diff touchTest/Iphone Test/touchTestIPhone2/touchTestIPhone/include/SDL_events.h @ 4677:31607094315c

Added Iphone project. Iphone multi-touch is now functional.
author jimtla
date Sat, 31 Jul 2010 01:24:50 +0400
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/touchTest/Iphone Test/touchTestIPhone2/touchTestIPhone/include/SDL_events.h	Sat Jul 31 01:24:50 2010 +0400
@@ -0,0 +1,624 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2010 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/**
+ *  \file SDL_events.h
+ *  
+ *  Include file for SDL event handling.
+ */
+
+#ifndef _SDL_events_h
+#define _SDL_events_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_video.h"
+#include "SDL_keyboard.h"
+#include "SDL_mouse.h"
+#include "SDL_joystick.h"
+#include "SDL_quit.h"
+#include "SDL_gesture.h"
+#include "SDL_touch.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+extern "C" {
+/* *INDENT-ON* */
+#endif
+
+/* General keyboard/mouse state definitions */
+#define SDL_RELEASED	0
+#define SDL_PRESSED	1
+
+/**
+ * \brief The types of events that can be delivered.
+ */
+typedef enum
+{
+    SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */
+
+    /* Application events */
+    SDL_QUIT           = 0x100, /**< User-requested quit */
+
+    /* Window events */
+    SDL_WINDOWEVENT    = 0x200, /**< Window state change */
+    SDL_SYSWMEVENT,             /**< System specific event */
+
+    /* Keyboard events */
+    SDL_KEYDOWN        = 0x300, /**< Keys pressed */
+    SDL_KEYUP,                  /**< Keys released */
+    SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
+    SDL_TEXTINPUT,              /**< Keyboard text input */
+
+    /* Mouse events */
+    SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
+    SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
+    SDL_MOUSEBUTTONUP,          /**< Mouse button released */
+    SDL_MOUSEWHEEL,             /**< Mouse wheel motion */
+
+    /* Tablet or multiple mice input device events */
+    SDL_INPUTMOTION    = 0x500, /**< Input moved */
+    SDL_INPUTBUTTONDOWN,        /**< Input button pressed */
+    SDL_INPUTBUTTONUP,          /**< Input button released */
+    SDL_INPUTWHEEL,             /**< Input wheel motion */
+    SDL_INPUTPROXIMITYIN,       /**< Input pen entered proximity */
+    SDL_INPUTPROXIMITYOUT,      /**< Input pen left proximity */
+
+    /* Joystick events */
+    SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
+    SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
+    SDL_JOYHATMOTION,           /**< Joystick hat position change */
+    SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
+    SDL_JOYBUTTONUP,            /**< Joystick button released */
+
+    /* Touch events */
+    SDL_FINGERDOWN      = 0x700,
+    SDL_FINGERUP,
+    SDL_FINGERMOTION,
+    SDL_TOUCHBUTTONDOWN,
+    SDL_TOUCHBUTTONUP,    
+
+    /* Gesture events */
+    SDL_DOLLARGESTURE   = 0x800,
+    SDL_DOLLARRECORD,
+    SDL_MULTIGESTURE,
+
+    /* Clipboard events */
+
+    SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
+
+    /* Obsolete events */
+    SDL_EVENT_COMPAT1 = 0x7000, /**< SDL 1.2 events for compatibility */
+    SDL_EVENT_COMPAT2,
+    SDL_EVENT_COMPAT3,
+
+
+    /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
+     *  and should be allocated with SDL_RegisterEvents()
+     */
+    SDL_USEREVENT    = 0x8000,
+
+    /**
+     *  This last event is only for bounding internal arrays
+     */
+    SDL_LASTEVENT    = 0xFFFF
+} SDL_EventType;
+
+/**
+ *  \brief Window state change event data (event.window.*)
+ */
+typedef struct SDL_WindowEvent
+{
+    Uint32 type;        /**< ::SDL_WINDOWEVENT */
+    Uint32 windowID;    /**< The associated window */
+    Uint8 event;        /**< ::SDL_WindowEventID */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+    int data1;          /**< event dependent data */
+    int data2;          /**< event dependent data */
+} SDL_WindowEvent;
+
+/**
+ *  \brief Keyboard button event structure (event.key.*)
+ */
+typedef struct SDL_KeyboardEvent
+{
+    Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
+    Uint32 windowID;    /**< The window with keyboard focus, if any */
+    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+    SDL_keysym keysym;  /**< The key that was pressed or released */
+} SDL_KeyboardEvent;
+
+#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
+/**
+ *  \brief Keyboard text editing event structure (event.edit.*)
+ */
+typedef struct SDL_TextEditingEvent
+{
+    Uint32 type;                                /**< ::SDL_TEXTEDITING */
+    Uint32 windowID;                            /**< The window with keyboard focus, if any */
+    char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
+    int start;                                  /**< The start cursor of selected editing text */
+    int length;                                 /**< The length of selected editing text */
+} SDL_TextEditingEvent;
+
+
+#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
+/**
+ *  \brief Keyboard text input event structure (event.text.*)
+ */
+typedef struct SDL_TextInputEvent
+{
+    Uint32 type;                              /**< ::SDL_TEXTINPUT */
+    Uint32 windowID;                          /**< The window with keyboard focus, if any */
+    char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
+} SDL_TextInputEvent;
+
+/**
+ *  \brief Mouse motion event structure (event.motion.*)
+ */
+typedef struct SDL_MouseMotionEvent
+{
+    Uint32 type;        /**< ::SDL_MOUSEMOTION */
+    Uint32 windowID;    /**< The window with mouse focus, if any */
+    Uint8 state;        /**< The current button state */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+    int x;              /**< X coordinate, relative to window */
+    int y;              /**< Y coordinate, relative to window */
+    int xrel;           /**< The relative motion in the X direction */
+    int yrel;           /**< The relative motion in the Y direction */
+} SDL_MouseMotionEvent;
+
+/**
+ *  \brief Mouse button event structure (event.button.*)
+ */
+typedef struct SDL_MouseButtonEvent
+{
+    Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
+    Uint32 windowID;    /**< The window with mouse focus, if any */
+    Uint8 button;       /**< The mouse button index */
+    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
+    Uint8 padding1;
+    Uint8 padding2;
+    int x;              /**< X coordinate, relative to window */
+    int y;              /**< Y coordinate, relative to window */
+} SDL_MouseButtonEvent;
+
+/**
+ *  \brief Mouse wheel event structure (event.wheel.*)
+ */
+typedef struct SDL_MouseWheelEvent
+{
+    Uint32 type;        /**< ::SDL_MOUSEWHEEL */
+    Uint32 windowID;    /**< The window with mouse focus, if any */
+    int x;              /**< The amount scrolled horizontally */
+    int y;              /**< The amount scrolled vertically */
+} SDL_MouseWheelEvent;
+
+/**
+ *  \brief Joystick axis motion event structure (event.jaxis.*)
+ */
+typedef struct SDL_JoyAxisEvent
+{
+    Uint32 type;        /**< ::SDL_JOYAXISMOTION */
+    Uint8 which;        /**< The joystick device index */
+    Uint8 axis;         /**< The joystick axis index */
+    Uint8 padding1;
+    Uint8 padding2;
+    int value;          /**< The axis value (range: -32768 to 32767) */
+} SDL_JoyAxisEvent;
+
+/**
+ *  \brief Joystick trackball motion event structure (event.jball.*)
+ */
+typedef struct SDL_JoyBallEvent
+{
+    Uint32 type;        /**< ::SDL_JOYBALLMOTION */
+    Uint8 which;        /**< The joystick device index */
+    Uint8 ball;         /**< The joystick trackball index */
+    Uint8 padding1;
+    Uint8 padding2;
+    int xrel;           /**< The relative motion in the X direction */
+    int yrel;           /**< The relative motion in the Y direction */
+} SDL_JoyBallEvent;
+
+/**
+ *  \brief Joystick hat position change event structure (event.jhat.*)
+ */
+typedef struct SDL_JoyHatEvent
+{
+    Uint32 type;        /**< ::SDL_JOYHATMOTION */
+    Uint8 which;        /**< The joystick device index */
+    Uint8 hat;          /**< The joystick hat index */
+    Uint8 value;        /**< The hat position value.
+                         *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
+                         *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
+                         *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
+                         *   
+                         *   Note that zero means the POV is centered.
+                         */
+    Uint8 padding1;
+} SDL_JoyHatEvent;
+
+/**
+ *  \brief Joystick button event structure (event.jbutton.*)
+ */
+typedef struct SDL_JoyButtonEvent
+{
+    Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
+    Uint8 which;        /**< The joystick device index */
+    Uint8 button;       /**< The joystick button index */
+    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
+    Uint8 padding1;
+} SDL_JoyButtonEvent;
+
+
+/**
+ *  \brief Touch finger motion/finger event structure (event.tmotion.*)
+ */
+typedef struct SDL_TouchFingerEvent
+{
+    Uint32 type;        /**< ::SDL_FINGERMOTION OR 
+			   SDL_FINGERDOWN OR SDL_FINGERUP*/
+    Uint32 windowID;    /**< The window with mouse focus, if any */
+    long touchId;        /**< The touch device id */
+    long fingerId;
+    Uint8 state;        /**< The current button state */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+    float x;
+    float y;
+    int pressure;
+} SDL_TouchFingerEvent;
+
+
+/**
+ *  \brief Touch finger motion/finger event structure (event.tmotion.*)
+ */
+typedef struct SDL_TouchButtonEvent
+{
+    Uint32 type;        /**< ::SDL_TOUCHBUTTONUP OR SDL_TOUCHBUTTONDOWN */
+    Uint32 windowID;    /**< The window with mouse focus, if any */
+    long touchId;        /**< The touch device index */
+    Uint8 state;        /**< The current button state */
+    Uint8 button;        /**< The button changing state */
+    Uint8 padding1;
+    Uint8 padding2;
+} SDL_TouchButtonEvent;
+
+
+
+/**
+ *  \brief Multiple Finger Gesture Event
+ */
+typedef struct SDL_MultiGestureEvent
+{
+    Uint32 type;        /**< ::SDL_MULTIGESTURE */
+    Uint32 windowID;    /**< The window with mouse focus, if any */
+    long touchId;        /**< The touch device index */
+    float dTheta;
+    float dDist;
+    float x;  //currently 0...1. Change to screen coords?
+    float y;  
+
+} SDL_MultiGestureEvent;
+
+typedef struct SDL_DollarGestureEvent
+{
+    Uint32 type;        /**< ::SDL_DOLLARGESTURE */
+    Uint32 windowID;    /**< The window with mouse focus, if any */
+    long touchId;        /**< The touch device index */
+    unsigned long gestureId;
+    float error;
+  /*
+    //TODO: Enable to give location?
+    float x;  //currently 0...1. Change to screen coords?
+    float y;  
+  */
+} SDL_DollarGestureEvent;
+
+
+
+
+/**
+ *  \brief The "quit requested" event
+ */
+typedef struct SDL_QuitEvent
+{
+    Uint32 type;        /**< ::SDL_QUIT */
+} SDL_QuitEvent;
+
+/**
+ *  \brief A user-defined event type (event.user.*)
+ */
+typedef struct SDL_UserEvent
+{
+    Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_NUMEVENTS-1 */
+    Uint32 windowID;    /**< The associated window if any */
+    int code;           /**< User defined event code */
+    void *data1;        /**< User defined data pointer */
+    void *data2;        /**< User defined data pointer */
+} SDL_UserEvent;
+
+struct SDL_SysWMmsg;
+typedef struct SDL_SysWMmsg SDL_SysWMmsg;
+
+/**
+ *  \brief A video driver dependent system event (event.syswm.*)
+ *  
+ *  \note If you want to use this event, you should include SDL_syswm.h.
+ */
+typedef struct SDL_SysWMEvent
+{
+    Uint32 type;        /**< ::SDL_SYSWMEVENT */
+    SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
+} SDL_SysWMEvent;
+
+#ifndef SDL_NO_COMPAT
+/**
+ *  \addtogroup Compatibility 
+ */
+/*@{*/
+
+/**
+ *  \name Typedefs for backwards compatibility
+ */
+/*@{*/
+typedef struct SDL_ActiveEvent
+{
+    Uint32 type;
+    Uint8 gain;
+    Uint8 state;
+} SDL_ActiveEvent;
+
+typedef struct SDL_ResizeEvent
+{
+    Uint32 type;
+    int w;
+    int h;
+} SDL_ResizeEvent;
+/*@}*/
+
+/*@}*//*Compatibility*/
+#endif
+
+/**
+ *  \brief General event structure
+ */
+typedef union SDL_Event
+{
+    Uint32 type;                    /**< Event type, shared with all events */
+    SDL_WindowEvent window;         /**< Window event data */
+    SDL_KeyboardEvent key;          /**< Keyboard event data */
+    SDL_TextEditingEvent edit;      /**< Text editing event data */
+    SDL_TextInputEvent text;        /**< Text input event data */
+    SDL_MouseMotionEvent motion;    /**< Mouse motion event data */
+    SDL_MouseButtonEvent button;    /**< Mouse button event data */
+    SDL_MouseWheelEvent wheel;      /**< Mouse wheel event data */
+    SDL_JoyAxisEvent jaxis;         /**< Joystick axis event data */
+    SDL_JoyBallEvent jball;         /**< Joystick ball event data */
+    SDL_JoyHatEvent jhat;           /**< Joystick hat event data */
+    SDL_JoyButtonEvent jbutton;     /**< Joystick button event data */
+    SDL_QuitEvent quit;             /**< Quit request event data */
+    SDL_UserEvent user;             /**< Custom event data */
+    SDL_SysWMEvent syswm;           /**< System dependent window event data */
+    SDL_TouchFingerEvent tfinger;   /**< Touch finger event data */
+    SDL_TouchButtonEvent tbutton;   /**< Touch button event data */
+    SDL_MultiGestureEvent mgesture; /**< Multi Finger Gesture data*/
+    SDL_DollarGestureEvent dgesture; /**< Multi Finger Gesture data*/
+
+    /** Temporarily here for backwards compatibility */
+    /*@{*/
+#ifndef SDL_NO_COMPAT
+    SDL_ActiveEvent active;
+    SDL_ResizeEvent resize;
+#endif
+    /*@}*/
+} SDL_Event;
+
+
+/* Function prototypes */
+
+/**
+ *  Pumps the event loop, gathering events from the input devices.
+ *  
+ *  This function updates the event queue and internal input device state.
+ *  
+ *  This should only be run in the thread that sets the video mode.
+ */
+extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
+
+/*@{*/
+typedef enum
+{
+    SDL_ADDEVENT,
+    SDL_PEEKEVENT,
+    SDL_GETEVENT
+} SDL_eventaction;
+
+/**
+ *  Checks the event queue for messages and optionally returns them.
+ *  
+ *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
+ *  the back of the event queue.
+ *  
+ *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
+ *  of the event queue, matching \c mask, will be returned and will not
+ *  be removed from the queue.
+ *  
+ *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front 
+ *  of the event queue, matching \c mask, will be returned and will be
+ *  removed from the queue.
+ *  
+ *  \return The number of events actually stored, or -1 if there was an error.
+ *  
+ *  This function is thread-safe.
+ */
+extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
+                                           SDL_eventaction action,
+                                           Uint32 minType, Uint32 maxType);
+/*@}*/
+
+/**
+ *  Checks to see if certain event types are in the event queue.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
+extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
+
+/**
+ *  This function clears events from the event queue
+ */
+extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
+extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
+
+/**
+ *  \brief Polls for currently pending events.
+ *  
+ *  \return 1 if there are any pending events, or 0 if there are none available.
+ *  
+ *  \param event If not NULL, the next event is removed from the queue and 
+ *               stored in that area.
+ */
+extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
+
+/**
+ *  \brief Waits indefinitely for the next available event.
+ *  
+ *  \return 1, or 0 if there was an error while waiting for events.
+ *   
+ *  \param event If not NULL, the next event is removed from the queue and 
+ *               stored in that area.
+ */
+extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
+
+/**
+ *  \brief Waits until the specified timeout (in milliseconds) for the next 
+ *         available event.
+ *  
+ *  \return 1, or 0 if there was an error while waiting for events.
+ *  
+ *  \param event If not NULL, the next event is removed from the queue and 
+ *               stored in that area.
+ */
+extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
+                                                 int timeout);
+
+/**
+ *  \brief Add an event to the event queue.
+ *  
+ *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue 
+ *          was full or there was some other error.
+ */
+extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
+
+typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
+
+/**
+ *  Sets up a filter to process all events before they change internal state and
+ *  are posted to the internal event queue.
+ *  
+ *  The filter is protypted as:
+ *  \code
+ *      int SDL_EventFilter(void *userdata, SDL_Event * event);
+ *  \endcode
+ *
+ *  If the filter returns 1, then the event will be added to the internal queue.
+ *  If it returns 0, then the event will be dropped from the queue, but the 
+ *  internal state will still be updated.  This allows selective filtering of
+ *  dynamically arriving events.
+ *  
+ *  \warning  Be very careful of what you do in the event filter function, as 
+ *            it may run in a different thread!
+ *  
+ *  There is one caveat when dealing with the ::SDL_QUITEVENT event type.  The
+ *  event filter is only called when the window manager desires to close the
+ *  application window.  If the event filter returns 1, then the window will
+ *  be closed, otherwise the window will remain open if possible.
+ *
+ *  If the quit event is generated by an interrupt signal, it will bypass the
+ *  internal queue and be delivered to the application at the next event poll.
+ */
+extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
+                                                void *userdata);
+
+/**
+ *  Return the current event filter - can be used to "chain" filters.
+ *  If there is no event filter set, this function returns SDL_FALSE.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
+                                                    void **userdata);
+
+/**
+ *  Run the filter function on the current event queue, removing any
+ *  events for which the filter returns 0.
+ */
+extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
+                                              void *userdata);
+
+/*@{*/
+#define SDL_QUERY	-1
+#define SDL_IGNORE	 0
+#define SDL_DISABLE	 0
+#define SDL_ENABLE	 1
+
+/**
+ *  This function allows you to set the state of processing certain events.
+ *   - If \c state is set to ::SDL_IGNORE, that event will be automatically 
+ *     dropped from the event queue and will not event be filtered.
+ *   - If \c state is set to ::SDL_ENABLE, that event will be processed 
+ *     normally.
+ *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the 
+ *     current processing state of the specified event.
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
+/*@}*/
+#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
+
+/**
+ *  This function allocates a set of user-defined events, and returns
+ *  the beginning event number for that set of events.
+ *
+ *  If there aren't enough user-defined events left, this function
+ *  returns (Uint32)-1
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+/* *INDENT-OFF* */
+}
+/* *INDENT-ON* */
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_events_h */
+
+/* vi: set ts=4 sw=4 expandtab: */