1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
//! Module for event handling.

use crate::{
  c_char, c_float, c_int, c_long, c_uint, c_void, gesture::*, joystick::*,
  keyboard::*, mouse::*, stdinc::*, syswm::*, touch::*, version::*, video::*,
};

// makes rustdoc link properly!
#[allow(unused)]
use crate::audio::*;
#[allow(unused)]
use crate::sensor::*;
#[allow(unused)]
use crate::timer::*;

/// Button is released.
///
/// Used with both keyboard and mouse.
pub const SDL_RELEASED: u8 = 0;

/// Button is pressed.
///
/// Used with both keyboard and mouse.
pub const SDL_PRESSED: u8 = 1;

/// The types of events that can be delivered.
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(transparent)]
pub struct SDL_EventType(pub i32);

/// Unused
pub const SDL_FIRSTEVENT: SDL_EventType = SDL_EventType(0);

/// User-requested quit
pub const SDL_QUIT: SDL_EventType = SDL_EventType(0x100);

/// The application is being terminated by the OS.
///
/// * Called on iOS in `applicationWillTerminate()`
/// * Called on Android in `onDestroy()`
pub const SDL_APP_TERMINATING: SDL_EventType = SDL_EventType(0x100 + 1);

/// The application is low on memory, free memory if possible.
///
/// * Called on iOS in `applicationDidReceiveMemoryWarning()`
/// * Called on Android in `onLowMemory()`
pub const SDL_APP_LOWMEMORY: SDL_EventType = SDL_EventType(0x100 + 2);

/// The application is about to enter the background.
///
/// * Called on iOS in `applicationWillResignActive()`
/// * Called on Android in `onPause()`
pub const SDL_APP_WILLENTERBACKGROUND: SDL_EventType = SDL_EventType(0x100 + 3);

/// The application did enter the background and may not get CPU for some time.
///
/// * Called on iOS in `applicationDidEnterBackground()`
/// * Called on Android in `onPause()`
pub const SDL_APP_DIDENTERBACKGROUND: SDL_EventType = SDL_EventType(0x100 + 4);

/// The application is about to enter the foreground.
///
/// * Called on iOS in `applicationWillEnterForeground()`
/// * Called on Android in `onResume()`
pub const SDL_APP_WILLENTERFOREGROUND: SDL_EventType = SDL_EventType(0x100 + 5);

/// The application is now interactive.
///
/// * Called on iOS in `applicationDidBecomeActive()`
/// * Called on Android in `onResume()`
pub const SDL_APP_DIDENTERFOREGROUND: SDL_EventType = SDL_EventType(0x100 + 6);

/// The user's locale preferences have changed.
pub const SDL_LOCALECHANGED: SDL_EventType = SDL_EventType(0x100 + 7);

/// Display state change.
pub const SDL_DISPLAYEVENT: SDL_EventType = SDL_EventType(0x150);

/// Window state change.
pub const SDL_WINDOWEVENT: SDL_EventType = SDL_EventType(0x200);

/// System specific event.
pub const SDL_SYSWMEVENT: SDL_EventType = SDL_EventType(0x200 + 1);

/// Key pressed.
pub const SDL_KEYDOWN: SDL_EventType = SDL_EventType(0x300);

/// Key released.
pub const SDL_KEYUP: SDL_EventType = SDL_EventType(0x300 + 1);

/// Keyboard text editing (composition).
pub const SDL_TEXTEDITING: SDL_EventType = SDL_EventType(0x300 + 2);

/// Keyboard text input.
pub const SDL_TEXTINPUT: SDL_EventType = SDL_EventType(0x300 + 3);

/// Keymap changed due to a system event such as an input language or keyboard
/// layout change.
pub const SDL_KEYMAPCHANGED: SDL_EventType = SDL_EventType(0x300 + 4);

/// Mouse moved.
pub const SDL_MOUSEMOTION: SDL_EventType = SDL_EventType(0x400);

/// Mouse button pressed.
pub const SDL_MOUSEBUTTONDOWN: SDL_EventType = SDL_EventType(0x400 + 1);

/// Mouse button released.
pub const SDL_MOUSEBUTTONUP: SDL_EventType = SDL_EventType(0x400 + 2);

/// Mouse wheel motion.
pub const SDL_MOUSEWHEEL: SDL_EventType = SDL_EventType(0x400 + 3);

/// Joystick axis motion.
pub const SDL_JOYAXISMOTION: SDL_EventType = SDL_EventType(0x600);

/// Joystick trackball motion.
pub const SDL_JOYBALLMOTION: SDL_EventType = SDL_EventType(0x600 + 1);

/// Joystick hat position change.
pub const SDL_JOYHATMOTION: SDL_EventType = SDL_EventType(0x600 + 2);

/// Joystick button pressed.
pub const SDL_JOYBUTTONDOWN: SDL_EventType = SDL_EventType(0x600 + 3);

/// Joystick button released.
pub const SDL_JOYBUTTONUP: SDL_EventType = SDL_EventType(0x600 + 4);

/// A new joystick has been inserted into the system.
pub const SDL_JOYDEVICEADDED: SDL_EventType = SDL_EventType(0x600 + 5);

/// An opened joystick has been removed.
pub const SDL_JOYDEVICEREMOVED: SDL_EventType = SDL_EventType(0x600 + 6);

/// Game controller axis motion.
pub const SDL_CONTROLLERAXISMOTION: SDL_EventType = SDL_EventType(0x650);

/// Game controller button pressed.
pub const SDL_CONTROLLERBUTTONDOWN: SDL_EventType = SDL_EventType(0x650 + 1);

/// Game controller button released.
pub const SDL_CONTROLLERBUTTONUP: SDL_EventType = SDL_EventType(0x650 + 2);

/// A new Game controller has been inserted into the system.
pub const SDL_CONTROLLERDEVICEADDED: SDL_EventType = SDL_EventType(0x650 + 3);

/// An opened Game controller has been removed.
pub const SDL_CONTROLLERDEVICEREMOVED: SDL_EventType = SDL_EventType(0x650 + 4);

/// The controller mapping was updated.
pub const SDL_CONTROLLERDEVICEREMAPPED: SDL_EventType =
  SDL_EventType(0x650 + 5);

/// Game controller touchpad was touched.
pub const SDL_CONTROLLERTOUCHPADDOWN: SDL_EventType = SDL_EventType(0x650 + 6);

/// Game controller touchpad finger was moved.
pub const SDL_CONTROLLERTOUCHPADMOTION: SDL_EventType =
  SDL_EventType(0x650 + 7);

/// Game controller touchpad finger was lifted.
pub const SDL_CONTROLLERTOUCHPADUP: SDL_EventType = SDL_EventType(0x650 + 8);

/// Game controller sensor was updated.
pub const SDL_CONTROLLERSENSORUPDATE: SDL_EventType = SDL_EventType(0x650 + 9);

#[allow(missing_docs)]
pub const SDL_FINGERDOWN: SDL_EventType = SDL_EventType(0x700);

#[allow(missing_docs)]
pub const SDL_FINGERUP: SDL_EventType = SDL_EventType(0x700 + 1);

#[allow(missing_docs)]
pub const SDL_FINGERMOTION: SDL_EventType = SDL_EventType(0x700 + 2);

#[allow(missing_docs)]
pub const SDL_DOLLARGESTURE: SDL_EventType = SDL_EventType(0x800);

#[allow(missing_docs)]
pub const SDL_DOLLARRECORD: SDL_EventType = SDL_EventType(0x800 + 1);

#[allow(missing_docs)]
pub const SDL_MULTIGESTURE: SDL_EventType = SDL_EventType(0x800 + 2);

/// The clipboard changed.
pub const SDL_CLIPBOARDUPDATE: SDL_EventType = SDL_EventType(0x900);

/// The system requests a file open.
pub const SDL_DROPFILE: SDL_EventType = SDL_EventType(0x1000);

/// Text/plain drag-and-drop event.
pub const SDL_DROPTEXT: SDL_EventType = SDL_EventType(0x1000 + 1);

/// A new set of drops is beginning (NULL filename).
pub const SDL_DROPBEGIN: SDL_EventType = SDL_EventType(0x1000 + 2);

/// Current set of drops is now complete (NULL filename).
pub const SDL_DROPCOMPLETE: SDL_EventType = SDL_EventType(0x1000 + 3);

/// A new audio device is available.
pub const SDL_AUDIODEVICEADDED: SDL_EventType = SDL_EventType(0x1100);

/// An audio device has been removed.
pub const SDL_AUDIODEVICEREMOVED: SDL_EventType = SDL_EventType(0x1100 + 1);

/// A sensor was updated.
pub const SDL_SENSORUPDATE: SDL_EventType = SDL_EventType(0x1200);

/// The render targets have been reset and their contents need to be updated.
pub const SDL_RENDER_TARGETS_RESET: SDL_EventType = SDL_EventType(0x2000);

/// The device has been reset and all textures need to be recreated.
pub const SDL_RENDER_DEVICE_RESET: SDL_EventType = SDL_EventType(0x2000 + 1);

/// Events [`SDL_USEREVENT`] through [`SDL_LASTEVENT`] are for your use, and
/// should be allocated with [`SDL_RegisterEvents`].
pub const SDL_USEREVENT: SDL_EventType = SDL_EventType(0x8000);

/// This last event is only for bounding internal arrays.
pub const SDL_LASTEVENT: SDL_EventType = SDL_EventType(0xFFFF);

/// Fields shared by every event.
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_CommonEvent {
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`]
  pub timestamp: Uint32,
}

/// Display state change event data (event.display.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_DisplayEvent {
  /// Should always be [`SDL_DISPLAYEVENT`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`]
  pub timestamp: Uint32,
  /// The associated display index
  pub display: Uint32,
  pub event: SDL_DisplayEventID,
  pub padding1: Uint8,
  pub padding2: Uint8,
  pub padding3: Uint8,
  /// event dependent data
  pub data1: Sint32,
}

/// Window state change event data (event.window.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_WindowEvent {
  /// Should always be [`SDL_WINDOWEVENT`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`]
  pub timestamp: Uint32,
  /// The associated window
  pub windowID: Uint32,
  pub event: SDL_WindowEventID,
  pub padding1: Uint8,
  pub padding2: Uint8,
  pub padding3: Uint8,
  /// event dependent data
  pub data1: Sint32,
  /// event dependent data
  pub data2: Sint32,
}

/// Keyboard button event structure (event.key.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_KeyboardEvent {
  /// Should always be [`SDL_KEYDOWN`] or [`SDL_KEYUP`].
  pub type_: SDL_EventType,
  pub timestamp: Uint32,
  /// The window with keyboard focus, if any.
  pub windowID: Uint32,
  /// [`SDL_PRESSED`] or [`SDL_RELEASED`].
  pub state: Uint8,
  /// Non-zero if this is a key repeat.
  pub repeat: Uint8,
  pub padding2: Uint8,
  pub padding3: Uint8,
  /// The key that was pressed or released.
  pub keysym: SDL_Keysym,
}

/// Size of the [`SDL_TextEditingEvent`] array.
pub const SDL_TEXTEDITINGEVENT_TEXT_SIZE: usize = 32;

/// Keyboard text editing event structure (event.edit.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_TextEditingEvent {
  /// Should always be [`SDL_TEXTEDITING`].
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The window with keyboard focus, if any.
  pub windowID: Uint32,
  /// The editing text.
  pub text: [c_char; SDL_TEXTEDITINGEVENT_TEXT_SIZE],
  /// The start cursor of selected editing text.
  pub start: Sint32,
  /// The length of selected editing text.
  pub length: Sint32,
}

/// Size of the [`SDL_TextInputEvent`] array.
pub const SDL_TEXTINPUTEVENT_TEXT_SIZE: usize = 32;

/// Keyboard text input event structure (event.text.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_TextInputEvent {
  /// Should always be [`SDL_TEXTINPUT`].
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The window with keyboard focus, if any.
  pub windowID: Uint32,
  /// The input text.
  pub text: [c_char; SDL_TEXTINPUTEVENT_TEXT_SIZE],
}

/// Mouse motion event structure (event.motion.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_MouseMotionEvent {
  /// Should always be [`SDL_MOUSEMOTION`].
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The window with mouse focus, if any
  pub windowID: Uint32,
  /// The mouse instance id, or [`SDL_TOUCH_MOUSEID`]
  pub which: Uint32,
  /// The current button state
  pub state: Uint32,
  /// X coordinate, relative to window
  pub x: Sint32,
  /// Y coordinate, relative to window
  pub y: Sint32,
  /// The relative motion in the X direction
  pub xrel: Sint32,
  /// The relative motion in the Y direction
  pub yrel: Sint32,
}

/// Mouse button event structure (event.button.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_MouseButtonEvent {
  /// Should always be [`SDL_MOUSEBUTTONDOWN`] or [`SDL_MOUSEBUTTONUP`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The window with mouse focus, if any.
  pub windowID: Uint32,
  /// The mouse instance id, or [`SDL_TOUCH_MOUSEID`].
  pub which: Uint32,
  /// The mouse button index
  pub button: Uint8,
  /// [`SDL_PRESSED`] or [`SDL_RELEASED`].
  pub state: Uint8,
  /// 1 for single-click, 2 for double-click, etc.
  pub clicks: Uint8,
  pub padding1: Uint8,
  /// X coordinate, relative to window
  pub x: Sint32,
  /// Y coordinate, relative to window
  pub y: Sint32,
}

/// Mouse wheel event structure (event.wheel.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_MouseWheelEvent {
  /// Should always be [`SDL_MOUSEWHEEL`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The window with mouse focus, if any.
  pub windowID: Uint32,
  /// The mouse instance id, or [`SDL_TOUCH_MOUSEID`].
  pub which: Uint32,
  /// The amount scrolled horizontally, positive to the right and negative to
  /// the left
  pub x: Sint32,
  /// The amount scrolled vertically, positive away from the user and negative
  /// toward the user
  pub y: Sint32,
  /// [`SDL_MOUSEWHEEL_NORMAL`] or [`SDL_MOUSEWHEEL_FLIPPED`].
  ///
  /// When `SDL_MOUSEWHEEL_FLIPPED`, the values in X and Y will be opposite.
  /// Multiply by -1 to change them back.
  pub direction: SDL_MouseWheelDirection,
}

/// Joystick axis motion event structure (event.jaxis.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_JoyAxisEvent {
  /// Should always be [`SDL_JOYAXISMOTION`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The joystick instance id
  pub which: SDL_JoystickID,
  /// The joystick axis index
  pub axis: Uint8,
  pub padding1: Uint8,
  pub padding2: Uint8,
  pub padding3: Uint8,
  /// The axis value (range: -32768 to 32767)
  pub value: Sint16,
  pub padding4: Uint16,
}

/// Joystick trackball motion event structure (event.jball.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_JoyBallEvent {
  /// Should always be [`SDL_JOYBALLMOTION`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The joystick instance id
  pub which: SDL_JoystickID,
  /// The joystick trackball index
  pub ball: Uint8,
  pub padding1: Uint8,
  pub padding2: Uint8,
  pub padding3: Uint8,
  /// The relative motion in the X direction
  pub xrel: Sint16,
  /// The relative motion in the Y direction
  pub yrel: Sint16,
}

/// Joystick hat position change event structure (event.jhat.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_JoyHatEvent {
  /// Should always be [`SDL_JOYHATMOTION`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The joystick instance id.
  pub which: SDL_JoystickID,
  /// The joystick hat index.
  pub hat: Uint8,
  /// The hat position value.
  pub value: Uint8,
  pub padding1: Uint8,
  pub padding2: Uint8,
}

/// Joystick button event structure (event.jbutton.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_JoyButtonEvent {
  /// Should always be [`SDL_JOYBUTTONDOWN`] or [`SDL_JOYBUTTONUP`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The joystick instance id
  pub which: SDL_JoystickID,
  /// The joystick button index
  pub button: Uint8,
  /// [`SDL_PRESSED`] or [`SDL_RELEASED`].
  pub state: Uint8,
  pub padding1: Uint8,
  pub padding2: Uint8,
}

/// Joystick device event structure (event.jdevice.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_JoyDeviceEvent {
  /// Should always be [`SDL_JOYDEVICEADDED`] or [`SDL_JOYDEVICEREMOVED`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The joystick device index for the `ADDED` event, or instance id for the
  /// `REMOVED` event.
  pub which: Sint32,
}

/// Game controller axis motion event structure (event.caxis.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_ControllerAxisEvent {
  /// Should always be [`SDL_CONTROLLERAXISMOTION`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The joystick instance id
  pub which: SDL_JoystickID,
  /// The controller axis (SDL_GameControllerAxis)
  pub axis: Uint8,
  pub padding1: Uint8,
  pub padding2: Uint8,
  pub padding3: Uint8,
  /// The axis value (range: -32768 to 32767)
  pub value: Sint16,
  pub padding4: Uint16,
}

/// Game controller button event structure (event.cbutton.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_ControllerButtonEvent {
  /// Should always be [`SDL_CONTROLLERBUTTONDOWN`] or
  /// [`SDL_CONTROLLERBUTTONUP`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The joystick instance id
  pub which: SDL_JoystickID,
  /// The controller button (SDL_GameControllerButton)
  pub button: Uint8,
  /// [`SDL_PRESSED`] or [`SDL_RELEASED`].
  pub state: Uint8,
  pub padding1: Uint8,
  pub padding2: Uint8,
}

/// Controller device event structure (event.cdevice.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_ControllerDeviceEvent {
  /// Should always be [`SDL_CONTROLLERDEVICEADDED`],
  /// [`SDL_CONTROLLERDEVICEREMOVED`], or [`SDL_CONTROLLERDEVICEREMAPPED`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The joystick device index for the `ADDED` event, instance id for the
  /// `REMOVED` or `REMAPPED` event.
  pub which: Sint32,
}

/// Game controller touchpad event structure (event.ctouchpad.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, PartialOrd)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_ControllerTouchpadEvent {
  /// [`SDL_CONTROLLERTOUCHPADDOWN`], [`SDL_CONTROLLERTOUCHPADMOTION`],
  /// [`SDL_CONTROLLERTOUCHPADUP`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The joystick instance id
  pub which: SDL_JoystickID,
  /// The index of the touchpad
  pub touchpad: Sint32,
  /// The index of the finger on the touchpad
  pub finger: Sint32,
  /// Normalized in the range 0..=1 with 0 being on the left
  pub x: c_float,
  /// Normalized in the range 0..=1 with 0 being at the top
  pub y: c_float,
  /// Normalized in the range 0..=1
  pub pressure: c_float,
}

/// Game controller sensor event structure (event.csensor.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, PartialOrd)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_ControllerSensorEvent {
  /// [`SDL_CONTROLLERSENSORUPDATE`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The joystick instance id
  pub which: SDL_JoystickID,
  /// The type of the sensor, one of the values of [`SDL_SensorType`]
  pub sensor: Sint32,
  /// Up to 3 values from the sensor, as defined in [`sensor`](crate::sensor)
  pub data: [c_float; 3],
}

/// Audio device event structure (event.adevice.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_AudioDeviceEvent {
  /// Should always be [`SDL_AUDIODEVICEADDED`] or
  /// [`SDL_AUDIODEVICEREMOVED`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The audio device index for the `ADDED` event (valid until next
  /// [`SDL_GetNumAudioDevices`] call), or [`SDL_AudioDeviceID`] for the
  /// `REMOVED` event.
  pub which: Uint32,
  /// zero if an output device, non-zero if a capture device.
  pub iscapture: Uint8,
  pub padding1: Uint8,
  pub padding2: Uint8,
  pub padding3: Uint8,
}

/// Touch finger event structure (event.tfinger.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, PartialOrd)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_TouchFingerEvent {
  /// Should always be [`SDL_FINGERMOTION`],
  /// [`SDL_FINGERDOWN`], or [`SDL_FINGERUP`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The touch device id
  pub touchId: SDL_TouchID,
  pub fingerId: SDL_FingerID,
  /// Normalized in the range 0...1
  pub x: c_float,
  /// Normalized in the range 0...1
  pub y: c_float,
  /// Normalized in the range -1...1
  pub dx: c_float,
  /// Normalized in the range -1...1
  pub dy: c_float,
  /// Normalized in the range 0...1
  pub pressure: c_float,
  /// The window underneath the finger, if any
  pub windowID: Uint32,
}

/// Multiple Finger Gesture Event (event.mgesture.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, PartialOrd)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_MultiGestureEvent {
  /// Should always be [`SDL_MULTIGESTURE`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The touch device id
  pub touchId: SDL_TouchID,
  pub dTheta: c_float,
  pub dDist: c_float,
  pub x: c_float,
  pub y: c_float,
  pub numFingers: Uint16,
  pub padding: Uint16,
}

/// Dollar Gesture Event (event.dgesture.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, PartialOrd)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_DollarGestureEvent {
  /// Should always be [`SDL_DOLLARGESTURE`] or [`SDL_DOLLARRECORD`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The touch device id
  pub touchId: SDL_TouchID,
  pub gestureId: SDL_GestureID,
  pub numFingers: Uint32,
  pub error: c_float,
  /// Normalized center of gesture
  pub x: c_float,
  /// Normalized center of gesture
  pub y: c_float,
}

/// 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`].
///
/// **Note:** If this event is enabled, you **must free the filename in the
/// event**.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_DropEvent {
  /// Should always be [`SDL_DROPBEGIN`], [`SDL_DROPFILE`], [`SDL_DROPTEXT`],
  /// or [`SDL_DROPCOMPLETE`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The file name, which should be freed with [`SDL_free`] of non-null.
  ///
  /// This is NULL on begin/complete.
  pub file: *const c_char,
  /// The window that was dropped on, if any
  pub windowID: Uint32,
}
impl Default for SDL_DropEvent {
  #[inline]
  #[must_use]
  fn default() -> Self {
    unsafe { core::mem::zeroed() }
  }
}

/// Sensor event structure (event.sensor.*)
#[derive(Debug, Clone, Copy, Default, PartialEq, PartialOrd)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_SensorEvent {
  /// Should always be [`SDL_SENSORUPDATE`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The instance ID of the sensor
  pub which: Sint32,
  /// Up to 6 values from the sensor - additional values can be queried using
  /// [`SDL_SensorGetData`].
  pub data: [c_float; 6],
}

/// The "quit requested" event
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_QuitEvent {
  /// Should always be [`SDL_QUIT`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
}

/// OS Specific event.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_OSEvent {
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
}

/// A user-defined event type (event.user.*)
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_UserEvent {
  /// Should be in the exclusive range [`SDL_USEREVENT`] .. [`SDL_LASTEVENT`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// The associated window if any
  pub windowID: Uint32,
  /// User defined event code
  pub code: Sint32,
  /// User defined data pointer
  pub data1: *mut c_void,
  /// User defined data pointer
  pub data2: *mut c_void,
}
impl Default for SDL_UserEvent {
  #[inline]
  #[must_use]
  fn default() -> Self {
    unsafe { core::mem::zeroed() }
  }
}

/// This is the data your [Window Procedure](https://docs.microsoft.com/en-us/windows/win32/winmsg/using-window-procedures) would get.
#[derive(Clone, Copy)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_SysWMmsg_windows {
  /// The window for the message (`HWND`)
  pub hwnd: *mut c_void,
  /// The type of message (`UINT`)
  pub msg: c_uint,
  /// WORD message parameter (`WPARAM`)
  pub wParam: usize,
  /// LONG message parameter (`LPARAM`)
  pub lParam: isize,
}

#[derive(Clone, Copy)]
#[repr(C)]
#[allow(missing_docs)]
pub union SDL_SysWMmsg_union {
  /// The inputs to a [Window Procedure](https://docs.microsoft.com/en-us/windows/win32/winmsg/using-window-procedures).
  pub win: SDL_SysWMmsg_windows,
  /// Transmute this to an `XEvent`.
  pub x11_event: [c_long; 24],
  /// This is a `DFBEvent`
  pub dfb: c_uint,
  /* The window systems without any supported events are skipped here */
}

/// Message info from the system's window manager.
#[derive(Clone, Copy)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_SysWMmsg {
  pub version: SDL_version,
  pub subsystem: SDL_SYSWM_TYPE,
  pub msg: SDL_SysWMmsg_union,
}

/// A video driver dependent system event (event.syswm.*)
///
/// The [`SDL_SYSWMEVENT`] event type is disabled by default, you can enable it
/// with [`SDL_EventState`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(C)]
#[allow(missing_docs)]
pub struct SDL_SysWMEvent {
  /// Should always be [`SDL_SYSWMEVENT`]
  pub type_: SDL_EventType,
  /// In milliseconds, populated using [`SDL_GetTicks`].
  pub timestamp: Uint32,
  /// driver dependent data.
  pub msg: *mut SDL_SysWMmsg,
}
impl Default for SDL_SysWMEvent {
  #[inline]
  #[must_use]
  fn default() -> Self {
    unsafe { core::mem::zeroed() }
  }
}

/// General event structure
#[derive(Clone, Copy)]
#[repr(C)]
#[allow(missing_docs)]
pub union SDL_Event {
  pub type_: SDL_EventType,
  pub common: SDL_CommonEvent,
  pub display: SDL_DisplayEvent,
  pub window: SDL_WindowEvent,
  pub key: SDL_KeyboardEvent,
  pub edit: SDL_TextEditingEvent,
  pub text: SDL_TextInputEvent,
  pub motion: SDL_MouseMotionEvent,
  pub button: SDL_MouseButtonEvent,
  pub wheel: SDL_MouseWheelEvent,
  pub jaxis: SDL_JoyAxisEvent,
  pub jball: SDL_JoyBallEvent,
  pub jhat: SDL_JoyHatEvent,
  pub jbutton: SDL_JoyButtonEvent,
  pub jdevice: SDL_JoyDeviceEvent,
  pub caxis: SDL_ControllerAxisEvent,
  pub cbutton: SDL_ControllerButtonEvent,
  pub cdevice: SDL_ControllerDeviceEvent,
  pub ctouchpad: SDL_ControllerTouchpadEvent,
  pub csensor: SDL_ControllerSensorEvent,
  pub adevice: SDL_AudioDeviceEvent,
  pub sensor: SDL_SensorEvent,
  pub quit: SDL_QuitEvent,
  pub user: SDL_UserEvent,
  pub syswm: SDL_SysWMEvent,
  pub tfinger: SDL_TouchFingerEvent,
  pub mgesture: SDL_MultiGestureEvent,
  pub dgesture: SDL_DollarGestureEvent,
  pub drop: SDL_DropEvent,
  pub padding: [Uint8; 56],
  pub force_align: [u64; 7],
}
impl Default for SDL_Event {
  fn default() -> Self {
    unsafe { core::mem::zeroed() }
  }
}

/// Used with [`SDL_PeepEvents`]
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[repr(transparent)]
pub struct SDL_eventaction(pub i32);

#[allow(missing_docs)]
pub const SDL_ADDEVENT: SDL_eventaction = SDL_eventaction(0);
#[allow(missing_docs)]
pub const SDL_PEEKEVENT: SDL_eventaction = SDL_eventaction(1);
#[allow(missing_docs)]
pub const SDL_GETEVENT: SDL_eventaction = SDL_eventaction(2);

/// Event filter operation.
pub type SDL_EventFilter = Option<
  unsafe extern "C" fn(userdata: *mut c_void, event: *mut SDL_Event) -> c_int,
>;

extern "C" {
  /// 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.
  pub fn SDL_PumpEvents();

  /// 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.
  pub fn SDL_PeepEvents(
    events: *mut SDL_Event, numevents: c_int, action: SDL_eventaction,
    minType: SDL_EventType, maxType: SDL_EventType,
  ) -> c_int;

  /// Checks to see if certain event types are in the event queue.
  pub fn SDL_HasEvent(type_: SDL_EventType) -> SDL_bool;

  /// Checks to see if a range of event types are in the event queue.
  pub fn SDL_HasEvents(
    minType: SDL_EventType, maxType: SDL_EventType,
  ) -> SDL_bool;

  /// This function clears events of a particular type 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.
  pub fn SDL_FlushEvent(type_: SDL_EventType);

  /// This function clears a range of event types 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.
  pub fn SDL_FlushEvents(minType: SDL_EventType, maxType: SDL_EventType);

  /// Polls for currently pending events.
  ///
  /// **Returns:** 1 if there are any pending events, or 0 if there are none
  /// available.
  ///
  /// This is non-blocking, if no event is available it will immediately return.
  ///
  /// * `event` If not NULL, the next event is removed from the queue and stored
  ///   in that area.
  pub fn SDL_PollEvent(event: *mut SDL_Event) -> c_int;

  /// Waits indefinitely for the next available event.
  ///
  /// **Returns:** 1, or 0 if there was an error while waiting for events.
  ///
  /// * `event` If not NULL, the next event is removed from the queue and stored
  ///   in that area.
  pub fn SDL_WaitEvent(event: *mut SDL_Event) -> c_int;

  /// 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.
  ///
  /// * `event` If not NULL, the next event is removed from the queue and stored
  ///   in that area.
  /// * `timeout` The timeout (in milliseconds) to wait for next event.
  pub fn SDL_WaitEventTimeout(event: *mut SDL_Event, timeout: c_int) -> c_int;

  /// 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.
  pub fn SDL_PushEvent(event: *mut SDL_Event) -> c_int;

  /// Sets up a filter to process all events before they change internal state
  /// and are posted to the internal event queue.
  ///
  /// 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.
  ///
  /// **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.
  pub fn SDL_SetEventFilter(filter: SDL_EventFilter, userdata: *mut c_void);

  /// Return the current event filter - can be used to "chain" filters.
  ///
  /// If there is no event filter set, this function returns `SDL_FALSE`.
  pub fn SDL_GetEventFilter(
    filter: *mut SDL_EventFilter, userdata: *mut *mut c_void,
  ) -> SDL_bool;

  /// Add a function which is called when an event is added to the queue.
  pub fn SDL_AddEventWatch(filter: SDL_EventFilter, userdata: *mut c_void);

  /// Remove an event watch function added with [`SDL_AddEventWatch`]
  pub fn SDL_DelEventWatch(filter: SDL_EventFilter, userdata: *mut c_void);

  /// Run the filter function on the current event queue, removing any
  /// events for which the filter returns 0.
  pub fn SDL_FilterEvents(filter: SDL_EventFilter, userdata: *mut c_void);

  /// 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.
  pub fn SDL_EventState(type_: SDL_EventType, state: c_int) -> Uint8;

  /// 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 `u32::MAX`
  pub fn SDL_RegisterEvents(numevents: c_int) -> Uint32;
}

/// Used with [`SDL_EventState`]
pub const SDL_QUERY: i32 = -1;
/// Used with [`SDL_EventState`]
pub const SDL_IGNORE: i32 = 0;
/// Alias for [`SDL_IGNORE`]
pub const SDL_DISABLE: i32 = 0;
/// Used with [`SDL_EventState`]
pub const SDL_ENABLE: i32 = 1;

/// As [`SDL_EventState`], but provides the "query" part for you.
#[inline]
#[must_use]
pub unsafe fn SDL_GetEventState(type_: SDL_EventType) -> Uint8 {
  SDL_EventState(type_, SDL_QUERY)
}