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view include/SDL_events.h @ 5048:187d7d446306
PS3 Linux is no more...
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 19 Jan 2011 22:25:40 -0800 |
parents | 22751715e11a |
children | 25d4feb7c127 |
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/* 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, /**< Key pressed */ SDL_KEYUP, /**< Key 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 repeat; /**< Non-zero if this is a key repeat */ 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 */ SDL_TouchID touchId; /**< The touch device id */ SDL_FingerID fingerId; Uint8 state; /**< The current button state */ Uint8 padding1; Uint8 padding2; Uint8 padding3; Uint16 x; Uint16 y; Sint16 dx; Sint16 dy; Uint16 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 */ SDL_TouchID 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 (event.mgesture.*) */ typedef struct SDL_MultiGestureEvent { Uint32 type; /**< ::SDL_MULTIGESTURE */ Uint32 windowID; /**< The window with mouse focus, if any */ SDL_TouchID touchId; /**< The touch device index */ float dTheta; float dDist; float x; //currently 0...1. Change to screen coords? float y; Uint16 numFingers; Uint16 padding; } SDL_MultiGestureEvent; /* (event.dgesture.*) */ typedef struct SDL_DollarGestureEvent { Uint32 type; /**< ::SDL_DOLLARGESTURE */ Uint32 windowID; /**< The window with mouse focus, if any */ SDL_TouchID touchId; /**< The touch device index */ SDL_GestureID gestureId; Uint32 numFingers; 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, within the specified minimum and maximum type, * 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, within the specified minimum and maximum type, * 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: */