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_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...
 

Functions

void SDL_PumpEvents (void)
 
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)
 
Uint32 SDL_RegisterEvents (int numevents)
 
enum  SDL_eventaction {
  SDL_ADDEVENT,
  SDL_PEEKEVENT,
  SDL_GETEVENT
}
 
int SDL_PeepEvents (SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
 
#define SDL_QUERY   -1
 
#define SDL_IGNORE   0
 
#define SDL_DISABLE   0
 
#define SDL_ENABLE   1
 
Uint8 SDL_EventState (Uint32 type, int state)
 

Detailed Description

Include file for SDL event handling.

Definition in file SDL_events.h.

Macro Definition Documentation

§ SDL_DISABLE

#define SDL_DISABLE   0

§ SDL_ENABLE

§ SDL_GetEventState

§ SDL_IGNORE

#define SDL_IGNORE   0

Definition at line 754 of file SDL_events.h.

Referenced by main(), and SDL_GameControllerEventState().

§ SDL_PRESSED

§ SDL_QUERY

§ SDL_RELEASED

§ SDL_TEXTEDITINGEVENT_TEXT_SIZE

#define SDL_TEXTEDITINGEVENT_TEXT_SIZE   (32)

Definition at line 223 of file SDL_events.h.

Referenced by main().

§ SDL_TEXTINPUTEVENT_TEXT_SIZE

#define SDL_TEXTINPUTEVENT_TEXT_SIZE   (32)

Definition at line 238 of file SDL_events.h.

Referenced by SDL_BApp::_HandleKey().

Typedef Documentation

§ SDL_EventFilter

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

Definition at line 696 of file SDL_events.h.

Enumeration Type Documentation

§ SDL_eventaction

Enumerator
SDL_ADDEVENT 
SDL_PEEKEVENT 
SDL_GETEVENT 

Definition at line 610 of file SDL_events.h.

§ 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,
129  SDL_FINGERUP,
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
166 } SDL_EventType;
SDL_EventType
The types of events that can be delivered.
Definition: SDL_events.h:55

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 811 of file SDL_events.c.

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

812 {
814  SDL_EventWatcher *event_watchers;
815 
816  event_watchers = SDL_realloc(SDL_event_watchers, (SDL_event_watchers_count + 1) * sizeof(*event_watchers));
817  if (event_watchers) {
818  SDL_EventWatcher *watcher;
819 
820  SDL_event_watchers = event_watchers;
822  watcher->callback = filter;
823  watcher->userdata = userdata;
824  watcher->removed = SDL_FALSE;
826  }
827 
830  }
831  }
832 }
#define SDL_LockMutex
static SDL_EventWatcher * SDL_event_watchers
Definition: SDL_events.c:49
SDL_bool removed
Definition: SDL_events.c:44
SDL_EventFilter callback
Definition: SDL_events.c:42
static int SDL_event_watchers_count
Definition: SDL_events.c:50
#define SDL_realloc
static SDL_mutex * SDL_event_watchers_lock
Definition: SDL_events.c:47
#define SDL_UnlockMutex
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter

§ SDL_DelEventWatch()

void SDL_DelEventWatch ( SDL_EventFilter  filter,
void userdata 
)

Remove an event watch function added with SDL_AddEventWatch()

Definition at line 835 of file SDL_events.c.

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

836 {
838  int i;
839 
840  for (i = 0; i < SDL_event_watchers_count; ++i) {
841  if (SDL_event_watchers[i].callback == filter && SDL_event_watchers[i].userdata == userdata) {
845  } else {
847  if (i < SDL_event_watchers_count) {
848  SDL_memmove(&SDL_event_watchers[i], &SDL_event_watchers[i+1], (SDL_event_watchers_count - i) * sizeof(SDL_event_watchers[i]));
849  }
850  }
851  break;
852  }
853  }
854 
857  }
858  }
859 }
#define SDL_LockMutex
static SDL_EventWatcher * SDL_event_watchers
Definition: SDL_events.c:49
SDL_bool removed
Definition: SDL_events.c:44
static int SDL_event_watchers_count
Definition: SDL_events.c:50
static SDL_bool SDL_event_watchers_dispatching
Definition: SDL_events.c:51
static SDL_bool SDL_event_watchers_removed
Definition: SDL_events.c:52
static Uint32 callback(Uint32 interval, void *param)
Definition: testtimer.c:34
#define SDL_memmove
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 SDL_mutex * SDL_event_watchers_lock
Definition: SDL_events.c:47
#define SDL_UnlockMutex
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter

§ 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 879 of file SDL_events.c.

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

Referenced by SDL_StartEventLoop().

880 {
881  const SDL_bool isdnd = ((state == SDL_DISABLE) || (state == SDL_ENABLE)) &&
882  ((type == SDL_DROPFILE) || (type == SDL_DROPTEXT));
883  Uint8 current_state;
884  Uint8 hi = ((type >> 8) & 0xff);
885  Uint8 lo = (type & 0xff);
886 
887  if (SDL_disabled_events[hi] &&
888  (SDL_disabled_events[hi]->bits[lo/32] & (1 << (lo&31)))) {
889  current_state = SDL_DISABLE;
890  } else {
891  current_state = SDL_ENABLE;
892  }
893 
894  if (state != current_state)
895  {
896  switch (state) {
897  case SDL_DISABLE:
898  /* Disable this event type and discard pending events */
899  if (!SDL_disabled_events[hi]) {
901  if (!SDL_disabled_events[hi]) {
902  /* Out of memory, nothing we can do... */
903  break;
904  }
905  }
906  SDL_disabled_events[hi]->bits[lo/32] |= (1 << (lo&31));
908  break;
909  case SDL_ENABLE:
910  SDL_disabled_events[hi]->bits[lo/32] &= ~(1 << (lo&31));
911  break;
912  default:
913  /* Querying state... */
914  break;
915  }
916  }
917 
918  /* turn off drag'n'drop support if we've disabled the events.
919  This might change some UI details at the OS level. */
920  if (isdnd) {
922  }
923 
924  return current_state;
925 }
struct xkb_state * state
#define SDL_ENABLE
Definition: SDL_events.h:756
GLenum GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const void * bits
uint8_t Uint8
Definition: SDL_stdinc.h:179
void SDL_FlushEvent(Uint32 type)
Definition: SDL_events.c:603
#define SDL_DISABLE
Definition: SDL_events.h:755
SDL_bool
Definition: SDL_stdinc.h:161
void SDL_ToggleDragAndDropSupport(void)
Definition: SDL_video.c:1374
#define SDL_calloc
static SDL_DisabledEventBlock * SDL_disabled_events[256]
Definition: SDL_events.c:58
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571

§ 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 862 of file SDL_events.c.

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

863 {
864  if (!SDL_EventQ.lock || SDL_LockMutex(SDL_EventQ.lock) == 0) {
865  SDL_EventEntry *entry, *next;
866  for (entry = SDL_EventQ.head; entry; entry = next) {
867  next = entry->next;
868  if (!filter(userdata, &entry->event)) {
869  SDL_CutEvent(entry);
870  }
871  }
872  if (SDL_EventQ.lock) {
874  }
875  }
876 }
const struct SDL_AssertData * next
Definition: SDL_assert.h:119
#define SDL_LockMutex
struct _SDL_EventEntry * next
Definition: SDL_events.c:67
SDL_Event event
Definition: SDL_events.c:64
Definition: SDL_events.c:62
static void SDL_CutEvent(SDL_EventEntry *entry)
Definition: SDL_events.c:487
#define SDL_UnlockMutex
static struct @21 SDL_EventQ
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter

§ 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 603 of file SDL_events.c.

References SDL_FlushEvents().

Referenced by SDL_EventState().

604 {
606 }
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:609
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571

§ SDL_FlushEvents()

void SDL_FlushEvents ( Uint32  minType,
Uint32  maxType 
)

Definition at line 609 of file SDL_events.c.

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().

610 {
611  /* !!! FIXME: we need to manually SDL_free() the strings in TEXTINPUT and
612  drag'n'drop events if we're flushing them without passing them to the
613  app, but I don't know if this is the right place to do that. */
614 
615  /* Don't look after we've quit */
616  if (!SDL_AtomicGet(&SDL_EventQ.active)) {
617  return;
618  }
619 
620  /* Make sure the events are current */
621 #if 0
622  /* Actually, we can't do this since we might be flushing while processing
623  a resize event, and calling this might trigger further resize events.
624  */
625  SDL_PumpEvents();
626 #endif
627 
628  /* Lock the event queue */
629  if (!SDL_EventQ.lock || SDL_LockMutex(SDL_EventQ.lock) == 0) {
630  SDL_EventEntry *entry, *next;
631  Uint32 type;
632  for (entry = SDL_EventQ.head; entry; entry = next) {
633  next = entry->next;
634  type = entry->event.type;
635  if (minType <= type && type <= maxType) {
636  SDL_CutEvent(entry);
637  }
638  }
639  if (SDL_EventQ.lock) {
641  }
642  }
643 }
const struct SDL_AssertData * next
Definition: SDL_assert.h:119
#define SDL_LockMutex
struct _SDL_EventEntry * next
Definition: SDL_events.c:67
void SDL_PumpEvents(void)
Definition: SDL_events.c:647
SDL_Event event
Definition: SDL_events.c:64
Definition: SDL_events.c:62
static void SDL_CutEvent(SDL_EventEntry *entry)
Definition: SDL_events.c:487
uint32_t Uint32
Definition: SDL_stdinc.h:203
#define SDL_AtomicGet
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571
#define SDL_UnlockMutex
static struct @21 SDL_EventQ
Uint32 type
Definition: SDL_events.h:559

§ 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 787 of file SDL_events.c.

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

788 {
789  SDL_EventWatcher event_ok;
790 
792  event_ok = SDL_EventOK;
793 
796  }
797  } else {
798  SDL_zero(event_ok);
799  }
800 
801  if (filter) {
802  *filter = event_ok.callback;
803  }
804  if (userdata) {
805  *userdata = event_ok.userdata;
806  }
807  return event_ok.callback ? SDL_TRUE : SDL_FALSE;
808 }
#define SDL_LockMutex
SDL_EventFilter callback
Definition: SDL_events.c:42
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
static SDL_mutex * SDL_event_watchers_lock
Definition: SDL_events.c:47
static SDL_EventWatcher SDL_EventOK
Definition: SDL_events.c:48
#define SDL_UnlockMutex
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter

§ SDL_HasEvent()

SDL_bool SDL_HasEvent ( Uint32  type)

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

Definition at line 591 of file SDL_events.c.

References NULL, SDL_PEEKEVENT, and SDL_PeepEvents().

592 {
593  return (SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, type, type) > 0);
594 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:513
#define NULL
Definition: begin_code.h:164
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571

§ SDL_HasEvents()

SDL_bool SDL_HasEvents ( Uint32  minType,
Uint32  maxType 
)

Definition at line 597 of file SDL_events.c.

References NULL, SDL_PEEKEVENT, and SDL_PeepEvents().

598 {
599  return (SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, minType, maxType) > 0);
600 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:513
#define NULL
Definition: begin_code.h:164

§ 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 513 of file SDL_events.c.

References SDL_EventEntry::event, i, SDL_SysWMEntry::msg, SDL_SysWMEvent::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().

515 {
516  int i, used;
517 
518  /* Don't look after we've quit */
519  if (!SDL_AtomicGet(&SDL_EventQ.active)) {
520  /* We get a few spurious events at shutdown, so don't warn then */
521  if (action != SDL_ADDEVENT) {
522  SDL_SetError("The event system has been shut down");
523  }
524  return (-1);
525  }
526  /* Lock the event queue */
527  used = 0;
528  if (!SDL_EventQ.lock || SDL_LockMutex(SDL_EventQ.lock) == 0) {
529  if (action == SDL_ADDEVENT) {
530  for (i = 0; i < numevents; ++i) {
531  used += SDL_AddEvent(&events[i]);
532  }
533  } else {
534  SDL_EventEntry *entry, *next;
535  SDL_SysWMEntry *wmmsg, *wmmsg_next;
536  Uint32 type;
537 
538  if (action == SDL_GETEVENT) {
539  /* Clean out any used wmmsg data
540  FIXME: Do we want to retain the data for some period of time?
541  */
542  for (wmmsg = SDL_EventQ.wmmsg_used; wmmsg; wmmsg = wmmsg_next) {
543  wmmsg_next = wmmsg->next;
544  wmmsg->next = SDL_EventQ.wmmsg_free;
545  SDL_EventQ.wmmsg_free = wmmsg;
546  }
547  SDL_EventQ.wmmsg_used = NULL;
548  }
549 
550  for (entry = SDL_EventQ.head; entry && (!events || used < numevents); entry = next) {
551  next = entry->next;
552  type = entry->event.type;
553  if (minType <= type && type <= maxType) {
554  if (events) {
555  events[used] = entry->event;
556  if (entry->event.type == SDL_SYSWMEVENT) {
557  /* We need to copy the wmmsg somewhere safe.
558  For now we'll guarantee it's valid at least until
559  the next call to SDL_PeepEvents()
560  */
561  if (SDL_EventQ.wmmsg_free) {
562  wmmsg = SDL_EventQ.wmmsg_free;
563  SDL_EventQ.wmmsg_free = wmmsg->next;
564  } else {
565  wmmsg = (SDL_SysWMEntry *)SDL_malloc(sizeof(*wmmsg));
566  }
567  wmmsg->msg = *entry->event.syswm.msg;
568  wmmsg->next = SDL_EventQ.wmmsg_used;
569  SDL_EventQ.wmmsg_used = wmmsg;
570  events[used].syswm.msg = &wmmsg->msg;
571  }
572 
573  if (action == SDL_GETEVENT) {
574  SDL_CutEvent(entry);
575  }
576  }
577  ++used;
578  }
579  }
580  }
581  if (SDL_EventQ.lock) {
583  }
584  } else {
585  return SDL_SetError("Couldn't lock event queue");
586  }
587  return (used);
588 }
const struct SDL_AssertData * next
Definition: SDL_assert.h:119
#define SDL_LockMutex
struct _SDL_EventEntry * next
Definition: SDL_events.c:67
SDL_SysWMmsg msg
Definition: SDL_events.c:72
static int SDL_AddEvent(SDL_Event *event)
Definition: SDL_events.c:433
SDL_SysWMmsg * msg
Definition: SDL_events.h:551
SDL_Event event
Definition: SDL_events.c:64
Definition: SDL_events.c:70
struct _SDL_SysWMEntry * next
Definition: SDL_events.c:73
Definition: SDL_events.c:62
static void SDL_CutEvent(SDL_EventEntry *entry)
Definition: SDL_events.c:487
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
#define NULL
Definition: begin_code.h:164
#define SDL_SetError
SDL_SysWMEvent syswm
Definition: SDL_events.h:581
uint32_t Uint32
Definition: SDL_stdinc.h:203
#define SDL_AtomicGet
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1571
#define SDL_UnlockMutex
#define SDL_malloc
static struct @21 SDL_EventQ
Uint32 type
Definition: SDL_events.h:559

§ 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 675 of file SDL_events.c.

References SDL_WaitEventTimeout().

676 {
677  return SDL_WaitEventTimeout(event, 0);
678 }
int SDL_WaitEventTimeout(SDL_Event *event, int timeout)
Waits until the specified timeout (in milliseconds) for the next available event. ...
Definition: SDL_events.c:687

§ 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 647 of file SDL_events.c.

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

Referenced by SDL_FlushEvents(), and SDL_WaitEventTimeout().

648 {
650 
651  /* Get events from the video subsystem */
652  if (_this) {
653  _this->PumpEvents(_this);
654  }
655 #if !SDL_JOYSTICK_DISABLED
656  /* Check for joystick state change */
659  }
660 #endif
661 
662 #if !SDL_SENSOR_DISABLED
663  /* Check for sensor state change */
666  }
667 #endif
668 
669  SDL_SendPendingQuit(); /* in case we had a signal handler fire, etc. */
670 }
#define SDL_SensorUpdate
static SDL_VideoDevice * _this
Definition: SDL_video.c:121
#define SDL_JoystickUpdate
static SDL_DisabledEventBlock * SDL_disabled_events[256]
Definition: SDL_events.c:58
#define SDL_JoystickEventState
SDL_VideoDevice * SDL_GetVideoDevice(void)
Definition: SDL_video.c:586
void SDL_SendPendingQuit(void)
Definition: SDL_quit.c:144
#define SDL_QUERY
Definition: SDL_events.h:753
void(* PumpEvents)(_THIS)
Definition: SDL_sysvideo.h:281

§ 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 718 of file SDL_events.c.

References SDL_EventWatcher::callback, i, SDL_EventWatcher::removed, SDL_ADDEVENT, SDL_event_watchers_count, SDL_event_watchers_dispatching, SDL_event_watchers_removed, 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().

719 {
720  event->common.timestamp = SDL_GetTicks();
721 
727  }
728  return 0;
729  }
730 
731  if (SDL_event_watchers_count > 0) {
732  /* Make sure we only dispatch the current watcher list */
733  int i, event_watchers_count = SDL_event_watchers_count;
734 
736  for (i = 0; i < event_watchers_count; ++i) {
737  if (!SDL_event_watchers[i].removed) {
738  SDL_event_watchers[i].callback(SDL_event_watchers[i].userdata, event);
739  }
740  }
742 
744  for (i = SDL_event_watchers_count; i--; ) {
745  if (SDL_event_watchers[i].removed) {
747  if (i < SDL_event_watchers_count) {
749  }
750  }
751  }
753  }
754  }
755 
758  }
759  }
760  }
761 
762  if (SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0, 0) <= 0) {
763  return -1;
764  }
765 
767 
768  return 1;
769 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:513
#define SDL_LockMutex
static SDL_EventWatcher * SDL_event_watchers
Definition: SDL_events.c:49
SDL_EventFilter callback
Definition: SDL_events.c:42
static int SDL_event_watchers_count
Definition: SDL_events.c:50
static SDL_bool SDL_event_watchers_dispatching
Definition: SDL_events.c:51
void SDL_GestureProcessEvent(SDL_Event *event)
Definition: SDL_gesture.c:538
static SDL_bool SDL_event_watchers_removed
Definition: SDL_events.c:52
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
#define SDL_memmove
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 SDL_mutex * SDL_event_watchers_lock
Definition: SDL_events.c:47
static SDL_EventWatcher SDL_EventOK
Definition: SDL_events.c:48
#define SDL_UnlockMutex

§ 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 928 of file SDL_events.c.

References SDL_LASTEVENT, and SDL_userevents.

929 {
930  Uint32 event_base;
931 
932  if ((numevents > 0) && (SDL_userevents+numevents <= SDL_LASTEVENT)) {
933  event_base = SDL_userevents;
934  SDL_userevents += numevents;
935  } else {
936  event_base = (Uint32)-1;
937  }
938  return event_base;
939 }
static Uint32 SDL_userevents
Definition: SDL_events.c:59
uint32_t Uint32
Definition: SDL_stdinc.h:203

§ 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);

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 772 of file SDL_events.c.

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

773 {
775  /* Set filter and discard pending events */
777  SDL_EventOK.userdata = userdata;
779 
782  }
783  }
784 }
#define SDL_LockMutex
SDL_EventFilter callback
Definition: SDL_events.c:42
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:609
static SDL_mutex * SDL_event_watchers_lock
Definition: SDL_events.c:47
static SDL_EventWatcher SDL_EventOK
Definition: SDL_events.c:48
#define SDL_UnlockMutex
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter

§ 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 681 of file SDL_events.c.

References SDL_WaitEventTimeout().

682 {
683  return SDL_WaitEventTimeout(event, -1);
684 }
int SDL_WaitEventTimeout(SDL_Event *event, int timeout)
Waits until the specified timeout (in milliseconds) for the next available event. ...
Definition: SDL_events.c:687

§ 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 687 of file SDL_events.c.

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().

688 {
689  Uint32 expiration = 0;
690 
691  if (timeout > 0)
692  expiration = SDL_GetTicks() + timeout;
693 
694  for (;;) {
695  SDL_PumpEvents();
697  case -1:
698  return 0;
699  case 0:
700  if (timeout == 0) {
701  /* Polling and no events, just return */
702  return 0;
703  }
704  if (timeout > 0 && SDL_TICKS_PASSED(SDL_GetTicks(), expiration)) {
705  /* Timeout expired and no events */
706  return 0;
707  }
708  SDL_Delay(10);
709  break;
710  default:
711  /* Has events */
712  return 1;
713  }
714  }
715 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:513
void SDL_PumpEvents(void)
Definition: SDL_events.c:647
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
#define SDL_Delay
GLbitfield GLuint64 timeout
uint32_t Uint32
Definition: SDL_stdinc.h:203
#define SDL_TICKS_PASSED(A, B)
Compare SDL ticks values, and return true if A has passed B.
Definition: SDL_timer.h:56