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SDL_events.h
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1645 lines (1534 loc) · 69.9 KB
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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 window's ICC profile 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() */