Update SDL2 headers... oops

This commit is contained in:
Tim Angus 2013-08-20 18:30:56 +01:00
parent 32a859c680
commit 273b9ab77e
72 changed files with 2608 additions and 2538 deletions

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@ -21,7 +21,7 @@
/**
* \file SDL_events.h
*
*
* Include file for SDL event handling.
*/
@ -42,14 +42,12 @@
#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
#define SDL_RELEASED 0
#define SDL_PRESSED 1
/**
* \brief The types of events that can be delivered.
@ -61,6 +59,32 @@ typedef enum
/* Application events */
SDL_QUIT = 0x100, /**< User-requested quit */
/* These application events have special meaning on iOS, see README-ios.txt for details */
SDL_APP_TERMINATING, /**< The application is being terminated by the OS
Called on iOS in applicationWillTerminate()
Called on Android in onDestroy()
*/
SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
Called on iOS in applicationDidReceiveMemoryWarning()
Called on Android in onLowMemory()
*/
SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
Called on iOS in applicationWillResignActive()
Called on Android in onPause()
*/
SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
Called on iOS in applicationDidEnterBackground()
Called on Android in onPause()
*/
SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
Called on iOS in applicationWillEnterForeground()
Called on Android in onResume()
*/
SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
Called on iOS in applicationDidBecomeActive()
Called on Android in onResume()
*/
/* Window events */
SDL_WINDOWEVENT = 0x200, /**< Window state change */
SDL_SYSWMEVENT, /**< System specific event */
@ -77,14 +101,6 @@ typedef enum
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 */
@ -94,19 +110,18 @@ typedef enum
SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
/* Game controller events */
SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
/* Game controller events */
SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
/* Touch events */
SDL_FINGERDOWN = 0x700,
SDL_FINGERUP,
SDL_FINGERMOTION,
SDL_TOUCHBUTTONDOWN,
SDL_TOUCHBUTTONUP,
/* Gesture events */
SDL_DOLLARGESTURE = 0x800,
@ -130,6 +145,15 @@ typedef enum
SDL_LASTEVENT = 0xFFFF
} SDL_EventType;
/**
* \brief Fields shared by every event
*/
typedef struct SDL_CommonEvent
{
Uint32 type;
Uint32 timestamp;
} SDL_CommonEvent;
/**
* \brief Window state change event data (event.window.*)
*/
@ -142,8 +166,8 @@ typedef struct SDL_WindowEvent
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
int data1; /**< event dependent data */
int data2; /**< event dependent data */
Sint32 data1; /**< event dependent data */
Sint32 data2; /**< event dependent data */
} SDL_WindowEvent;
/**
@ -171,8 +195,8 @@ typedef struct SDL_TextEditingEvent
Uint32 timestamp;
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 */
Sint32 start; /**< The start cursor of selected editing text */
Sint32 length; /**< The length of selected editing text */
} SDL_TextEditingEvent;
@ -196,14 +220,12 @@ typedef struct SDL_MouseMotionEvent
Uint32 type; /**< ::SDL_MOUSEMOTION */
Uint32 timestamp;
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 */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Uint32 state; /**< The current button state */
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
Sint32 xrel; /**< The relative motion in the X direction */
Sint32 yrel; /**< The relative motion in the Y direction */
} SDL_MouseMotionEvent;
/**
@ -214,12 +236,13 @@ typedef struct SDL_MouseButtonEvent
Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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 */
Sint32 x; /**< X coordinate, relative to window */
Sint32 y; /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;
/**
@ -230,8 +253,9 @@ typedef struct SDL_MouseWheelEvent
Uint32 type; /**< ::SDL_MOUSEWHEEL */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
int x; /**< The amount scrolled horizontally */
int y; /**< The amount scrolled vertically */
Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
Sint32 x; /**< The amount scrolled horizontally */
Sint32 y; /**< The amount scrolled vertically */
} SDL_MouseWheelEvent;
/**
@ -241,11 +265,13 @@ typedef struct SDL_JoyAxisEvent
{
Uint32 type; /**< ::SDL_JOYAXISMOTION */
Uint32 timestamp;
Uint8 which; /**< The joystick instance id */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The joystick axis index */
Uint8 padding1;
Uint8 padding2;
int value; /**< The axis value (range: -32768 to 32767) */
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_JoyAxisEvent;
/**
@ -255,12 +281,13 @@ typedef struct SDL_JoyBallEvent
{
Uint32 type; /**< ::SDL_JOYBALLMOTION */
Uint32 timestamp;
Uint8 which; /**< The joystick instance id */
SDL_JoystickID which; /**< The joystick instance id */
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 */
Uint8 padding3;
Sint16 xrel; /**< The relative motion in the X direction */
Sint16 yrel; /**< The relative motion in the Y direction */
} SDL_JoyBallEvent;
/**
@ -270,16 +297,17 @@ typedef struct SDL_JoyHatEvent
{
Uint32 type; /**< ::SDL_JOYHATMOTION */
Uint32 timestamp;
Uint8 which; /**< The joystick instance id */
SDL_JoystickID which; /**< The joystick instance id */
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;
Uint8 padding2;
} SDL_JoyHatEvent;
/**
@ -289,10 +317,11 @@ typedef struct SDL_JoyButtonEvent
{
Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
Uint32 timestamp;
Uint8 which; /**< The joystick instance id */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The joystick button index */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 padding1;
Uint8 padding2;
} SDL_JoyButtonEvent;
/**
@ -300,9 +329,9 @@ typedef struct SDL_JoyButtonEvent
*/
typedef struct SDL_JoyDeviceEvent
{
Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
Uint32 timestamp;
Uint32 which; /**< The joystick device index for ADD, instance_id for REMOVE*/
Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
Uint32 timestamp;
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
} SDL_JoyDeviceEvent;
@ -313,9 +342,13 @@ typedef struct SDL_ControllerAxisEvent
{
Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
Uint32 timestamp;
Uint8 which; /**< The joystick instance id */
SDL_CONTROLLER_AXIS axis; /**< The joystick axis index */
int value; /**< The axis value (range: -32768 to 32767) */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_ControllerAxisEvent;
@ -326,9 +359,11 @@ typedef struct SDL_ControllerButtonEvent
{
Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
Uint32 timestamp;
Uint8 which; /**< The joystick instance id */
SDL_CONTROLLER_BUTTON button; /**< The joystick button index */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The controller button (SDL_GameControllerButton) */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
Uint8 padding1;
Uint8 padding2;
} SDL_ControllerButtonEvent;
@ -337,51 +372,29 @@ typedef struct SDL_ControllerButtonEvent
*/
typedef struct SDL_ControllerDeviceEvent
{
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED or ::SDL_CONTROLLERDEVICEREMOVED */
Uint32 timestamp;
Uint32 which; /**< The joystick device index for ADD, instance_id for REMOVE*/
Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
Uint32 timestamp;
Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
} SDL_ControllerDeviceEvent;
/**
* \brief Touch finger motion/finger event structure (event.tfinger.*)
* \brief Touch finger event structure (event.tfinger.*)
*/
typedef struct SDL_TouchFingerEvent
{
Uint32 type; /**< ::SDL_FINGERMOTION OR
SDL_FINGERDOWN OR SDL_FINGERUP*/
Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
SDL_TouchID touchId; /**< The touch device id */
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;
float x; /**< Normalized in the range 0...1 */
float y; /**< Normalized in the range 0...1 */
float dx; /**< Normalized in the range 0...1 */
float dy; /**< Normalized in the range 0...1 */
float pressure; /**< Normalized in the range 0...1 */
} SDL_TouchFingerEvent;
/**
* \brief Touch finger motion/finger event structure (event.tbutton.*)
*/
typedef struct SDL_TouchButtonEvent
{
Uint32 type; /**< ::SDL_TOUCHBUTTONUP OR SDL_TOUCHBUTTONDOWN */
Uint32 timestamp;
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.*)
*/
@ -389,31 +402,29 @@ typedef struct SDL_MultiGestureEvent
{
Uint32 type; /**< ::SDL_MULTIGESTURE */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
SDL_TouchID touchId; /**< The touch device index */
SDL_TouchID touchId; /**< The touch device index */
float dTheta;
float dDist;
float x; /* currently 0...1. Change to screen coords? */
float y;
float x;
float y;
Uint16 numFingers;
Uint16 padding;
} SDL_MultiGestureEvent;
/* (event.dgesture.*) */
/**
* \brief Dollar Gesture Event (event.dgesture.*)
*/
typedef struct SDL_DollarGestureEvent
{
Uint32 type; /**< ::SDL_DOLLARGESTURE */
Uint32 timestamp;
Uint32 windowID; /**< The window with mouse focus, if any */
SDL_TouchID touchId; /**< The touch device index */
SDL_TouchID touchId; /**< The touch device id */
SDL_GestureID gestureId;
Uint32 numFingers;
float error;
/*
//TODO: Enable to give location?
float x; //currently 0...1. Change to screen coords?
float y;
*/
float x; /**< Normalized center of gesture */
float y; /**< Normalized center of gesture */
} SDL_DollarGestureEvent;
@ -439,16 +450,24 @@ typedef struct SDL_QuitEvent
Uint32 timestamp;
} SDL_QuitEvent;
/**
* \brief OS Specific event
*/
typedef struct SDL_OSEvent
{
Uint32 type; /**< ::SDL_QUIT */
Uint32 timestamp;
} SDL_OSEvent;
/**
* \brief A user-defined event type (event.user.*)
*/
typedef struct SDL_UserEvent
{
Uint32 type; /**< ::SDL_USEREVENT through ::SDL_NUMEVENTS-1 */
Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
Uint32 timestamp;
Uint32 windowID; /**< The associated window if any */
int code; /**< User defined event code */
Sint32 code; /**< User defined event code */
void *data1; /**< User defined data pointer */
void *data2; /**< User defined data pointer */
} SDL_UserEvent;
@ -476,6 +495,7 @@ typedef struct SDL_SysWMEvent
typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events */
SDL_CommonEvent common; /**< Common event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
@ -488,16 +508,15 @@ typedef union SDL_Event
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
SDL_ControllerAxisEvent caxis; /**< Game Controller button event data */
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
SDL_ControllerDeviceEvent cdevice; /**< Game Controller device 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 */
SDL_MultiGestureEvent mgesture; /**< Gesture event data */
SDL_DollarGestureEvent dgesture; /**< Gesture event data */
SDL_DropEvent drop; /**< Drag and drop event data */
/* This is necessary for ABI compatibility between Visual C++ and GCC
@ -515,9 +534,9 @@ typedef union SDL_Event
/**
* 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);
@ -532,20 +551,20 @@ typedef enum
/**
* 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
*
* 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,
@ -567,40 +586,41 @@ 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
*
* \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
*
* \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
* \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
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
* \param timeout The timeout (in milliseconds) to wait for next event.
*/
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
*
* \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);
@ -610,21 +630,21 @@ 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:
*
* The filter is prototyped 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
* 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
*
* \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
*
* 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.
@ -662,18 +682,18 @@ 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
#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
* - 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
* - 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
* - 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);
@ -691,9 +711,7 @@ 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"