mirror of
https://github.com/dolphin-emu/dolphin.git
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b0dff28539
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5717 8ced0084-cf51-0410-be5f-012b33b47a6e
487 lines
17 KiB
C
487 lines
17 KiB
C
/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2009 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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/**
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* \file SDL_events.h
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*
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* Include file for SDL event handling
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*/
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#ifndef _SDL_events_h
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#define _SDL_events_h
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "SDL_keyboard.h"
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#include "SDL_mouse.h"
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#include "SDL_joystick.h"
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#include "SDL_quit.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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/* General keyboard/mouse state definitions */
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#define SDL_RELEASED 0
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#define SDL_PRESSED 1
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/**
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* \enum SDL_EventType
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*
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* \brief The types of events that can be delivered
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*/
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typedef enum
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{
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SDL_NOEVENT = 0, /**< Unused (do not remove) */
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SDL_WINDOWEVENT, /**< Window state change */
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SDL_KEYDOWN, /**< Keys pressed */
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SDL_KEYUP, /**< Keys released */
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SDL_TEXTINPUT, /**< Keyboard text input */
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SDL_MOUSEMOTION, /**< Mouse moved */
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SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
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SDL_MOUSEBUTTONUP, /**< Mouse button released */
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SDL_MOUSEWHEEL, /**< Mouse wheel motion */
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SDL_JOYAXISMOTION, /**< Joystick axis motion */
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SDL_JOYBALLMOTION, /**< Joystick trackball motion */
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SDL_JOYHATMOTION, /**< Joystick hat position change */
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SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
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SDL_JOYBUTTONUP, /**< Joystick button released */
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SDL_QUIT, /**< User-requested quit */
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SDL_SYSWMEVENT, /**< System specific event */
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SDL_PROXIMITYIN, /**< Proximity In event */
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SDL_PROXIMITYOUT, /**< Proximity Out event */
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SDL_EVENT_RESERVED1, /**< Reserved for future use... */
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SDL_EVENT_RESERVED2,
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SDL_EVENT_RESERVED3,
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/* Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
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SDL_USEREVENT = 24,
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/* This last event is only for bounding internal arrays
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It is the number of bits in the event mask datatype -- Uint32
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*/
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SDL_NUMEVENTS = 32
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} SDL_EventType;
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/**
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* \enum SDL_EventMask
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*
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* \brief Predefined event masks
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*/
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#define SDL_EVENTMASK(X) (1<<(X))
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typedef enum
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{
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SDL_WINDOWEVENTMASK = SDL_EVENTMASK(SDL_WINDOWEVENT),
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SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN),
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SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP),
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SDL_KEYEVENTMASK = SDL_EVENTMASK(SDL_KEYDOWN) | SDL_EVENTMASK(SDL_KEYUP),
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SDL_TEXTINPUTMASK = SDL_EVENTMASK(SDL_TEXTINPUT),
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SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
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SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
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SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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SDL_MOUSEWHEELMASK = SDL_EVENTMASK(SDL_MOUSEWHEEL),
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SDL_MOUSEEVENTMASK = SDL_EVENTMASK(SDL_MOUSEMOTION) |
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SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN) | SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION),
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SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION),
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SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION),
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SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
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SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
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SDL_JOYEVENTMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION) |
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SDL_EVENTMASK(SDL_JOYBALLMOTION) |
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SDL_EVENTMASK(SDL_JOYHATMOTION) |
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SDL_EVENTMASK(SDL_JOYBUTTONDOWN) | SDL_EVENTMASK(SDL_JOYBUTTONUP),
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SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT),
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SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT),
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SDL_PROXIMITYINMASK = SDL_EVENTMASK(SDL_PROXIMITYIN),
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SDL_PROXIMITYOUTMASK = SDL_EVENTMASK(SDL_PROXIMITYOUT)
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} SDL_EventMask;
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#define SDL_ALLEVENTS 0xFFFFFFFF
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/**
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* \struct SDL_WindowEvent
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*
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* \brief Window state change event data (event.window.*)
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*/
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typedef struct SDL_WindowEvent
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{
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Uint8 type; /**< SDL_WINDOWEVENT */
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Uint8 event; /**< SDL_WindowEventID */
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int data1; /**< event dependent data */
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int data2; /**< event dependent data */
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SDL_WindowID windowID; /**< The associated window */
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} SDL_WindowEvent;
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/**
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* \struct SDL_KeyboardEvent
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*
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* \brief Keyboard button event structure (event.key.*)
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*/
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typedef struct SDL_KeyboardEvent
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{
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Uint8 type; /**< SDL_KEYDOWN or SDL_KEYUP */
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Uint8 which; /**< The keyboard device index */
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Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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SDL_keysym keysym; /**< The key that was pressed or released */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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} SDL_KeyboardEvent;
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/**
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* \struct SDL_TextInputEvent
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*
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* \brief Keyboard text input event structure (event.text.*)
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*/
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#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
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typedef struct SDL_TextInputEvent
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{
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Uint8 type; /**< SDL_TEXTINPUT */
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Uint8 which; /**< The keyboard device index */
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char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
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SDL_WindowID windowID; /**< The window with keyboard focus, if any */
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} SDL_TextInputEvent;
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/**
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* \struct SDL_MouseMotionEvent
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*
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* \brief Mouse motion event structure (event.motion.*)
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*/
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typedef struct SDL_MouseMotionEvent
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{
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Uint8 type; /**< SDL_MOUSEMOTION */
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Uint8 which; /**< The mouse device index */
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Uint8 state; /**< The current button state */
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int x; /**< X coordinate, relative to window */
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int y; /**< Y coordinate, relative to window */
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int z; /**< Z coordinate, for future use */
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int pressure; /**< Pressure reported by tablets */
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int pressure_max; /**< Maximum value of the pressure reported by the device */
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int pressure_min; /**< Minimum value of the pressure reported by the device */
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int rotation; /**< For future use */
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int tilt; /**< For future use */
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int cursor; /**< The cursor being used in the event */
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int xrel; /**< The relative motion in the X direction */
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int yrel; /**< The relative motion in the Y direction */
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SDL_WindowID windowID; /**< The window with mouse focus, if any */
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} SDL_MouseMotionEvent;
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/**
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* \struct SDL_MouseButtonEvent
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*
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* \brief Mouse button event structure (event.button.*)
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*/
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typedef struct SDL_MouseButtonEvent
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{
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Uint8 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
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Uint8 which; /**< The mouse device index */
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Uint8 button; /**< The mouse button index */
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Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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int x; /**< X coordinate, relative to window */
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int y; /**< Y coordinate, relative to window */
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SDL_WindowID windowID; /**< The window with mouse focus, if any */
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} SDL_MouseButtonEvent;
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/**
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* \struct SDL_MouseWheelEvent
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*
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* \brief Mouse wheel event structure (event.wheel.*)
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*/
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typedef struct SDL_MouseWheelEvent
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{
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Uint8 type; /**< SDL_MOUSEWHEEL */
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Uint8 which; /**< The mouse device index */
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int x; /**< The amount scrolled horizontally */
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int y; /**< The amount scrolled vertically */
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SDL_WindowID windowID; /**< The window with mouse focus, if any */
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} SDL_MouseWheelEvent;
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/**
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* \struct SDL_JoyAxisEvent
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*
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* \brief Joystick axis motion event structure (event.jaxis.*)
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*/
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typedef struct SDL_JoyAxisEvent
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{
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Uint8 type; /**< SDL_JOYAXISMOTION */
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Uint8 which; /**< The joystick device index */
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Uint8 axis; /**< The joystick axis index */
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int value; /**< The axis value (range: -32768 to 32767) */
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} SDL_JoyAxisEvent;
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/**
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* \struct SDL_JoyBallEvent
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*
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* \brief Joystick trackball motion event structure (event.jball.*)
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*/
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typedef struct SDL_JoyBallEvent
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{
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Uint8 type; /**< SDL_JOYBALLMOTION */
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Uint8 which; /**< The joystick device index */
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Uint8 ball; /**< The joystick trackball index */
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int xrel; /**< The relative motion in the X direction */
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int yrel; /**< The relative motion in the Y direction */
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} SDL_JoyBallEvent;
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/**
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* \struct SDL_JoyHatEvent
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*
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* \brief Joystick hat position change event structure (event.jhat.*)
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*/
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typedef struct SDL_JoyHatEvent
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{
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Uint8 type; /**< SDL_JOYHATMOTION */
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Uint8 which; /**< The joystick device index */
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Uint8 hat; /**< The joystick hat index */
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Uint8 value; /**< The hat position value:
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SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
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SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
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SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
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Note that zero means the POV is centered.
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*/
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} SDL_JoyHatEvent;
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/**
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* \struct SDL_JoyButtonEvent
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*
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* \brief Joystick button event structure (event.jbutton.*)
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*/
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typedef struct SDL_JoyButtonEvent
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{
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Uint8 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
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Uint8 which; /**< The joystick device index */
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Uint8 button; /**< The joystick button index */
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Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
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} SDL_JoyButtonEvent;
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/**
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* \struct SDL_QuitEvent
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*
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* \brief The "quit requested" event
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*/
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typedef struct SDL_QuitEvent
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{
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Uint8 type; /**< SDL_QUIT */
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} SDL_QuitEvent;
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/**
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* \struct SDL_UserEvent
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*
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* \brief A user-defined event type (event.user.*)
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*/
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typedef struct SDL_UserEvent
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{
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Uint8 type; /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */
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int code; /**< User defined event code */
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void *data1; /**< User defined data pointer */
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void *data2; /**< User defined data pointer */
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SDL_WindowID windowID; /**< The associated window if any*/
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} SDL_UserEvent;
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/**
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* \struct SDL_SysWMEvent
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*
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* \brief A video driver dependent system event (event.syswm.*)
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*
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* \note If you want to use this event, you should include SDL_syswm.h
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*/
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struct SDL_SysWMmsg;
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typedef struct SDL_SysWMmsg SDL_SysWMmsg;
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typedef struct SDL_SysWMEvent
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{
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Uint8 type; /**< SDL_SYSWMEVENT */
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SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
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} SDL_SysWMEvent;
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/* Typedefs for backwards compatibility */
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typedef struct SDL_ActiveEvent
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{
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Uint8 type;
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Uint8 gain;
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Uint8 state;
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} SDL_ActiveEvent;
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typedef struct SDL_ResizeEvent
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{
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Uint8 type;
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int w;
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int h;
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} SDL_ResizeEvent;
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typedef struct SDL_ProximityEvent
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{
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Uint8 type;
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Uint8 which;
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int cursor;
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int x;
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int y;
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} SDL_ProximityEvent;
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/**
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* \union SDL_Event
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*
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* \brief General event structure
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*/
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typedef union SDL_Event
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{
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Uint8 type; /**< Event type, shared with all events */
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SDL_WindowEvent window; /**< Window event data */
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SDL_KeyboardEvent key; /**< Keyboard event data */
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SDL_TextInputEvent text; /**< Text input event data */
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SDL_MouseMotionEvent motion; /**< Mouse motion event data */
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SDL_MouseButtonEvent button; /**< Mouse button event data */
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SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
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SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
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SDL_JoyBallEvent jball; /**< Joystick ball event data */
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SDL_JoyHatEvent jhat; /**< Joystick hat event data */
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SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
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SDL_QuitEvent quit; /**< Quit request event data */
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SDL_UserEvent user; /**< Custom event data */
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SDL_SysWMEvent syswm; /**< System dependent window event data */
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SDL_ProximityEvent proximity; /**< Proximity In or Out event */
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/* Temporarily here for backwards compatibility */
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SDL_ActiveEvent active;
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SDL_ResizeEvent resize;
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} SDL_Event;
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/* Function prototypes */
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/* Pumps the event loop, gathering events from the input devices.
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This function updates the event queue and internal input device state.
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This should only be run in the thread that sets the video mode.
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*/
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extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
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/* Checks the event queue for messages and optionally returns them.
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If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
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the back of the event queue.
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If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
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of the event queue, matching 'mask', will be returned and will not
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be removed from the queue.
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If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
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of the event queue, matching 'mask', will be returned and will be
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removed from the queue.
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This function returns the number of events actually stored, or -1
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if there was an error. This function is thread-safe.
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*/
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typedef enum
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{
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SDL_ADDEVENT,
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SDL_PEEKEVENT,
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SDL_GETEVENT
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} SDL_eventaction;
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/* */
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extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
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SDL_eventaction action,
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Uint32 mask);
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/* Checks to see if certain event types are in the event queue.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 mask);
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/* Polls for currently pending events, and returns 1 if there are any pending
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events, or 0 if there are none available. If 'event' is not NULL, the next
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event is removed from the queue and stored in that area.
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*/
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extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
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/* Waits indefinitely for the next available event, returning 1, or 0 if there
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was an error while waiting for events. If 'event' is not NULL, the next
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event is removed from the queue and stored in that area.
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*/
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extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
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/* Add an event to the event queue.
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This function returns 1 on success, 0 if the event was filtered,
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or -1 if the event queue was full or there was some other error.
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*/
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extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
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/*
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This function sets up a filter to process all events before they
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change internal state and are posted to the internal event queue.
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The filter is protypted as:
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*/
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typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
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/*
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If the filter returns 1, then the event will be added to the internal queue.
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If it returns 0, then the event will be dropped from the queue, but the
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internal state will still be updated. This allows selective filtering of
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dynamically arriving events.
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WARNING: Be very careful of what you do in the event filter function, as
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it may run in a different thread!
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There is one caveat when dealing with the SDL_QUITEVENT event type. The
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event filter is only called when the window manager desires to close the
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application window. If the event filter returns 1, then the window will
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be closed, otherwise the window will remain open if possible.
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If the quit event is generated by an interrupt signal, it will bypass the
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internal queue and be delivered to the application at the next event poll.
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*/
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extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
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void *userdata);
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/*
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Return the current event filter - can be used to "chain" filters.
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If there is no event filter set, this function returns SDL_FALSE.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
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void **userdata);
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/*
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Run the filter function on the current event queue, removing any
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events for which the filter returns 0.
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*/
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extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
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void *userdata);
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/*
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This function allows you to set the state of processing certain events.
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If 'state' is set to SDL_IGNORE, that event will be automatically dropped
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from the event queue and will not event be filtered.
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If 'state' is set to SDL_ENABLE, that event will be processed normally.
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If 'state' is set to SDL_QUERY, SDL_EventState() will return the
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current processing state of the specified event.
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*/
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#define SDL_QUERY -1
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#define SDL_IGNORE 0
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#define SDL_DISABLE 0
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#define SDL_ENABLE 1
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extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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#endif
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#include "close_code.h"
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#endif /* _SDL_events_h */
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/* vi: set ts=4 sw=4 expandtab: */
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