First version of Ryan Gorodon's SDL work:
16:24 < icculus> check that in, someone will fix it. :)
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31 changed files with 7099 additions and 1 deletions
335
code/unix/SDL12/include/SDL_events.h
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code/unix/SDL12/include/SDL_events.h
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/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License as published by the Free Software Foundation; either
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version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public
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License along with this library; if not, write to the Free
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#ifdef SAVE_RCSID
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static char rcsid =
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"@(#) $Id: SDL_events.h,v 1.6 2002/04/11 14:35:13 slouken Exp $";
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#endif
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/* Include file for SDL event handling */
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#ifndef _SDL_events_h
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#define _SDL_events_h
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#include "SDL_types.h"
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#include "SDL_active.h"
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#include "SDL_keyboard.h"
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#include "SDL_mouse.h"
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#include "SDL_joystick.h"
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#include "SDL_quit.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Event enumerations */
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enum { SDL_NOEVENT = 0, /* Unused (do not remove) */
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SDL_ACTIVEEVENT, /* Application loses/gains visibility */
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SDL_KEYDOWN, /* Keys pressed */
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SDL_KEYUP, /* Keys released */
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SDL_MOUSEMOTION, /* Mouse moved */
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SDL_MOUSEBUTTONDOWN, /* Mouse button pressed */
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SDL_MOUSEBUTTONUP, /* Mouse button released */
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SDL_JOYAXISMOTION, /* Joystick axis motion */
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SDL_JOYBALLMOTION, /* Joystick trackball motion */
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SDL_JOYHATMOTION, /* Joystick hat position change */
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SDL_JOYBUTTONDOWN, /* Joystick button pressed */
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SDL_JOYBUTTONUP, /* Joystick button released */
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SDL_QUIT, /* User-requested quit */
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SDL_SYSWMEVENT, /* System specific event */
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SDL_EVENT_RESERVEDA, /* Reserved for future use.. */
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SDL_EVENT_RESERVEDB, /* Reserved for future use.. */
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SDL_VIDEORESIZE, /* User resized video mode */
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SDL_VIDEOEXPOSE, /* Screen needs to be redrawn */
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SDL_EVENT_RESERVED2, /* Reserved for future use.. */
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SDL_EVENT_RESERVED3, /* Reserved for future use.. */
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SDL_EVENT_RESERVED4, /* Reserved for future use.. */
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SDL_EVENT_RESERVED5, /* Reserved for future use.. */
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SDL_EVENT_RESERVED6, /* Reserved for future use.. */
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SDL_EVENT_RESERVED7, /* Reserved for future use.. */
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/* Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
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SDL_USEREVENT = 24,
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/* This last event is only for bounding internal arrays
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It is the number of bits in the event mask datatype -- Uint32
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*/
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SDL_NUMEVENTS = 32
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};
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/* Predefined event masks */
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#define SDL_EVENTMASK(X) (1<<(X))
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enum {
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SDL_ACTIVEEVENTMASK = SDL_EVENTMASK(SDL_ACTIVEEVENT),
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SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN),
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SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP),
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SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
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SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
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SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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SDL_MOUSEEVENTMASK = SDL_EVENTMASK(SDL_MOUSEMOTION)|
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SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)|
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SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION),
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SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION),
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SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION),
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SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
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SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
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SDL_JOYEVENTMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION)|
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SDL_EVENTMASK(SDL_JOYBALLMOTION)|
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SDL_EVENTMASK(SDL_JOYHATMOTION)|
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SDL_EVENTMASK(SDL_JOYBUTTONDOWN)|
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SDL_EVENTMASK(SDL_JOYBUTTONUP),
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SDL_VIDEORESIZEMASK = SDL_EVENTMASK(SDL_VIDEORESIZE),
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SDL_VIDEOEXPOSEMASK = SDL_EVENTMASK(SDL_VIDEOEXPOSE),
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SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT),
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SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT)
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};
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#define SDL_ALLEVENTS 0xFFFFFFFF
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/* Application visibility event structure */
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typedef struct {
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Uint8 type; /* SDL_ACTIVEEVENT */
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Uint8 gain; /* Whether given states were gained or lost (1/0) */
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Uint8 state; /* A mask of the focus states */
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} SDL_ActiveEvent;
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/* Keyboard event structure */
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typedef struct {
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Uint8 type; /* SDL_KEYDOWN or SDL_KEYUP */
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Uint8 which; /* The keyboard device index */
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Uint8 state; /* SDL_PRESSED or SDL_RELEASED */
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SDL_keysym keysym;
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} SDL_KeyboardEvent;
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/* Mouse motion event structure */
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typedef struct {
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Uint8 type; /* SDL_MOUSEMOTION */
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Uint8 which; /* The mouse device index */
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Uint8 state; /* The current button state */
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Uint16 x, y; /* The X/Y coordinates of the mouse */
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Sint16 xrel; /* The relative motion in the X direction */
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Sint16 yrel; /* The relative motion in the Y direction */
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} SDL_MouseMotionEvent;
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/* Mouse button event structure */
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typedef struct {
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Uint8 type; /* SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
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Uint8 which; /* The mouse device index */
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Uint8 button; /* The mouse button index */
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Uint8 state; /* SDL_PRESSED or SDL_RELEASED */
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Uint16 x, y; /* The X/Y coordinates of the mouse at press time */
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} SDL_MouseButtonEvent;
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/* Joystick axis motion event structure */
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typedef struct {
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Uint8 type; /* SDL_JOYAXISMOTION */
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Uint8 which; /* The joystick device index */
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Uint8 axis; /* The joystick axis index */
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Sint16 value; /* The axis value (range: -32768 to 32767) */
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} SDL_JoyAxisEvent;
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/* Joystick trackball motion event structure */
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typedef struct {
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Uint8 type; /* SDL_JOYBALLMOTION */
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Uint8 which; /* The joystick device index */
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Uint8 ball; /* The joystick trackball index */
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Sint16 xrel; /* The relative motion in the X direction */
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Sint16 yrel; /* The relative motion in the Y direction */
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} SDL_JoyBallEvent;
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/* Joystick hat position change event structure */
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typedef struct {
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Uint8 type; /* SDL_JOYHATMOTION */
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Uint8 which; /* The joystick device index */
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Uint8 hat; /* The joystick hat index */
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Uint8 value; /* The hat position value:
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8 1 2
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7 0 3
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6 5 4
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Note that zero means the POV is centered.
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*/
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} SDL_JoyHatEvent;
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/* Joystick button event structure */
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typedef struct {
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Uint8 type; /* SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
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Uint8 which; /* The joystick device index */
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Uint8 button; /* The joystick button index */
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Uint8 state; /* SDL_PRESSED or SDL_RELEASED */
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} SDL_JoyButtonEvent;
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/* The "window resized" event
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When you get this event, you are responsible for setting a new video
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mode with the new width and height.
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*/
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typedef struct {
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Uint8 type; /* SDL_VIDEORESIZE */
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int w; /* New width */
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int h; /* New height */
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} SDL_ResizeEvent;
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/* The "screen redraw" event */
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typedef struct {
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Uint8 type; /* SDL_VIDEOEXPOSE */
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} SDL_ExposeEvent;
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/* The "quit requested" event */
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typedef struct {
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Uint8 type; /* SDL_QUIT */
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} SDL_QuitEvent;
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/* A user-defined event type */
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typedef struct {
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Uint8 type; /* SDL_USEREVENT through SDL_NUMEVENTS-1 */
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int code; /* User defined event code */
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void *data1; /* User defined data pointer */
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void *data2; /* User defined data pointer */
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} SDL_UserEvent;
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/* If you want to use this event, you should include SDL_syswm.h */
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struct SDL_SysWMmsg;
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typedef struct SDL_SysWMmsg SDL_SysWMmsg;
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typedef struct {
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Uint8 type;
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SDL_SysWMmsg *msg;
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} SDL_SysWMEvent;
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/* General event structure */
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typedef union {
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Uint8 type;
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SDL_ActiveEvent active;
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SDL_KeyboardEvent key;
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SDL_MouseMotionEvent motion;
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SDL_MouseButtonEvent button;
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SDL_JoyAxisEvent jaxis;
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SDL_JoyBallEvent jball;
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SDL_JoyHatEvent jhat;
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SDL_JoyButtonEvent jbutton;
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SDL_ResizeEvent resize;
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SDL_ExposeEvent expose;
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SDL_QuitEvent quit;
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SDL_UserEvent user;
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SDL_SysWMEvent syswm;
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} SDL_Event;
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/* Function prototypes */
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/* Pumps the event loop, gathering events from the input devices.
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This function updates the event queue and internal input device state.
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This should only be run in the thread that sets the video mode.
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*/
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extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
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/* Checks the event queue for messages and optionally returns them.
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If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
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the back of the event queue.
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If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
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of the event queue, matching 'mask', will be returned and will not
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be removed from the queue.
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If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
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of the event queue, matching 'mask', will be returned and will be
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removed from the queue.
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This function returns the number of events actually stored, or -1
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if there was an error. This function is thread-safe.
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*/
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typedef enum {
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SDL_ADDEVENT,
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SDL_PEEKEVENT,
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SDL_GETEVENT
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} SDL_eventaction;
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/* */
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extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents,
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SDL_eventaction action, Uint32 mask);
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/* Polls for currently pending events, and returns 1 if there are any pending
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events, or 0 if there are none available. If 'event' is not NULL, the next
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event is removed from the queue and stored in that area.
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*/
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extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event *event);
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/* Waits indefinitely for the next available event, returning 1, or 0 if there
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was an error while waiting for events. If 'event' is not NULL, the next
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event is removed from the queue and stored in that area.
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*/
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extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
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/* Add an event to the event queue.
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This function returns 0 if the event queue was full, or -1
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if there was some other error. Returns 1 on success.
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*/
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extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event);
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/*
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This function sets up a filter to process all events before they
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change internal state and are posted to the internal event queue.
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The filter is protypted as:
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*/
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typedef int (*SDL_EventFilter)(const SDL_Event *event);
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/*
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If the filter returns 1, then the event will be added to the internal queue.
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If it returns 0, then the event will be dropped from the queue, but the
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internal state will still be updated. This allows selective filtering of
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dynamically arriving events.
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WARNING: Be very careful of what you do in the event filter function, as
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it may run in a different thread!
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There is one caveat when dealing with the SDL_QUITEVENT event type. The
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event filter is only called when the window manager desires to close the
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application window. If the event filter returns 1, then the window will
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be closed, otherwise the window will remain open if possible.
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If the quit event is generated by an interrupt signal, it will bypass the
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internal queue and be delivered to the application at the next event poll.
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*/
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extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter);
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/*
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Return the current event filter - can be used to "chain" filters.
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If there is no event filter set, this function returns NULL.
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*/
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extern DECLSPEC SDL_EventFilter SDLCALL SDL_GetEventFilter(void);
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/*
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This function allows you to set the state of processing certain events.
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If 'state' is set to SDL_IGNORE, that event will be automatically dropped
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from the event queue and will not event be filtered.
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If 'state' is set to SDL_ENABLE, that event will be processed normally.
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If 'state' is set to SDL_QUERY, SDL_EventState() will return the
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current processing state of the specified event.
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*/
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#define SDL_QUERY -1
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#define SDL_IGNORE 0
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#define SDL_DISABLE 0
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#define SDL_ENABLE 1
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extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _SDL_events_h */
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