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_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_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_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_AUDIODEVICEADDED = 0x1100,
  SDL_AUDIODEVICEREMOVED,
  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

#define SDL_DISABLE   0
#define SDL_IGNORE   0

Definition at line 716 of file SDL_events.h.

Referenced by main(), and SDL_GameControllerEventState().

#define SDL_TEXTEDITINGEVENT_TEXT_SIZE   (32)

Definition at line 199 of file SDL_events.h.

#define SDL_TEXTINPUTEVENT_TEXT_SIZE   (32)

Definition at line 214 of file SDL_events.h.

Typedef Documentation

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

Definition at line 658 of file SDL_events.h.

Enumeration Type Documentation

Enumerator
SDL_ADDEVENT 
SDL_PEEKEVENT 
SDL_GETEVENT 

Definition at line 572 of file SDL_events.h.

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_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_AUDIODEVICEADDED 

A new audio device is available

SDL_AUDIODEVICEREMOVED 

An audio device has been removed.

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  /* Window events */
89  SDL_WINDOWEVENT = 0x200, /**< Window state change */
90  SDL_SYSWMEVENT, /**< System specific event */
91 
92  /* Keyboard events */
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.
99  */
100 
101  /* Mouse events */
102  SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
103  SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
104  SDL_MOUSEBUTTONUP, /**< Mouse button released */
105  SDL_MOUSEWHEEL, /**< Mouse wheel motion */
106 
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 */
115 
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 */
123 
124  /* Touch events */
125  SDL_FINGERDOWN = 0x700,
126  SDL_FINGERUP,
128 
129  /* Gesture events */
130  SDL_DOLLARGESTURE = 0x800,
133 
134  /* Clipboard events */
135  SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
136 
137  /* Drag and drop events */
138  SDL_DROPFILE = 0x1000, /**< The system requests a file open */
139 
140  /* Audio hotplug events */
141  SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
142  SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
143 
144  /* Render events */
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 */
147 
148  /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
149  * and should be allocated with SDL_RegisterEvents()
150  */
151  SDL_USEREVENT = 0x8000,
152 
153  /**
154  * This last event is only for bounding internal arrays
155  */
156  SDL_LASTEVENT = 0xFFFF
157 } SDL_EventType;
SDL_EventType
The types of events that can be delivered.
Definition: SDL_events.h:55

Function Documentation

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 505 of file SDL_events.c.

References SDL_EventWatcher::callback, SDL_EventWatcher::next, NULL, SDL_malloc, tail, and SDL_EventWatcher::userdata.

506 {
507  SDL_EventWatcher *watcher, *tail;
508 
509  watcher = (SDL_EventWatcher *)SDL_malloc(sizeof(*watcher));
510  if (!watcher) {
511  /* Uh oh... */
512  return;
513  }
514 
515  /* create the watcher */
516  watcher->callback = filter;
517  watcher->userdata = userdata;
518  watcher->next = NULL;
519 
520  /* add the watcher to the end of the list */
521  if (SDL_event_watchers) {
522  for (tail = SDL_event_watchers; tail->next; tail = tail->next) {
523  continue;
524  }
525  tail->next = watcher;
526  } else {
527  SDL_event_watchers = watcher;
528  }
529 }
static SDL_EventWatcher * SDL_event_watchers
Definition: SDL_events.c:49
SDL_EventFilter callback
Definition: SDL_events.c:44
struct SDL_EventWatcher * next
Definition: SDL_events.c:46
#define NULL
Definition: begin_code.h:143
SDL_EventEntry * tail
Definition: SDL_events.c:80
#define SDL_malloc
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
void SDL_DelEventWatch ( SDL_EventFilter  filter,
void userdata 
)

Remove an event watch function added with SDL_AddEventWatch()

Definition at line 533 of file SDL_events.c.

References SDL_EventWatcher::next, NULL, and SDL_free().

534 {
535  SDL_EventWatcher *prev = NULL;
536  SDL_EventWatcher *curr;
537 
538  for (curr = SDL_event_watchers; curr; prev = curr, curr = curr->next) {
539  if (curr->callback == filter && curr->userdata == userdata) {
540  if (prev) {
541  prev->next = curr->next;
542  } else {
543  SDL_event_watchers = curr->next;
544  }
545  SDL_free(curr);
546  break;
547  }
548  }
549 }
static SDL_EventWatcher * SDL_event_watchers
Definition: SDL_events.c:49
struct SDL_EventWatcher * next
Definition: SDL_events.c:46
void SDL_free(void *mem)
#define NULL
Definition: begin_code.h:143
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
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 event 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 567 of file SDL_events.c.

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

Referenced by SDL_StartEventLoop().

568 {
569  Uint8 current_state;
570  Uint8 hi = ((type >> 8) & 0xff);
571  Uint8 lo = (type & 0xff);
572 
573  if (SDL_disabled_events[hi] &&
574  (SDL_disabled_events[hi]->bits[lo/32] & (1 << (lo&31)))) {
575  current_state = SDL_DISABLE;
576  } else {
577  current_state = SDL_ENABLE;
578  }
579 
580  if (state != current_state)
581  {
582  switch (state) {
583  case SDL_DISABLE:
584  /* Disable this event type and discard pending events */
585  if (!SDL_disabled_events[hi]) {
587  if (!SDL_disabled_events[hi]) {
588  /* Out of memory, nothing we can do... */
589  break;
590  }
591  }
592  SDL_disabled_events[hi]->bits[lo/32] |= (1 << (lo&31));
594  break;
595  case SDL_ENABLE:
596  SDL_disabled_events[hi]->bits[lo/32] &= ~(1 << (lo&31));
597  break;
598  default:
599  /* Querying state... */
600  break;
601  }
602  }
603 
604  return current_state;
605 }
struct xkb_state * state
#define SDL_ENABLE
Definition: SDL_events.h:718
GLenum GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const void * bits
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1564
void * SDL_calloc(size_t nmemb, size_t size)
uint8_t Uint8
An unsigned 8-bit integer type.
Definition: SDL_stdinc.h:139
void SDL_FlushEvent(Uint32 type)
Definition: SDL_events.c:357
#define SDL_DISABLE
Definition: SDL_events.h:717
static SDL_DisabledEventBlock * SDL_disabled_events[256]
Definition: SDL_events.c:55
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 552 of file SDL_events.c.

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

553 {
554  if (SDL_EventQ.lock && SDL_LockMutex(SDL_EventQ.lock) == 0) {
555  SDL_EventEntry *entry, *next;
556  for (entry = SDL_EventQ.head; entry; entry = next) {
557  next = entry->next;
558  if (!filter(userdata, &entry->event)) {
559  SDL_CutEvent(entry);
560  }
561  }
563  }
564 }
const struct SDL_AssertData * next
Definition: SDL_assert.h:117
#define SDL_LockMutex
struct _SDL_EventEntry * next
Definition: SDL_events.c:64
SDL_Event event
Definition: SDL_events.c:61
Definition: SDL_events.c:59
static void SDL_CutEvent(SDL_EventEntry *entry)
Definition: SDL_events.c:239
#define SDL_UnlockMutex
static struct @21 SDL_EventQ
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
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 357 of file SDL_events.c.

References SDL_FlushEvents().

Referenced by SDL_EventState().

358 {
360 }
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1564
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:363
void SDL_FlushEvents ( Uint32  minType,
Uint32  maxType 
)

Definition at line 363 of file SDL_events.c.

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

Referenced by SDL_FlushEvent(), and SDL_SetEventFilter().

364 {
365  /* Don't look after we've quit */
366  if (!SDL_EventQ.active) {
367  return;
368  }
369 
370  /* Make sure the events are current */
371 #if 0
372  /* Actually, we can't do this since we might be flushing while processing
373  a resize event, and calling this might trigger further resize events.
374  */
375  SDL_PumpEvents();
376 #endif
377 
378  /* Lock the event queue */
379  if (SDL_LockMutex(SDL_EventQ.lock) == 0) {
380  SDL_EventEntry *entry, *next;
381  Uint32 type;
382  for (entry = SDL_EventQ.head; entry; entry = next) {
383  next = entry->next;
384  type = entry->event.type;
385  if (minType <= type && type <= maxType) {
386  SDL_CutEvent(entry);
387  }
388  }
390  }
391 }
const struct SDL_AssertData * next
Definition: SDL_assert.h:117
#define SDL_LockMutex
struct _SDL_EventEntry * next
Definition: SDL_events.c:64
void SDL_PumpEvents(void)
Definition: SDL_events.c:395
uint32_t Uint32
An unsigned 32-bit integer type.
Definition: SDL_stdinc.h:155
SDL_Event event
Definition: SDL_events.c:61
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1564
Definition: SDL_events.c:59
static void SDL_CutEvent(SDL_EventEntry *entry)
Definition: SDL_events.c:239
#define SDL_UnlockMutex
static struct @21 SDL_EventQ
Uint32 type
Definition: SDL_events.h:523
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 492 of file SDL_events.c.

References SDL_EventOK, SDL_EventOKParam, SDL_FALSE, and SDL_TRUE.

493 {
494  if (filter) {
495  *filter = SDL_EventOK;
496  }
497  if (userdata) {
498  *userdata = SDL_EventOKParam;
499  }
500  return SDL_EventOK ? SDL_TRUE : SDL_FALSE;
501 }
SDL_EventFilter SDL_EventOK
Definition: SDL_events.c:40
void * SDL_EventOKParam
Definition: SDL_events.c:41
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
SDL_bool SDL_HasEvent ( Uint32  type)

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

Definition at line 345 of file SDL_events.c.

References NULL, SDL_PEEKEVENT, and SDL_PeepEvents().

346 {
347  return (SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, type, type) > 0);
348 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:265
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1564
#define NULL
Definition: begin_code.h:143
SDL_bool SDL_HasEvents ( Uint32  minType,
Uint32  maxType 
)

Definition at line 351 of file SDL_events.c.

References NULL, SDL_PEEKEVENT, and SDL_PeepEvents().

352 {
353  return (SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, minType, maxType) > 0);
354 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:265
#define NULL
Definition: begin_code.h:143
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 265 of file SDL_events.c.

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

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

267 {
268  int i, used;
269 
270  /* Don't look after we've quit */
271  if (!SDL_EventQ.active) {
272  /* We get a few spurious events at shutdown, so don't warn then */
273  if (action != SDL_ADDEVENT) {
274  SDL_SetError("The event system has been shut down");
275  }
276  return (-1);
277  }
278  /* Lock the event queue */
279  used = 0;
280  if (!SDL_EventQ.lock || SDL_LockMutex(SDL_EventQ.lock) == 0) {
281  if (action == SDL_ADDEVENT) {
282  for (i = 0; i < numevents; ++i) {
283  used += SDL_AddEvent(&events[i]);
284  }
285  } else {
286  SDL_EventEntry *entry, *next;
287  SDL_SysWMEntry *wmmsg, *wmmsg_next;
288  SDL_Event tmpevent;
289  Uint32 type;
290 
291  /* If 'events' is NULL, just see if they exist */
292  if (events == NULL) {
293  action = SDL_PEEKEVENT;
294  numevents = 1;
295  events = &tmpevent;
296  }
297 
298  /* Clean out any used wmmsg data
299  FIXME: Do we want to retain the data for some period of time?
300  */
301  for (wmmsg = SDL_EventQ.wmmsg_used; wmmsg; wmmsg = wmmsg_next) {
302  wmmsg_next = wmmsg->next;
303  wmmsg->next = SDL_EventQ.wmmsg_free;
304  SDL_EventQ.wmmsg_free = wmmsg;
305  }
306  SDL_EventQ.wmmsg_used = NULL;
307 
308  for (entry = SDL_EventQ.head; entry && used < numevents; entry = next) {
309  next = entry->next;
310  type = entry->event.type;
311  if (minType <= type && type <= maxType) {
312  events[used] = entry->event;
313  if (entry->event.type == SDL_SYSWMEVENT) {
314  /* We need to copy the wmmsg somewhere safe.
315  For now we'll guarantee it's valid at least until
316  the next call to SDL_PeepEvents()
317  */
318  if (SDL_EventQ.wmmsg_free) {
319  wmmsg = SDL_EventQ.wmmsg_free;
320  SDL_EventQ.wmmsg_free = wmmsg->next;
321  } else {
322  wmmsg = (SDL_SysWMEntry *)SDL_malloc(sizeof(*wmmsg));
323  }
324  wmmsg->msg = *entry->event.syswm.msg;
325  wmmsg->next = SDL_EventQ.wmmsg_used;
326  SDL_EventQ.wmmsg_used = wmmsg;
327  events[used].syswm.msg = &wmmsg->msg;
328  }
329  ++used;
330 
331  if (action == SDL_GETEVENT) {
332  SDL_CutEvent(entry);
333  }
334  }
335  }
336  }
338  } else {
339  return SDL_SetError("Couldn't lock event queue");
340  }
341  return (used);
342 }
const struct SDL_AssertData * next
Definition: SDL_assert.h:117
#define SDL_LockMutex
struct _SDL_EventEntry * next
Definition: SDL_events.c:64
SDL_SysWMmsg msg
Definition: SDL_events.c:69
uint32_t Uint32
An unsigned 32-bit integer type.
Definition: SDL_stdinc.h:155
static int SDL_AddEvent(SDL_Event *event)
Definition: SDL_events.c:191
SDL_SysWMmsg * msg
Definition: SDL_events.h:515
SDL_Event event
Definition: SDL_events.c:61
Definition: SDL_events.c:67
struct _SDL_SysWMEntry * next
Definition: SDL_events.c:70
GLuint GLuint GLsizei GLenum type
Definition: SDL_opengl.h:1564
Definition: SDL_events.c:59
static void SDL_CutEvent(SDL_EventEntry *entry)
Definition: SDL_events.c:239
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:42
#define NULL
Definition: begin_code.h:143
#define SDL_SetError
SDL_SysWMEvent syswm
Definition: SDL_events.h:543
#define SDL_UnlockMutex
General event structure.
Definition: SDL_events.h:521
#define SDL_malloc
static struct @21 SDL_EventQ
Uint32 type
Definition: SDL_events.h:523
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 416 of file SDL_events.c.

References SDL_WaitEventTimeout().

417 {
418  return SDL_WaitEventTimeout(event, 0);
419 }
int SDL_WaitEventTimeout(SDL_Event *event, int timeout)
Waits until the specified timeout (in milliseconds) for the next available event. ...
Definition: SDL_events.c:428
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 395 of file SDL_events.c.

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

Referenced by SDL_FlushEvents(), and SDL_WaitEventTimeout().

396 {
398 
399  /* Get events from the video subsystem */
400  if (_this) {
401  _this->PumpEvents(_this);
402  }
403 #if !SDL_JOYSTICK_DISABLED
404  /* Check for joystick state change */
407  }
408 #endif
409 
410  SDL_SendPendingQuit(); /* in case we had a signal handler fire, etc. */
411 }
static SDL_VideoDevice * _this
Definition: SDL_video.c:114
#define SDL_JoystickUpdate
static SDL_DisabledEventBlock * SDL_disabled_events[256]
Definition: SDL_events.c:55
#define SDL_JoystickEventState
SDL_VideoDevice * SDL_GetVideoDevice(void)
Definition: SDL_video.c:573
void SDL_SendPendingQuit(void)
Definition: SDL_quit.c:146
#define SDL_QUERY
Definition: SDL_events.h:715
void(* PumpEvents)(_THIS)
Definition: SDL_sysvideo.h:249
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 458 of file SDL_events.c.

References SDL_EventWatcher::callback, SDL_EventWatcher::next, SDL_ADDEVENT, SDL_EventOK, SDL_EventOKParam, SDL_GestureProcessEvent(), SDL_GetTicks(), SDL_PeepEvents(), and SDL_EventWatcher::userdata.

Referenced by SDL_SendAppEvent(), and SDL_SendSysWMEvent().

459 {
460  SDL_EventWatcher *curr;
461 
462  event->common.timestamp = SDL_GetTicks();
463 
464  if (SDL_EventOK && !SDL_EventOK(SDL_EventOKParam, event)) {
465  return 0;
466  }
467 
468  for (curr = SDL_event_watchers; curr; curr = curr->next) {
469  curr->callback(curr->userdata, event);
470  }
471 
472  if (SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0, 0) <= 0) {
473  return -1;
474  }
475 
477 
478  return 1;
479 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:265
static SDL_EventWatcher * SDL_event_watchers
Definition: SDL_events.c:49
SDL_EventFilter callback
Definition: SDL_events.c:44
void SDL_GestureProcessEvent(SDL_Event *event)
Definition: SDL_gesture.c:510
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
struct SDL_EventWatcher * next
Definition: SDL_events.c:46
SDL_EventFilter SDL_EventOK
Definition: SDL_events.c:40
void * SDL_EventOKParam
Definition: SDL_events.c:41
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 608 of file SDL_events.c.

References SDL_LASTEVENT, and SDL_userevents.

609 {
610  Uint32 event_base;
611 
612  if ((numevents > 0) && (SDL_userevents+numevents <= SDL_LASTEVENT)) {
613  event_base = SDL_userevents;
614  SDL_userevents += numevents;
615  } else {
616  event_base = (Uint32)-1;
617  }
618  return event_base;
619 }
uint32_t Uint32
An unsigned 32-bit integer type.
Definition: SDL_stdinc.h:155
static Uint32 SDL_userevents
Definition: SDL_events.c:56
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:

1 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 482 of file SDL_events.c.

References NULL, SDL_EventOK, SDL_EventOKParam, SDL_FIRSTEVENT, SDL_FlushEvents(), SDL_LASTEVENT, and SDL_EventWatcher::userdata.

483 {
484  /* Set filter and discard pending events */
485  SDL_EventOK = NULL;
487  SDL_EventOKParam = userdata;
489 }
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:363
SDL_EventFilter SDL_EventOK
Definition: SDL_events.c:40
void * SDL_EventOKParam
Definition: SDL_events.c:41
#define NULL
Definition: begin_code.h:143
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
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 422 of file SDL_events.c.

References SDL_WaitEventTimeout().

423 {
424  return SDL_WaitEventTimeout(event, -1);
425 }
int SDL_WaitEventTimeout(SDL_Event *event, int timeout)
Waits until the specified timeout (in milliseconds) for the next available event. ...
Definition: SDL_events.c:428
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 428 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().

429 {
430  Uint32 expiration = 0;
431 
432  if (timeout > 0)
433  expiration = SDL_GetTicks() + timeout;
434 
435  for (;;) {
436  SDL_PumpEvents();
438  case -1:
439  return 0;
440  case 1:
441  return 1;
442  case 0:
443  if (timeout == 0) {
444  /* Polling and no events, just return */
445  return 0;
446  }
447  if (timeout > 0 && SDL_TICKS_PASSED(SDL_GetTicks(), expiration)) {
448  /* Timeout expired and no events */
449  return 0;
450  }
451  SDL_Delay(10);
452  break;
453  }
454  }
455 }
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
Definition: SDL_events.c:265
void SDL_PumpEvents(void)
Definition: SDL_events.c:395
uint32_t Uint32
An unsigned 32-bit integer type.
Definition: SDL_stdinc.h:155
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
#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