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.*)
- Used with
SDL_PeepEvents
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.
- Alias for
SDL_IGNORE
- 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.
- Used with
SDL_EventState
- Unused
- Used with
SDL_EventState
- 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.
- Used with
SDL_EventState
- 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).
- Size of the
SDL_TextEditingEvent
array. - Keyboard text input.
- Size of the
SDL_TextInputEvent
array. - Events
SDL_USEREVENT
throughSDL_LASTEVENT
are for your use, and should be allocated withSDL_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