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authorJesse Hall <jessehall@google.com>2012-07-23 10:12:30 -0700
committerandroid code review <noreply-gerritcodereview@google.com>2012-07-23 10:12:30 -0700
commit2b3a42e7d0b441f71fc2e2b07269dd1f8151c977 (patch)
treeded6ee18c4e1f33df235e53615a6d65e2d64f4ef /distrib/sdl-1.2.15/include/SDL_events.h
parent3dcbebfd43e409c3bbff7fc79288e40666a947fd (diff)
parent9682c8870b8ff5e4ac2e4c70b759f791c6f38c1f (diff)
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Merge changes I505c4aea,I2ae0529c
* changes: Import SDL release-1.2.15 Handle SDL windows with BGRA color
Diffstat (limited to 'distrib/sdl-1.2.15/include/SDL_events.h')
-rw-r--r--distrib/sdl-1.2.15/include/SDL_events.h356
1 files changed, 356 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/include/SDL_events.h b/distrib/sdl-1.2.15/include/SDL_events.h
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+/*
+ SDL - Simple DirectMedia Layer
+ Copyright (C) 1997-2012 Sam Lantinga
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2.1 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+
+ Sam Lantinga
+ slouken@libsdl.org
+*/
+
+/**
+ * @file SDL_events.h
+ * Include file for SDL event handling
+ */
+
+#ifndef _SDL_events_h
+#define _SDL_events_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_active.h"
+#include "SDL_keyboard.h"
+#include "SDL_mouse.h"
+#include "SDL_joystick.h"
+#include "SDL_quit.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/** @name General keyboard/mouse state definitions */
+/*@{*/
+#define SDL_RELEASED 0
+#define SDL_PRESSED 1
+/*@}*/
+
+/** Event enumerations */
+typedef enum {
+ SDL_NOEVENT = 0, /**< Unused (do not remove) */
+ SDL_ACTIVEEVENT, /**< Application loses/gains visibility */
+ SDL_KEYDOWN, /**< Keys pressed */
+ SDL_KEYUP, /**< Keys released */
+ SDL_MOUSEMOTION, /**< Mouse moved */
+ SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
+ SDL_MOUSEBUTTONUP, /**< Mouse button released */
+ SDL_JOYAXISMOTION, /**< Joystick axis motion */
+ SDL_JOYBALLMOTION, /**< Joystick trackball motion */
+ SDL_JOYHATMOTION, /**< Joystick hat position change */
+ SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
+ SDL_JOYBUTTONUP, /**< Joystick button released */
+ SDL_QUIT, /**< User-requested quit */
+ SDL_SYSWMEVENT, /**< System specific event */
+ SDL_EVENT_RESERVEDA, /**< Reserved for future use.. */
+ SDL_EVENT_RESERVEDB, /**< Reserved for future use.. */
+ SDL_VIDEORESIZE, /**< User resized video mode */
+ SDL_VIDEOEXPOSE, /**< Screen needs to be redrawn */
+ SDL_EVENT_RESERVED2, /**< Reserved for future use.. */
+ SDL_EVENT_RESERVED3, /**< Reserved for future use.. */
+ SDL_EVENT_RESERVED4, /**< Reserved for future use.. */
+ SDL_EVENT_RESERVED5, /**< Reserved for future use.. */
+ SDL_EVENT_RESERVED6, /**< Reserved for future use.. */
+ SDL_EVENT_RESERVED7, /**< Reserved for future use.. */
+ /** Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
+ SDL_USEREVENT = 24,
+ /** This last event is only for bounding internal arrays
+ * It is the number of bits in the event mask datatype -- Uint32
+ */
+ SDL_NUMEVENTS = 32
+} SDL_EventType;
+
+/** @name Predefined event masks */
+/*@{*/
+#define SDL_EVENTMASK(X) (1<<(X))
+typedef enum {
+ SDL_ACTIVEEVENTMASK = SDL_EVENTMASK(SDL_ACTIVEEVENT),
+ SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN),
+ SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP),
+ SDL_KEYEVENTMASK = SDL_EVENTMASK(SDL_KEYDOWN)|
+ SDL_EVENTMASK(SDL_KEYUP),
+ SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
+ SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
+ SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
+ SDL_MOUSEEVENTMASK = SDL_EVENTMASK(SDL_MOUSEMOTION)|
+ SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)|
+ SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
+ SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION),
+ SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION),
+ SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION),
+ SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
+ SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
+ SDL_JOYEVENTMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION)|
+ SDL_EVENTMASK(SDL_JOYBALLMOTION)|
+ SDL_EVENTMASK(SDL_JOYHATMOTION)|
+ SDL_EVENTMASK(SDL_JOYBUTTONDOWN)|
+ SDL_EVENTMASK(SDL_JOYBUTTONUP),
+ SDL_VIDEORESIZEMASK = SDL_EVENTMASK(SDL_VIDEORESIZE),
+ SDL_VIDEOEXPOSEMASK = SDL_EVENTMASK(SDL_VIDEOEXPOSE),
+ SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT),
+ SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT)
+} SDL_EventMask ;
+#define SDL_ALLEVENTS 0xFFFFFFFF
+/*@}*/
+
+/** Application visibility event structure */
+typedef struct SDL_ActiveEvent {
+ Uint8 type; /**< SDL_ACTIVEEVENT */
+ Uint8 gain; /**< Whether given states were gained or lost (1/0) */
+ Uint8 state; /**< A mask of the focus states */
+} SDL_ActiveEvent;
+
+/** Keyboard event structure */
+typedef struct SDL_KeyboardEvent {
+ Uint8 type; /**< SDL_KEYDOWN or SDL_KEYUP */
+ Uint8 which; /**< The keyboard device index */
+ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
+ SDL_keysym keysym;
+} SDL_KeyboardEvent;
+
+/** Mouse motion event structure */
+typedef struct SDL_MouseMotionEvent {
+ Uint8 type; /**< SDL_MOUSEMOTION */
+ Uint8 which; /**< The mouse device index */
+ Uint8 state; /**< The current button state */
+ Uint16 x, y; /**< The X/Y coordinates of the mouse */
+ Sint16 xrel; /**< The relative motion in the X direction */
+ Sint16 yrel; /**< The relative motion in the Y direction */
+} SDL_MouseMotionEvent;
+
+/** Mouse button event structure */
+typedef struct SDL_MouseButtonEvent {
+ Uint8 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
+ Uint8 which; /**< The mouse device index */
+ Uint8 button; /**< The mouse button index */
+ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
+ Uint16 x, y; /**< The X/Y coordinates of the mouse at press time */
+} SDL_MouseButtonEvent;
+
+/** Joystick axis motion event structure */
+typedef struct SDL_JoyAxisEvent {
+ Uint8 type; /**< SDL_JOYAXISMOTION */
+ Uint8 which; /**< The joystick device index */
+ Uint8 axis; /**< The joystick axis index */
+ Sint16 value; /**< The axis value (range: -32768 to 32767) */
+} SDL_JoyAxisEvent;
+
+/** Joystick trackball motion event structure */
+typedef struct SDL_JoyBallEvent {
+ Uint8 type; /**< SDL_JOYBALLMOTION */
+ Uint8 which; /**< The joystick device index */
+ Uint8 ball; /**< The joystick trackball index */
+ 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 */
+typedef struct SDL_JoyHatEvent {
+ Uint8 type; /**< SDL_JOYHATMOTION */
+ Uint8 which; /**< The joystick device index */
+ Uint8 hat; /**< The joystick hat index */
+ Uint8 value; /**< The hat position value:
+ * SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
+ * SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
+ * SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
+ * Note that zero means the POV is centered.
+ */
+} SDL_JoyHatEvent;
+
+/** Joystick button event structure */
+typedef struct SDL_JoyButtonEvent {
+ Uint8 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
+ Uint8 which; /**< The joystick device index */
+ Uint8 button; /**< The joystick button index */
+ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
+} SDL_JoyButtonEvent;
+
+/** The "window resized" event
+ * When you get this event, you are responsible for setting a new video
+ * mode with the new width and height.
+ */
+typedef struct SDL_ResizeEvent {
+ Uint8 type; /**< SDL_VIDEORESIZE */
+ int w; /**< New width */
+ int h; /**< New height */
+} SDL_ResizeEvent;
+
+/** The "screen redraw" event */
+typedef struct SDL_ExposeEvent {
+ Uint8 type; /**< SDL_VIDEOEXPOSE */
+} SDL_ExposeEvent;
+
+/** The "quit requested" event */
+typedef struct SDL_QuitEvent {
+ Uint8 type; /**< SDL_QUIT */
+} SDL_QuitEvent;
+
+/** A user-defined event type */
+typedef struct SDL_UserEvent {
+ Uint8 type; /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */
+ int code; /**< User defined event code */
+ void *data1; /**< User defined data pointer */
+ void *data2; /**< User defined data pointer */
+} SDL_UserEvent;
+
+/** If you want to use this event, you should include SDL_syswm.h */
+struct SDL_SysWMmsg;
+typedef struct SDL_SysWMmsg SDL_SysWMmsg;
+typedef struct SDL_SysWMEvent {
+ Uint8 type;
+ SDL_SysWMmsg *msg;
+} SDL_SysWMEvent;
+
+/** General event structure */
+typedef union SDL_Event {
+ Uint8 type;
+ SDL_ActiveEvent active;
+ SDL_KeyboardEvent key;
+ SDL_MouseMotionEvent motion;
+ SDL_MouseButtonEvent button;
+ SDL_JoyAxisEvent jaxis;
+ SDL_JoyBallEvent jball;
+ SDL_JoyHatEvent jhat;
+ SDL_JoyButtonEvent jbutton;
+ SDL_ResizeEvent resize;
+ SDL_ExposeEvent expose;
+ SDL_QuitEvent quit;
+ SDL_UserEvent user;
+ SDL_SysWMEvent syswm;
+} SDL_Event;
+
+
+/* Function prototypes */
+
+/** Pumps the event loop, gathering events from the input devices.
+ * This function updates the event queue and internal input device state.
+ * This should only be run in the thread that sets the video mode.
+ */
+extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
+
+typedef enum {
+ SDL_ADDEVENT,
+ SDL_PEEKEVENT,
+ SDL_GETEVENT
+} SDL_eventaction;
+
+/**
+ * Checks the event queue for messages and optionally returns them.
+ *
+ * If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
+ * the back of the event queue.
+ * If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
+ * of the event queue, matching 'mask', will be returned and will not
+ * be removed from the queue.
+ * If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
+ * of the event queue, matching 'mask', will be returned and will be
+ * removed from the queue.
+ *
+ * @return
+ * This function returns the number of events actually stored, or -1
+ * if there was an error.
+ *
+ * This function is thread-safe.
+ */
+extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents,
+ SDL_eventaction action, Uint32 mask);
+
+/** Polls for currently pending events, and returns 1 if there are any pending
+ * events, or 0 if there are none available. If 'event' is not NULL, the next
+ * event is removed from the queue and stored in that area.
+ */
+extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event *event);
+
+/** Waits indefinitely for the next available event, returning 1, or 0 if there
+ * was an error while waiting for events. If 'event' is not NULL, the next
+ * event is removed from the queue and stored in that area.
+ */
+extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
+
+/** Add an event to the event queue.
+ * This function returns 0 on success, or -1 if the event queue was full
+ * or there was some other error.
+ */
+extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event);
+
+/** @name Event Filtering */
+/*@{*/
+typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event);
+/**
+ * This function sets up a filter to process all events before they
+ * change internal state and are posted to the internal event queue.
+ *
+ * The filter is protypted as:
+ * @code typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event); @endcode
+ *
+ * If the filter returns 1, then the event will be added to the internal queue.
+ * If it returns 0, then the event will be dropped from the queue, but the
+ * internal state will still be updated. This allows selective filtering of
+ * dynamically arriving events.
+ *
+ * @warning Be very careful of what you do in the event filter function, as
+ * it may run in a different thread!
+ *
+ * There is one caveat when dealing with the SDL_QUITEVENT event type. The
+ * event filter is only called when the window manager desires to close the
+ * application window. If the event filter returns 1, then the window will
+ * be closed, otherwise the window will remain open if possible.
+ * If the quit event is generated by an interrupt signal, it will bypass the
+ * internal queue and be delivered to the application at the next event poll.
+ */
+extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter);
+
+/**
+ * Return the current event filter - can be used to "chain" filters.
+ * If there is no event filter set, this function returns NULL.
+ */
+extern DECLSPEC SDL_EventFilter SDLCALL SDL_GetEventFilter(void);
+/*@}*/
+
+/** @name Event State */
+/*@{*/
+#define SDL_QUERY -1
+#define SDL_IGNORE 0
+#define SDL_DISABLE 0
+#define SDL_ENABLE 1
+/*@}*/
+
+/**
+* This function allows you to set the state of processing certain events.
+* If 'state' is set to SDL_IGNORE, that event will be automatically dropped
+* from the event queue and will not event be filtered.
+* If 'state' is set to SDL_ENABLE, that event will be processed normally.
+* If 'state' is set to SDL_QUERY, SDL_EventState() will return the
+* current processing state of the specified event.
+*/
+extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_events_h */