Update SDL2 headers... oops
This commit is contained in:
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32a859c680
commit
273b9ab77e
72 changed files with 2608 additions and 2538 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -21,7 +21,7 @@
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/**
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* \file SDL_events.h
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*
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*
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* Include file for SDL event handling.
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*/
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@ -42,14 +42,12 @@
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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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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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/* General keyboard/mouse state definitions */
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#define SDL_RELEASED 0
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#define SDL_PRESSED 1
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#define SDL_RELEASED 0
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#define SDL_PRESSED 1
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/**
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* \brief The types of events that can be delivered.
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@ -61,6 +59,32 @@ typedef enum
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/* Application events */
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SDL_QUIT = 0x100, /**< User-requested quit */
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/* These application events have special meaning on iOS, see README-ios.txt for details */
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SDL_APP_TERMINATING, /**< The application is being terminated by the OS
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Called on iOS in applicationWillTerminate()
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Called on Android in onDestroy()
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*/
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SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
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Called on iOS in applicationDidReceiveMemoryWarning()
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Called on Android in onLowMemory()
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*/
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SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
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Called on iOS in applicationWillResignActive()
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Called on Android in onPause()
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*/
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SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
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Called on iOS in applicationDidEnterBackground()
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Called on Android in onPause()
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*/
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SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
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Called on iOS in applicationWillEnterForeground()
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Called on Android in onResume()
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*/
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SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
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Called on iOS in applicationDidBecomeActive()
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Called on Android in onResume()
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*/
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/* Window events */
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SDL_WINDOWEVENT = 0x200, /**< Window state change */
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SDL_SYSWMEVENT, /**< System specific event */
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@ -77,14 +101,6 @@ typedef enum
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SDL_MOUSEBUTTONUP, /**< Mouse button released */
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SDL_MOUSEWHEEL, /**< Mouse wheel motion */
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/* Tablet or multiple mice input device events */
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SDL_INPUTMOTION = 0x500, /**< Input moved */
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SDL_INPUTBUTTONDOWN, /**< Input button pressed */
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SDL_INPUTBUTTONUP, /**< Input button released */
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SDL_INPUTWHEEL, /**< Input wheel motion */
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SDL_INPUTPROXIMITYIN, /**< Input pen entered proximity */
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SDL_INPUTPROXIMITYOUT, /**< Input pen left proximity */
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/* Joystick events */
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SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
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SDL_JOYBALLMOTION, /**< Joystick trackball motion */
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@ -94,19 +110,18 @@ typedef enum
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SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
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SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
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/* Game controller events */
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SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
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SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
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SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
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SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
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SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
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/* Game controller events */
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SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
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SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
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SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
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SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
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SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
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SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
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/* Touch events */
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SDL_FINGERDOWN = 0x700,
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SDL_FINGERUP,
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SDL_FINGERMOTION,
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SDL_TOUCHBUTTONDOWN,
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SDL_TOUCHBUTTONUP,
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/* Gesture events */
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SDL_DOLLARGESTURE = 0x800,
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@ -130,6 +145,15 @@ typedef enum
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SDL_LASTEVENT = 0xFFFF
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} SDL_EventType;
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/**
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* \brief Fields shared by every event
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*/
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typedef struct SDL_CommonEvent
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{
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Uint32 type;
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Uint32 timestamp;
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} SDL_CommonEvent;
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/**
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* \brief Window state change event data (event.window.*)
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*/
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@ -142,8 +166,8 @@ typedef struct SDL_WindowEvent
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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int data1; /**< event dependent data */
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int data2; /**< event dependent data */
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Sint32 data1; /**< event dependent data */
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Sint32 data2; /**< event dependent data */
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} SDL_WindowEvent;
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/**
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@ -171,8 +195,8 @@ typedef struct SDL_TextEditingEvent
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Uint32 timestamp;
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Uint32 windowID; /**< The window with keyboard focus, if any */
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char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
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int start; /**< The start cursor of selected editing text */
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int length; /**< The length of selected editing text */
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Sint32 start; /**< The start cursor of selected editing text */
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Sint32 length; /**< The length of selected editing text */
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} SDL_TextEditingEvent;
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@ -196,14 +220,12 @@ typedef struct SDL_MouseMotionEvent
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Uint32 type; /**< ::SDL_MOUSEMOTION */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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Uint8 state; /**< The current button state */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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int x; /**< X coordinate, relative to window */
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int y; /**< Y coordinate, relative to window */
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int xrel; /**< The relative motion in the X direction */
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int yrel; /**< The relative motion in the Y direction */
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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Uint32 state; /**< The current button state */
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Sint32 x; /**< X coordinate, relative to window */
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Sint32 y; /**< Y coordinate, relative to window */
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Sint32 xrel; /**< The relative motion in the X direction */
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Sint32 yrel; /**< The relative motion in the Y direction */
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} SDL_MouseMotionEvent;
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/**
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Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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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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Uint8 padding1;
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Uint8 padding2;
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int x; /**< X coordinate, relative to window */
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int y; /**< Y coordinate, relative to window */
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Sint32 x; /**< X coordinate, relative to window */
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Sint32 y; /**< Y coordinate, relative to window */
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} SDL_MouseButtonEvent;
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/**
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Uint32 type; /**< ::SDL_MOUSEWHEEL */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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int x; /**< The amount scrolled horizontally */
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int y; /**< The amount scrolled vertically */
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Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
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Sint32 x; /**< The amount scrolled horizontally */
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Sint32 y; /**< The amount scrolled vertically */
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} SDL_MouseWheelEvent;
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/**
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{
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Uint32 type; /**< ::SDL_JOYAXISMOTION */
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Uint32 timestamp;
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Uint8 which; /**< The joystick instance id */
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 axis; /**< The joystick axis index */
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Uint8 padding1;
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Uint8 padding2;
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int value; /**< The axis value (range: -32768 to 32767) */
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Uint8 padding3;
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Sint16 value; /**< The axis value (range: -32768 to 32767) */
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Uint16 padding4;
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} SDL_JoyAxisEvent;
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/**
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{
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Uint32 type; /**< ::SDL_JOYBALLMOTION */
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Uint32 timestamp;
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Uint8 which; /**< The joystick instance id */
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 ball; /**< The joystick trackball index */
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Uint8 padding1;
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Uint8 padding2;
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int xrel; /**< The relative motion in the X direction */
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int yrel; /**< The relative motion in the Y direction */
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Uint8 padding3;
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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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/**
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{
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Uint32 type; /**< ::SDL_JOYHATMOTION */
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Uint32 timestamp;
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Uint8 which; /**< The joystick instance id */
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 hat; /**< The joystick hat index */
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Uint8 value; /**< The hat position value.
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* \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
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* \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
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* \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
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*
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*
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* Note that zero means the POV is centered.
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*/
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Uint8 padding1;
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Uint8 padding2;
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} SDL_JoyHatEvent;
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/**
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{
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Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
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Uint32 timestamp;
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Uint8 which; /**< The joystick instance id */
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SDL_JoystickID which; /**< The joystick instance id */
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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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Uint8 padding1;
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Uint8 padding2;
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} SDL_JoyButtonEvent;
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/**
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*/
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typedef struct SDL_JoyDeviceEvent
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{
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Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
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Uint32 timestamp;
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Uint32 which; /**< The joystick device index for ADD, instance_id for REMOVE*/
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Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
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Uint32 timestamp;
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Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
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} SDL_JoyDeviceEvent;
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{
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Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
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Uint32 timestamp;
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Uint8 which; /**< The joystick instance id */
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SDL_CONTROLLER_AXIS axis; /**< The joystick axis index */
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int value; /**< The axis value (range: -32768 to 32767) */
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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Sint16 value; /**< The axis value (range: -32768 to 32767) */
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Uint16 padding4;
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} SDL_ControllerAxisEvent;
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{
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Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
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Uint32 timestamp;
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Uint8 which; /**< The joystick instance id */
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SDL_CONTROLLER_BUTTON button; /**< The joystick button index */
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SDL_JoystickID which; /**< The joystick instance id */
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Uint8 button; /**< The controller button (SDL_GameControllerButton) */
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Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
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Uint8 padding1;
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Uint8 padding2;
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} SDL_ControllerButtonEvent;
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*/
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typedef struct SDL_ControllerDeviceEvent
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{
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Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED or ::SDL_CONTROLLERDEVICEREMOVED */
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Uint32 timestamp;
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Uint32 which; /**< The joystick device index for ADD, instance_id for REMOVE*/
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Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
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Uint32 timestamp;
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Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
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} SDL_ControllerDeviceEvent;
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/**
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* \brief Touch finger motion/finger event structure (event.tfinger.*)
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* \brief Touch finger event structure (event.tfinger.*)
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*/
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typedef struct SDL_TouchFingerEvent
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{
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Uint32 type; /**< ::SDL_FINGERMOTION OR
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SDL_FINGERDOWN OR SDL_FINGERUP*/
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Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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SDL_TouchID touchId; /**< The touch device id */
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SDL_TouchID touchId; /**< The touch device id */
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SDL_FingerID fingerId;
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Uint8 state; /**< The current button state */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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Uint16 x;
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Uint16 y;
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Sint16 dx;
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Sint16 dy;
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Uint16 pressure;
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float x; /**< Normalized in the range 0...1 */
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float y; /**< Normalized in the range 0...1 */
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float dx; /**< Normalized in the range 0...1 */
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float dy; /**< Normalized in the range 0...1 */
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float pressure; /**< Normalized in the range 0...1 */
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} SDL_TouchFingerEvent;
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/**
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* \brief Touch finger motion/finger event structure (event.tbutton.*)
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*/
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typedef struct SDL_TouchButtonEvent
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{
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Uint32 type; /**< ::SDL_TOUCHBUTTONUP OR SDL_TOUCHBUTTONDOWN */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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SDL_TouchID touchId; /**< The touch device index */
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Uint8 state; /**< The current button state */
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Uint8 button; /**< The button changing state */
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Uint8 padding1;
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Uint8 padding2;
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} SDL_TouchButtonEvent;
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/**
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* \brief Multiple Finger Gesture Event (event.mgesture.*)
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*/
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{
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Uint32 type; /**< ::SDL_MULTIGESTURE */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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SDL_TouchID touchId; /**< The touch device index */
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SDL_TouchID touchId; /**< The touch device index */
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float dTheta;
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float dDist;
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float x; /* currently 0...1. Change to screen coords? */
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float y;
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float x;
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float y;
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Uint16 numFingers;
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Uint16 padding;
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} SDL_MultiGestureEvent;
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/* (event.dgesture.*) */
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/**
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* \brief Dollar Gesture Event (event.dgesture.*)
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*/
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typedef struct SDL_DollarGestureEvent
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{
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Uint32 type; /**< ::SDL_DOLLARGESTURE */
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Uint32 timestamp;
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Uint32 windowID; /**< The window with mouse focus, if any */
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SDL_TouchID touchId; /**< The touch device index */
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SDL_TouchID touchId; /**< The touch device id */
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SDL_GestureID gestureId;
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Uint32 numFingers;
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float error;
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/*
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//TODO: Enable to give location?
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float x; //currently 0...1. Change to screen coords?
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float y;
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*/
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float x; /**< Normalized center of gesture */
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float y; /**< Normalized center of gesture */
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} SDL_DollarGestureEvent;
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Uint32 timestamp;
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} SDL_QuitEvent;
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/**
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* \brief OS Specific event
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*/
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typedef struct SDL_OSEvent
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{
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Uint32 type; /**< ::SDL_QUIT */
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Uint32 timestamp;
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} SDL_OSEvent;
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/**
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* \brief A user-defined event type (event.user.*)
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*/
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typedef struct SDL_UserEvent
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{
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Uint32 type; /**< ::SDL_USEREVENT through ::SDL_NUMEVENTS-1 */
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Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
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Uint32 timestamp;
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Uint32 windowID; /**< The associated window if any */
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int code; /**< User defined event code */
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Sint32 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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@ -476,6 +495,7 @@ typedef struct SDL_SysWMEvent
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typedef union SDL_Event
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{
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Uint32 type; /**< Event type, shared with all events */
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SDL_CommonEvent common; /**< Common event data */
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SDL_WindowEvent window; /**< Window event data */
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SDL_KeyboardEvent key; /**< Keyboard event data */
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SDL_TextEditingEvent edit; /**< Text editing event data */
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@ -488,16 +508,15 @@ typedef union SDL_Event
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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"
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue