annotate include/SDL_events.h @ 1861:b42823412c3b

Fixed bug #232 ------- Comment #2 From Matthias Geissert 2006-05-24 07:54 [reply] ------- See http://dri.sourceforge.net/doc/DRIuserguide.html, section 11.5. There is written that you need to use RTLD_GLOBAL, since, otherwise, nested open of dynamic libraries doesn't work. However, This is necassary in this case, since libGL opens the hardware-specific driver/library. I hope this helps you.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 20 Jun 2006 03:52:41 +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 */