2 Simple DirectMedia Layer
3 Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
25 * Include file for SDL event handling.
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_video.h"
34 #include "SDL_keyboard.h"
35 #include "SDL_mouse.h"
36 #include "SDL_joystick.h"
37 #include "SDL_gamecontroller.h"
39 #include "SDL_gesture.h"
40 #include "SDL_touch.h"
42 #include "begin_code.h"
43 /* Set up for C function definitions, even when using C++ */
48 /* General keyboard/mouse state definitions */
49 #define SDL_RELEASED 0
53 * \brief The types of events that can be delivered.
57 SDL_FIRSTEVENT
= 0, /**< Unused (do not remove) */
59 /* Application events */
60 SDL_QUIT
= 0x100, /**< User-requested quit */
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()
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()
71 SDL_APP_WILLENTERBACKGROUND
, /**< The application is about to enter the background
72 Called on iOS in applicationWillResignActive()
73 Called on Android in onPause()
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()
79 SDL_APP_WILLENTERFOREGROUND
, /**< The application is about to enter the foreground
80 Called on iOS in applicationWillEnterForeground()
81 Called on Android in onResume()
83 SDL_APP_DIDENTERFOREGROUND
, /**< The application is now interactive
84 Called on iOS in applicationDidBecomeActive()
85 Called on Android in onResume()
89 SDL_WINDOWEVENT
= 0x200, /**< Window state change */
90 SDL_SYSWMEVENT
, /**< System specific event */
93 SDL_KEYDOWN
= 0x300, /**< Key pressed */
94 SDL_KEYUP
, /**< Key released */
95 SDL_TEXTEDITING
, /**< Keyboard text editing (composition) */
96 SDL_TEXTINPUT
, /**< Keyboard text input */
97 SDL_KEYMAPCHANGED
, /**< Keymap changed due to a system event such as an
98 input language or keyboard layout change.
102 SDL_MOUSEMOTION
= 0x400, /**< Mouse moved */
103 SDL_MOUSEBUTTONDOWN
, /**< Mouse button pressed */
104 SDL_MOUSEBUTTONUP
, /**< Mouse button released */
105 SDL_MOUSEWHEEL
, /**< Mouse wheel motion */
107 /* Joystick events */
108 SDL_JOYAXISMOTION
= 0x600, /**< Joystick axis motion */
109 SDL_JOYBALLMOTION
, /**< Joystick trackball motion */
110 SDL_JOYHATMOTION
, /**< Joystick hat position change */
111 SDL_JOYBUTTONDOWN
, /**< Joystick button pressed */
112 SDL_JOYBUTTONUP
, /**< Joystick button released */
113 SDL_JOYDEVICEADDED
, /**< A new joystick has been inserted into the system */
114 SDL_JOYDEVICEREMOVED
, /**< An opened joystick has been removed */
116 /* Game controller events */
117 SDL_CONTROLLERAXISMOTION
= 0x650, /**< Game controller axis motion */
118 SDL_CONTROLLERBUTTONDOWN
, /**< Game controller button pressed */
119 SDL_CONTROLLERBUTTONUP
, /**< Game controller button released */
120 SDL_CONTROLLERDEVICEADDED
, /**< A new Game controller has been inserted into the system */
121 SDL_CONTROLLERDEVICEREMOVED
, /**< An opened Game controller has been removed */
122 SDL_CONTROLLERDEVICEREMAPPED
, /**< The controller mapping was updated */
125 SDL_FINGERDOWN
= 0x700,
130 SDL_DOLLARGESTURE
= 0x800,
134 /* Clipboard events */
135 SDL_CLIPBOARDUPDATE
= 0x900, /**< The clipboard changed */
137 /* Drag and drop events */
138 SDL_DROPFILE
= 0x1000, /**< The system requests a file open */
140 /* Audio hotplug events */
141 SDL_AUDIODEVICEADDED
= 0x1100, /**< A new audio device is available */
142 SDL_AUDIODEVICEREMOVED
, /**< An audio device has been removed. */
145 SDL_RENDER_TARGETS_RESET
= 0x2000, /**< The render targets have been reset and their contents need to be updated */
146 SDL_RENDER_DEVICE_RESET
, /**< The device has been reset and all textures need to be recreated */
148 /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
149 * and should be allocated with SDL_RegisterEvents()
151 SDL_USEREVENT
= 0x8000,
154 * This last event is only for bounding internal arrays
156 SDL_LASTEVENT
= 0xFFFF
160 * \brief Fields shared by every event
162 typedef struct SDL_CommonEvent
169 * \brief Window state change event data (event.window.*)
171 typedef struct SDL_WindowEvent
173 Uint32 type
; /**< ::SDL_WINDOWEVENT */
175 Uint32 windowID
; /**< The associated window */
176 Uint8 event
; /**< ::SDL_WindowEventID */
180 Sint32 data1
; /**< event dependent data */
181 Sint32 data2
; /**< event dependent data */
185 * \brief Keyboard button event structure (event.key.*)
187 typedef struct SDL_KeyboardEvent
189 Uint32 type
; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
191 Uint32 windowID
; /**< The window with keyboard focus, if any */
192 Uint8 state
; /**< ::SDL_PRESSED or ::SDL_RELEASED */
193 Uint8 repeat
; /**< Non-zero if this is a key repeat */
196 SDL_Keysym keysym
; /**< The key that was pressed or released */
199 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
201 * \brief Keyboard text editing event structure (event.edit.*)
203 typedef struct SDL_TextEditingEvent
205 Uint32 type
; /**< ::SDL_TEXTEDITING */
207 Uint32 windowID
; /**< The window with keyboard focus, if any */
208 char text
[SDL_TEXTEDITINGEVENT_TEXT_SIZE
]; /**< The editing text */
209 Sint32 start
; /**< The start cursor of selected editing text */
210 Sint32 length
; /**< The length of selected editing text */
211 } SDL_TextEditingEvent
;
214 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
216 * \brief Keyboard text input event structure (event.text.*)
218 typedef struct SDL_TextInputEvent
220 Uint32 type
; /**< ::SDL_TEXTINPUT */
222 Uint32 windowID
; /**< The window with keyboard focus, if any */
223 char text
[SDL_TEXTINPUTEVENT_TEXT_SIZE
]; /**< The input text */
224 } SDL_TextInputEvent
;
227 * \brief Mouse motion event structure (event.motion.*)
229 typedef struct SDL_MouseMotionEvent
231 Uint32 type
; /**< ::SDL_MOUSEMOTION */
233 Uint32 windowID
; /**< The window with mouse focus, if any */
234 Uint32 which
; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
235 Uint32 state
; /**< The current button state */
236 Sint32 x
; /**< X coordinate, relative to window */
237 Sint32 y
; /**< Y coordinate, relative to window */
238 Sint32 xrel
; /**< The relative motion in the X direction */
239 Sint32 yrel
; /**< The relative motion in the Y direction */
240 } SDL_MouseMotionEvent
;
243 * \brief Mouse button event structure (event.button.*)
245 typedef struct SDL_MouseButtonEvent
247 Uint32 type
; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
249 Uint32 windowID
; /**< The window with mouse focus, if any */
250 Uint32 which
; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
251 Uint8 button
; /**< The mouse button index */
252 Uint8 state
; /**< ::SDL_PRESSED or ::SDL_RELEASED */
253 Uint8 clicks
; /**< 1 for single-click, 2 for double-click, etc. */
255 Sint32 x
; /**< X coordinate, relative to window */
256 Sint32 y
; /**< Y coordinate, relative to window */
257 } SDL_MouseButtonEvent
;
260 * \brief Mouse wheel event structure (event.wheel.*)
262 typedef struct SDL_MouseWheelEvent
264 Uint32 type
; /**< ::SDL_MOUSEWHEEL */
266 Uint32 windowID
; /**< The window with mouse focus, if any */
267 Uint32 which
; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
268 Sint32 x
; /**< The amount scrolled horizontally, positive to the right and negative to the left */
269 Sint32 y
; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
270 Uint32 direction
; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
271 } SDL_MouseWheelEvent
;
274 * \brief Joystick axis motion event structure (event.jaxis.*)
276 typedef struct SDL_JoyAxisEvent
278 Uint32 type
; /**< ::SDL_JOYAXISMOTION */
280 SDL_JoystickID which
; /**< The joystick instance id */
281 Uint8 axis
; /**< The joystick axis index */
285 Sint16 value
; /**< The axis value (range: -32768 to 32767) */
290 * \brief Joystick trackball motion event structure (event.jball.*)
292 typedef struct SDL_JoyBallEvent
294 Uint32 type
; /**< ::SDL_JOYBALLMOTION */
296 SDL_JoystickID which
; /**< The joystick instance id */
297 Uint8 ball
; /**< The joystick trackball index */
301 Sint16 xrel
; /**< The relative motion in the X direction */
302 Sint16 yrel
; /**< The relative motion in the Y direction */
306 * \brief Joystick hat position change event structure (event.jhat.*)
308 typedef struct SDL_JoyHatEvent
310 Uint32 type
; /**< ::SDL_JOYHATMOTION */
312 SDL_JoystickID which
; /**< The joystick instance id */
313 Uint8 hat
; /**< The joystick hat index */
314 Uint8 value
; /**< The hat position value.
315 * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
316 * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
317 * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
319 * Note that zero means the POV is centered.
326 * \brief Joystick button event structure (event.jbutton.*)
328 typedef struct SDL_JoyButtonEvent
330 Uint32 type
; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
332 SDL_JoystickID which
; /**< The joystick instance id */
333 Uint8 button
; /**< The joystick button index */
334 Uint8 state
; /**< ::SDL_PRESSED or ::SDL_RELEASED */
337 } SDL_JoyButtonEvent
;
340 * \brief Joystick device event structure (event.jdevice.*)
342 typedef struct SDL_JoyDeviceEvent
344 Uint32 type
; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
346 Sint32 which
; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
347 } SDL_JoyDeviceEvent
;
351 * \brief Game controller axis motion event structure (event.caxis.*)
353 typedef struct SDL_ControllerAxisEvent
355 Uint32 type
; /**< ::SDL_CONTROLLERAXISMOTION */
357 SDL_JoystickID which
; /**< The joystick instance id */
358 Uint8 axis
; /**< The controller axis (SDL_GameControllerAxis) */
362 Sint16 value
; /**< The axis value (range: -32768 to 32767) */
364 } SDL_ControllerAxisEvent
;
368 * \brief Game controller button event structure (event.cbutton.*)
370 typedef struct SDL_ControllerButtonEvent
372 Uint32 type
; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
374 SDL_JoystickID which
; /**< The joystick instance id */
375 Uint8 button
; /**< The controller button (SDL_GameControllerButton) */
376 Uint8 state
; /**< ::SDL_PRESSED or ::SDL_RELEASED */
379 } SDL_ControllerButtonEvent
;
383 * \brief Controller device event structure (event.cdevice.*)
385 typedef struct SDL_ControllerDeviceEvent
387 Uint32 type
; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
389 Sint32 which
; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
390 } SDL_ControllerDeviceEvent
;
393 * \brief Audio device event structure (event.adevice.*)
395 typedef struct SDL_AudioDeviceEvent
397 Uint32 type
; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
399 Uint32 which
; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
400 Uint8 iscapture
; /**< zero if an output device, non-zero if a capture device. */
404 } SDL_AudioDeviceEvent
;
408 * \brief Touch finger event structure (event.tfinger.*)
410 typedef struct SDL_TouchFingerEvent
412 Uint32 type
; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
414 SDL_TouchID touchId
; /**< The touch device id */
415 SDL_FingerID fingerId
;
416 float x
; /**< Normalized in the range 0...1 */
417 float y
; /**< Normalized in the range 0...1 */
418 float dx
; /**< Normalized in the range -1...1 */
419 float dy
; /**< Normalized in the range -1...1 */
420 float pressure
; /**< Normalized in the range 0...1 */
421 } SDL_TouchFingerEvent
;
425 * \brief Multiple Finger Gesture Event (event.mgesture.*)
427 typedef struct SDL_MultiGestureEvent
429 Uint32 type
; /**< ::SDL_MULTIGESTURE */
431 SDL_TouchID touchId
; /**< The touch device index */
438 } SDL_MultiGestureEvent
;
442 * \brief Dollar Gesture Event (event.dgesture.*)
444 typedef struct SDL_DollarGestureEvent
446 Uint32 type
; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
448 SDL_TouchID touchId
; /**< The touch device id */
449 SDL_GestureID gestureId
;
452 float x
; /**< Normalized center of gesture */
453 float y
; /**< Normalized center of gesture */
454 } SDL_DollarGestureEvent
;
458 * \brief An event used to request a file open by the system (event.drop.*)
459 * This event is enabled by default, you can disable it with SDL_EventState().
460 * \note If this event is enabled, you must free the filename in the event.
462 typedef struct SDL_DropEvent
464 Uint32 type
; /**< ::SDL_DROPFILE */
466 char *file
; /**< The file name, which should be freed with SDL_free() */
471 * \brief The "quit requested" event
473 typedef struct SDL_QuitEvent
475 Uint32 type
; /**< ::SDL_QUIT */
480 * \brief OS Specific event
482 typedef struct SDL_OSEvent
484 Uint32 type
; /**< ::SDL_QUIT */
489 * \brief A user-defined event type (event.user.*)
491 typedef struct SDL_UserEvent
493 Uint32 type
; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
495 Uint32 windowID
; /**< The associated window if any */
496 Sint32 code
; /**< User defined event code */
497 void *data1
; /**< User defined data pointer */
498 void *data2
; /**< User defined data pointer */
503 typedef struct SDL_SysWMmsg SDL_SysWMmsg
;
506 * \brief A video driver dependent system event (event.syswm.*)
507 * This event is disabled by default, you can enable it with SDL_EventState()
509 * \note If you want to use this event, you should include SDL_syswm.h.
511 typedef struct SDL_SysWMEvent
513 Uint32 type
; /**< ::SDL_SYSWMEVENT */
515 SDL_SysWMmsg
*msg
; /**< driver dependent data, defined in SDL_syswm.h */
519 * \brief General event structure
521 typedef union SDL_Event
523 Uint32 type
; /**< Event type, shared with all events */
524 SDL_CommonEvent common
; /**< Common event data */
525 SDL_WindowEvent window
; /**< Window event data */
526 SDL_KeyboardEvent key
; /**< Keyboard event data */
527 SDL_TextEditingEvent edit
; /**< Text editing event data */
528 SDL_TextInputEvent text
; /**< Text input event data */
529 SDL_MouseMotionEvent motion
; /**< Mouse motion event data */
530 SDL_MouseButtonEvent button
; /**< Mouse button event data */
531 SDL_MouseWheelEvent wheel
; /**< Mouse wheel event data */
532 SDL_JoyAxisEvent jaxis
; /**< Joystick axis event data */
533 SDL_JoyBallEvent jball
; /**< Joystick ball event data */
534 SDL_JoyHatEvent jhat
; /**< Joystick hat event data */
535 SDL_JoyButtonEvent jbutton
; /**< Joystick button event data */
536 SDL_JoyDeviceEvent jdevice
; /**< Joystick device change event data */
537 SDL_ControllerAxisEvent caxis
; /**< Game Controller axis event data */
538 SDL_ControllerButtonEvent cbutton
; /**< Game Controller button event data */
539 SDL_ControllerDeviceEvent cdevice
; /**< Game Controller device event data */
540 SDL_AudioDeviceEvent adevice
; /**< Audio device event data */
541 SDL_QuitEvent quit
; /**< Quit request event data */
542 SDL_UserEvent user
; /**< Custom event data */
543 SDL_SysWMEvent syswm
; /**< System dependent window event data */
544 SDL_TouchFingerEvent tfinger
; /**< Touch finger event data */
545 SDL_MultiGestureEvent mgesture
; /**< Gesture event data */
546 SDL_DollarGestureEvent dgesture
; /**< Gesture event data */
547 SDL_DropEvent drop
; /**< Drag and drop event data */
549 /* This is necessary for ABI compatibility between Visual C++ and GCC
550 Visual C++ will respect the push pack pragma and use 52 bytes for
551 this structure, and GCC will use the alignment of the largest datatype
552 within the union, which is 8 bytes.
554 So... we'll add padding to force the size to be 56 bytes for both.
560 /* Function prototypes */
563 * Pumps the event loop, gathering events from the input devices.
565 * This function updates the event queue and internal input device state.
567 * This should only be run in the thread that sets the video mode.
569 extern DECLSPEC
void SDLCALL
SDL_PumpEvents(void);
580 * Checks the event queue for messages and optionally returns them.
582 * If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
583 * the back of the event queue.
585 * If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
586 * of the event queue, within the specified minimum and maximum type,
587 * will be returned and will not be removed from the queue.
589 * If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
590 * of the event queue, within the specified minimum and maximum type,
591 * will be returned and will be removed from the queue.
593 * \return The number of events actually stored, or -1 if there was an error.
595 * This function is thread-safe.
597 extern DECLSPEC
int SDLCALL
SDL_PeepEvents(SDL_Event
* events
, int numevents
,
598 SDL_eventaction action
,
599 Uint32 minType
, Uint32 maxType
);
603 * Checks to see if certain event types are in the event queue.
605 extern DECLSPEC SDL_bool SDLCALL
SDL_HasEvent(Uint32 type
);
606 extern DECLSPEC SDL_bool SDLCALL
SDL_HasEvents(Uint32 minType
, Uint32 maxType
);
609 * This function clears events from the event queue
610 * This function only affects currently queued events. If you want to make
611 * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
612 * on the main thread immediately before the flush call.
614 extern DECLSPEC
void SDLCALL
SDL_FlushEvent(Uint32 type
);
615 extern DECLSPEC
void SDLCALL
SDL_FlushEvents(Uint32 minType
, Uint32 maxType
);
618 * \brief Polls for currently pending events.
620 * \return 1 if there are any pending events, or 0 if there are none available.
622 * \param event If not NULL, the next event is removed from the queue and
623 * stored in that area.
625 extern DECLSPEC
int SDLCALL
SDL_PollEvent(SDL_Event
* event
);
628 * \brief Waits indefinitely for the next available event.
630 * \return 1, or 0 if there was an error while waiting for events.
632 * \param event If not NULL, the next event is removed from the queue and
633 * stored in that area.
635 extern DECLSPEC
int SDLCALL
SDL_WaitEvent(SDL_Event
* event
);
638 * \brief Waits until the specified timeout (in milliseconds) for the next
641 * \return 1, or 0 if there was an error while waiting for events.
643 * \param event If not NULL, the next event is removed from the queue and
644 * stored in that area.
645 * \param timeout The timeout (in milliseconds) to wait for next event.
647 extern DECLSPEC
int SDLCALL
SDL_WaitEventTimeout(SDL_Event
* event
,
651 * \brief Add an event to the event queue.
653 * \return 1 on success, 0 if the event was filtered, or -1 if the event queue
654 * was full or there was some other error.
656 extern DECLSPEC
int SDLCALL
SDL_PushEvent(SDL_Event
* event
);
658 typedef int (SDLCALL
* SDL_EventFilter
) (void *userdata
, SDL_Event
* event
);
661 * Sets up a filter to process all events before they change internal state and
662 * are posted to the internal event queue.
664 * The filter is prototyped as:
666 * int SDL_EventFilter(void *userdata, SDL_Event * event);
669 * If the filter returns 1, then the event will be added to the internal queue.
670 * If it returns 0, then the event will be dropped from the queue, but the
671 * internal state will still be updated. This allows selective filtering of
672 * dynamically arriving events.
674 * \warning Be very careful of what you do in the event filter function, as
675 * it may run in a different thread!
677 * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
678 * event filter is only called when the window manager desires to close the
679 * application window. If the event filter returns 1, then the window will
680 * be closed, otherwise the window will remain open if possible.
682 * If the quit event is generated by an interrupt signal, it will bypass the
683 * internal queue and be delivered to the application at the next event poll.
685 extern DECLSPEC
void SDLCALL
SDL_SetEventFilter(SDL_EventFilter filter
,
689 * Return the current event filter - can be used to "chain" filters.
690 * If there is no event filter set, this function returns SDL_FALSE.
692 extern DECLSPEC SDL_bool SDLCALL
SDL_GetEventFilter(SDL_EventFilter
* filter
,
696 * Add a function which is called when an event is added to the queue.
698 extern DECLSPEC
void SDLCALL
SDL_AddEventWatch(SDL_EventFilter filter
,
702 * Remove an event watch function added with SDL_AddEventWatch()
704 extern DECLSPEC
void SDLCALL
SDL_DelEventWatch(SDL_EventFilter filter
,
708 * Run the filter function on the current event queue, removing any
709 * events for which the filter returns 0.
711 extern DECLSPEC
void SDLCALL
SDL_FilterEvents(SDL_EventFilter filter
,
717 #define SDL_DISABLE 0
721 * This function allows you to set the state of processing certain events.
722 * - If \c state is set to ::SDL_IGNORE, that event will be automatically
723 * dropped from the event queue and will not event be filtered.
724 * - If \c state is set to ::SDL_ENABLE, that event will be processed
726 * - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
727 * current processing state of the specified event.
729 extern DECLSPEC Uint8 SDLCALL
SDL_EventState(Uint32 type
, int state
);
731 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
734 * This function allocates a set of user-defined events, and returns
735 * the beginning event number for that set of events.
737 * If there aren't enough user-defined events left, this function
740 extern DECLSPEC Uint32 SDLCALL
SDL_RegisterEvents(int numevents
);
742 /* Ends C function definitions when using C++ */
746 #include "close_code.h"
748 #endif /* _SDL_events_h */
750 /* vi: set ts=4 sw=4 expandtab: */