view docs/man3/SDL_Event.3 @ 1135:cf6133247d34

Mac Classic and CodeWarrior patches. --ryan. From: =?ISO-8859-1?Q?Anders_F_Bj=F6rklund?= <afb@algonet.se> Subject: Re: [SDL] Updated Mac patch Date: Tue, 6 Sep 2005 15:21:27 +0200 To: A list for developers using the SDL library <sdl@libsdl.org> Earlier, I wrote: > Updated the previous Mac patch to disable Carbon by default. > Also "fixed" the SDL.spec again, so that it builds on Darwin. > > http://www.algonet.se/~afb/SDL-1.2.9-mac.patch > Also applied fine to SDL12 CVS, when I tried it. > > Haven't completed any new packaging or projects for Xcode/PB, > but it seems to build and install fine here (in development). Tested the new patch to build with old CodeWarrior and MPW, and it seems it needed some hacks with those old headers... Just in case you want to support the archeological versions - here is a small add-on to the above patch, to fix those... http://www.algonet.se/~afb/SDL-1.2.9-classic.patch I couldn't get the old CW5 projects to build without a few modifications - such as deleting the stray old header in: "CWprojects/Support/Carbon/Include/ConditionalMacros.h" ? But I updated both projects to CW6 too and built for Carbon, and it ran all of the Mac test projects without any problems. The MPW file seems to have compiled, with a small order change. As long as you're still shipping the CWProjects and MPWmake with the download, they should probably be updated/fixed ? (another "solution" would of course be to just delete them) I'll post my new projects along with the new Xcode projects later on, along with XML exports of the various .mcp files. (CW5 builds for Classic / "PPC", and CW6 builds for Carbon) It'll be packaged as a part of the next SpriteWorld X release... http://spriteworldx.sourceforge.net/ [Classic/Carbon/Win/X11] --anders
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 08 Sep 2005 06:34:28 +0000
parents e5bc29de3f0a
children 85cbe9c892f4
line wrap: on
line source

.TH "SDL_Event" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_Event\- General event structure
.SH "STRUCTURE DEFINITION"
.PP
.nf
\f(CWtypedef union{
  Uint8 type;
  SDL_ActiveEvent active;
  SDL_KeyboardEvent key;
  SDL_MouseMotionEvent motion;
  SDL_MouseButtonEvent button;
  SDL_JoyAxisEvent jaxis;
  SDL_JoyBallEvent jball;
  SDL_JoyHatEvent jhat;
  SDL_JoyButtonEvent jbutton;
  SDL_ResizeEvent resize;
  SDL_ExposeEvent expose;
  SDL_QuitEvent quit;
  SDL_UserEvent user;
  SDL_SywWMEvent syswm;
} SDL_Event;\fR
.fi
.PP
.SH "STRUCTURE DATA"
.TP 20
\fBtype\fR
The type of event
.TP 20
\fBactive\fR
\fIActivation event\fR
.TP 20
\fBkey\fR
\fIKeyboard event\fR
.TP 20
\fBmotion\fR
\fIMouse motion event\fR
.TP 20
\fBbutton\fR
\fIMouse button event\fR
.TP 20
\fBjaxis\fR
\fIJoystick axis motion event\fR
.TP 20
\fBjball\fR
\fIJoystick trackball motion event\fR
.TP 20
\fBjhat\fR
\fIJoystick hat motion event\fR
.TP 20
\fBjbutton\fR
\fIJoystick button event\fR
.TP 20
\fBresize\fR
\fIApplication window resize event\fR
.TP 20
\fBexpose\fR
\fIApplication window expose event\fR
.TP 20
\fBquit\fR
\fIApplication quit request event\fR
.TP 20
\fBuser\fR
\fIUser defined event\fR
.TP 20
\fBsyswm\fR
\fIUndefined window manager event\fR
.SH "DESCRIPTION"
.PP
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\&.
.PP
.TP 20
\fBEvent \fBtype\fR\fR
\fBEvent Structure\fR
.TP 20
\fBSDL_ACTIVEEVENT\fP
\fI\fBSDL_ActiveEvent\fR\fR
.TP 20
\fBSDL_KEYDOWN/UP\fP
\fI\fBSDL_KeyboardEvent\fR\fR
.TP 20
\fBSDL_MOUSEMOTION\fP
\fI\fBSDL_MouseMotionEvent\fR\fR
.TP 20
\fBSDL_MOUSEBUTTONDOWN/UP\fP
\fI\fBSDL_MouseButtonEvent\fR\fR
.TP 20
\fBSDL_JOYAXISMOTION\fP
\fI\fBSDL_JoyAxisEvent\fR\fR
.TP 20
\fBSDL_JOYBALLMOTION\fP
\fI\fBSDL_JoyBallEvent\fR\fR
.TP 20
\fBSDL_JOYHATMOTION\fP
\fI\fBSDL_JoyHatEvent\fR\fR
.TP 20
\fBSDL_JOYBUTTONDOWN/UP\fP
\fI\fBSDL_JoyButtonEvent\fR\fR
.TP 20
\fBSDL_QUIT\fP
\fI\fBSDL_QuitEvent\fR\fR
.TP 20
\fBSDL_SYSWMEVENT\fP
\fI\fBSDL_SysWMEvent\fR\fR
.TP 20
\fBSDL_VIDEORESIZE\fP
\fI\fBSDL_ResizeEvent\fR\fR
.TP 20
\fBSDL_VIDEOEXPOSE\fP
\fI\fBSDL_ExposeEvent\fR\fR
.TP 20
\fBSDL_USEREVENT\fP
\fI\fBSDL_UserEvent\fR\fR
.SH "USE"
.PP
The \fBSDL_Event\fR structure has two uses
.IP "   \(bu" 6
Reading events on the event queue
.IP "   \(bu" 6
Placing events on the event queue
.PP
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\&.
.PP
First off, we create an empty \fBSDL_Event\fR structure\&. 
.PP
.nf
\f(CWSDL_Event test_event;\fR
.fi
.PP
 \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\&. 
.PP
.nf
\f(CWwhile(SDL_PollEvent(&test_event)) {\fR
.fi
.PP
 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\&. 
.PP
.nf
\f(CW  switch(test_event\&.type) {\fR
.fi
.PP
 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: 
.PP
.nf
\f(CW    case SDL_MOUSEMOTION:\fR
.fi
.PP
 All we need do now is read the information out of the \fBmotion\fR member of \fBtest_event\fR\&. 
.PP
.nf
\f(CW      printf("We got a motion event\&.
");
      printf("Current mouse position is: (%d, %d)
", test_event\&.motion\&.x, test_event\&.motion\&.y);
      break;
    default:
      printf("Unhandled Event!
");
      break;
  }
}
printf("Event queue empty\&.
");\fR
.fi
.PP
.PP
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\&. 
.PP
.nf
\f(CWSDL_Event user_event;

user_event\&.type=SDL_USEREVENT;
user_event\&.user\&.code=2;
user_event\&.user\&.data1=NULL;
user_event\&.user\&.data2=NULL;
SDL_PushEvent(&user_event);\fR
.fi
.PP
.SH "SEE ALSO"
.PP
\fI\fBSDL_PollEvent\fP\fR, \fI\fBSDL_PushEvent\fP\fR, \fI\fBSDL_PeepEvents\fP\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59