct SDL_JoyHatEvent
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268 {
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269 Uint8 type; /**< SDL_JOYHATMOTION */
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270 Uint8 which; /**< The joystick device index */
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271 Uint8 hat; /**< The joystick hat index */
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272 Uint8 value; /**< The hat position value:
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273 SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
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274 SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
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275 SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
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276 Note that zero means the POV is centered.
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277 */
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278 } SDL_JoyHatEvent;
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279
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280 /**
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281 * \struct SDL_JoyButtonEvent
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282 *
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283 * \brief Joystick button event structure (event.jbutton.*)
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284 */
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285 typedef struct SDL_JoyButtonEvent
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286 {
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287 Uint8 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
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288 Uint8 which; /**< The joystick device index */
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289 Uint8 button; /**< The joystick button index */
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290 Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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291 } SDL_JoyButtonEvent;
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292
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293 /**
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294 * \struct SDL_QuitEvent
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295 *
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296 * \brief The "quit requested" event
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297 */
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298 typedef struct SDL_QuitEvent
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299 {
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300 Uint8 type; /**< SDL_QUIT */
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301 } SDL_QuitEvent;
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302
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303 /**
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304 * \struct SDL_UserEvent
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305 *
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306 * \brief A user-defined event type (event.user.*)
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307 */
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308 typedef struct SDL_UserEvent
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309 {
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310 Uint8 type; /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */
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311 int code; /**< User defined event code */
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312 void *data1; /**< User defined data pointer */
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313 void *data2; /**< User defined data pointer */
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314 SDL_WindowID windowID; /**< The associated window if any*/
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315 } SDL_UserEvent;
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316
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317 /**
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318 * \struct SDL_SysWMEvent
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319 *
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320 * \brief A video driver dependent system event (event.syswm.*)
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321 *
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322 * \note If you want to use this event, you should include SDL_syswm.h
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323 */
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324 struct SDL_SysWMmsg;
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325 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
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326 typedef struct SDL_SysWMEvent
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327 {
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328 Uint8 type; /**< SDL_SYSWMEVENT */
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329 SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
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330 } SDL_SysWMEvent;
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331
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332 /* Typedefs for backwards compatibility */
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333 typedef struct SDL_ActiveEvent
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334 {
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335 Uint8 type;
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336 Uint8 gain;
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337 Uint8 state;
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338 } SDL_ActiveEvent;
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339 typedef struct SDL_ResizeEvent
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340 {
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341 Uint8 type;
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342 int w;
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343 int h;
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344 } SDL_ResizeEvent;
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345
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346 typedef struct SDL_ProximityEvent
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347 {
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348 Uint8 type;
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349 Uint8 which;
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350 int cursor;
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351 int x;
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352 int y;
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353 } SDL_ProximityEvent;
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354
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355 /**
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356 * \union SDL_Event
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357 *
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358 * \brief General event structure
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359 */
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360 typedef union SDL_Event
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361 {
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362 Uint8 type; /**< Event type, shared with all events */
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363 SDL_WindowEvent window; /**< Window event data */
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364 SDL_KeyboardEvent key; /**< Keyboard event data */
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365 SDL_TextInputEvent text; /**< Text input event data */
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366 SDL_MouseMotionEvent motion; /**< Mouse motion event data */
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367 SDL_MouseButtonEvent button; /**< Mouse button event data */
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368 SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
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369 SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
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370 SDL_JoyBallEvent jball; /**< Joystick ball event data */
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371 SDL_JoyHatEvent jhat; /**< Joystick hat event data */
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372 SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
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373 SDL_QuitEvent quit; /**< Quit request event data */
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374 SDL_UserEvent user; /**< Custom event data */
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375 SDL_SysWMEvent syswm; /**< System dependent window event data */
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376 SDL_ProximityEvent proximity; /**< Proximity In or Out event */
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377 SDL_TextEditingEvent edit; /**< Text editing event data */
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378
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379 /* Temporarily here for backwards compatibility */
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380 SDL_ActiveEvent active;
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381 SDL_ResizeEvent resize;
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382 } SDL_Event;
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383
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384
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385 /* Function prototypes */
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386
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387 /* Pumps the event loop, gathering events from the input devices.
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388 This function updates the event queue and internal input device state.
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389 This should only be run in the thread that sets the video mode.
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390 */
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391 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
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392
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393 /* Checks the event queue for messages and optionally returns them.
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394 If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
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395 the back of the event queue.
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396 If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
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397 of the event queue, matching 'mask', will be returned and will not
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398 be removed from the queue.
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399 If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
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400 of the event queue, matching 'mask', will be returned and will be
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401 removed from the queue.
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402 This function returns the number of events actually stored, or -1
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403 if there was an error. This function is thread-safe.
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404 */
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405 typedef enum
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406 {
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407 SDL_ADDEVENT,
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408 SDL_PEEKEVENT,
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409 SDL_GETEVENT
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410 } SDL_eventaction;
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411 /* */
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412 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
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413 SDL_eventaction action,
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414 Uint32 mask);
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415
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416 /* Checks to see if certain event types are in the event queue.
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417 */
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418 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 mask);
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419
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420 /* Polls for currently pending events, and returns 1 if there are any pending
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421 events, or 0 if there are none available. If 'event' is not NULL, the next
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422 event is removed from the queue and stored in that area.
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423 */
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424 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
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425
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426 /* Waits indefinitely for the next available event, returning 1, or 0 if there
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427 was an error while waiting for events. If 'event' is not NULL, the next
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428 event is removed from the queue and stored in that area.
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429 */
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430 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
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431
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432 /* Waits until the specified timeout (in milliseconds) for the next available
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433 event, returning 1, or 0 if there was an error while waiting for events. If
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434 'event' is not NULL, the next event is removed from the queue and stored in
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435 that area.
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436 */
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437 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
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438 int timeout);
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439
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440 /* Add an event to the event queue.
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441 This function returns 1 on success, 0 if the event was filtered,
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442 or -1 if the event queue was full or there was some other error.
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443 */
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444 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
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445
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446 /*
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447 This function sets up a filter to process all events before they
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448 change internal state and are posted to the internal event queue.
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449
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450 The filter is protypted as:
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451 */
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452 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
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453 /*
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454 If the filter returns 1, then the event will be added to the internal queue.
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455 If it returns 0, then the event will be dropped from the queue, but the
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456 internal state will still be updated. This allows selective filtering of
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457 dynamically arriving events.
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458
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459 WARNING: Be very careful of what you do in the event filter function, as
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460 it may run in a different thread!
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461
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462 There is one caveat when dealing with the SDL_QUITEVENT event type. The
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463 event filter is only called when the window manager desires to close the
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464 application window. If the event filter returns 1, then the window will
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465 be closed, otherwise the window will remain open if possible.
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466 If the quit event is generated by an interrupt signal, it will bypass the
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467 internal queue and be delivered to the application at the next event poll.
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468 */
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469 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
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470 void *userdata);
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471
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472 /*
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473 Return the current event filter - can be used to "chain" filters.
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474 If there is no event filter set, this function returns SDL_FALSE.
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475 */
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476 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
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477 void **userdata);
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478
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479 /*
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480 Run the filter function on the current event queue, removing any
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481 events for which the filter returns 0.
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482 */
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483 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
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484 void *userdata);
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485
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486 /*
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487 This function allows you to set the state of processing certain events.
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488 If 'state' is set to SDL_IGNORE, that event will be automatically dropped
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489 from the event queue and will not event be filtered.
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490 If 'state' is set to SDL_ENABLE, that event will be processed normally.
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491 If 'state' is set to SDL_QUERY, SDL_EventState() will return the
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492 current processing state of the specified event.
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493 */
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494 #define SDL_QUERY -1
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495 #define SDL_IGNORE 0
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496 #define SDL_DISABLE 0
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497 #define SDL_ENABLE 1
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498 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
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499
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500
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501 /* Ends C function definitions when using C++ */
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502 #ifdef __cplusplus
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503 /* *INDENT-OFF* */
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504 }
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505 /* *INDENT-ON* */
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506 #endif
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507 #include "close_code.h"
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508
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509 #endif /* _SDL_events_h */
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510
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511 /* vi: set ts=4 sw=4 expandtab: */