annotate docs/man3/SDL_Event.3 @ 3335:b8d313de8a65

Adam Strzelecki to SDL Since current DirectFB implementation is incomplete for YUV surfaces (actually causes segmentation faults when trying Lock and use YUV planar textures) I decided to fix it a bit. Here's a patch that should make DirectFB properly support YUV both packed and planar (3 planes). (1) Removed SDL_BYTESPERPIXEL at all in favor of DFB_BYTES_PER_PIXEL(SDLToDFBPixelFormat(fmt)) which does return always proper BPP for YUVs too, coz SDL_BYTESPERPIXEL returns incorrect values for FOURCCs (2) Fixed data->pixels allocation for planar YUVs in CreateTexture, it should allocate 150% more space (3) Copy other planes for planar YUVs in UpdateTexture (4) Moved checking if format is supported at all with DirectFB on CreateTexture at the beginning of the code Waiting for comments, -- Adam Strzelecki | nanoant.com
author Sam Lantinga <slouken@libsdl.org>
date Sun, 04 Oct 2009 04:03:37 +0000
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children 1238da4a7112
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1 .TH "SDL_Event" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference"
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2 .SH "NAME"
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3 SDL_Event \- General event structure
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4 .SH "STRUCTURE DEFINITION"
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5 .PP
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6 .nf
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7 \f(CWtypedef union{
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8 Uint8 type;
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9 SDL_ActiveEvent active;
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10 SDL_KeyboardEvent key;
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11 SDL_MouseMotionEvent motion;
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12 SDL_MouseButtonEvent button;
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13 SDL_JoyAxisEvent jaxis;
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14 SDL_JoyBallEvent jball;
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15 SDL_JoyHatEvent jhat;
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16 SDL_JoyButtonEvent jbutton;
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17 SDL_ResizeEvent resize;
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18 SDL_ExposeEvent expose;
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19 SDL_QuitEvent quit;
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20 SDL_UserEvent user;
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21 SDL_SysWMEvent syswm;
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22 } SDL_Event;\fR
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23 .fi
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24 .PP
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25 .SH "STRUCTURE DATA"
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26 .TP 20
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27 \fBtype\fR
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28 The type of event
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29 .TP 20
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30 \fBactive\fR
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31 \fIActivation event\fR
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32 .TP 20
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33 \fBkey\fR
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34 \fIKeyboard event\fR
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35 .TP 20
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36 \fBmotion\fR
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37 \fIMouse motion event\fR
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38 .TP 20
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39 \fBbutton\fR
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40 \fIMouse button event\fR
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41 .TP 20
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42 \fBjaxis\fR
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43 \fIJoystick axis motion event\fR
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44 .TP 20
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45 \fBjball\fR
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46 \fIJoystick trackball motion event\fR
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47 .TP 20
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48 \fBjhat\fR
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49 \fIJoystick hat motion event\fR
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50 .TP 20
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51 \fBjbutton\fR
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52 \fIJoystick button event\fR
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53 .TP 20
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54 \fBresize\fR
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55 \fIApplication window resize event\fR
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56 .TP 20
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57 \fBexpose\fR
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58 \fIApplication window expose event\fR
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59 .TP 20
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60 \fBquit\fR
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61 \fIApplication quit request event\fR
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62 .TP 20
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63 \fBuser\fR
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64 \fIUser defined event\fR
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65 .TP 20
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66 \fBsyswm\fR
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67 \fIUndefined window manager event\fR
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68 .SH "DESCRIPTION"
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69 .PP
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70 The \fBSDL_Event\fR union is the core to all event handling is SDL, its probably the most important structure after \fBSDL_Surface\fR\&. \fBSDL_Event\fR is a union of all event structures used in SDL, using it is a simple matter of knowing which union member relates to which event \fBtype\fR\&.
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71 .PP
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72 .TP 20
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73 \fBEvent \fBtype\fR\fR
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74 \fBEvent Structure\fR
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75 .TP 20
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76 \fBSDL_ACTIVEEVENT\fP
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77 \fI\fBSDL_ActiveEvent\fR\fR
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78 .TP 20
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79 \fBSDL_KEYDOWN/UP\fP
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80 \fI\fBSDL_KeyboardEvent\fR\fR
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81 .TP 20
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82 \fBSDL_MOUSEMOTION\fP
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83 \fI\fBSDL_MouseMotionEvent\fR\fR
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84 .TP 20
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85 \fBSDL_MOUSEBUTTONDOWN/UP\fP
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86 \fI\fBSDL_MouseButtonEvent\fR\fR
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87 .TP 20
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88 \fBSDL_JOYAXISMOTION\fP
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89 \fI\fBSDL_JoyAxisEvent\fR\fR
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90 .TP 20
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91 \fBSDL_JOYBALLMOTION\fP
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92 \fI\fBSDL_JoyBallEvent\fR\fR
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93 .TP 20
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94 \fBSDL_JOYHATMOTION\fP
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95 \fI\fBSDL_JoyHatEvent\fR\fR
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96 .TP 20
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97 \fBSDL_JOYBUTTONDOWN/UP\fP
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98 \fI\fBSDL_JoyButtonEvent\fR\fR
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99 .TP 20
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100 \fBSDL_QUIT\fP
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101 \fI\fBSDL_QuitEvent\fR\fR
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102 .TP 20
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103 \fBSDL_SYSWMEVENT\fP
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104 \fI\fBSDL_SysWMEvent\fR\fR
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105 .TP 20
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106 \fBSDL_VIDEORESIZE\fP
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107 \fI\fBSDL_ResizeEvent\fR\fR
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108 .TP 20
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109 \fBSDL_VIDEOEXPOSE\fP
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110 \fI\fBSDL_ExposeEvent\fR\fR
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111 .TP 20
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112 \fBSDL_USEREVENT\fP
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113 \fI\fBSDL_UserEvent\fR\fR
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114 .SH "USE"
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115 .PP
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116 The \fBSDL_Event\fR structure has two uses
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117 .IP " \(bu" 6
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118 Reading events on the event queue
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119 .IP " \(bu" 6
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120 Placing events on the event queue
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121 .PP
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122 Reading events from the event queue is done with either \fI\fBSDL_PollEvent\fP\fR or \fI\fBSDL_PeepEvents\fP\fR\&. We\&'ll use \fBSDL_PollEvent\fP and step through an example\&.
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123 .PP
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124 First off, we create an empty \fBSDL_Event\fR structure\&.
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125 .PP
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126 .nf
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127 \f(CWSDL_Event test_event;\fR
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128 .fi
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129 .PP
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130 \fBSDL_PollEvent\fP removes the next event from the event queue, if there are no events on the queue it returns \fB0\fR otherwise it returns \fB1\fR\&. We use a \fBwhile\fP loop to process each event in turn\&.
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131 .PP
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132 .nf
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133 \f(CWwhile(SDL_PollEvent(&test_event)) {\fR
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134 .fi
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135 .PP
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136 The \fBSDL_PollEvent\fP function take a pointer to an \fBSDL_Event\fR structure that is to be filled with event information\&. We know that if \fBSDL_PollEvent\fP removes an event from the queue then the event information will be placed in our \fBtest_event\fR structure, but we also know that the \fItype\fP of event will be placed in the \fBtype\fR member of \fBtest_event\fR\&. So to handle each event \fBtype\fR seperately we use a \fBswitch\fP statement\&.
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137 .PP
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138 .nf
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139 \f(CW switch(test_event\&.type) {\fR
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140 .fi
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141 .PP
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142 We need to know what kind of events we\&'re looking for \fIand\fP the event \fBtype\fR\&'s of those events\&. So lets assume we want to detect where the user is moving the mouse pointer within our application\&. We look through our event types and notice that \fBSDL_MOUSEMOTION\fP is, more than likely, the event we\&'re looking for\&. A little \fImore\fR research tells use that \fBSDL_MOUSEMOTION\fP events are handled within the \fI\fBSDL_MouseMotionEvent\fR\fR structure which is the \fBmotion\fR member of \fBSDL_Event\fR\&. We can check for the \fBSDL_MOUSEMOTION\fP event \fBtype\fR within our \fBswitch\fP statement like so:
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143 .PP
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144 .nf
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145 \f(CW case SDL_MOUSEMOTION:\fR
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146 .fi
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147 .PP
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148 All we need do now is read the information out of the \fBmotion\fR member of \fBtest_event\fR\&.
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149 .PP
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150 .nf
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151 \f(CW printf("We got a motion event\&.
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152 ");
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153 printf("Current mouse position is: (%d, %d)
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154 ", test_event\&.motion\&.x, test_event\&.motion\&.y);
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155 break;
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156 default:
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157 printf("Unhandled Event!
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158 ");
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159 break;
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160 }
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161 }
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162 printf("Event queue empty\&.
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163 ");\fR
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164 .fi
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165 .PP
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166 .PP
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167 It is also possible to push events onto the event queue and so use it as a two-way communication path\&. Both \fI\fBSDL_PushEvent\fP\fR and \fI\fBSDL_PeepEvents\fP\fR allow you to place events onto the event queue\&. This is usually used to place a \fBSDL_USEREVENT\fP on the event queue, however you could use it to post fake input events if you wished\&. Creating your own events is a simple matter of choosing the event type you want, setting the \fBtype\fR member and filling the appropriate member structure with information\&.
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168 .PP
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169 .nf
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170 \f(CWSDL_Event user_event;
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171
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172 user_event\&.type=SDL_USEREVENT;
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173 user_event\&.user\&.code=2;
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174 user_event\&.user\&.data1=NULL;
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175 user_event\&.user\&.data2=NULL;
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176 SDL_PushEvent(&user_event);\fR
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177 .fi
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178 .PP
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179 .SH "SEE ALSO"
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180 .PP
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181 \fI\fBSDL_PollEvent\fP\fR, \fI\fBSDL_PushEvent\fP\fR, \fI\fBSDL_PeepEvents\fP\fR
181
e5bc29de3f0a Updated from the SDL Documentation Project
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182 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59