SDL 2.0
SDL_events.h File Reference
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"
#include "begin_code.h"
#include "close_code.h"
+ Include dependency graph for SDL_events.h:
+ This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  SDL_CommonEvent
 Fields shared by every event. More...
 
struct  SDL_DisplayEvent
 Display state change event data (event.display.*) More...
 
struct  SDL_WindowEvent
 Window state change event data (event.window.*) More...
 
struct  SDL_KeyboardEvent
 Keyboard button event structure (event.key.*) More...
 
struct  SDL_TextEditingEvent
 Keyboard text editing event structure (event.edit.*) More...
 
struct  SDL_TextInputEvent
 Keyboard text input event structure (event.text.*) More...
 
struct  SDL_MouseMotionEvent
 Mouse motion event structure (event.motion.*) More...
 
struct  SDL_MouseButtonEvent
 Mouse button event structure (event.button.*) More...
 
struct  SDL_MouseWheelEvent
 Mouse wheel event structure (event.wheel.*) More...
 
struct  SDL_JoyAxisEvent
 Joystick axis motion event structure (event.jaxis.*) More...
 
struct  SDL_JoyBallEvent
 Joystick trackball motion event structure (event.jball.*) More...
 
struct  SDL_JoyHatEvent
 Joystick hat position change event structure (event.jhat.*) More...
 
struct  SDL_JoyButtonEvent
 Joystick button event structure (event.jbutton.*) More...
 
struct  SDL_JoyDeviceEvent
 Joystick device event structure (event.jdevice.*) More...
 
struct  SDL_ControllerAxisEvent
 Game controller axis motion event structure (event.caxis.*) More...
 
struct  SDL_ControllerButtonEvent
 Game controller button event structure (event.cbutton.*) More...
 
struct  SDL_ControllerDeviceEvent
 Controller device event structure (event.cdevice.*) More...
 
struct  SDL_AudioDeviceEvent
 Audio device event structure (event.adevice.*) More...
 
struct  SDL_TouchFingerEvent
 Touch finger event structure (event.tfinger.*) More...
 
struct  SDL_MultiGestureEvent
 Multiple Finger Gesture Event (event.mgesture.*) More...
 
struct  SDL_DollarGestureEvent
 Dollar Gesture Event (event.dgesture.*) More...
 
struct  SDL_DropEvent
 An event used to request a file open by the system (event.drop.*) This event is enabled by default, you can disable it with SDL_EventState(). More...
 
struct  SDL_SensorEvent
 Sensor event structure (event.sensor.*) More...
 
struct  SDL_QuitEvent
 The "quit requested" event. More...
 
struct  SDL_OSEvent
 OS Specific event. More...
 
struct  SDL_UserEvent
 A user-defined event type (event.user.*) More...
 
struct  SDL_SysWMEvent
 A video driver dependent system event (event.syswm.*) This event is disabled by default, you can enable it with SDL_EventState() More...
 
union  SDL_Event
 General event structure. More...
 

Macros

#define SDL_RELEASED   0
 
#define SDL_PRESSED   1
 
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE   (32)
 
#define SDL_TEXTINPUTEVENT_TEXT_SIZE   (32)
 
#define SDL_QUERY   -1
 
#define SDL_IGNORE   0
 
#define SDL_DISABLE   0
 
#define SDL_ENABLE   1
 
#define SDL_GetEventState(type)   SDL_EventState(type, SDL_QUERY)
 

Typedefs

typedef int(* SDL_EventFilter) (void *userdata, SDL_Event *event)
 

Enumerations

enum  SDL_EventType {
  SDL_FIRSTEVENT = 0 ,
  SDL_QUIT = 0x100 ,
  SDL_APP_TERMINATING ,
  SDL_APP_LOWMEMORY ,
  SDL_APP_WILLENTERBACKGROUND ,
  SDL_APP_DIDENTERBACKGROUND ,
  SDL_APP_WILLENTERFOREGROUND ,
  SDL_APP_DIDENTERFOREGROUND ,
  SDL_DISPLAYEVENT = 0x150 ,
  SDL_WINDOWEVENT = 0x200 ,
  SDL_SYSWMEVENT ,
  SDL_KEYDOWN = 0x300 ,
  SDL_KEYUP ,
  SDL_TEXTEDITING ,
  SDL_TEXTINPUT ,
  SDL_KEYMAPCHANGED ,
  SDL_MOUSEMOTION = 0x400 ,
  SDL_MOUSEBUTTONDOWN ,
  SDL_MOUSEBUTTONUP ,
  SDL_MOUSEWHEEL ,
  SDL_JOYAXISMOTION = 0x600 ,
  SDL_JOYBALLMOTION ,
  SDL_JOYHATMOTION ,
  SDL_JOYBUTTONDOWN ,
  SDL_JOYBUTTONUP ,
  SDL_JOYDEVICEADDED ,
  SDL_JOYDEVICEREMOVED ,
  SDL_CONTROLLERAXISMOTION = 0x650 ,
  SDL_CONTROLLERBUTTONDOWN ,
  SDL_CONTROLLERBUTTONUP ,
  SDL_CONTROLLERDEVICEADDED ,
  SDL_CONTROLLERDEVICEREMOVED ,
  SDL_CONTROLLERDEVICEREMAPPED ,
  SDL_FINGERDOWN = 0x700 ,
  SDL_FINGERUP ,
  SDL_FINGERMOTION ,
  SDL_DOLLARGESTURE = 0x800 ,
  SDL_DOLLARRECORD ,
  SDL_MULTIGESTURE ,
  SDL_CLIPBOARDUPDATE = 0x900 ,
  SDL_DROPFILE = 0x1000 ,
  SDL_DROPTEXT ,
  SDL_DROPBEGIN ,
  SDL_DROPCOMPLETE ,
  SDL_AUDIODEVICEADDED = 0x1100 ,
  SDL_AUDIODEVICEREMOVED ,
  SDL_SENSORUPDATE = 0x1200 ,
  SDL_RENDER_TARGETS_RESET = 0x2000 ,
  SDL_RENDER_DEVICE_RESET ,
  SDL_USEREVENT = 0x8000 ,
  SDL_LASTEVENT = 0xFFFF
}
 The types of events that can be delivered. More...
 
enum  SDL_eventaction {
  SDL_ADDEVENT ,
  SDL_PEEKEVENT ,
  SDL_GETEVENT
}
 

Functions

 SDL_COMPILE_TIME_ASSERT (SDL_Event, sizeof(SDL_Event)==56)
 
void SDL_PumpEvents (void)
 
int SDL_PeepEvents (SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
 
SDL_bool SDL_HasEvent (Uint32 type)
 
SDL_bool SDL_HasEvents (Uint32 minType, Uint32 maxType)
 
void SDL_FlushEvent (Uint32 type)
 
void SDL_FlushEvents (Uint32 minType, Uint32 maxType)
 
int SDL_PollEvent (SDL_Event *event)
 Polls for currently pending events. More...
 
int SDL_WaitEvent (SDL_Event *event)
 Waits indefinitely for the next available event. More...
 
int SDL_WaitEventTimeout (SDL_Event *event, int timeout)
 Waits until the specified timeout (in milliseconds) for the next available event. More...
 
int SDL_PushEvent (SDL_Event *event)
 Add an event to the event queue. More...
 
void SDL_SetEventFilter (SDL_EventFilter filter, void *userdata)
 
SDL_bool SDL_GetEventFilter (SDL_EventFilter *filter, void **userdata)
 
void SDL_AddEventWatch (SDL_EventFilter filter, void *userdata)
 
void SDL_DelEventWatch (SDL_EventFilter filter, void *userdata)
 
void SDL_FilterEvents (SDL_EventFilter filter, void *userdata)
 
Uint8 SDL_EventState (Uint32 type, int state)
 
Uint32 SDL_RegisterEvents (int numevents)
 

Detailed Description

Include file for SDL event handling.

Definition in file SDL_events.h.

Macro Definition Documentation

◆ SDL_DISABLE

#define SDL_DISABLE   0

Definition at line 758 of file SDL_events.h.

◆ SDL_ENABLE

#define SDL_ENABLE   1

Definition at line 759 of file SDL_events.h.

◆ SDL_GetEventState

#define SDL_GetEventState (   type)    SDL_EventState(type, SDL_QUERY)

Definition at line 772 of file SDL_events.h.

◆ SDL_IGNORE

#define SDL_IGNORE   0

Definition at line 757 of file SDL_events.h.

◆ SDL_PRESSED

#define SDL_PRESSED   1

Definition at line 50 of file SDL_events.h.

◆ SDL_QUERY

#define SDL_QUERY   -1

Definition at line 756 of file SDL_events.h.

◆ SDL_RELEASED

#define SDL_RELEASED   0

Definition at line 49 of file SDL_events.h.

◆ SDL_TEXTEDITINGEVENT_TEXT_SIZE

#define SDL_TEXTEDITINGEVENT_TEXT_SIZE   (32)

Definition at line 223 of file SDL_events.h.

◆ SDL_TEXTINPUTEVENT_TEXT_SIZE

#define SDL_TEXTINPUTEVENT_TEXT_SIZE   (32)

Definition at line 238 of file SDL_events.h.

Typedef Documentation

◆ SDL_EventFilter

typedef int(* SDL_EventFilter) (void *userdata, SDL_Event *event)

Definition at line 699 of file SDL_events.h.

Enumeration Type Documentation

◆ SDL_eventaction

Enumerator
SDL_ADDEVENT 
SDL_PEEKEVENT 
SDL_GETEVENT 

Definition at line 613 of file SDL_events.h.

614{
SDL_eventaction
Definition: SDL_events.h:614
@ SDL_ADDEVENT
Definition: SDL_events.h:615
@ SDL_PEEKEVENT
Definition: SDL_events.h:616
@ SDL_GETEVENT
Definition: SDL_events.h:617

◆ SDL_EventType

The types of events that can be delivered.

Enumerator
SDL_FIRSTEVENT 

Unused (do not remove)

SDL_QUIT 

User-requested quit

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()

SDL_DISPLAYEVENT 

Display state change

SDL_WINDOWEVENT 

Window state change

SDL_SYSWMEVENT 

System specific event

SDL_KEYDOWN 

Key pressed

SDL_KEYUP 

Key released

SDL_TEXTEDITING 

Keyboard text editing (composition)

SDL_TEXTINPUT 

Keyboard text input

SDL_KEYMAPCHANGED 

Keymap changed due to a system event such as an input language or keyboard layout change.

SDL_MOUSEMOTION 

Mouse moved

SDL_MOUSEBUTTONDOWN 

Mouse button pressed

SDL_MOUSEBUTTONUP 

Mouse button released

SDL_MOUSEWHEEL 

Mouse wheel motion

SDL_JOYAXISMOTION 

Joystick axis motion

SDL_JOYBALLMOTION 

Joystick trackball motion

SDL_JOYHATMOTION 

Joystick hat position change

SDL_JOYBUTTONDOWN 

Joystick button pressed

SDL_JOYBUTTONUP 

Joystick button released

SDL_JOYDEVICEADDED 

A new joystick has been inserted into the system

SDL_JOYDEVICEREMOVED 

An opened joystick has been removed

SDL_CONTROLLERAXISMOTION 

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

SDL_FINGERDOWN 
SDL_FINGERUP 
SDL_FINGERMOTION 
SDL_DOLLARGESTURE 
SDL_DOLLARRECORD 
SDL_MULTIGESTURE 
SDL_CLIPBOARDUPDATE 

The clipboard changed

SDL_DROPFILE 

The system requests a file open

SDL_DROPTEXT 

text/plain drag-and-drop event

SDL_DROPBEGIN 

A new set of drops is beginning (NULL filename)

SDL_DROPCOMPLETE 

Current set of drops is now complete (NULL filename)

SDL_AUDIODEVICEADDED 

A new audio device is available

SDL_AUDIODEVICEREMOVED 

An audio device has been removed.

SDL_SENSORUPDATE 

A sensor was updated

SDL_RENDER_TARGETS_RESET 

The render targets have been reset and their contents need to be updated

SDL_RENDER_DEVICE_RESET 

The device has been reset and all textures need to be recreated

SDL_USEREVENT 

Events SDL_USEREVENT through SDL_LASTEVENT are for your use, and should be allocated with SDL_RegisterEvents()

SDL_LASTEVENT 

This last event is only for bounding internal arrays

Definition at line 55 of file SDL_events.h.

56{
57 SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
58
59 /* Application events */
60 SDL_QUIT = 0x100, /**< User-requested quit */
61
62 /* These application events have special meaning on iOS, see README-ios.md for details */
63 SDL_APP_TERMINATING, /**< The application is being terminated by the OS
64 Called on iOS in applicationWillTerminate()
65 Called on Android in onDestroy()
66 */
67 SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
68 Called on iOS in applicationDidReceiveMemoryWarning()
69 Called on Android in onLowMemory()
70 */
71 SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72 Called on iOS in applicationWillResignActive()
73 Called on Android in onPause()
74 */
75 SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
76 Called on iOS in applicationDidEnterBackground()
77 Called on Android in onPause()
78 */
79 SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80 Called on iOS in applicationWillEnterForeground()
81 Called on Android in onResume()
82 */
83 SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84 Called on iOS in applicationDidBecomeActive()
85 Called on Android in onResume()
86 */
87
88 /* Display events */
89 SDL_DISPLAYEVENT = 0x150, /**< Display state change */
90
91 /* Window events */
92 SDL_WINDOWEVENT = 0x200, /**< Window state change */
93 SDL_SYSWMEVENT, /**< System specific event */
94
95 /* Keyboard events */
96 SDL_KEYDOWN = 0x300, /**< Key pressed */
97 SDL_KEYUP, /**< Key released */
98 SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
99 SDL_TEXTINPUT, /**< Keyboard text input */
100 SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
101 input language or keyboard layout change.
102 */
103
104 /* Mouse events */
105 SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
106 SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
107 SDL_MOUSEBUTTONUP, /**< Mouse button released */
108 SDL_MOUSEWHEEL, /**< Mouse wheel motion */
109
110 /* Joystick events */
111 SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
112 SDL_JOYBALLMOTION, /**< Joystick trackball motion */
113 SDL_JOYHATMOTION, /**< Joystick hat position change */
114 SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
115 SDL_JOYBUTTONUP, /**< Joystick button released */
116 SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
117 SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
118
119 /* Game controller events */
120 SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
121 SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
122 SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
123 SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
124 SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
125 SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
126
127 /* Touch events */
128 SDL_FINGERDOWN = 0x700,
131
132 /* Gesture events */
133 SDL_DOLLARGESTURE = 0x800,
136
137 /* Clipboard events */
138 SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
139
140 /* Drag and drop events */
141 SDL_DROPFILE = 0x1000, /**< The system requests a file open */
142 SDL_DROPTEXT, /**< text/plain drag-and-drop event */
143 SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
144 SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
145
146 /* Audio hotplug events */
147 SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
148 SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
149
150 /* Sensor events */
151 SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
152
153 /* Render events */
154 SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
155 SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
156
157 /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
158 * and should be allocated with SDL_RegisterEvents()
159 */
160 SDL_USEREVENT = 0x8000,
161
162 /**
163 * This last event is only for bounding internal arrays
164 */
165 SDL_LASTEVENT = 0xFFFF
SDL_EventType
The types of events that can be delivered.
Definition: SDL_events.h:56
@ SDL_MOUSEMOTION
Definition: SDL_events.h:105
@ SDL_JOYDEVICEADDED
Definition: SDL_events.h:116
@ SDL_DROPBEGIN
Definition: SDL_events.h:143
@ SDL_SENSORUPDATE
Definition: SDL_events.h:151
@ SDL_FINGERMOTION
Definition: SDL_events.h:130
@ SDL_TEXTEDITING
Definition: SDL_events.h:98
@ SDL_DROPTEXT
Definition: SDL_events.h:142
@ SDL_QUIT
Definition: SDL_events.h:60
@ SDL_APP_LOWMEMORY
Definition: SDL_events.h:67
@ SDL_JOYBUTTONDOWN
Definition: SDL_events.h:114
@ SDL_APP_WILLENTERFOREGROUND
Definition: SDL_events.h:79
@ SDL_USEREVENT
Definition: SDL_events.h:160
@ SDL_MOUSEBUTTONUP
Definition: SDL_events.h:107
@ SDL_JOYDEVICEREMOVED
Definition: SDL_events.h:117
@ SDL_TEXTINPUT
Definition: SDL_events.h:99
@ SDL_WINDOWEVENT
Definition: SDL_events.h:92
@ SDL_MOUSEWHEEL
Definition: SDL_events.h:108
@ SDL_CLIPBOARDUPDATE
Definition: SDL_events.h:138
@ SDL_SYSWMEVENT
Definition: SDL_events.h:93
@ SDL_JOYBUTTONUP
Definition: SDL_events.h:115
@ SDL_JOYBALLMOTION
Definition: SDL_events.h:112
@ SDL_DISPLAYEVENT
Definition: SDL_events.h:89
@ SDL_FINGERUP
Definition: SDL_events.h:129
@ SDL_RENDER_DEVICE_RESET
Definition: SDL_events.h:155
@ SDL_CONTROLLERBUTTONUP
Definition: SDL_events.h:122
@ SDL_MOUSEBUTTONDOWN
Definition: SDL_events.h:106
@ SDL_CONTROLLERDEVICEADDED
Definition: SDL_events.h:123
@ SDL_APP_DIDENTERFOREGROUND
Definition: SDL_events.h:83
@ SDL_DOLLARRECORD
Definition: SDL_events.h:134
@ SDL_APP_WILLENTERBACKGROUND
Definition: SDL_events.h:71
@ SDL_MULTIGESTURE
Definition: SDL_events.h:135
@ SDL_FINGERDOWN
Definition: SDL_events.h:128
@ SDL_DROPCOMPLETE
Definition: SDL_events.h:144
@ SDL_DOLLARGESTURE
Definition: SDL_events.h:133
@ SDL_CONTROLLERBUTTONDOWN
Definition: SDL_events.h:121
@ SDL_APP_DIDENTERBACKGROUND
Definition: SDL_events.h:75
@ SDL_APP_TERMINATING
Definition: SDL_events.h:63
@ SDL_CONTROLLERAXISMOTION
Definition: SDL_events.h:120
@ SDL_KEYDOWN
Definition: SDL_events.h:96
@ SDL_KEYMAPCHANGED
Definition: SDL_events.h:100
@ SDL_AUDIODEVICEREMOVED
Definition: SDL_events.h:148
@ SDL_DROPFILE
Definition: SDL_events.h:141
@ SDL_AUDIODEVICEADDED
Definition: SDL_events.h:147
@ SDL_KEYUP
Definition: SDL_events.h:97
@ SDL_CONTROLLERDEVICEREMOVED
Definition: SDL_events.h:124
@ SDL_RENDER_TARGETS_RESET
Definition: SDL_events.h:154
@ SDL_CONTROLLERDEVICEREMAPPED
Definition: SDL_events.h:125
@ SDL_JOYAXISMOTION
Definition: SDL_events.h:111
@ SDL_JOYHATMOTION
Definition: SDL_events.h:113
@ SDL_FIRSTEVENT
Definition: SDL_events.h:57
@ SDL_LASTEVENT
Definition: SDL_events.h:165

Function Documentation

◆ SDL_AddEventWatch()

void SDL_AddEventWatch ( SDL_EventFilter  filter,
void userdata 
)

Add a function which is called when an event is added to the queue.

Definition at line 834 of file SDL_events.c.

835{
837 SDL_EventWatcher *event_watchers;
838
839 event_watchers = SDL_realloc(SDL_event_watchers, (SDL_event_watchers_count + 1) * sizeof(*event_watchers));
840 if (event_watchers) {
841 SDL_EventWatcher *watcher;
842
843 SDL_event_watchers = event_watchers;
845 watcher->callback = filter;
846 watcher->userdata = userdata;
847 watcher->removed = SDL_FALSE;
849 }
850
853 }
854 }
855}
#define SDL_LockMutex
#define SDL_realloc
#define SDL_UnlockMutex
static SDL_mutex * SDL_event_watchers_lock
Definition: SDL_events.c:45
static int SDL_event_watchers_count
Definition: SDL_events.c:48
static SDL_EventWatcher * SDL_event_watchers
Definition: SDL_events.c:47
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
@ SDL_FALSE
Definition: SDL_stdinc.h:163
SDL_EventFilter callback
Definition: SDL_events.c:40
SDL_bool removed
Definition: SDL_events.c:42

References SDL_EventWatcher::callback, SDL_EventWatcher::removed, SDL_event_watchers, SDL_event_watchers_count, SDL_event_watchers_lock, SDL_FALSE, SDL_LockMutex, SDL_realloc, SDL_UnlockMutex, and SDL_EventWatcher::userdata.

◆ SDL_COMPILE_TIME_ASSERT()

SDL_COMPILE_TIME_ASSERT ( SDL_Event  ,
sizeof(SDL_Event = =56 
)

◆ SDL_DelEventWatch()

void SDL_DelEventWatch ( SDL_EventFilter  filter,
void userdata 
)

Remove an event watch function added with SDL_AddEventWatch()

Definition at line 858 of file SDL_events.c.

859{
861 int i;
862
863 for (i = 0; i < SDL_event_watchers_count; ++i) {
864 if (SDL_event_watchers[i].callback == filter && SDL_event_watchers[i].userdata == userdata) {
868 } else {
872 }
873 }
874 break;
875 }
876 }
877
880 }
881 }
882}
#define SDL_memmove
static SDL_bool SDL_event_watchers_dispatching
Definition: SDL_events.c:49
static SDL_bool SDL_event_watchers_removed
Definition: SDL_events.c:50
@ SDL_TRUE
Definition: SDL_stdinc.h:164
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
static Uint32 callback(Uint32 interval, void *param)
Definition: testtimer.c:34

References callback(), i, SDL_EventWatcher::removed, SDL_event_watchers, SDL_event_watchers_count, SDL_event_watchers_dispatching, SDL_event_watchers_lock, SDL_event_watchers_removed, SDL_LockMutex, SDL_memmove, SDL_TRUE, and SDL_UnlockMutex.

◆ SDL_EventState()

Uint8 SDL_EventState ( Uint32  type,
int  state 
)

This function allows you to set the state of processing certain events.

  • If state is set to SDL_IGNORE, that event will be automatically dropped from the event queue and will not be filtered.
  • If state is set to SDL_ENABLE, that event will be processed normally.
  • If state is set to SDL_QUERY, SDL_EventState() will return the current processing state of the specified event.

Definition at line 902 of file SDL_events.c.

903{
904 const SDL_bool isdnd = ((state == SDL_DISABLE) || (state == SDL_ENABLE)) &&
905 ((type == SDL_DROPFILE) || (type == SDL_DROPTEXT));
906 Uint8 current_state;
907 Uint8 hi = ((type >> 8) & 0xff);
908 Uint8 lo = (type & 0xff);
909
910 if (SDL_disabled_events[hi] &&
911 (SDL_disabled_events[hi]->bits[lo/32] & (1 << (lo&31)))) {
912 current_state = SDL_DISABLE;
913 } else {
914 current_state = SDL_ENABLE;
915 }
916
917 if (state != current_state)
918 {
919 switch (state) {
920 case SDL_DISABLE:
921 /* Disable this event type and discard pending events */
922 if (!SDL_disabled_events[hi]) {
924 if (!SDL_disabled_events[hi]) {
925 /* Out of memory, nothing we can do... */
926 break;
927 }
928 }
929 SDL_disabled_events[hi]->bits[lo/32] |= (1 << (lo&31));
931 break;
932 case SDL_ENABLE:
933 SDL_disabled_events[hi]->bits[lo/32] &= ~(1 << (lo&31));
934 break;
935 default:
936 /* Querying state... */
937 break;
938 }
939 }
940
941 /* turn off drag'n'drop support if we've disabled the events.
942 This might change some UI details at the OS level. */
943 if (isdnd) {
945 }
946
947 return current_state;
948}
#define SDL_calloc
void SDL_FlushEvent(Uint32 type)
Definition: SDL_events.c:626
static SDL_DisabledEventBlock * SDL_disabled_events[256]
Definition: SDL_events.c:56
#define SDL_DISABLE
Definition: SDL_events.h:758
#define SDL_ENABLE
Definition: SDL_events.h:759
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571
GLenum GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const void * bits
SDL_bool
Definition: SDL_stdinc.h:162
uint8_t Uint8
Definition: SDL_stdinc.h:179
void SDL_ToggleDragAndDropSupport(void)
Definition: SDL_video.c:1371
struct xkb_state * state

References SDL_DisabledEventBlock::bits, SDL_calloc, SDL_DISABLE, SDL_disabled_events, SDL_DROPFILE, SDL_DROPTEXT, SDL_ENABLE, SDL_FlushEvent(), SDL_ToggleDragAndDropSupport(), and state.

Referenced by SDL_StartEventLoop().

◆ SDL_FilterEvents()

void SDL_FilterEvents ( SDL_EventFilter  filter,
void userdata 
)

Run the filter function on the current event queue, removing any events for which the filter returns 0.

Definition at line 885 of file SDL_events.c.

886{
887 if (!SDL_EventQ.lock || SDL_LockMutex(SDL_EventQ.lock) == 0) {
888 SDL_EventEntry *entry, *next;
889 for (entry = SDL_EventQ.head; entry; entry = next) {
890 next = entry->next;
891 if (!filter(userdata, &entry->event)) {
892 SDL_CutEvent(entry);
893 }
894 }
895 if (SDL_EventQ.lock) {
897 }
898 }
899}
static struct @23 SDL_EventQ
static void SDL_CutEvent(SDL_EventEntry *entry)
Definition: SDL_events.c:510
Definition: SDL_events.c:61
SDL_Event event
Definition: SDL_events.c:62
struct _SDL_EventEntry * next
Definition: SDL_events.c:65

References SDL_EventEntry::event, SDL_EventEntry::next, SDL_CutEvent(), SDL_EventQ, SDL_LockMutex, and SDL_UnlockMutex.

◆ SDL_FlushEvent()

void SDL_FlushEvent ( Uint32  type)

This function clears events from the event queue This function only affects currently queued events. If you want to make sure that all pending OS events are flushed, you can call SDL_PumpEvents() on the main thread immediately before the flush call.

Definition at line 626 of file SDL_events.c.

627{
629}
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:632

References SDL_FlushEvents().

Referenced by SDL_EventState().

◆ SDL_FlushEvents()

void SDL_FlushEvents ( Uint32  minType,
Uint32  maxType 
)

Definition at line 632 of file SDL_events.c.

633{
634 /* !!! FIXME: we need to manually SDL_free() the strings in TEXTINPUT and
635 drag'n'drop events if we're flushing them without passing them to the
636 app, but I don't know if this is the right place to do that. */
637
638 /* Don't look after we've quit */
639 if (!SDL_AtomicGet(&SDL_EventQ.active)) {
640 return;
641 }
642
643 /* Make sure the events are current */
644#if 0
645 /* Actually, we can't do this since we might be flushing while processing
646 a resize event, and calling this might trigger further resize events.
647 */
649#endif
650
651 /* Lock the event queue */
652 if (!SDL_EventQ.lock || SDL_LockMutex(SDL_EventQ.lock) == 0) {
653 SDL_EventEntry *entry, *next;
654 Uint32 type;
655 for (entry = SDL_EventQ.head; entry; entry = next) {
656 next = entry->next;
657 type = entry->event.type;
658 if (minType <= type && type <= maxType) {
659 SDL_CutEvent(entry);
660 }
661 }
662 if (SDL_EventQ.lock) {
664 }
665 }
666}
#define SDL_AtomicGet
void SDL_PumpEvents(void)
Definition: SDL_events.c:670
uint32_t Uint32
Definition: SDL_stdinc.h:203
Uint32 type
Definition: SDL_events.h:559

References SDL_EventEntry::event, SDL_EventEntry::next, SDL_AtomicGet, SDL_CutEvent(), SDL_EventQ, SDL_LockMutex, SDL_PumpEvents(), SDL_UnlockMutex, and SDL_Event::type.

Referenced by SDL_FlushEvent(), and SDL_SetEventFilter().

◆ SDL_GetEventFilter()

SDL_bool SDL_GetEventFilter ( SDL_EventFilter filter,
void **  userdata 
)

Return the current event filter - can be used to "chain" filters. If there is no event filter set, this function returns SDL_FALSE.

Definition at line 810 of file SDL_events.c.

811{
812 SDL_EventWatcher event_ok;
813
815 event_ok = SDL_EventOK;
816
819 }
820 } else {
821 SDL_zero(event_ok);
822 }
823
824 if (filter) {
825 *filter = event_ok.callback;
826 }
827 if (userdata) {
828 *userdata = event_ok.userdata;
829 }
830 return event_ok.callback ? SDL_TRUE : SDL_FALSE;
831}
static SDL_EventWatcher SDL_EventOK
Definition: SDL_events.c:46
#define SDL_zero(x)
Definition: SDL_stdinc.h:416

References SDL_EventWatcher::callback, SDL_event_watchers_lock, SDL_EventOK, SDL_FALSE, SDL_LockMutex, SDL_TRUE, SDL_UnlockMutex, SDL_zero, and SDL_EventWatcher::userdata.

◆ SDL_HasEvent()

SDL_bool SDL_HasEvent ( Uint32  type)

Checks to see if certain event types are in the event queue.

Definition at line 614 of file SDL_events.c.

615{
616 return (SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, type, type) > 0);
617}
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:536
#define NULL
Definition: begin_code.h:167

References NULL, SDL_PEEKEVENT, and SDL_PeepEvents().

◆ SDL_HasEvents()

SDL_bool SDL_HasEvents ( Uint32  minType,
Uint32  maxType 
)

Definition at line 620 of file SDL_events.c.

621{
622 return (SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, minType, maxType) > 0);
623}

References NULL, SDL_PEEKEVENT, and SDL_PeepEvents().

◆ SDL_PeepEvents()

int SDL_PeepEvents ( SDL_Event events,
int  numevents,
SDL_eventaction  action,
Uint32  minType,
Uint32  maxType 
)

Checks the event queue for messages and optionally returns them.

If action is SDL_ADDEVENT, up to numevents events will be added to the back of the event queue.

If action is SDL_PEEKEVENT, up to 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 action is SDL_GETEVENT, up to 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.

Returns
The number of events actually stored, or -1 if there was an error.

This function is thread-safe.

Definition at line 536 of file SDL_events.c.

538{
539 int i, used;
540
541 /* Don't look after we've quit */
542 if (!SDL_AtomicGet(&SDL_EventQ.active)) {
543 /* We get a few spurious events at shutdown, so don't warn then */
544 if (action != SDL_ADDEVENT) {
545 SDL_SetError("The event system has been shut down");
546 }
547 return (-1);
548 }
549 /* Lock the event queue */
550 used = 0;
551 if (!SDL_EventQ.lock || SDL_LockMutex(SDL_EventQ.lock) == 0) {
552 if (action == SDL_ADDEVENT) {
553 for (i = 0; i < numevents; ++i) {
554 used += SDL_AddEvent(&events[i]);
555 }
556 } else {
557 SDL_EventEntry *entry, *next;
558 SDL_SysWMEntry *wmmsg, *wmmsg_next;
559 Uint32 type;
560
561 if (action == SDL_GETEVENT) {
562 /* Clean out any used wmmsg data
563 FIXME: Do we want to retain the data for some period of time?
564 */
565 for (wmmsg = SDL_EventQ.wmmsg_used; wmmsg; wmmsg = wmmsg_next) {
566 wmmsg_next = wmmsg->next;
567 wmmsg->next = SDL_EventQ.wmmsg_free;
568 SDL_EventQ.wmmsg_free = wmmsg;
569 }
570 SDL_EventQ.wmmsg_used = NULL;
571 }
572
573 for (entry = SDL_EventQ.head; entry && (!events || used < numevents); entry = next) {
574 next = entry->next;
575 type = entry->event.type;
576 if (minType <= type && type <= maxType) {
577 if (events) {
578 events[used] = entry->event;
579 if (entry->event.type == SDL_SYSWMEVENT) {
580 /* We need to copy the wmmsg somewhere safe.
581 For now we'll guarantee it's valid at least until
582 the next call to SDL_PeepEvents()
583 */
584 if (SDL_EventQ.wmmsg_free) {
585 wmmsg = SDL_EventQ.wmmsg_free;
586 SDL_EventQ.wmmsg_free = wmmsg->next;
587 } else {
588 wmmsg = (SDL_SysWMEntry *)SDL_malloc(sizeof(*wmmsg));
589 }
590 wmmsg->msg = *entry->event.syswm.msg;
591 wmmsg->next = SDL_EventQ.wmmsg_used;
592 SDL_EventQ.wmmsg_used = wmmsg;
593 events[used].syswm.msg = &wmmsg->msg;
594 }
595
596 if (action == SDL_GETEVENT) {
597 SDL_CutEvent(entry);
598 }
599 }
600 ++used;
601 }
602 }
603 }
604 if (SDL_EventQ.lock) {
606 }
607 } else {
608 return SDL_SetError("Couldn't lock event queue");
609 }
610 return (used);
611}
#define SDL_SetError
#define SDL_malloc
static int SDL_AddEvent(SDL_Event *event)
Definition: SDL_events.c:456
Definition: SDL_events.c:69
SDL_SysWMmsg msg
Definition: SDL_events.c:70
struct _SDL_SysWMEntry * next
Definition: SDL_events.c:71
SDL_SysWMmsg * msg
Definition: SDL_events.h:551
static SDL_Event events[EVENT_BUF_SIZE]
Definition: testgesture.c:39
SDL_SysWMEvent syswm
Definition: SDL_events.h:581

References SDL_EventEntry::event, events, i, SDL_SysWMEvent::msg, SDL_SysWMEntry::msg, SDL_EventEntry::next, SDL_SysWMEntry::next, NULL, SDL_ADDEVENT, SDL_AddEvent(), SDL_AtomicGet, SDL_CutEvent(), SDL_EventQ, SDL_GETEVENT, SDL_LockMutex, SDL_malloc, SDL_SetError, SDL_SYSWMEVENT, SDL_UnlockMutex, SDL_Event::syswm, and SDL_Event::type.

Referenced by SDL_HasEvent(), SDL_HasEvents(), SDL_PushEvent(), and SDL_WaitEventTimeout().

◆ SDL_PollEvent()

int SDL_PollEvent ( SDL_Event event)

Polls for currently pending events.

Returns
1 if there are any pending events, or 0 if there are none available.
Parameters
eventIf not NULL, the next event is removed from the queue and stored in that area.

Definition at line 698 of file SDL_events.c.

699{
700 return SDL_WaitEventTimeout(event, 0);
701}
int SDL_WaitEventTimeout(SDL_Event *event, int timeout)
Waits until the specified timeout (in milliseconds) for the next available event.
Definition: SDL_events.c:710
struct _cl_event * event

References SDL_WaitEventTimeout().

◆ SDL_PumpEvents()

void SDL_PumpEvents ( void  )

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.

Definition at line 147 of file SDL_dynapi_procs.h.

References _this, SDL_VideoDevice::PumpEvents, SDL_disabled_events, SDL_GetVideoDevice(), SDL_JOYAXISMOTION, SDL_JoystickEventState, SDL_JoystickUpdate, SDL_QUERY, SDL_SendPendingSignalEvents(), SDL_SENSORUPDATE, and SDL_SensorUpdate.

Referenced by SDL_FlushEvents(), and SDL_WaitEventTimeout().

◆ SDL_PushEvent()

int SDL_PushEvent ( SDL_Event event)

Add an event to the event queue.

Returns
1 on success, 0 if the event was filtered, or -1 if the event queue was full or there was some other error.

Definition at line 741 of file SDL_events.c.

742{
743 event->common.timestamp = SDL_GetTicks();
744
750 }
751 return 0;
752 }
753
754 if (SDL_event_watchers_count > 0) {
755 /* Make sure we only dispatch the current watcher list */
756 int i, event_watchers_count = SDL_event_watchers_count;
757
759 for (i = 0; i < event_watchers_count; ++i) {
760 if (!SDL_event_watchers[i].removed) {
762 }
763 }
765
767 for (i = SDL_event_watchers_count; i--; ) {
768 if (SDL_event_watchers[i].removed) {
772 }
773 }
774 }
776 }
777 }
778
781 }
782 }
783 }
784
785 if (SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0, 0) <= 0) {
786 return -1;
787 }
788
790
791 return 1;
792}
void SDL_GestureProcessEvent(SDL_Event *event)
Definition: SDL_gesture.c:542
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.

References SDL_EventWatcher::callback, i, SDL_ADDEVENT, SDL_event_watchers, SDL_event_watchers_count, SDL_event_watchers_dispatching, SDL_event_watchers_lock, SDL_event_watchers_removed, SDL_EventOK, SDL_FALSE, SDL_GestureProcessEvent(), SDL_GetTicks(), SDL_LockMutex, SDL_memmove, SDL_PeepEvents(), SDL_TRUE, SDL_UnlockMutex, and SDL_EventWatcher::userdata.

Referenced by SDL_SendAppEvent(), and SDL_SendSysWMEvent().

◆ SDL_RegisterEvents()

Uint32 SDL_RegisterEvents ( int  numevents)

This function allocates a set of user-defined events, and returns the beginning event number for that set of events.

If there aren't enough user-defined events left, this function returns (Uint32)-1

Definition at line 951 of file SDL_events.c.

952{
953 Uint32 event_base;
954
955 if ((numevents > 0) && (SDL_userevents+numevents <= SDL_LASTEVENT)) {
956 event_base = SDL_userevents;
957 SDL_userevents += numevents;
958 } else {
959 event_base = (Uint32)-1;
960 }
961 return event_base;
962}
static Uint32 SDL_userevents
Definition: SDL_events.c:57

References SDL_LASTEVENT, and SDL_userevents.

◆ SDL_SetEventFilter()

void SDL_SetEventFilter ( SDL_EventFilter  filter,
void userdata 
)

Sets up a filter to process all events before they change internal state and are posted to the internal event queue.

The filter is prototyped as:

int SDL_EventFilter(void *userdata, SDL_Event * event);
int(* SDL_EventFilter)(void *userdata, SDL_Event *event)
Definition: SDL_events.h:699
General event structure.
Definition: SDL_events.h:558

If the filter returns 1, then the event will be added to the internal queue. If it returns 0, then the event will be dropped from the queue, but the internal state will still be updated. This allows selective filtering of dynamically arriving events.

Warning
Be very careful of what you do in the event filter function, as it may run in a different thread!

There is one caveat when dealing with the SDL_QuitEvent event type. The event filter is only called when the window manager desires to close the application window. If the event filter returns 1, then the window will be closed, otherwise the window will remain open if possible.

If the quit event is generated by an interrupt signal, it will bypass the internal queue and be delivered to the application at the next event poll.

Definition at line 795 of file SDL_events.c.

796{
798 /* Set filter and discard pending events */
800 SDL_EventOK.userdata = userdata;
802
805 }
806 }
807}

References SDL_EventWatcher::callback, SDL_event_watchers_lock, SDL_EventOK, SDL_FIRSTEVENT, SDL_FlushEvents(), SDL_LASTEVENT, SDL_LockMutex, SDL_UnlockMutex, and SDL_EventWatcher::userdata.

◆ SDL_WaitEvent()

int SDL_WaitEvent ( SDL_Event event)

Waits indefinitely for the next available event.

Returns
1, or 0 if there was an error while waiting for events.
Parameters
eventIf not NULL, the next event is removed from the queue and stored in that area.

Definition at line 704 of file SDL_events.c.

705{
706 return SDL_WaitEventTimeout(event, -1);
707}

References SDL_WaitEventTimeout().

◆ SDL_WaitEventTimeout()

int SDL_WaitEventTimeout ( SDL_Event event,
int  timeout 
)

Waits until the specified timeout (in milliseconds) for the next available event.

Returns
1, or 0 if there was an error while waiting for events.
Parameters
eventIf not NULL, the next event is removed from the queue and stored in that area.
timeoutThe timeout (in milliseconds) to wait for next event.

Definition at line 710 of file SDL_events.c.

711{
712 Uint32 expiration = 0;
713
714 if (timeout > 0)
715 expiration = SDL_GetTicks() + timeout;
716
717 for (;;) {
720 case -1:
721 return 0;
722 case 0:
723 if (timeout == 0) {
724 /* Polling and no events, just return */
725 return 0;
726 }
727 if (timeout > 0 && SDL_TICKS_PASSED(SDL_GetTicks(), expiration)) {
728 /* Timeout expired and no events */
729 return 0;
730 }
731 SDL_Delay(10);
732 break;
733 default:
734 /* Has events */
735 return 1;
736 }
737 }
738}
#define SDL_Delay
GLbitfield GLuint64 timeout
#define SDL_TICKS_PASSED(A, B)
Compare SDL ticks values, and return true if A has passed B.
Definition: SDL_timer.h:56

References SDL_Delay, SDL_FIRSTEVENT, SDL_GETEVENT, SDL_GetTicks(), SDL_LASTEVENT, SDL_PeepEvents(), SDL_PumpEvents(), and SDL_TICKS_PASSED.

Referenced by SDL_PollEvent(), and SDL_WaitEvent().