Module fermium::events[][src]

Expand description

Module for event handling.

Structs

Audio device event structure (event.adevice.*)

Fields shared by every event.

Game controller axis motion event structure (event.caxis.*)

Game controller button event structure (event.cbutton.*)

Controller device event structure (event.cdevice.*)

Game controller sensor event structure (event.csensor.*)

Game controller touchpad event structure (event.ctouchpad.*)

Display state change event data (event.display.*)

Dollar Gesture Event (event.dgesture.*)

An event used to request a file open by the system (event.drop.*)

The types of events that can be delivered.

Joystick axis motion event structure (event.jaxis.*)

Joystick trackball motion event structure (event.jball.*)

Joystick button event structure (event.jbutton.*)

Joystick device event structure (event.jdevice.*)

Joystick hat position change event structure (event.jhat.*)

Keyboard button event structure (event.key.*)

Mouse button event structure (event.button.*)

Mouse motion event structure (event.motion.*)

Mouse wheel event structure (event.wheel.*)

Multiple Finger Gesture Event (event.mgesture.*)

OS Specific event.

The “quit requested” event

Sensor event structure (event.sensor.*)

A video driver dependent system event (event.syswm.*)

Message info from the system’s window manager.

This is the data your Window Procedure would get.

Keyboard text editing event structure (event.edit.*)

Keyboard text input event structure (event.text.*)

Touch finger event structure (event.tfinger.*)

A user-defined event type (event.user.*)

Window state change event data (event.window.*)

Constants

The application did enter the background and may not get CPU for some time.

The application is now interactive.

The application is low on memory, free memory if possible.

The application is being terminated by the OS.

The application is about to enter the background.

The application is about to enter the foreground.

A new audio device is available.

An audio device has been removed.

The clipboard changed.

Game controller axis motion.

Game controller button pressed.

Game controller button released.

A new Game controller has been inserted into the system.

The controller mapping was updated.

An opened Game controller has been removed.

Game controller sensor was updated.

Game controller touchpad was touched.

Game controller touchpad finger was moved.

Game controller touchpad finger was lifted.

Display state change.

A new set of drops is beginning (NULL filename).

Current set of drops is now complete (NULL filename).

The system requests a file open.

Text/plain drag-and-drop event.

Joystick axis motion.

Joystick trackball motion.

Joystick button pressed.

Joystick button released.

A new joystick has been inserted into the system.

An opened joystick has been removed.

Joystick hat position change.

Key pressed.

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

Key released.

This last event is only for bounding internal arrays.

The user’s locale preferences have changed.

Mouse button pressed.

Mouse button released.

Mouse moved.

Mouse wheel motion.

Button is pressed.

User-requested quit

Button is released.

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

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

A sensor was updated.

System specific event.

Keyboard text editing (composition).

Keyboard text input.

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

Window state change.

Functions

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

Remove an event watch function added with SDL_AddEventWatch

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

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

This function clears events of a particular type from the event queue.

This function clears a range of event types from the event queue.

Return the current event filter - can be used to “chain” filters.

As SDL_EventState, but provides the “query” part for you.

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

Checks to see if a range of event types are in the event queue.

Checks the event queue for messages and optionally returns them.

Polls for currently pending events.

Pumps the event loop, gathering events from the input devices.

Add an event to the event queue.

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

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

Waits indefinitely for the next available event.

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

Type Definitions

Event filter operation.

Unions

General event structure