SDL_events.h
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryEvents
*
* Event queue management.
*
* It's extremely common--often required--that an app deal with SDL's event
* queue. Almost all useful information about interactions with the real world
* flow through here: the user interacting with the computer and app, hardware
* coming and going, the system changing in some way, etc.
*
* An app generally takes a moment, perhaps at the start of a new frame, to
* examine any events that have occurred since the last time and process or
* ignore them. This is generally done by calling SDL_PollEvent() in a loop
* until it returns false (or, if using the main callbacks, events are
* provided one at a time in calls to SDL_AppEvent() before the next call to
* SDL_AppIterate(); in this scenario, the app does not call SDL_PollEvent()
* at all).
*
* There is other forms of control, too: SDL_PeepEvents() has more
* functionality at the cost of more complexity, and SDL_WaitEvent() can block
* the process until something interesting happens, which might be beneficial
* for certain types of programs on low-power hardware. One may also call
* SDL_AddEventWatch() to set a callback when new events arrive.
*
* The app is free to generate their own events, too: SDL_PushEvent allows the
* app to put events onto the queue for later retrieval; SDL_RegisterEvents
* can guarantee that these events have a type that isn't in use by other
* parts of the system.
*/
#ifndef SDL_events_h_
#define SDL_events_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_audio.h>
#include <SDL3/SDL_camera.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_joystick.h>
#include <SDL3/SDL_keyboard.h>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_mouse.h>
#include <SDL3/SDL_pen.h>
#include <SDL3/SDL_power.h>
#include <SDL3/SDL_sensor.h>
#include <SDL3/SDL_scancode.h>
#include <SDL3/SDL_touch.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* General keyboard/mouse/pen state definitions */
/**
* The types of events that can be delivered.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_EventType
{
SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */
/* Application events */
SDL_EVENT_QUIT = 0x100, /**< User-requested quit */
/* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */
SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationWillTerminate()
Called on Android in onDestroy()
*/
SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationDidReceiveMemoryWarning()
Called on Android in onTrimMemory()
*/
SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationWillResignActive()
Called on Android in onPause()
*/
SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationDidEnterBackground()
Called on Android in onPause()
*/
SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationWillEnterForeground()
Called on Android in onResume()
*/
SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch().
Called on iOS in applicationDidBecomeActive()
Called on Android in onResume()
*/
SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */
SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
/* Display events */
/* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */
SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */
SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED, /**< Display has changed desktop mode */
SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED, /**< Display has changed current mode */
SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, /**< Display has changed usable bounds */
SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION,
SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED,
/* Window events */
/* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
/* 0x201 was SDL_SYSWMEVENT, reserve the number for sdl2-compat */
SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event.
data1 is 1 for live-resize expose events, 0 otherwise. */
SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
SDL_EVENT_WINDOW_METAL_VIEW_RESIZED,/**< The pixel size of a Metal view associated with the window has changed */
SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */
SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */
SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */
SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */
SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
in an event watcher, the window handle is still valid and can still be used to retrieve any properties
associated with the window. Otherwise, the handle has already been destroyed and all resources
associated with it are invalid */
SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */
SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN,
SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED,
/* Keyboard events */
SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
SDL_EVENT_KEY_UP, /**< Key released */
SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
input language or keyboard layout change. */
SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */
SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */
SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */
SDL_EVENT_SCREEN_KEYBOARD_SHOWN, /**< The on-screen keyboard has been shown */
SDL_EVENT_SCREEN_KEYBOARD_HIDDEN, /**< The on-screen keyboard has been hidden */
/* Mouse events */
SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */
SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */
/* Joystick events */
SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */
SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */
SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */
/* Gamepad events */
SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */
SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */
/* Touch events */
SDL_EVENT_FINGER_DOWN = 0x700,
SDL_EVENT_FINGER_UP,
SDL_EVENT_FINGER_MOTION,
SDL_EVENT_FINGER_CANCELED,
/* Pinch events */
SDL_EVENT_PINCH_BEGIN = 0x710, /**< Pinch gesture started */
SDL_EVENT_PINCH_UPDATE, /**< Pinch gesture updated */
SDL_EVENT_PINCH_END, /**< Pinch gesture ended */
/* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
/* Clipboard events */
SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard changed */
/* Drag and drop events */
SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
/* Audio hotplug events */
SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */
/* Sensor events */
SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
/* Pressure-sensitive pen events */
SDL_EVENT_PEN_PROXIMITY_IN = 0x1300, /**< Pressure-sensitive pen has become available */
SDL_EVENT_PEN_PROXIMITY_OUT, /**< Pressure-sensitive pen has become unavailable */
SDL_EVENT_PEN_DOWN, /**< Pressure-sensitive pen touched drawing surface */
SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */
SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */
SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */
SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen is moving on the tablet */
SDL_EVENT_PEN_AXIS, /**< Pressure-sensitive pen angle/pressure/etc changed */
/* Camera hotplug events */
SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */
SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */
SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */
SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */
/* Render events */
SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
SDL_EVENT_RENDER_DEVICE_LOST, /**< The device has been lost and can't be recovered. */
/* Reserved events for private platforms */
SDL_EVENT_PRIVATE0 = 0x4000,
SDL_EVENT_PRIVATE1,
SDL_EVENT_PRIVATE2,
SDL_EVENT_PRIVATE3,
/* Internal events */
SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
/** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use,
* and should be allocated with SDL_RegisterEvents()
*/
SDL_EVENT_USER = 0x8000,
/**
* This last event is only for bounding internal arrays
*/
SDL_EVENT_LAST = 0xFFFF,
/* This just makes sure the enum is the size of Uint32 */
SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF
} SDL_EventType;
/**
* Fields shared by every event
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_CommonEvent
{
Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
} SDL_CommonEvent;
/**
* Display state change event data (event.display.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_DisplayEvent
{
SDL_EventType type; /**< SDL_EVENT_DISPLAY_* */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_DisplayID displayID;/**< The associated display */
Sint32 data1; /**< event dependent data */
Sint32 data2; /**< event dependent data */
} SDL_DisplayEvent;
/**
* Window state change event data (event.window.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_WindowEvent
{
SDL_EventType type; /**< SDL_EVENT_WINDOW_* */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The associated window */
Sint32 data1; /**< event dependent data */
Sint32 data2; /**< event dependent data */
} SDL_WindowEvent;
/**
* Keyboard device event structure (event.kdevice.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_KeyboardDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_KeyboardID which; /**< The keyboard instance id */
} SDL_KeyboardDeviceEvent;
/**
* Keyboard button event structure (event.key.*)
*
* The `key` is the base SDL_Keycode generated by pressing the `scancode`
* using the current keyboard layout, applying any options specified in
* SDL_HINT_KEYCODE_OPTIONS. You can get the SDL_Keycode corresponding to the
* event scancode and modifiers directly from the keyboard layout, bypassing
* SDL_HINT_KEYCODE_OPTIONS, by calling SDL_GetKeyFromScancode().
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GetKeyFromScancode
* \sa SDL_HINT_KEYCODE_OPTIONS
*/
typedef struct SDL_KeyboardEvent
{
SDL_EventType type; /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */
SDL_Scancode scancode; /**< SDL physical key code */
SDL_Keycode key; /**< SDL virtual key code */
SDL_Keymod mod; /**< current key modifiers */
Uint16 raw; /**< The platform dependent scancode for this event */
bool down; /**< true if the key is pressed */
bool repeat; /**< true if this is a key repeat */
} SDL_KeyboardEvent;
/**
* Keyboard text editing event structure (event.edit.*)
*
* The start cursor is the position, in UTF-8 characters, where new typing
* will be inserted into the editing text. The length is the number of UTF-8
* characters that will be replaced by new typing.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_TextEditingEvent
{
SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
const char *text; /**< The editing text */
Sint32 start; /**< The start cursor of selected editing text, or -1 if not set */
Sint32 length; /**< The length of selected editing text, or -1 if not set */
} SDL_TextEditingEvent;
/**
* Keyboard IME candidates event structure (event.edit_candidates.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_TextEditingCandidatesEvent
{
SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING_CANDIDATES */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
const char * const *candidates; /**< The list of candidates, or NULL if there are no candidates available */
Sint32 num_candidates; /**< The number of strings in `candidates` */
Sint32 selected_candidate; /**< The index of the selected candidate, or -1 if no candidate is selected */
bool horizontal; /**< true if the list is horizontal, false if it's vertical */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_TextEditingCandidatesEvent;
/**
* Keyboard text input event structure (event.text.*)
*
* This event will never be delivered unless text input is enabled by calling
* SDL_StartTextInput(). Text input is disabled by default!
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_StartTextInput
* \sa SDL_StopTextInput
*/
typedef struct SDL_TextInputEvent
{
SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
const char *text; /**< The input text, UTF-8 encoded */
} SDL_TextInputEvent;
/**
* Mouse device event structure (event.mdevice.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_MouseDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_MouseID which; /**< The mouse instance id */
} SDL_MouseDeviceEvent;
/**
* Mouse motion event structure (event.motion.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_MouseMotionEvent
{
SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */
SDL_MouseButtonFlags state; /**< The current button state */
float x; /**< X coordinate, relative to window */
float y; /**< Y coordinate, relative to window */
float xrel; /**< The relative motion in the X direction */
float yrel; /**< The relative motion in the Y direction */
} SDL_MouseMotionEvent;
/**
* Mouse button event structure (event.button.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_MouseButtonEvent
{
SDL_EventType type; /**< SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */
Uint8 button; /**< The mouse button index */
bool down; /**< true if the button is pressed */
Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
Uint8 padding;
float x; /**< X coordinate, relative to window */
float y; /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;
/**
* Mouse wheel event structure (event.wheel.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_MouseWheelEvent
{
SDL_EventType type; /**< SDL_EVENT_MOUSE_WHEEL */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
SDL_MouseID which; /**< The mouse instance id in relative mode or 0 */
float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
SDL_MouseWheelDirection direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
float mouse_x; /**< X coordinate, relative to window */
float mouse_y; /**< Y coordinate, relative to window */
Sint32 integer_x; /**< The amount scrolled horizontally, accumulated to whole scroll "ticks" (added in 3.2.12) */
Sint32 integer_y; /**< The amount scrolled vertically, accumulated to whole scroll "ticks" (added in 3.2.12) */
} SDL_MouseWheelEvent;
/**
* Joystick axis motion event structure (event.jaxis.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_JoyAxisEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_AXIS_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The joystick axis index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_JoyAxisEvent;
/**
* Joystick trackball motion event structure (event.jball.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_JoyBallEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BALL_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 ball; /**< The joystick trackball index */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 xrel; /**< The relative motion in the X direction */
Sint16 yrel; /**< The relative motion in the Y direction */
} SDL_JoyBallEvent;
/**
* Joystick hat position change event structure (event.jhat.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_JoyHatEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_HAT_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 hat; /**< The joystick hat index */
Uint8 value; /**< The hat position value.
* \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
* \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
* \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
*
* Note that zero means the POV is centered.
*/
Uint8 padding1;
Uint8 padding2;
} SDL_JoyHatEvent;
/**
* Joystick button event structure (event.jbutton.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_JoyButtonEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The joystick button index */
bool down; /**< true if the button is pressed */
Uint8 padding1;
Uint8 padding2;
} SDL_JoyButtonEvent;
/**
* Joystick device event structure (event.jdevice.*)
*
* SDL will send JOYSTICK_ADDED events for devices that are already plugged in
* during SDL_Init.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GamepadDeviceEvent
*/
typedef struct SDL_JoyDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
} SDL_JoyDeviceEvent;
/**
* Joystick battery level change event structure (event.jbattery.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_JoyBatteryEvent
{
SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
SDL_PowerState state; /**< The joystick battery state */
int percent; /**< The joystick battery percent charge remaining */
} SDL_JoyBatteryEvent;
/**
* Gamepad axis motion event structure (event.gaxis.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_GamepadAxisEvent
{
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_AXIS_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
Sint16 value; /**< The axis value (range: -32768 to 32767) */
Uint16 padding4;
} SDL_GamepadAxisEvent;
/**
* Gamepad button event structure (event.gbutton.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_GamepadButtonEvent
{
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
bool down; /**< true if the button is pressed */
Uint8 padding1;
Uint8 padding2;
} SDL_GamepadButtonEvent;
/**
* Gamepad device event structure (event.gdevice.*)
*
* Joysticks that are supported gamepads receive both an SDL_JoyDeviceEvent
* and an SDL_GamepadDeviceEvent.
*
* SDL will send GAMEPAD_ADDED events for joysticks that are already plugged
* in during SDL_Init() and are recognized as gamepads. It will also send
* events for joysticks that get gamepad mappings at runtime.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_JoyDeviceEvent
*/
typedef struct SDL_GamepadDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
} SDL_GamepadDeviceEvent;
/**
* Gamepad touchpad event structure (event.gtouchpad.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_GamepadTouchpadEvent
{
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Sint32 touchpad; /**< The index of the touchpad */
Sint32 finger; /**< The index of the finger on the touchpad */
float x; /**< Normalized in the range 0...1 with 0 being on the left */
float y; /**< Normalized in the range 0...1 with 0 being at the top */
float pressure; /**< Normalized in the range 0...1 */
} SDL_GamepadTouchpadEvent;
/**
* Gamepad sensor event structure (event.gsensor.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_GamepadSensorEvent
{
SDL_EventType type; /**< SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_JoystickID which; /**< The joystick instance id */
Sint32 sensor; /**< The type of the sensor, one of the values of SDL_SensorType */
float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
} SDL_GamepadSensorEvent;
/**
* Audio device event structure (event.adevice.*)
*
* Note that SDL will send a SDL_EVENT_AUDIO_DEVICE_ADDED event for every
* device it discovers during initialization. After that, this event will only
* arrive when a device is hotplugged during the program's run.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_AudioDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */
bool recording; /**< false if a playback device, true if a recording device. */
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
} SDL_AudioDeviceEvent;
/**
* Camera device event structure (event.cdevice.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_CameraDeviceEvent
{
SDL_EventType type; /**< SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_CameraID which; /**< SDL_CameraID for the device being added or removed or changing */
} SDL_CameraDeviceEvent;
/**
* Renderer event structure (event.render.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_RenderEvent
{
SDL_EventType type; /**< SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window containing the renderer in question. */
} SDL_RenderEvent;
/**
* Touch finger event structure (event.tfinger.*)
*
* Coordinates in this event are normalized. `x` and `y` are normalized to a
* range between 0.0f and 1.0f, relative to the window, so (0,0) is the top
* left and (1,1) is the bottom right. Delta coordinates `dx` and `dy` are
* normalized in the ranges of -1.0f (traversed all the way from the bottom or
* right to all the way up or left) to 1.0f (traversed all the way from the
* top or left to all the way down or right).
*
* Note that while the coordinates are _normalized_, they are not _clamped_,
* which means in some circumstances you can get a value outside of this
* range. For example, a renderer using logical presentation might give a
* negative value when the touch is in the letterboxing. Some platforms might
* report a touch outside of the window, which will also be outside of the
* range.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_TouchFingerEvent
{
SDL_EventType type; /**< SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, or SDL_EVENT_FINGER_CANCELED */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_TouchID touchID; /**< The touch device id */
SDL_FingerID fingerID;
float x; /**< Normalized in the range 0...1 */
float y; /**< Normalized in the range 0...1 */
float dx; /**< Normalized in the range -1...1 */
float dy; /**< Normalized in the range -1...1 */
float pressure; /**< Normalized in the range 0...1 */
SDL_WindowID windowID; /**< The window underneath the finger, if any */
} SDL_TouchFingerEvent;
/**
* Pinch event structure (event.pinch.*)
*/
typedef struct SDL_PinchFingerEvent
{
SDL_EventType type; /**< ::SDL_EVENT_PINCH_BEGIN or ::SDL_EVENT_PINCH_UPDATE or ::SDL_EVENT_PINCH_END */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
float scale; /**< The scale change since the last SDL_EVENT_PINCH_UPDATE. Scale < 1 is "zoom out". Scale > 1 is "zoom in". */
SDL_WindowID windowID; /**< The window underneath the finger, if any */
} SDL_PinchFingerEvent;
/**
* Pressure-sensitive pen proximity event structure (event.pproximity.*)
*
* When a pen becomes visible to the system (it is close enough to a tablet,
* etc), SDL will send an SDL_EVENT_PEN_PROXIMITY_IN event with the new pen's
* ID. This ID is valid until the pen leaves proximity again (has been removed
* from the tablet's area, the tablet has been unplugged, etc). If the same
* pen reenters proximity again, it will be given a new ID.
*
* Note that "proximity" means "close enough for the tablet to know the tool
* is there." The pen touching and lifting off from the tablet while not
* leaving the area are handled by SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP.
*
* Not all platforms have a window associated with the pen during proximity
* events. Some wait until motion/button/etc events to offer this info.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_PenProximityEvent
{
SDL_EventType type; /**< SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with pen focus, if any */
SDL_PenID which; /**< The pen instance id */
} SDL_PenProximityEvent;
/**
* Pressure-sensitive pen motion event structure (event.pmotion.*)
*
* Depending on the hardware, you may get motion events when the pen is not
* touching a tablet, for tracking a pen even when it isn't drawing. You
* should listen for SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP events, or check
* `pen_state & SDL_PEN_INPUT_DOWN` to decide if a pen is "drawing" when
* dealing with pen motion.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_PenMotionEvent
{
SDL_EventType type; /**< SDL_EVENT_PEN_MOTION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with pen focus, if any */
SDL_PenID which; /**< The pen instance id */
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
float x; /**< X coordinate, relative to window */
float y; /**< Y coordinate, relative to window */
} SDL_PenMotionEvent;
/**
* Pressure-sensitive pen touched event structure (event.ptouch.*)
*
* These events come when a pen touches a surface (a tablet, etc), or lifts
* off from one.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_PenTouchEvent
{
SDL_EventType type; /**< SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with pen focus, if any */
SDL_PenID which; /**< The pen instance id */
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
float x; /**< X coordinate, relative to window */
float y; /**< Y coordinate, relative to window */
bool eraser; /**< true if eraser end is used (not all pens support this). */
bool down; /**< true if the pen is touching or false if the pen is lifted off */
} SDL_PenTouchEvent;
/**
* Pressure-sensitive pen button event structure (event.pbutton.*)
*
* This is for buttons on the pen itself that the user might click. The pen
* itself pressing down to draw triggers a SDL_EVENT_PEN_DOWN event instead.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_PenButtonEvent
{
SDL_EventType type; /**< SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
SDL_PenID which; /**< The pen instance id */
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
float x; /**< X coordinate, relative to window */
float y; /**< Y coordinate, relative to window */
Uint8 button; /**< The pen button index (first button is 1). */
bool down; /**< true if the button is pressed */
} SDL_PenButtonEvent;
/**
* Pressure-sensitive pen pressure / angle event structure (event.paxis.*)
*
* You might get some of these events even if the pen isn't touching the
* tablet.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_PenAxisEvent
{
SDL_EventType type; /**< SDL_EVENT_PEN_AXIS */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window with pen focus, if any */
SDL_PenID which; /**< The pen instance id */
SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
float x; /**< X coordinate, relative to window */
float y; /**< Y coordinate, relative to window */
SDL_PenAxis axis; /**< Axis that has changed */
float value; /**< New value of axis */
} SDL_PenAxisEvent;
/**
* An event used to drop text or request a file open by the system
* (event.drop.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_DropEvent
{
SDL_EventType type; /**< SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The window that was dropped on, if any */
float x; /**< X coordinate, relative to window (not on begin) */
float y; /**< Y coordinate, relative to window (not on begin) */
const char *source; /**< The source app that sent this drop event, or NULL if that isn't available */
const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
} SDL_DropEvent;
/**
* An event triggered when the clipboard contents have changed
* (event.clipboard.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_ClipboardEvent
{
SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
bool owner; /**< are we owning the clipboard (internal update) */
Sint32 num_mime_types; /**< number of mime types */
const char **mime_types; /**< current mime types */
} SDL_ClipboardEvent;
/**
* Sensor event structure (event.sensor.*)
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_SensorEvent
{
SDL_EventType type; /**< SDL_EVENT_SENSOR_UPDATE */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_SensorID which; /**< The instance ID of the sensor */
float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
} SDL_SensorEvent;
/**
* The "quit requested" event
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_QuitEvent
{
SDL_EventType type; /**< SDL_EVENT_QUIT */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
} SDL_QuitEvent;
/**
* A user-defined event type (event.user.*)
*
* This event is unique; it is never created by SDL, but only by the
* application. The event can be pushed onto the event queue using
* SDL_PushEvent(). The contents of the structure members are completely up to
* the programmer; the only requirement is that '''type''' is a value obtained
* from SDL_RegisterEvents().
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_UserEvent
{
Uint32 type; /**< SDL_EVENT_USER through SDL_EVENT_LAST, Uint32 because these are not in the SDL_EventType enumeration */
Uint32 reserved;
Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
SDL_WindowID windowID; /**< The associated window if any */
Sint32 code; /**< User defined event code */
void *data1; /**< User defined data pointer */
void *data2; /**< User defined data pointer */
} SDL_UserEvent;
/**
* The structure for all events in SDL.
*
* The SDL_Event structure is the core of all event handling in SDL. SDL_Event
* is a union of all event structures used in SDL.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef union SDL_Event
{
Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
SDL_CommonEvent common; /**< Common event data */
SDL_DisplayEvent display; /**< Display event data */
SDL_WindowEvent window; /**< Window event data */
SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */
SDL_KeyboardEvent key; /**< Keyboard event data */
SDL_TextEditingEvent edit; /**< Text editing event data */
SDL_TextEditingCandidatesEvent edit_candidates; /**< Text editing candidates event data */
SDL_TextInputEvent text; /**< Text input event data */
SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */
SDL_MouseMotionEvent motion; /**< Mouse motion event data */
SDL_MouseButtonEvent button; /**< Mouse button event data */
SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
SDL_JoyBallEvent jball; /**< Joystick ball event data */
SDL_JoyHatEvent jhat; /**< Joystick hat event data */
SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
SDL_AudioDeviceEvent adevice; /**< Audio device event data */
SDL_CameraDeviceEvent cdevice; /**< Camera device event data */
SDL_SensorEvent sensor; /**< Sensor event data */
SDL_QuitEvent quit; /**< Quit request event data */
SDL_UserEvent user; /**< Custom event data */
SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
SDL_PinchFingerEvent pinch; /**< Pinch event data */
SDL_PenProximityEvent pproximity; /**< Pen proximity event data */
SDL_PenTouchEvent ptouch; /**< Pen tip touching event data */
SDL_PenMotionEvent pmotion; /**< Pen motion event data */
SDL_PenButtonEvent pbutton; /**< Pen button event data */
SDL_PenAxisEvent paxis; /**< Pen axis event data */
SDL_RenderEvent render; /**< Render event data */
SDL_DropEvent drop; /**< Drag and drop event data */
SDL_ClipboardEvent clipboard; /**< Clipboard event data */
/* This is necessary for ABI compatibility between Visual C++ and GCC.
Visual C++ will respect the push pack pragma and use 52 bytes (size of
SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
architectures) for this union, and GCC will use the alignment of the
largest datatype within the union, which is 8 bytes on 64-bit
architectures.
So... we'll add padding to force the size to be the same for both.
On architectures where pointers are 16 bytes, this needs rounding up to
the next multiple of 16, 64, and on architectures where pointers are
even larger the size of SDL_UserEvent will dominate as being 3 pointers.
*/
Uint8 padding[128];
} SDL_Event;
/* Make sure we haven't broken binary compatibility */
SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof((SDL_static_cast(SDL_Event *, NULL))->padding));
/* Function prototypes */
/**
* Pump the event loop, gathering events from the input devices.
*
* This function updates the event queue and internal input device state.
*
* SDL_PumpEvents() gathers all the pending input information from devices and
* places it in the event queue. Without calls to SDL_PumpEvents() no events
* would ever be placed on the queue. Often the need for calls to
* SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
* SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
* polling or waiting for events (e.g. you are filtering them), then you must
* call SDL_PumpEvents() to force an event queue update.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PollEvent
* \sa SDL_WaitEvent
*/
extern SDL_DECLSPEC void SDLCALL SDL_PumpEvents(void);
/* @{ */
/**
* The type of action to request from SDL_PeepEvents().
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_EventAction
{
SDL_ADDEVENT, /**< Add events to the back of the queue. */
SDL_PEEKEVENT, /**< Check but don't remove events from the queue front. */
SDL_GETEVENT /**< Retrieve/remove events from the front of the queue. */
} SDL_EventAction;
/**
* Check the event queue for messages and optionally return them.
*
* `action` may be any of the following:
*
* - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
* event queue.
* - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
* within the specified minimum and maximum type, will be returned to the
* caller and will _not_ be removed from the queue. If you pass NULL for
* `events`, then `numevents` is ignored and the total number of matching
* events will be returned.
* - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
* within the specified minimum and maximum type, will be returned to the
* caller and will be removed from the queue.
*
* You may have to call SDL_PumpEvents() before calling this function.
* Otherwise, the events may not be ready to be filtered when you call
* SDL_PeepEvents().
*
* \param events destination buffer for the retrieved events, may be NULL to
* leave the events in the queue and return the number of events
* that would have been stored.
* \param numevents if action is SDL_ADDEVENT, the number of events to add
* back to the event queue; if action is SDL_PEEKEVENT or
* SDL_GETEVENT, the maximum number of events to retrieve.
* \param action action to take; see [Remarks](#remarks) for details.
* \param minType minimum value of the event type to be considered;
* SDL_EVENT_FIRST is a safe choice.
* \param maxType maximum value of the event type to be considered;
* SDL_EVENT_LAST is a safe choice.
* \returns the number of events actually stored or -1 on failure; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PollEvent
* \sa SDL_PumpEvents
* \sa SDL_PushEvent
*/
extern SDL_DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType);
/* @} */
/**
* Check for the existence of a certain event type in the event queue.
*
* If you need to check for a range of event types, use SDL_HasEvents()
* instead.
*
* \param type the type of event to be queried; see SDL_EventType for details.
* \returns true if events matching `type` are present, or false if events
* matching `type` are not present.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasEvents
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasEvent(Uint32 type);
/**
* Check for the existence of certain event types in the event queue.
*
* If you need to check for a single event type, use SDL_HasEvent() instead.
*
* \param minType the low end of event type to be queried, inclusive; see
* SDL_EventType for details.
* \param maxType the high end of event type to be queried, inclusive; see
* SDL_EventType for details.
* \returns true if events with type >= `minType` and <= `maxType` are
* present, or false if not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasEvents
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
/**
* Clear events of a specific type from the event queue.
*
* This will unconditionally remove any events from the queue that match
* `type`. If you need to remove a range of event types, use SDL_FlushEvents()
* instead.
*
* It's also normal to just ignore events you don't care about in your event
* loop without calling this function.
*
* 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.
*
* If you have user events with custom data that needs to be freed, you should
* use SDL_PeepEvents() to remove and clean up those events before calling
* this function.
*
* \param type the type of event to be cleared; see SDL_EventType for details.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_FlushEvents
*/
extern SDL_DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
/**
* Clear events of a range of types from the event queue.
*
* This will unconditionally remove any events from the queue that are in the
* range of `minType` to `maxType`, inclusive. If you need to remove a single
* event type, use SDL_FlushEvent() instead.
*
* It's also normal to just ignore events you don't care about in your event
* loop without calling this function.
*
* 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.
*
* \param minType the low end of event type to be cleared, inclusive; see
* SDL_EventType for details.
* \param maxType the high end of event type to be cleared, inclusive; see
* SDL_EventType for details.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_FlushEvent
*/
extern SDL_DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
/**
* Poll for currently pending events.
*
* If `event` is not NULL, the next event is removed from the queue and stored
* in the SDL_Event structure pointed to by `event`.
*
* If `event` is NULL, it simply returns true if there is an event in the queue,
* but will not remove it from the queue.
*
* As this function may implicitly call SDL_PumpEvents(), you can only call
* this function in the thread that initialized the video subsystem.
*
* SDL_PollEvent() is the favored way of receiving system events since it can
* be done from the main loop and does not suspend the main loop while waiting
* on an event to be posted.
*
* The common practice is to fully process the event queue once every frame,
* usually as a first step before updating the game's state:
*
* ```c
* while (game_is_still_running) {
* SDL_Event event;
* while (SDL_PollEvent(&event)) { // poll until all events are handled!
* // decide what to do with this event.
* }
*
* // update game state, draw the current frame
* }
* ```
*
* Note that Windows (and possibly other platforms) has a quirk about how it
* handles events while dragging/resizing a window, which can cause this
* function to block for significant amounts of time. Technical explanations
* and solutions are discussed on the wiki:
*
* https://wiki.libsdl.org/SDL3/AppFreezeDuringDrag
*
* \param event the SDL_Event structure to be filled with the next event from
* the queue, or NULL.
* \returns true if this got an event or false if there are none available.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PushEvent
* \sa SDL_WaitEvent
* \sa SDL_WaitEventTimeout
*/
extern SDL_DECLSPEC bool SDLCALL SDL_PollEvent(SDL_Event *event);
/**
* Wait indefinitely for the next available event.
*
* If `event` is not NULL, the next event is removed from the queue and stored
* in the SDL_Event structure pointed to by `event`.
*
* As this function may implicitly call SDL_PumpEvents(), you can only call
* this function in the thread that initialized the video subsystem.
*
* \param event the SDL_Event structure to be filled in with the next event
* from the queue, or NULL.
* \returns true on success or false if there was an error while waiting for
* events; call SDL_GetError() for more information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PollEvent
* \sa SDL_PushEvent
* \sa SDL_WaitEventTimeout
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitEvent(SDL_Event *event);
/**
* Wait until the specified timeout (in milliseconds) for the next available
* event.
*
* If `event` is not NULL, the next event is removed from the queue and stored
* in the SDL_Event structure pointed to by `event`.
*
* As this function may implicitly call SDL_PumpEvents(), you can only call
* this function in the thread that initialized the video subsystem.
*
* The timeout is not guaranteed, the actual wait time could be longer due to
* system scheduling.
*
* \param event the SDL_Event structure to be filled in with the next event
* from the queue, or NULL.
* \param timeoutMS the maximum number of milliseconds to wait for the next
* available event.
* \returns true if this got an event or false if the timeout elapsed without
* any events available.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PollEvent
* \sa SDL_PushEvent
* \sa SDL_WaitEvent
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
/**
* Add an event to the event queue.
*
* The event queue can actually be used as a two way communication channel.
* Not only can events be read from the queue, but the user can also push
* their own events onto it. `event` is a pointer to the event structure you
* wish to push onto the queue. The event is copied into the queue, and the
* caller may dispose of the memory pointed to after SDL_PushEvent() returns.
*
* Note: Pushing device input events onto the queue doesn't modify the state
* of the device within SDL.
*
* Note: Events pushed onto the queue with SDL_PushEvent() get passed through
* the event filter but events added with SDL_PeepEvents() do not.
*
* For pushing application-specific events, please use SDL_RegisterEvents() to
* get an event type that does not conflict with other code that also wants
* its own custom event types.
*
* \param event the SDL_Event to be added to the queue.
* \returns true on success, false if the event was filtered or on failure;
* call SDL_GetError() for more information. A common reason for
* error is the event queue being full.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PeepEvents
* \sa SDL_PollEvent
* \sa SDL_RegisterEvents
*/
extern SDL_DECLSPEC bool SDLCALL SDL_PushEvent(SDL_Event *event);
/**
* A function pointer used for callbacks that watch the event queue.
*
* \param userdata what was passed as `userdata` to SDL_SetEventFilter() or
* SDL_AddEventWatch, etc.
* \param event the event that triggered the callback.
* \returns true to permit event to be added to the queue, and false to
* disallow it. When used with SDL_AddEventWatch, the return value is
* ignored.
*
* \threadsafety SDL may call this callback at any time from any thread; the
* application is responsible for locking resources the callback
* touches that need to be protected.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_SetEventFilter
* \sa SDL_AddEventWatch
*/
typedef bool (SDLCALL *SDL_EventFilter)(void *userdata, SDL_Event *event);
/**
* Set up a filter to process all events before they are added to the internal
* event queue.
*
* If you just want to see events without modifying them or preventing them
* from being queued, you should use SDL_AddEventWatch() instead.
*
* If the filter function returns true when called, then the event will be
* added to the internal queue. If it returns false, 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! The exception is handling of
* SDL_EVENT_WINDOW_EXPOSED, which is guaranteed to be sent from the OS on the
* main thread and you are expected to redraw your window in response to this
* event.
*
* On platforms that support it, if the quit event is generated by an
* interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
* application at the next event poll.
*
* Note: Disabled events never make it to the event filter function; see
* SDL_SetEventEnabled().
*
* Note: Events pushed onto the queue with SDL_PushEvent() get passed through
* the event filter, but events pushed onto the queue with SDL_PeepEvents() do
* not.
*
* \param filter a function to call when an event happens.
* \param userdata a pointer that is passed to `filter`.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AddEventWatch
* \sa SDL_SetEventEnabled
* \sa SDL_GetEventFilter
* \sa SDL_PeepEvents
* \sa SDL_PushEvent
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata);
/**
* Query the current event filter.
*
* This function can be used to "chain" filters, by saving the existing filter
* before replacing it with a function that will call that saved filter.
*
* \param filter the current callback function will be stored here.
* \param userdata the pointer that is passed to the current event filter will
* be stored here.
* \returns true on success or false if there is no event filter set.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetEventFilter
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata);
/**
* Add a callback to be triggered when an event is added to the event queue.
*
* `filter` will be called when an event happens, and its return value is
* ignored.
*
* **WARNING**: Be very careful of what you do in the event filter function,
* as it may run in a different thread!
*
* If the quit event is generated by a signal (e.g. SIGINT), it will bypass
* the internal queue and be delivered to the watch callback immediately, and
* arrive at the next event poll.
*
* Note: the callback is called for events posted by the user through
* SDL_PushEvent(), but not for disabled events, nor for events by a filter
* callback set with SDL_SetEventFilter(), nor for events posted by the user
* through SDL_PeepEvents().
*
* \param filter an SDL_EventFilter function to call when an event happens.
* \param userdata a pointer that is passed to `filter`.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_RemoveEventWatch
* \sa SDL_SetEventFilter
*/
extern SDL_DECLSPEC bool SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, void *userdata);
/**
* Remove an event watch callback added with SDL_AddEventWatch().
*
* This function takes the same input as SDL_AddEventWatch() to identify and
* delete the corresponding callback.
*
* \param filter the function originally passed to SDL_AddEventWatch().
* \param userdata the pointer originally passed to SDL_AddEventWatch().
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AddEventWatch
*/
extern SDL_DECLSPEC void SDLCALL SDL_RemoveEventWatch(SDL_EventFilter filter, void *userdata);
/**
* Run a specific filter function on the current event queue, removing any
* events for which the filter returns false.
*
* See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
* this function does not change the filter permanently, it only uses the
* supplied filter until this function returns.
*
* \param filter the SDL_EventFilter function to call when an event happens.
* \param userdata a pointer that is passed to `filter`.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetEventFilter
* \sa SDL_SetEventFilter
*/
extern SDL_DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata);
/**
* Set the state of processing events by type.
*
* \param type the type of event; see SDL_EventType for details.
* \param enabled whether to process the event or not.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_EventEnabled
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, bool enabled);
/**
* Query the state of processing events by type.
*
* \param type the type of event; see SDL_EventType for details.
* \returns true if the event is being processed, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetEventEnabled
*/
extern SDL_DECLSPEC bool SDLCALL SDL_EventEnabled(Uint32 type);
/**
* Allocate a set of user-defined events, and return the beginning event
* number for that set of events.
*
* \param numevents the number of events to be allocated.
* \returns the beginning event number, or 0 if numevents is invalid or if
* there are not enough user-defined events left.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PushEvent
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
/**
* Get window associated with an event.
*
* \param event an event containing a `windowID`.
* \returns the associated window on success or NULL if there is none.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_PollEvent
* \sa SDL_WaitEvent
* \sa SDL_WaitEventTimeout
*/
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromEvent(const SDL_Event *event);
/**
* Generate an English description of an event.
*
* This will fill `buf` with a null-terminated string that might look
* something like this:
*
* ```
* SDL_EVENT_MOUSE_MOTION (timestamp=1140256324 windowid=2 which=0 state=0 x=492.99 y=139.09 xrel=52 yrel=6)
* ```
*
* The exact format of the string is not guaranteed; it is intended for
* logging purposes, to be read by a human, and not parsed by a computer.
*
* The returned value follows the same rules as SDL_snprintf(): `buf` will
* always be NULL-terminated (unless `buflen` is zero), and will be truncated
* if `buflen` is too small. The return code is the number of bytes needed for
* the complete string, not counting the NULL-terminator, whether the string
* was truncated or not. Unlike SDL_snprintf(), though, this function never
* returns -1.
*
* \param event an event to describe. May be NULL.
* \param buf the buffer to fill with the description string. May be NULL.
* \param buflen the maximum bytes that can be written to `buf`.
* \returns number of bytes needed for the full string, not counting the
* null-terminator byte.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.4.0.
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetEventDescription(const SDL_Event *event, char *buf, int buflen);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_events_h_ */
SDL_audio.h
SDL_AudioDeviceID
Uint32 SDL_AudioDeviceID
Definition SDL_audio.h:374
SDL_begin_code.h
NULL
#define NULL
Definition SDL_begin_code.h:469
SDL_camera.h
SDL_CameraID
Uint32 SDL_CameraID
Definition SDL_camera.h:95
SDL_close_code.h
SDL_error.h
SDL_RemoveEventWatch
void SDL_RemoveEventWatch(SDL_EventFilter filter, void *userdata)
SDL_PollEvent
bool SDL_PollEvent(SDL_Event *event)
SDL_SetEventEnabled
void SDL_SetEventEnabled(Uint32 type, bool enabled)
SDL_PeepEvents
int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType)
SDL_HasEvents
bool SDL_HasEvents(Uint32 minType, Uint32 maxType)
SDL_FilterEvents
void SDL_FilterEvents(SDL_EventFilter filter, void *userdata)
SDL_EventFilter
bool(* SDL_EventFilter)(void *userdata, SDL_Event *event)
Definition SDL_events.h:1413
SDL_GetEventFilter
bool SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata)
SDL_GetWindowFromEvent
SDL_Window * SDL_GetWindowFromEvent(const SDL_Event *event)
SDL_RegisterEvents
Uint32 SDL_RegisterEvents(int numevents)
SDL_EventType
SDL_EventType
Definition SDL_events.h:85
SDL_EVENT_KEYMAP_CHANGED
@ SDL_EVENT_KEYMAP_CHANGED
Definition SDL_events.h:174
SDL_EVENT_SCREEN_KEYBOARD_HIDDEN
@ SDL_EVENT_SCREEN_KEYBOARD_HIDDEN
Definition SDL_events.h:180
SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED
@ SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED
Definition SDL_events.h:129
SDL_EVENT_PRIVATE0
@ SDL_EVENT_PRIVATE0
Definition SDL_events.h:268
SDL_EVENT_PEN_PROXIMITY_OUT
@ SDL_EVENT_PEN_PROXIMITY_OUT
Definition SDL_events.h:248
SDL_EVENT_WINDOW_HIT_TEST
@ SDL_EVENT_WINDOW_HIT_TEST
Definition SDL_events.h:153
SDL_EVENT_GAMEPAD_ADDED
@ SDL_EVENT_GAMEPAD_ADDED
Definition SDL_events.h:205
SDL_EVENT_GAMEPAD_TOUCHPAD_UP
@ SDL_EVENT_GAMEPAD_TOUCHPAD_UP
Definition SDL_events.h:210
SDL_EVENT_WINDOW_RESTORED
@ SDL_EVENT_WINDOW_RESTORED
Definition SDL_events.h:147
SDL_EVENT_GAMEPAD_AXIS_MOTION
@ SDL_EVENT_GAMEPAD_AXIS_MOTION
Definition SDL_events.h:202
SDL_EVENT_WINDOW_LAST
@ SDL_EVENT_WINDOW_LAST
Definition SDL_events.h:167
SDL_EVENT_DROP_BEGIN
@ SDL_EVENT_DROP_BEGIN
Definition SDL_events.h:234
SDL_EVENT_MOUSE_MOTION
@ SDL_EVENT_MOUSE_MOTION
Definition SDL_events.h:183
SDL_EVENT_WINDOW_FOCUS_GAINED
@ SDL_EVENT_WINDOW_FOCUS_GAINED
Definition SDL_events.h:150
SDL_EVENT_WINDOW_SAFE_AREA_CHANGED
@ SDL_EVENT_WINDOW_SAFE_AREA_CHANGED
Definition SDL_events.h:157
SDL_EVENT_MOUSE_WHEEL
@ SDL_EVENT_MOUSE_WHEEL
Definition SDL_events.h:186
SDL_EVENT_JOYSTICK_REMOVED
@ SDL_EVENT_JOYSTICK_REMOVED
Definition SDL_events.h:197
SDL_EVENT_WINDOW_ENTER_FULLSCREEN
@ SDL_EVENT_WINDOW_ENTER_FULLSCREEN
Definition SDL_events.h:159
SDL_EVENT_PEN_DOWN
@ SDL_EVENT_PEN_DOWN
Definition SDL_events.h:249
SDL_EVENT_CLIPBOARD_UPDATE
@ SDL_EVENT_CLIPBOARD_UPDATE
Definition SDL_events.h:229
SDL_EVENT_DID_ENTER_FOREGROUND
@ SDL_EVENT_DID_ENTER_FOREGROUND
Definition SDL_events.h:112
SDL_EVENT_JOYSTICK_BUTTON_UP
@ SDL_EVENT_JOYSTICK_BUTTON_UP
Definition SDL_events.h:195
SDL_EVENT_JOYSTICK_BATTERY_UPDATED
@ SDL_EVENT_JOYSTICK_BATTERY_UPDATED
Definition SDL_events.h:198
SDL_EVENT_WILL_ENTER_FOREGROUND
@ SDL_EVENT_WILL_ENTER_FOREGROUND
Definition SDL_events.h:108
SDL_EVENT_PEN_MOTION
@ SDL_EVENT_PEN_MOTION
Definition SDL_events.h:253
SDL_EVENT_POLL_SENTINEL
@ SDL_EVENT_POLL_SENTINEL
Definition SDL_events.h:274
SDL_EVENT_CAMERA_DEVICE_REMOVED
@ SDL_EVENT_CAMERA_DEVICE_REMOVED
Definition SDL_events.h:258
SDL_EVENT_JOYSTICK_UPDATE_COMPLETE
@ SDL_EVENT_JOYSTICK_UPDATE_COMPLETE
Definition SDL_events.h:199
SDL_EVENT_FINGER_UP
@ SDL_EVENT_FINGER_UP
Definition SDL_events.h:217
SDL_EVENT_DISPLAY_REMOVED
@ SDL_EVENT_DISPLAY_REMOVED
Definition SDL_events.h:125
SDL_EVENT_JOYSTICK_ADDED
@ SDL_EVENT_JOYSTICK_ADDED
Definition SDL_events.h:196
SDL_EVENT_MOUSE_ADDED
@ SDL_EVENT_MOUSE_ADDED
Definition SDL_events.h:187
SDL_EVENT_DROP_POSITION
@ SDL_EVENT_DROP_POSITION
Definition SDL_events.h:236
SDL_EVENT_WINDOW_EXPOSED
@ SDL_EVENT_WINDOW_EXPOSED
Definition SDL_events.h:139
SDL_EVENT_WINDOW_DISPLAY_CHANGED
@ SDL_EVENT_WINDOW_DISPLAY_CHANGED
Definition SDL_events.h:155
SDL_EVENT_WINDOW_RESIZED
@ SDL_EVENT_WINDOW_RESIZED
Definition SDL_events.h:142
SDL_EVENT_ENUM_PADDING
@ SDL_EVENT_ENUM_PADDING
Definition SDL_events.h:287
SDL_EVENT_PINCH_END
@ SDL_EVENT_PINCH_END
Definition SDL_events.h:224
SDL_EVENT_GAMEPAD_REMAPPED
@ SDL_EVENT_GAMEPAD_REMAPPED
Definition SDL_events.h:207
SDL_EVENT_GAMEPAD_REMOVED
@ SDL_EVENT_GAMEPAD_REMOVED
Definition SDL_events.h:206
SDL_EVENT_WINDOW_HDR_STATE_CHANGED
@ SDL_EVENT_WINDOW_HDR_STATE_CHANGED
Definition SDL_events.h:165
SDL_EVENT_FINGER_MOTION
@ SDL_EVENT_FINGER_MOTION
Definition SDL_events.h:218
SDL_EVENT_WINDOW_MOUSE_ENTER
@ SDL_EVENT_WINDOW_MOUSE_ENTER
Definition SDL_events.h:148
SDL_EVENT_WINDOW_HIDDEN
@ SDL_EVENT_WINDOW_HIDDEN
Definition SDL_events.h:138
SDL_EVENT_RENDER_TARGETS_RESET
@ SDL_EVENT_RENDER_TARGETS_RESET
Definition SDL_events.h:263
SDL_EVENT_MOUSE_REMOVED
@ SDL_EVENT_MOUSE_REMOVED
Definition SDL_events.h:188
SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED
@ SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED
Definition SDL_events.h:130
SDL_EVENT_SCREEN_KEYBOARD_SHOWN
@ SDL_EVENT_SCREEN_KEYBOARD_SHOWN
Definition SDL_events.h:179
SDL_EVENT_DID_ENTER_BACKGROUND
@ SDL_EVENT_DID_ENTER_BACKGROUND
Definition SDL_events.h:104
SDL_EVENT_CAMERA_DEVICE_APPROVED
@ SDL_EVENT_CAMERA_DEVICE_APPROVED
Definition SDL_events.h:259
SDL_EVENT_AUDIO_DEVICE_ADDED
@ SDL_EVENT_AUDIO_DEVICE_ADDED
Definition SDL_events.h:239
SDL_EVENT_RENDER_DEVICE_RESET
@ SDL_EVENT_RENDER_DEVICE_RESET
Definition SDL_events.h:264
SDL_EVENT_LOW_MEMORY
@ SDL_EVENT_LOW_MEMORY
Definition SDL_events.h:96
SDL_EVENT_GAMEPAD_UPDATE_COMPLETE
@ SDL_EVENT_GAMEPAD_UPDATE_COMPLETE
Definition SDL_events.h:212
SDL_EVENT_WINDOW_DESTROYED
@ SDL_EVENT_WINDOW_DESTROYED
Definition SDL_events.h:161
SDL_EVENT_PEN_UP
@ SDL_EVENT_PEN_UP
Definition SDL_events.h:250
SDL_EVENT_GAMEPAD_BUTTON_DOWN
@ SDL_EVENT_GAMEPAD_BUTTON_DOWN
Definition SDL_events.h:203
SDL_EVENT_DISPLAY_ADDED
@ SDL_EVENT_DISPLAY_ADDED
Definition SDL_events.h:124
SDL_EVENT_JOYSTICK_AXIS_MOTION
@ SDL_EVENT_JOYSTICK_AXIS_MOTION
Definition SDL_events.h:191
SDL_EVENT_KEY_UP
@ SDL_EVENT_KEY_UP
Definition SDL_events.h:171
SDL_EVENT_WINDOW_CLOSE_REQUESTED
@ SDL_EVENT_WINDOW_CLOSE_REQUESTED
Definition SDL_events.h:152
SDL_EVENT_TEXT_INPUT
@ SDL_EVENT_TEXT_INPUT
Definition SDL_events.h:173
SDL_EVENT_LOCALE_CHANGED
@ SDL_EVENT_LOCALE_CHANGED
Definition SDL_events.h:117
SDL_EVENT_WINDOW_OCCLUDED
@ SDL_EVENT_WINDOW_OCCLUDED
Definition SDL_events.h:158
SDL_EVENT_DISPLAY_LAST
@ SDL_EVENT_DISPLAY_LAST
Definition SDL_events.h:132
SDL_EVENT_WILL_ENTER_BACKGROUND
@ SDL_EVENT_WILL_ENTER_BACKGROUND
Definition SDL_events.h:100
SDL_EVENT_MOUSE_BUTTON_DOWN
@ SDL_EVENT_MOUSE_BUTTON_DOWN
Definition SDL_events.h:184
SDL_EVENT_USER
@ SDL_EVENT_USER
Definition SDL_events.h:279
SDL_EVENT_WINDOW_FIRST
@ SDL_EVENT_WINDOW_FIRST
Definition SDL_events.h:166
SDL_EVENT_SENSOR_UPDATE
@ SDL_EVENT_SENSOR_UPDATE
Definition SDL_events.h:244
SDL_EVENT_PEN_BUTTON_DOWN
@ SDL_EVENT_PEN_BUTTON_DOWN
Definition SDL_events.h:251
SDL_EVENT_FIRST
@ SDL_EVENT_FIRST
Definition SDL_events.h:86
SDL_EVENT_PEN_PROXIMITY_IN
@ SDL_EVENT_PEN_PROXIMITY_IN
Definition SDL_events.h:247
SDL_EVENT_FINGER_CANCELED
@ SDL_EVENT_FINGER_CANCELED
Definition SDL_events.h:219
SDL_EVENT_DISPLAY_MOVED
@ SDL_EVENT_DISPLAY_MOVED
Definition SDL_events.h:126
SDL_EVENT_JOYSTICK_BUTTON_DOWN
@ SDL_EVENT_JOYSTICK_BUTTON_DOWN
Definition SDL_events.h:194
SDL_EVENT_PEN_BUTTON_UP
@ SDL_EVENT_PEN_BUTTON_UP
Definition SDL_events.h:252
SDL_EVENT_MOUSE_BUTTON_UP
@ SDL_EVENT_MOUSE_BUTTON_UP
Definition SDL_events.h:185
SDL_EVENT_PRIVATE1
@ SDL_EVENT_PRIVATE1
Definition SDL_events.h:269
SDL_EVENT_DROP_TEXT
@ SDL_EVENT_DROP_TEXT
Definition SDL_events.h:233
SDL_EVENT_DROP_FILE
@ SDL_EVENT_DROP_FILE
Definition SDL_events.h:232
SDL_EVENT_KEYBOARD_REMOVED
@ SDL_EVENT_KEYBOARD_REMOVED
Definition SDL_events.h:177
SDL_EVENT_WINDOW_FOCUS_LOST
@ SDL_EVENT_WINDOW_FOCUS_LOST
Definition SDL_events.h:151
SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED
@ SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED
Definition SDL_events.h:213
SDL_EVENT_GAMEPAD_BUTTON_UP
@ SDL_EVENT_GAMEPAD_BUTTON_UP
Definition SDL_events.h:204
SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED
@ SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED
Definition SDL_events.h:128
SDL_EVENT_WINDOW_MAXIMIZED
@ SDL_EVENT_WINDOW_MAXIMIZED
Definition SDL_events.h:146
SDL_EVENT_PINCH_UPDATE
@ SDL_EVENT_PINCH_UPDATE
Definition SDL_events.h:223
SDL_EVENT_PINCH_BEGIN
@ SDL_EVENT_PINCH_BEGIN
Definition SDL_events.h:222
SDL_EVENT_PEN_AXIS
@ SDL_EVENT_PEN_AXIS
Definition SDL_events.h:254
SDL_EVENT_TERMINATING
@ SDL_EVENT_TERMINATING
Definition SDL_events.h:92
SDL_EVENT_RENDER_DEVICE_LOST
@ SDL_EVENT_RENDER_DEVICE_LOST
Definition SDL_events.h:265
SDL_EVENT_WINDOW_ICCPROF_CHANGED
@ SDL_EVENT_WINDOW_ICCPROF_CHANGED
Definition SDL_events.h:154
SDL_EVENT_SYSTEM_THEME_CHANGED
@ SDL_EVENT_SYSTEM_THEME_CHANGED
Definition SDL_events.h:119
SDL_EVENT_WINDOW_LEAVE_FULLSCREEN
@ SDL_EVENT_WINDOW_LEAVE_FULLSCREEN
Definition SDL_events.h:160
SDL_EVENT_CAMERA_DEVICE_ADDED
@ SDL_EVENT_CAMERA_DEVICE_ADDED
Definition SDL_events.h:257
SDL_EVENT_KEYBOARD_ADDED
@ SDL_EVENT_KEYBOARD_ADDED
Definition SDL_events.h:176
SDL_EVENT_GAMEPAD_SENSOR_UPDATE
@ SDL_EVENT_GAMEPAD_SENSOR_UPDATE
Definition SDL_events.h:211
SDL_EVENT_JOYSTICK_HAT_MOTION
@ SDL_EVENT_JOYSTICK_HAT_MOTION
Definition SDL_events.h:193
SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED
@ SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED
Definition SDL_events.h:241
SDL_EVENT_JOYSTICK_BALL_MOTION
@ SDL_EVENT_JOYSTICK_BALL_MOTION
Definition SDL_events.h:192
SDL_EVENT_PRIVATE3
@ SDL_EVENT_PRIVATE3
Definition SDL_events.h:271
SDL_EVENT_WINDOW_SHOWN
@ SDL_EVENT_WINDOW_SHOWN
Definition SDL_events.h:137
SDL_EVENT_KEY_DOWN
@ SDL_EVENT_KEY_DOWN
Definition SDL_events.h:170
SDL_EVENT_CAMERA_DEVICE_DENIED
@ SDL_EVENT_CAMERA_DEVICE_DENIED
Definition SDL_events.h:260
SDL_EVENT_TEXT_EDITING_CANDIDATES
@ SDL_EVENT_TEXT_EDITING_CANDIDATES
Definition SDL_events.h:178
SDL_EVENT_WINDOW_MOVED
@ SDL_EVENT_WINDOW_MOVED
Definition SDL_events.h:141
SDL_EVENT_DISPLAY_FIRST
@ SDL_EVENT_DISPLAY_FIRST
Definition SDL_events.h:131
SDL_EVENT_WINDOW_MINIMIZED
@ SDL_EVENT_WINDOW_MINIMIZED
Definition SDL_events.h:145
SDL_EVENT_WINDOW_METAL_VIEW_RESIZED
@ SDL_EVENT_WINDOW_METAL_VIEW_RESIZED
Definition SDL_events.h:144
SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED
@ SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED
Definition SDL_events.h:143
SDL_EVENT_DISPLAY_ORIENTATION
@ SDL_EVENT_DISPLAY_ORIENTATION
Definition SDL_events.h:123
SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED
@ SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED
Definition SDL_events.h:156
SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION
@ SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION
Definition SDL_events.h:209
SDL_EVENT_LAST
@ SDL_EVENT_LAST
Definition SDL_events.h:284
SDL_EVENT_AUDIO_DEVICE_REMOVED
@ SDL_EVENT_AUDIO_DEVICE_REMOVED
Definition SDL_events.h:240
SDL_EVENT_DROP_COMPLETE
@ SDL_EVENT_DROP_COMPLETE
Definition SDL_events.h:235
SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
@ SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
Definition SDL_events.h:208
SDL_EVENT_TEXT_EDITING
@ SDL_EVENT_TEXT_EDITING
Definition SDL_events.h:172
SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED
@ SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED
Definition SDL_events.h:127
SDL_EVENT_WINDOW_MOUSE_LEAVE
@ SDL_EVENT_WINDOW_MOUSE_LEAVE
Definition SDL_events.h:149
SDL_EVENT_QUIT
@ SDL_EVENT_QUIT
Definition SDL_events.h:89
SDL_EVENT_PRIVATE2
@ SDL_EVENT_PRIVATE2
Definition SDL_events.h:270
SDL_EVENT_FINGER_DOWN
@ SDL_EVENT_FINGER_DOWN
Definition SDL_events.h:216
SDL_WaitEvent
bool SDL_WaitEvent(SDL_Event *event)
SDL_EventEnabled
bool SDL_EventEnabled(Uint32 type)
SDL_SetEventFilter
void SDL_SetEventFilter(SDL_EventFilter filter, void *userdata)
SDL_HasEvent
bool SDL_HasEvent(Uint32 type)
SDL_PushEvent
bool SDL_PushEvent(SDL_Event *event)
SDL_GetEventDescription
int SDL_GetEventDescription(const SDL_Event *event, char *buf, int buflen)
SDL_FlushEvents
void SDL_FlushEvents(Uint32 minType, Uint32 maxType)
SDL_EventAction
SDL_EventAction
Definition SDL_events.h:1110
SDL_ADDEVENT
@ SDL_ADDEVENT
Definition SDL_events.h:1111
SDL_PEEKEVENT
@ SDL_PEEKEVENT
Definition SDL_events.h:1112
SDL_GETEVENT
@ SDL_GETEVENT
Definition SDL_events.h:1113
SDL_FlushEvent
void SDL_FlushEvent(Uint32 type)
SDL_AddEventWatch
bool SDL_AddEventWatch(SDL_EventFilter filter, void *userdata)
SDL_PumpEvents
void SDL_PumpEvents(void)
SDL_WaitEventTimeout
bool SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS)
SDL_gamepad.h
SDL_joystick.h
SDL_JoystickID
Uint32 SDL_JoystickID
Definition SDL_joystick.h:106
SDL_keyboard.h
SDL_KeyboardID
Uint32 SDL_KeyboardID
Definition SDL_keyboard.h:60
SDL_keycode.h
SDL_Keymod
Uint16 SDL_Keymod
Definition SDL_keycode.h:326
SDL_Keycode
Uint32 SDL_Keycode
Definition SDL_keycode.h:59
SDL_mouse.h
SDL_MouseID
Uint32 SDL_MouseID
Definition SDL_mouse.h:81
SDL_MouseButtonFlags
Uint32 SDL_MouseButtonFlags
Definition SDL_mouse.h:159
SDL_MouseWheelDirection
SDL_MouseWheelDirection
Definition SDL_mouse.h:128
SDL_pen.h
SDL_PenID
Uint32 SDL_PenID
Definition SDL_pen.h:93
SDL_PenAxis
SDL_PenAxis
Definition SDL_pen.h:141
SDL_PenInputFlags
Uint32 SDL_PenInputFlags
Definition SDL_pen.h:114
SDL_power.h
SDL_PowerState
SDL_PowerState
Definition SDL_power.h:57
SDL_scancode.h
SDL_Scancode
SDL_Scancode
Definition SDL_scancode.h:53
SDL_sensor.h
SDL_SensorID
Uint32 SDL_SensorID
Definition SDL_sensor.h:64
SDL_stdinc.h
Uint8
uint8_t Uint8
Definition SDL_stdinc.h:446
Uint16
uint16_t Uint16
Definition SDL_stdinc.h:464
SDL_static_cast
#define SDL_static_cast(type, expression)
Definition SDL_stdinc.h:345
Sint32
int32_t Sint32
Definition SDL_stdinc.h:473
Sint16
int16_t Sint16
Definition SDL_stdinc.h:455
SDL_COMPILE_TIME_ASSERT
#define SDL_COMPILE_TIME_ASSERT(name, x)
Definition SDL_stdinc.h:236
bool
#define bool
Definition SDL_stdinc.h:99
Uint64
uint64_t Uint64
Definition SDL_stdinc.h:504
Uint32
uint32_t Uint32
Definition SDL_stdinc.h:482
SDL_touch.h
SDL_TouchID
Uint64 SDL_TouchID
Definition SDL_touch.h:62
SDL_FingerID
Uint64 SDL_FingerID
Definition SDL_touch.h:76
SDL_video.h
SDL_DisplayID
Uint32 SDL_DisplayID
Definition SDL_video.h:75
SDL_Window
struct SDL_Window SDL_Window
Definition SDL_video.h:175
SDL_WindowID
Uint32 SDL_WindowID
Definition SDL_video.h:84
SDL_AudioDeviceEvent
Definition SDL_events.h:723
SDL_AudioDeviceEvent::which
SDL_AudioDeviceID which
Definition SDL_events.h:727
SDL_AudioDeviceEvent::recording
bool recording
Definition SDL_events.h:728
SDL_AudioDeviceEvent::reserved
Uint32 reserved
Definition SDL_events.h:725
SDL_AudioDeviceEvent::type
SDL_EventType type
Definition SDL_events.h:724
SDL_AudioDeviceEvent::padding1
Uint8 padding1
Definition SDL_events.h:729
SDL_AudioDeviceEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:726
SDL_AudioDeviceEvent::padding2
Uint8 padding2
Definition SDL_events.h:730
SDL_AudioDeviceEvent::padding3
Uint8 padding3
Definition SDL_events.h:731
SDL_CameraDeviceEvent
Definition SDL_events.h:740
SDL_CameraDeviceEvent::type
SDL_EventType type
Definition SDL_events.h:741
SDL_CameraDeviceEvent::reserved
Uint32 reserved
Definition SDL_events.h:742
SDL_CameraDeviceEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:743
SDL_CameraDeviceEvent::which
SDL_CameraID which
Definition SDL_events.h:744
SDL_ClipboardEvent
Definition SDL_events.h:949
SDL_ClipboardEvent::mime_types
const char ** mime_types
Definition SDL_events.h:955
SDL_ClipboardEvent::type
SDL_EventType type
Definition SDL_events.h:950
SDL_ClipboardEvent::owner
bool owner
Definition SDL_events.h:953
SDL_ClipboardEvent::num_mime_types
Sint32 num_mime_types
Definition SDL_events.h:954
SDL_ClipboardEvent::reserved
Uint32 reserved
Definition SDL_events.h:951
SDL_ClipboardEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:952
SDL_CommonEvent
Definition SDL_events.h:297
SDL_CommonEvent::reserved
Uint32 reserved
Definition SDL_events.h:299
SDL_CommonEvent::type
Uint32 type
Definition SDL_events.h:298
SDL_CommonEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:300
SDL_DisplayEvent
Definition SDL_events.h:309
SDL_DisplayEvent::data2
Sint32 data2
Definition SDL_events.h:315
SDL_DisplayEvent::data1
Sint32 data1
Definition SDL_events.h:314
SDL_DisplayEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:312
SDL_DisplayEvent::displayID
SDL_DisplayID displayID
Definition SDL_events.h:313
SDL_DisplayEvent::reserved
Uint32 reserved
Definition SDL_events.h:311
SDL_DisplayEvent::type
SDL_EventType type
Definition SDL_events.h:310
SDL_DropEvent
Definition SDL_events.h:931
SDL_DropEvent::type
SDL_EventType type
Definition SDL_events.h:932
SDL_DropEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:935
SDL_DropEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:934
SDL_DropEvent::x
float x
Definition SDL_events.h:936
SDL_DropEvent::y
float y
Definition SDL_events.h:937
SDL_DropEvent::data
const char * data
Definition SDL_events.h:939
SDL_DropEvent::reserved
Uint32 reserved
Definition SDL_events.h:933
SDL_DropEvent::source
const char * source
Definition SDL_events.h:938
SDL_GamepadAxisEvent
Definition SDL_events.h:625
SDL_GamepadAxisEvent::axis
Uint8 axis
Definition SDL_events.h:630
SDL_GamepadAxisEvent::which
SDL_JoystickID which
Definition SDL_events.h:629
SDL_GamepadAxisEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:628
SDL_GamepadAxisEvent::reserved
Uint32 reserved
Definition SDL_events.h:627
SDL_GamepadAxisEvent::padding2
Uint8 padding2
Definition SDL_events.h:632
SDL_GamepadAxisEvent::padding3
Uint8 padding3
Definition SDL_events.h:633
SDL_GamepadAxisEvent::padding4
Uint16 padding4
Definition SDL_events.h:635
SDL_GamepadAxisEvent::value
Sint16 value
Definition SDL_events.h:634
SDL_GamepadAxisEvent::type
SDL_EventType type
Definition SDL_events.h:626
SDL_GamepadAxisEvent::padding1
Uint8 padding1
Definition SDL_events.h:631
SDL_GamepadButtonEvent
Definition SDL_events.h:645
SDL_GamepadButtonEvent::type
SDL_EventType type
Definition SDL_events.h:646
SDL_GamepadButtonEvent::button
Uint8 button
Definition SDL_events.h:650
SDL_GamepadButtonEvent::down
bool down
Definition SDL_events.h:651
SDL_GamepadButtonEvent::which
SDL_JoystickID which
Definition SDL_events.h:649
SDL_GamepadButtonEvent::padding2
Uint8 padding2
Definition SDL_events.h:653
SDL_GamepadButtonEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:648
SDL_GamepadButtonEvent::padding1
Uint8 padding1
Definition SDL_events.h:652
SDL_GamepadButtonEvent::reserved
Uint32 reserved
Definition SDL_events.h:647
SDL_GamepadDeviceEvent
Definition SDL_events.h:672
SDL_GamepadDeviceEvent::type
SDL_EventType type
Definition SDL_events.h:673
SDL_GamepadDeviceEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:675
SDL_GamepadDeviceEvent::reserved
Uint32 reserved
Definition SDL_events.h:674
SDL_GamepadDeviceEvent::which
SDL_JoystickID which
Definition SDL_events.h:676
SDL_GamepadSensorEvent
Definition SDL_events.h:703
SDL_GamepadSensorEvent::type
SDL_EventType type
Definition SDL_events.h:704
SDL_GamepadSensorEvent::reserved
Uint32 reserved
Definition SDL_events.h:705
SDL_GamepadSensorEvent::data
float data[3]
Definition SDL_events.h:709
SDL_GamepadSensorEvent::which
SDL_JoystickID which
Definition SDL_events.h:707
SDL_GamepadSensorEvent::sensor_timestamp
Uint64 sensor_timestamp
Definition SDL_events.h:710
SDL_GamepadSensorEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:706
SDL_GamepadSensorEvent::sensor
Sint32 sensor
Definition SDL_events.h:708
SDL_GamepadTouchpadEvent
Definition SDL_events.h:685
SDL_GamepadTouchpadEvent::finger
Sint32 finger
Definition SDL_events.h:691
SDL_GamepadTouchpadEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:688
SDL_GamepadTouchpadEvent::reserved
Uint32 reserved
Definition SDL_events.h:687
SDL_GamepadTouchpadEvent::type
SDL_EventType type
Definition SDL_events.h:686
SDL_GamepadTouchpadEvent::y
float y
Definition SDL_events.h:693
SDL_GamepadTouchpadEvent::which
SDL_JoystickID which
Definition SDL_events.h:689
SDL_GamepadTouchpadEvent::touchpad
Sint32 touchpad
Definition SDL_events.h:690
SDL_GamepadTouchpadEvent::pressure
float pressure
Definition SDL_events.h:694
SDL_GamepadTouchpadEvent::x
float x
Definition SDL_events.h:692
SDL_JoyAxisEvent
Definition SDL_events.h:514
SDL_JoyAxisEvent::axis
Uint8 axis
Definition SDL_events.h:519
SDL_JoyAxisEvent::value
Sint16 value
Definition SDL_events.h:523
SDL_JoyAxisEvent::type
SDL_EventType type
Definition SDL_events.h:515
SDL_JoyAxisEvent::padding4
Uint16 padding4
Definition SDL_events.h:524
SDL_JoyAxisEvent::padding3
Uint8 padding3
Definition SDL_events.h:522
SDL_JoyAxisEvent::which
SDL_JoystickID which
Definition SDL_events.h:518
SDL_JoyAxisEvent::padding2
Uint8 padding2
Definition SDL_events.h:521
SDL_JoyAxisEvent::reserved
Uint32 reserved
Definition SDL_events.h:516
SDL_JoyAxisEvent::padding1
Uint8 padding1
Definition SDL_events.h:520
SDL_JoyAxisEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:517
SDL_JoyBallEvent
Definition SDL_events.h:533
SDL_JoyBallEvent::padding2
Uint8 padding2
Definition SDL_events.h:540
SDL_JoyBallEvent::type
SDL_EventType type
Definition SDL_events.h:534
SDL_JoyBallEvent::yrel
Sint16 yrel
Definition SDL_events.h:543
SDL_JoyBallEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:536
SDL_JoyBallEvent::which
SDL_JoystickID which
Definition SDL_events.h:537
SDL_JoyBallEvent::xrel
Sint16 xrel
Definition SDL_events.h:542
SDL_JoyBallEvent::padding3
Uint8 padding3
Definition SDL_events.h:541
SDL_JoyBallEvent::ball
Uint8 ball
Definition SDL_events.h:538
SDL_JoyBallEvent::reserved
Uint32 reserved
Definition SDL_events.h:535
SDL_JoyBallEvent::padding1
Uint8 padding1
Definition SDL_events.h:539
SDL_JoyBatteryEvent
Definition SDL_events.h:610
SDL_JoyBatteryEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:613
SDL_JoyBatteryEvent::which
SDL_JoystickID which
Definition SDL_events.h:614
SDL_JoyBatteryEvent::state
SDL_PowerState state
Definition SDL_events.h:615
SDL_JoyBatteryEvent::percent
int percent
Definition SDL_events.h:616
SDL_JoyBatteryEvent::type
SDL_EventType type
Definition SDL_events.h:611
SDL_JoyBatteryEvent::reserved
Uint32 reserved
Definition SDL_events.h:612
SDL_JoyButtonEvent
Definition SDL_events.h:575
SDL_JoyButtonEvent::reserved
Uint32 reserved
Definition SDL_events.h:577
SDL_JoyButtonEvent::which
SDL_JoystickID which
Definition SDL_events.h:579
SDL_JoyButtonEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:578
SDL_JoyButtonEvent::padding1
Uint8 padding1
Definition SDL_events.h:582
SDL_JoyButtonEvent::button
Uint8 button
Definition SDL_events.h:580
SDL_JoyButtonEvent::padding2
Uint8 padding2
Definition SDL_events.h:583
SDL_JoyButtonEvent::down
bool down
Definition SDL_events.h:581
SDL_JoyButtonEvent::type
SDL_EventType type
Definition SDL_events.h:576
SDL_JoyDeviceEvent
Definition SDL_events.h:597
SDL_JoyDeviceEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:600
SDL_JoyDeviceEvent::type
SDL_EventType type
Definition SDL_events.h:598
SDL_JoyDeviceEvent::which
SDL_JoystickID which
Definition SDL_events.h:601
SDL_JoyDeviceEvent::reserved
Uint32 reserved
Definition SDL_events.h:599
SDL_JoyHatEvent
Definition SDL_events.h:552
SDL_JoyHatEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:555
SDL_JoyHatEvent::value
Uint8 value
Definition SDL_events.h:558
SDL_JoyHatEvent::reserved
Uint32 reserved
Definition SDL_events.h:554
SDL_JoyHatEvent::hat
Uint8 hat
Definition SDL_events.h:557
SDL_JoyHatEvent::which
SDL_JoystickID which
Definition SDL_events.h:556
SDL_JoyHatEvent::padding2
Uint8 padding2
Definition SDL_events.h:566
SDL_JoyHatEvent::type
SDL_EventType type
Definition SDL_events.h:553
SDL_JoyHatEvent::padding1
Uint8 padding1
Definition SDL_events.h:565
SDL_KeyboardDeviceEvent
Definition SDL_events.h:339
SDL_KeyboardDeviceEvent::reserved
Uint32 reserved
Definition SDL_events.h:341
SDL_KeyboardDeviceEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:342
SDL_KeyboardDeviceEvent::which
SDL_KeyboardID which
Definition SDL_events.h:343
SDL_KeyboardDeviceEvent::type
SDL_EventType type
Definition SDL_events.h:340
SDL_KeyboardEvent
Definition SDL_events.h:361
SDL_KeyboardEvent::type
SDL_EventType type
Definition SDL_events.h:362
SDL_KeyboardEvent::key
SDL_Keycode key
Definition SDL_events.h:368
SDL_KeyboardEvent::down
bool down
Definition SDL_events.h:371
SDL_KeyboardEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:364
SDL_KeyboardEvent::which
SDL_KeyboardID which
Definition SDL_events.h:366
SDL_KeyboardEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:365
SDL_KeyboardEvent::reserved
Uint32 reserved
Definition SDL_events.h:363
SDL_KeyboardEvent::scancode
SDL_Scancode scancode
Definition SDL_events.h:367
SDL_KeyboardEvent::repeat
bool repeat
Definition SDL_events.h:372
SDL_KeyboardEvent::mod
SDL_Keymod mod
Definition SDL_events.h:369
SDL_KeyboardEvent::raw
Uint16 raw
Definition SDL_events.h:370
SDL_MouseButtonEvent
Definition SDL_events.h:473
SDL_MouseButtonEvent::button
Uint8 button
Definition SDL_events.h:479
SDL_MouseButtonEvent::padding
Uint8 padding
Definition SDL_events.h:482
SDL_MouseButtonEvent::x
float x
Definition SDL_events.h:483
SDL_MouseButtonEvent::y
float y
Definition SDL_events.h:484
SDL_MouseButtonEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:476
SDL_MouseButtonEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:477
SDL_MouseButtonEvent::down
bool down
Definition SDL_events.h:480
SDL_MouseButtonEvent::which
SDL_MouseID which
Definition SDL_events.h:478
SDL_MouseButtonEvent::clicks
Uint8 clicks
Definition SDL_events.h:481
SDL_MouseButtonEvent::reserved
Uint32 reserved
Definition SDL_events.h:475
SDL_MouseButtonEvent::type
SDL_EventType type
Definition SDL_events.h:474
SDL_MouseDeviceEvent
Definition SDL_events.h:441
SDL_MouseDeviceEvent::which
SDL_MouseID which
Definition SDL_events.h:445
SDL_MouseDeviceEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:444
SDL_MouseDeviceEvent::reserved
Uint32 reserved
Definition SDL_events.h:443
SDL_MouseDeviceEvent::type
SDL_EventType type
Definition SDL_events.h:442
SDL_MouseMotionEvent
Definition SDL_events.h:454
SDL_MouseMotionEvent::which
SDL_MouseID which
Definition SDL_events.h:459
SDL_MouseMotionEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:458
SDL_MouseMotionEvent::reserved
Uint32 reserved
Definition SDL_events.h:456
SDL_MouseMotionEvent::yrel
float yrel
Definition SDL_events.h:464
SDL_MouseMotionEvent::type
SDL_EventType type
Definition SDL_events.h:455
SDL_MouseMotionEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:457
SDL_MouseMotionEvent::state
SDL_MouseButtonFlags state
Definition SDL_events.h:460
SDL_MouseMotionEvent::x
float x
Definition SDL_events.h:461
SDL_MouseMotionEvent::y
float y
Definition SDL_events.h:462
SDL_MouseMotionEvent::xrel
float xrel
Definition SDL_events.h:463
SDL_MouseWheelEvent
Definition SDL_events.h:493
SDL_MouseWheelEvent::integer_y
Sint32 integer_y
Definition SDL_events.h:505
SDL_MouseWheelEvent::mouse_y
float mouse_y
Definition SDL_events.h:503
SDL_MouseWheelEvent::direction
SDL_MouseWheelDirection direction
Definition SDL_events.h:501
SDL_MouseWheelEvent::y
float y
Definition SDL_events.h:500
SDL_MouseWheelEvent::type
SDL_EventType type
Definition SDL_events.h:494
SDL_MouseWheelEvent::which
SDL_MouseID which
Definition SDL_events.h:498
SDL_MouseWheelEvent::x
float x
Definition SDL_events.h:499
SDL_MouseWheelEvent::mouse_x
float mouse_x
Definition SDL_events.h:502
SDL_MouseWheelEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:497
SDL_MouseWheelEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:496
SDL_MouseWheelEvent::integer_x
Sint32 integer_x
Definition SDL_events.h:504
SDL_MouseWheelEvent::reserved
Uint32 reserved
Definition SDL_events.h:495
SDL_PenAxisEvent
Definition SDL_events.h:911
SDL_PenAxisEvent::x
float x
Definition SDL_events.h:918
SDL_PenAxisEvent::axis
SDL_PenAxis axis
Definition SDL_events.h:920
SDL_PenAxisEvent::y
float y
Definition SDL_events.h:919
SDL_PenAxisEvent::which
SDL_PenID which
Definition SDL_events.h:916
SDL_PenAxisEvent::reserved
Uint32 reserved
Definition SDL_events.h:913
SDL_PenAxisEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:915
SDL_PenAxisEvent::pen_state
SDL_PenInputFlags pen_state
Definition SDL_events.h:917
SDL_PenAxisEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:914
SDL_PenAxisEvent::type
SDL_EventType type
Definition SDL_events.h:912
SDL_PenAxisEvent::value
float value
Definition SDL_events.h:921
SDL_PenButtonEvent
Definition SDL_events.h:889
SDL_PenButtonEvent::button
Uint8 button
Definition SDL_events.h:898
SDL_PenButtonEvent::reserved
Uint32 reserved
Definition SDL_events.h:891
SDL_PenButtonEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:893
SDL_PenButtonEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:892
SDL_PenButtonEvent::x
float x
Definition SDL_events.h:896
SDL_PenButtonEvent::type
SDL_EventType type
Definition SDL_events.h:890
SDL_PenButtonEvent::pen_state
SDL_PenInputFlags pen_state
Definition SDL_events.h:895
SDL_PenButtonEvent::y
float y
Definition SDL_events.h:897
SDL_PenButtonEvent::which
SDL_PenID which
Definition SDL_events.h:894
SDL_PenButtonEvent::down
bool down
Definition SDL_events.h:899
SDL_PenMotionEvent
Definition SDL_events.h:847
SDL_PenMotionEvent::which
SDL_PenID which
Definition SDL_events.h:852
SDL_PenMotionEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:851
SDL_PenMotionEvent::y
float y
Definition SDL_events.h:855
SDL_PenMotionEvent::reserved
Uint32 reserved
Definition SDL_events.h:849
SDL_PenMotionEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:850
SDL_PenMotionEvent::type
SDL_EventType type
Definition SDL_events.h:848
SDL_PenMotionEvent::x
float x
Definition SDL_events.h:854
SDL_PenMotionEvent::pen_state
SDL_PenInputFlags pen_state
Definition SDL_events.h:853
SDL_PenProximityEvent
Definition SDL_events.h:827
SDL_PenProximityEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:830
SDL_PenProximityEvent::which
SDL_PenID which
Definition SDL_events.h:832
SDL_PenProximityEvent::type
SDL_EventType type
Definition SDL_events.h:828
SDL_PenProximityEvent::reserved
Uint32 reserved
Definition SDL_events.h:829
SDL_PenProximityEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:831
SDL_PenTouchEvent
Definition SDL_events.h:867
SDL_PenTouchEvent::type
SDL_EventType type
Definition SDL_events.h:868
SDL_PenTouchEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:870
SDL_PenTouchEvent::which
SDL_PenID which
Definition SDL_events.h:872
SDL_PenTouchEvent::y
float y
Definition SDL_events.h:875
SDL_PenTouchEvent::eraser
bool eraser
Definition SDL_events.h:876
SDL_PenTouchEvent::down
bool down
Definition SDL_events.h:877
SDL_PenTouchEvent::reserved
Uint32 reserved
Definition SDL_events.h:869
SDL_PenTouchEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:871
SDL_PenTouchEvent::pen_state
SDL_PenInputFlags pen_state
Definition SDL_events.h:873
SDL_PenTouchEvent::x
float x
Definition SDL_events.h:874
SDL_PinchFingerEvent
Definition SDL_events.h:800
SDL_PinchFingerEvent::type
SDL_EventType type
Definition SDL_events.h:801
SDL_PinchFingerEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:805
SDL_PinchFingerEvent::scale
float scale
Definition SDL_events.h:804
SDL_PinchFingerEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:803
SDL_PinchFingerEvent::reserved
Uint32 reserved
Definition SDL_events.h:802
SDL_QuitEvent
Definition SDL_events.h:979
SDL_QuitEvent::type
SDL_EventType type
Definition SDL_events.h:980
SDL_QuitEvent::reserved
Uint32 reserved
Definition SDL_events.h:981
SDL_QuitEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:982
SDL_RenderEvent
Definition SDL_events.h:754
SDL_RenderEvent::type
SDL_EventType type
Definition SDL_events.h:755
SDL_RenderEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:757
SDL_RenderEvent::reserved
Uint32 reserved
Definition SDL_events.h:756
SDL_RenderEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:758
SDL_SensorEvent
Definition SDL_events.h:964
SDL_SensorEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:967
SDL_SensorEvent::data
float data[6]
Definition SDL_events.h:969
SDL_SensorEvent::sensor_timestamp
Uint64 sensor_timestamp
Definition SDL_events.h:970
SDL_SensorEvent::type
SDL_EventType type
Definition SDL_events.h:965
SDL_SensorEvent::which
SDL_SensorID which
Definition SDL_events.h:968
SDL_SensorEvent::reserved
Uint32 reserved
Definition SDL_events.h:966
SDL_TextEditingCandidatesEvent
Definition SDL_events.h:401
SDL_TextEditingCandidatesEvent::horizontal
bool horizontal
Definition SDL_events.h:409
SDL_TextEditingCandidatesEvent::padding2
Uint8 padding2
Definition SDL_events.h:411
SDL_TextEditingCandidatesEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:405
SDL_TextEditingCandidatesEvent::reserved
Uint32 reserved
Definition SDL_events.h:403
SDL_TextEditingCandidatesEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:404
SDL_TextEditingCandidatesEvent::candidates
const char *const * candidates
Definition SDL_events.h:406
SDL_TextEditingCandidatesEvent::type
SDL_EventType type
Definition SDL_events.h:402
SDL_TextEditingCandidatesEvent::num_candidates
Sint32 num_candidates
Definition SDL_events.h:407
SDL_TextEditingCandidatesEvent::padding1
Uint8 padding1
Definition SDL_events.h:410
SDL_TextEditingCandidatesEvent::padding3
Uint8 padding3
Definition SDL_events.h:412
SDL_TextEditingCandidatesEvent::selected_candidate
Sint32 selected_candidate
Definition SDL_events.h:408
SDL_TextEditingEvent
Definition SDL_events.h:385
SDL_TextEditingEvent::type
SDL_EventType type
Definition SDL_events.h:386
SDL_TextEditingEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:388
SDL_TextEditingEvent::text
const char * text
Definition SDL_events.h:390
SDL_TextEditingEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:389
SDL_TextEditingEvent::start
Sint32 start
Definition SDL_events.h:391
SDL_TextEditingEvent::length
Sint32 length
Definition SDL_events.h:392
SDL_TextEditingEvent::reserved
Uint32 reserved
Definition SDL_events.h:387
SDL_TextInputEvent
Definition SDL_events.h:427
SDL_TextInputEvent::text
const char * text
Definition SDL_events.h:432
SDL_TextInputEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:431
SDL_TextInputEvent::type
SDL_EventType type
Definition SDL_events.h:428
SDL_TextInputEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:430
SDL_TextInputEvent::reserved
Uint32 reserved
Definition SDL_events.h:429
SDL_TouchFingerEvent
Definition SDL_events.h:782
SDL_TouchFingerEvent::x
float x
Definition SDL_events.h:788
SDL_TouchFingerEvent::reserved
Uint32 reserved
Definition SDL_events.h:784
SDL_TouchFingerEvent::fingerID
SDL_FingerID fingerID
Definition SDL_events.h:787
SDL_TouchFingerEvent::dy
float dy
Definition SDL_events.h:791
SDL_TouchFingerEvent::touchID
SDL_TouchID touchID
Definition SDL_events.h:786
SDL_TouchFingerEvent::pressure
float pressure
Definition SDL_events.h:792
SDL_TouchFingerEvent::type
SDL_EventType type
Definition SDL_events.h:783
SDL_TouchFingerEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:785
SDL_TouchFingerEvent::y
float y
Definition SDL_events.h:789
SDL_TouchFingerEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:793
SDL_TouchFingerEvent::dx
float dx
Definition SDL_events.h:790
SDL_UserEvent
Definition SDL_events.h:997
SDL_UserEvent::reserved
Uint32 reserved
Definition SDL_events.h:999
SDL_UserEvent::data2
void * data2
Definition SDL_events.h:1004
SDL_UserEvent::data1
void * data1
Definition SDL_events.h:1003
SDL_UserEvent::type
Uint32 type
Definition SDL_events.h:998
SDL_UserEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:1001
SDL_UserEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:1000
SDL_UserEvent::code
Sint32 code
Definition SDL_events.h:1002
SDL_WindowEvent
Definition SDL_events.h:324
SDL_WindowEvent::type
SDL_EventType type
Definition SDL_events.h:325
SDL_WindowEvent::data1
Sint32 data1
Definition SDL_events.h:329
SDL_WindowEvent::reserved
Uint32 reserved
Definition SDL_events.h:326
SDL_WindowEvent::timestamp
Uint64 timestamp
Definition SDL_events.h:327
SDL_WindowEvent::windowID
SDL_WindowID windowID
Definition SDL_events.h:328
SDL_WindowEvent::data2
Sint32 data2
Definition SDL_events.h:330
SDL_Event
Definition SDL_events.h:1017
SDL_Event::quit
SDL_QuitEvent quit
Definition SDL_events.h:1045
SDL_Event::adevice
SDL_AudioDeviceEvent adevice
Definition SDL_events.h:1042
SDL_Event::pproximity
SDL_PenProximityEvent pproximity
Definition SDL_events.h:1049
SDL_Event::padding
Uint8 padding[128]
Definition SDL_events.h:1071
SDL_Event::jdevice
SDL_JoyDeviceEvent jdevice
Definition SDL_events.h:1031
SDL_Event::type
Uint32 type
Definition SDL_events.h:1018
SDL_Event::wheel
SDL_MouseWheelEvent wheel
Definition SDL_events.h:1030
SDL_Event::ptouch
SDL_PenTouchEvent ptouch
Definition SDL_events.h:1050
SDL_Event::pmotion
SDL_PenMotionEvent pmotion
Definition SDL_events.h:1051
SDL_Event::jhat
SDL_JoyHatEvent jhat
Definition SDL_events.h:1034
SDL_Event::clipboard
SDL_ClipboardEvent clipboard
Definition SDL_events.h:1056
SDL_Event::render
SDL_RenderEvent render
Definition SDL_events.h:1054
SDL_Event::jbutton
SDL_JoyButtonEvent jbutton
Definition SDL_events.h:1035
SDL_Event::gdevice
SDL_GamepadDeviceEvent gdevice
Definition SDL_events.h:1037
SDL_Event::gaxis
SDL_GamepadAxisEvent gaxis
Definition SDL_events.h:1038
SDL_Event::paxis
SDL_PenAxisEvent paxis
Definition SDL_events.h:1053
SDL_Event::window
SDL_WindowEvent window
Definition SDL_events.h:1021
SDL_Event::cdevice
SDL_CameraDeviceEvent cdevice
Definition SDL_events.h:1043
SDL_Event::pinch
SDL_PinchFingerEvent pinch
Definition SDL_events.h:1048
SDL_Event::gtouchpad
SDL_GamepadTouchpadEvent gtouchpad
Definition SDL_events.h:1040
SDL_Event::kdevice
SDL_KeyboardDeviceEvent kdevice
Definition SDL_events.h:1022
SDL_Event::edit
SDL_TextEditingEvent edit
Definition SDL_events.h:1024
SDL_Event::text
SDL_TextInputEvent text
Definition SDL_events.h:1026
SDL_Event::pbutton
SDL_PenButtonEvent pbutton
Definition SDL_events.h:1052
SDL_Event::gsensor
SDL_GamepadSensorEvent gsensor
Definition SDL_events.h:1041
SDL_Event::tfinger
SDL_TouchFingerEvent tfinger
Definition SDL_events.h:1047
SDL_Event::button
SDL_MouseButtonEvent button
Definition SDL_events.h:1029
SDL_Event::user
SDL_UserEvent user
Definition SDL_events.h:1046
SDL_Event::key
SDL_KeyboardEvent key
Definition SDL_events.h:1023
SDL_Event::common
SDL_CommonEvent common
Definition SDL_events.h:1019
SDL_Event::motion
SDL_MouseMotionEvent motion
Definition SDL_events.h:1028
SDL_Event::jaxis
SDL_JoyAxisEvent jaxis
Definition SDL_events.h:1032
SDL_Event::mdevice
SDL_MouseDeviceEvent mdevice
Definition SDL_events.h:1027
SDL_Event::drop
SDL_DropEvent drop
Definition SDL_events.h:1055
SDL_Event::jball
SDL_JoyBallEvent jball
Definition SDL_events.h:1033
SDL_Event::jbattery
SDL_JoyBatteryEvent jbattery
Definition SDL_events.h:1036
SDL_Event::sensor
SDL_SensorEvent sensor
Definition SDL_events.h:1044
SDL_Event::gbutton
SDL_GamepadButtonEvent gbutton
Definition SDL_events.h:1039
SDL_Event::edit_candidates
SDL_TextEditingCandidatesEvent edit_candidates
Definition SDL_events.h:1025
SDL_Event::display
SDL_DisplayEvent display
Definition SDL_events.h:1020