1 /*
2   Simple DirectMedia Layer
3   Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
4 
5   This software is provided 'as-is', without any express or implied
6   warranty.  In no event will the authors be held liable for any damages
7   arising from the use of this software.
8 
9   Permission is granted to anyone to use this software for any purpose,
10   including commercial applications, and to alter it and redistribute it
11   freely, subject to the following restrictions:
12 
13   1. The origin of this software must not be misrepresented; you must not
14      claim that you wrote the original software. If you use this software
15      in a product, an acknowledgment in the product documentation would be
16      appreciated but is not required.
17   2. Altered source versions must be plainly marked as such, and must not be
18      misrepresented as being the original software.
19   3. This notice may not be removed or altered from any source distribution.
20 */
21 
22 /**
23  *  \file SDL_events.h
24  *
25  *  Include file for SDL event handling.
26  */
27 
28 #ifndef SDL_events_h_
29 #define SDL_events_h_
30 
31 #include "SDL_stdinc.h"
32 #include "SDL_error.h"
33 #include "SDL_video.h"
34 #include "SDL_keyboard.h"
35 #include "SDL_mouse.h"
36 #include "SDL_joystick.h"
37 #include "SDL_gamecontroller.h"
38 #include "SDL_quit.h"
39 #include "SDL_gesture.h"
40 #include "SDL_touch.h"
41 
42 #include "begin_code.h"
43 /* Set up for C function definitions, even when using C++ */
44 #ifdef __cplusplus
45 extern "C" {
46 #endif
47 
48 /* General keyboard/mouse state definitions */
49 #define SDL_RELEASED    0
50 #define SDL_PRESSED 1
51 
52 /**
53  * The types of events that can be delivered.
54  */
55 typedef enum
56 {
57     SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */
58 
59     /* Application events */
60     SDL_QUIT           = 0x100, /**< User-requested quit */
61 
62     /* These application events have special meaning on iOS, see README-ios.md for details */
63     SDL_APP_TERMINATING,        /**< The application is being terminated by the OS
64                                      Called on iOS in applicationWillTerminate()
65                                      Called on Android in onDestroy()
66                                 */
67     SDL_APP_LOWMEMORY,          /**< The application is low on memory, free memory if possible.
68                                      Called on iOS in applicationDidReceiveMemoryWarning()
69                                      Called on Android in onLowMemory()
70                                 */
71     SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72                                      Called on iOS in applicationWillResignActive()
73                                      Called on Android in onPause()
74                                 */
75     SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
76                                      Called on iOS in applicationDidEnterBackground()
77                                      Called on Android in onPause()
78                                 */
79     SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80                                      Called on iOS in applicationWillEnterForeground()
81                                      Called on Android in onResume()
82                                 */
83     SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84                                      Called on iOS in applicationDidBecomeActive()
85                                      Called on Android in onResume()
86                                 */
87 
88     SDL_LOCALECHANGED,  /**< The user's locale preferences have changed. */
89 
90     /* Display events */
91     SDL_DISPLAYEVENT   = 0x150,  /**< Display state change */
92 
93     /* Window events */
94     SDL_WINDOWEVENT    = 0x200, /**< Window state change */
95     SDL_SYSWMEVENT,             /**< System specific event */
96 
97     /* Keyboard events */
98     SDL_KEYDOWN        = 0x300, /**< Key pressed */
99     SDL_KEYUP,                  /**< Key released */
100     SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
101     SDL_TEXTINPUT,              /**< Keyboard text input */
102     SDL_KEYMAPCHANGED,          /**< Keymap changed due to a system event such as an
103                                      input language or keyboard layout change.
104                                 */
105 
106     /* Mouse events */
107     SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
108     SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
109     SDL_MOUSEBUTTONUP,          /**< Mouse button released */
110     SDL_MOUSEWHEEL,             /**< Mouse wheel motion */
111 
112     /* Joystick events */
113     SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
114     SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
115     SDL_JOYHATMOTION,           /**< Joystick hat position change */
116     SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
117     SDL_JOYBUTTONUP,            /**< Joystick button released */
118     SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
119     SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */
120 
121     /* Game controller events */
122     SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
123     SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
124     SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
125     SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
126     SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
127     SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
128     SDL_CONTROLLERTOUCHPADDOWN,        /**< Game controller touchpad was touched */
129     SDL_CONTROLLERTOUCHPADMOTION,      /**< Game controller touchpad finger was moved */
130     SDL_CONTROLLERTOUCHPADUP,          /**< Game controller touchpad finger was lifted */
131     SDL_CONTROLLERSENSORUPDATE,        /**< Game controller sensor was updated */
132 
133     /* Touch events */
134     SDL_FINGERDOWN      = 0x700,
135     SDL_FINGERUP,
136     SDL_FINGERMOTION,
137 
138     /* Gesture events */
139     SDL_DOLLARGESTURE   = 0x800,
140     SDL_DOLLARRECORD,
141     SDL_MULTIGESTURE,
142 
143     /* Clipboard events */
144     SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
145 
146     /* Drag and drop events */
147     SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
148     SDL_DROPTEXT,                 /**< text/plain drag-and-drop event */
149     SDL_DROPBEGIN,                /**< A new set of drops is beginning (NULL filename) */
150     SDL_DROPCOMPLETE,             /**< Current set of drops is now complete (NULL filename) */
151 
152     /* Audio hotplug events */
153     SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
154     SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */
155 
156     /* Sensor events */
157     SDL_SENSORUPDATE = 0x1200,     /**< A sensor was updated */
158 
159     /* Render events */
160     SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
161     SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
162 
163     /* Internal events */
164     SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
165 
166     /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
167      *  and should be allocated with SDL_RegisterEvents()
168      */
169     SDL_USEREVENT    = 0x8000,
170 
171     /**
172      *  This last event is only for bounding internal arrays
173      */
174     SDL_LASTEVENT    = 0xFFFF
175 } SDL_EventType;
176 
177 /**
178  *  \brief Fields shared by every event
179  */
180 typedef struct SDL_CommonEvent
181 {
182     Uint32 type;
183     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
184 } SDL_CommonEvent;
185 
186 /**
187  *  \brief Display state change event data (event.display.*)
188  */
189 typedef struct SDL_DisplayEvent
190 {
191     Uint32 type;        /**< ::SDL_DISPLAYEVENT */
192     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
193     Uint32 display;     /**< The associated display index */
194     Uint8 event;        /**< ::SDL_DisplayEventID */
195     Uint8 padding1;
196     Uint8 padding2;
197     Uint8 padding3;
198     Sint32 data1;       /**< event dependent data */
199 } SDL_DisplayEvent;
200 
201 /**
202  *  \brief Window state change event data (event.window.*)
203  */
204 typedef struct SDL_WindowEvent
205 {
206     Uint32 type;        /**< ::SDL_WINDOWEVENT */
207     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
208     Uint32 windowID;    /**< The associated window */
209     Uint8 event;        /**< ::SDL_WindowEventID */
210     Uint8 padding1;
211     Uint8 padding2;
212     Uint8 padding3;
213     Sint32 data1;       /**< event dependent data */
214     Sint32 data2;       /**< event dependent data */
215 } SDL_WindowEvent;
216 
217 /**
218  *  \brief Keyboard button event structure (event.key.*)
219  */
220 typedef struct SDL_KeyboardEvent
221 {
222     Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
223     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
224     Uint32 windowID;    /**< The window with keyboard focus, if any */
225     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
226     Uint8 repeat;       /**< Non-zero if this is a key repeat */
227     Uint8 padding2;
228     Uint8 padding3;
229     SDL_Keysym keysym;  /**< The key that was pressed or released */
230 } SDL_KeyboardEvent;
231 
232 #define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
233 /**
234  *  \brief Keyboard text editing event structure (event.edit.*)
235  */
236 typedef struct SDL_TextEditingEvent
237 {
238     Uint32 type;                                /**< ::SDL_TEXTEDITING */
239     Uint32 timestamp;                           /**< In milliseconds, populated using SDL_GetTicks() */
240     Uint32 windowID;                            /**< The window with keyboard focus, if any */
241     char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
242     Sint32 start;                               /**< The start cursor of selected editing text */
243     Sint32 length;                              /**< The length of selected editing text */
244 } SDL_TextEditingEvent;
245 
246 
247 #define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
248 /**
249  *  \brief Keyboard text input event structure (event.text.*)
250  */
251 typedef struct SDL_TextInputEvent
252 {
253     Uint32 type;                              /**< ::SDL_TEXTINPUT */
254     Uint32 timestamp;                         /**< In milliseconds, populated using SDL_GetTicks() */
255     Uint32 windowID;                          /**< The window with keyboard focus, if any */
256     char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
257 } SDL_TextInputEvent;
258 
259 /**
260  *  \brief Mouse motion event structure (event.motion.*)
261  */
262 typedef struct SDL_MouseMotionEvent
263 {
264     Uint32 type;        /**< ::SDL_MOUSEMOTION */
265     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
266     Uint32 windowID;    /**< The window with mouse focus, if any */
267     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
268     Uint32 state;       /**< The current button state */
269     Sint32 x;           /**< X coordinate, relative to window */
270     Sint32 y;           /**< Y coordinate, relative to window */
271     Sint32 xrel;        /**< The relative motion in the X direction */
272     Sint32 yrel;        /**< The relative motion in the Y direction */
273 } SDL_MouseMotionEvent;
274 
275 /**
276  *  \brief Mouse button event structure (event.button.*)
277  */
278 typedef struct SDL_MouseButtonEvent
279 {
280     Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
281     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
282     Uint32 windowID;    /**< The window with mouse focus, if any */
283     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
284     Uint8 button;       /**< The mouse button index */
285     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
286     Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
287     Uint8 padding1;
288     Sint32 x;           /**< X coordinate, relative to window */
289     Sint32 y;           /**< Y coordinate, relative to window */
290 } SDL_MouseButtonEvent;
291 
292 /**
293  *  \brief Mouse wheel event structure (event.wheel.*)
294  */
295 typedef struct SDL_MouseWheelEvent
296 {
297     Uint32 type;        /**< ::SDL_MOUSEWHEEL */
298     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
299     Uint32 windowID;    /**< The window with mouse focus, if any */
300     Uint32 which;       /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
301     Sint32 x;           /**< The amount scrolled horizontally, positive to the right and negative to the left */
302     Sint32 y;           /**< The amount scrolled vertically, positive away from the user and negative toward the user */
303     Uint32 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 */
304     float preciseX;     /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
305     float preciseY;     /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
306 } SDL_MouseWheelEvent;
307 
308 /**
309  *  \brief Joystick axis motion event structure (event.jaxis.*)
310  */
311 typedef struct SDL_JoyAxisEvent
312 {
313     Uint32 type;        /**< ::SDL_JOYAXISMOTION */
314     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
315     SDL_JoystickID which; /**< The joystick instance id */
316     Uint8 axis;         /**< The joystick axis index */
317     Uint8 padding1;
318     Uint8 padding2;
319     Uint8 padding3;
320     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
321     Uint16 padding4;
322 } SDL_JoyAxisEvent;
323 
324 /**
325  *  \brief Joystick trackball motion event structure (event.jball.*)
326  */
327 typedef struct SDL_JoyBallEvent
328 {
329     Uint32 type;        /**< ::SDL_JOYBALLMOTION */
330     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
331     SDL_JoystickID which; /**< The joystick instance id */
332     Uint8 ball;         /**< The joystick trackball index */
333     Uint8 padding1;
334     Uint8 padding2;
335     Uint8 padding3;
336     Sint16 xrel;        /**< The relative motion in the X direction */
337     Sint16 yrel;        /**< The relative motion in the Y direction */
338 } SDL_JoyBallEvent;
339 
340 /**
341  *  \brief Joystick hat position change event structure (event.jhat.*)
342  */
343 typedef struct SDL_JoyHatEvent
344 {
345     Uint32 type;        /**< ::SDL_JOYHATMOTION */
346     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
347     SDL_JoystickID which; /**< The joystick instance id */
348     Uint8 hat;          /**< The joystick hat index */
349     Uint8 value;        /**< The hat position value.
350                          *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
351                          *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
352                          *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
353                          *
354                          *   Note that zero means the POV is centered.
355                          */
356     Uint8 padding1;
357     Uint8 padding2;
358 } SDL_JoyHatEvent;
359 
360 /**
361  *  \brief Joystick button event structure (event.jbutton.*)
362  */
363 typedef struct SDL_JoyButtonEvent
364 {
365     Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
366     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
367     SDL_JoystickID which; /**< The joystick instance id */
368     Uint8 button;       /**< The joystick button index */
369     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
370     Uint8 padding1;
371     Uint8 padding2;
372 } SDL_JoyButtonEvent;
373 
374 /**
375  *  \brief Joystick device event structure (event.jdevice.*)
376  */
377 typedef struct SDL_JoyDeviceEvent
378 {
379     Uint32 type;        /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
380     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
381     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
382 } SDL_JoyDeviceEvent;
383 
384 
385 /**
386  *  \brief Game controller axis motion event structure (event.caxis.*)
387  */
388 typedef struct SDL_ControllerAxisEvent
389 {
390     Uint32 type;        /**< ::SDL_CONTROLLERAXISMOTION */
391     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
392     SDL_JoystickID which; /**< The joystick instance id */
393     Uint8 axis;         /**< The controller axis (SDL_GameControllerAxis) */
394     Uint8 padding1;
395     Uint8 padding2;
396     Uint8 padding3;
397     Sint16 value;       /**< The axis value (range: -32768 to 32767) */
398     Uint16 padding4;
399 } SDL_ControllerAxisEvent;
400 
401 
402 /**
403  *  \brief Game controller button event structure (event.cbutton.*)
404  */
405 typedef struct SDL_ControllerButtonEvent
406 {
407     Uint32 type;        /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
408     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
409     SDL_JoystickID which; /**< The joystick instance id */
410     Uint8 button;       /**< The controller button (SDL_GameControllerButton) */
411     Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
412     Uint8 padding1;
413     Uint8 padding2;
414 } SDL_ControllerButtonEvent;
415 
416 
417 /**
418  *  \brief Controller device event structure (event.cdevice.*)
419  */
420 typedef struct SDL_ControllerDeviceEvent
421 {
422     Uint32 type;        /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
423     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
424     Sint32 which;       /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
425 } SDL_ControllerDeviceEvent;
426 
427 /**
428  *  \brief Game controller touchpad event structure (event.ctouchpad.*)
429  */
430 typedef struct SDL_ControllerTouchpadEvent
431 {
432     Uint32 type;        /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */
433     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
434     SDL_JoystickID which; /**< The joystick instance id */
435     Sint32 touchpad;    /**< The index of the touchpad */
436     Sint32 finger;      /**< The index of the finger on the touchpad */
437     float x;            /**< Normalized in the range 0...1 with 0 being on the left */
438     float y;            /**< Normalized in the range 0...1 with 0 being at the top */
439     float pressure;     /**< Normalized in the range 0...1 */
440 } SDL_ControllerTouchpadEvent;
441 
442 /**
443  *  \brief Game controller sensor event structure (event.csensor.*)
444  */
445 typedef struct SDL_ControllerSensorEvent
446 {
447     Uint32 type;        /**< ::SDL_CONTROLLERSENSORUPDATE */
448     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
449     SDL_JoystickID which; /**< The joystick instance id */
450     Sint32 sensor;      /**< The type of the sensor, one of the values of ::SDL_SensorType */
451     float data[3];      /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
452 } SDL_ControllerSensorEvent;
453 
454 /**
455  *  \brief Audio device event structure (event.adevice.*)
456  */
457 typedef struct SDL_AudioDeviceEvent
458 {
459     Uint32 type;        /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
460     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
461     Uint32 which;       /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
462     Uint8 iscapture;    /**< zero if an output device, non-zero if a capture device. */
463     Uint8 padding1;
464     Uint8 padding2;
465     Uint8 padding3;
466 } SDL_AudioDeviceEvent;
467 
468 
469 /**
470  *  \brief Touch finger event structure (event.tfinger.*)
471  */
472 typedef struct SDL_TouchFingerEvent
473 {
474     Uint32 type;        /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
475     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
476     SDL_TouchID touchId; /**< The touch device id */
477     SDL_FingerID fingerId;
478     float x;            /**< Normalized in the range 0...1 */
479     float y;            /**< Normalized in the range 0...1 */
480     float dx;           /**< Normalized in the range -1...1 */
481     float dy;           /**< Normalized in the range -1...1 */
482     float pressure;     /**< Normalized in the range 0...1 */
483     Uint32 windowID;    /**< The window underneath the finger, if any */
484 } SDL_TouchFingerEvent;
485 
486 
487 /**
488  *  \brief Multiple Finger Gesture Event (event.mgesture.*)
489  */
490 typedef struct SDL_MultiGestureEvent
491 {
492     Uint32 type;        /**< ::SDL_MULTIGESTURE */
493     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
494     SDL_TouchID touchId; /**< The touch device id */
495     float dTheta;
496     float dDist;
497     float x;
498     float y;
499     Uint16 numFingers;
500     Uint16 padding;
501 } SDL_MultiGestureEvent;
502 
503 
504 /**
505  * \brief Dollar Gesture Event (event.dgesture.*)
506  */
507 typedef struct SDL_DollarGestureEvent
508 {
509     Uint32 type;        /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
510     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
511     SDL_TouchID touchId; /**< The touch device id */
512     SDL_GestureID gestureId;
513     Uint32 numFingers;
514     float error;
515     float x;            /**< Normalized center of gesture */
516     float y;            /**< Normalized center of gesture */
517 } SDL_DollarGestureEvent;
518 
519 
520 /**
521  *  \brief An event used to request a file open by the system (event.drop.*)
522  *         This event is enabled by default, you can disable it with SDL_EventState().
523  *  \note If this event is enabled, you must free the filename in the event.
524  */
525 typedef struct SDL_DropEvent
526 {
527     Uint32 type;        /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
528     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
529     char *file;         /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
530     Uint32 windowID;    /**< The window that was dropped on, if any */
531 } SDL_DropEvent;
532 
533 
534 /**
535  *  \brief Sensor event structure (event.sensor.*)
536  */
537 typedef struct SDL_SensorEvent
538 {
539     Uint32 type;        /**< ::SDL_SENSORUPDATE */
540     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
541     Sint32 which;       /**< The instance ID of the sensor */
542     float data[6];      /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
543 } SDL_SensorEvent;
544 
545 /**
546  *  \brief The "quit requested" event
547  */
548 typedef struct SDL_QuitEvent
549 {
550     Uint32 type;        /**< ::SDL_QUIT */
551     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
552 } SDL_QuitEvent;
553 
554 /**
555  *  \brief OS Specific event
556  */
557 typedef struct SDL_OSEvent
558 {
559     Uint32 type;        /**< ::SDL_QUIT */
560     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
561 } SDL_OSEvent;
562 
563 /**
564  *  \brief A user-defined event type (event.user.*)
565  */
566 typedef struct SDL_UserEvent
567 {
568     Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
569     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
570     Uint32 windowID;    /**< The associated window if any */
571     Sint32 code;        /**< User defined event code */
572     void *data1;        /**< User defined data pointer */
573     void *data2;        /**< User defined data pointer */
574 } SDL_UserEvent;
575 
576 
577 struct SDL_SysWMmsg;
578 typedef struct SDL_SysWMmsg SDL_SysWMmsg;
579 
580 /**
581  *  \brief A video driver dependent system event (event.syswm.*)
582  *         This event is disabled by default, you can enable it with SDL_EventState()
583  *
584  *  \note If you want to use this event, you should include SDL_syswm.h.
585  */
586 typedef struct SDL_SysWMEvent
587 {
588     Uint32 type;        /**< ::SDL_SYSWMEVENT */
589     Uint32 timestamp;   /**< In milliseconds, populated using SDL_GetTicks() */
590     SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
591 } SDL_SysWMEvent;
592 
593 /**
594  *  \brief General event structure
595  */
596 typedef union SDL_Event
597 {
598     Uint32 type;                            /**< Event type, shared with all events */
599     SDL_CommonEvent common;                 /**< Common event data */
600     SDL_DisplayEvent display;               /**< Display event data */
601     SDL_WindowEvent window;                 /**< Window event data */
602     SDL_KeyboardEvent key;                  /**< Keyboard event data */
603     SDL_TextEditingEvent edit;              /**< Text editing event data */
604     SDL_TextInputEvent text;                /**< Text input event data */
605     SDL_MouseMotionEvent motion;            /**< Mouse motion event data */
606     SDL_MouseButtonEvent button;            /**< Mouse button event data */
607     SDL_MouseWheelEvent wheel;              /**< Mouse wheel event data */
608     SDL_JoyAxisEvent jaxis;                 /**< Joystick axis event data */
609     SDL_JoyBallEvent jball;                 /**< Joystick ball event data */
610     SDL_JoyHatEvent jhat;                   /**< Joystick hat event data */
611     SDL_JoyButtonEvent jbutton;             /**< Joystick button event data */
612     SDL_JoyDeviceEvent jdevice;             /**< Joystick device change event data */
613     SDL_ControllerAxisEvent caxis;          /**< Game Controller axis event data */
614     SDL_ControllerButtonEvent cbutton;      /**< Game Controller button event data */
615     SDL_ControllerDeviceEvent cdevice;      /**< Game Controller device event data */
616     SDL_ControllerTouchpadEvent ctouchpad;  /**< Game Controller touchpad event data */
617     SDL_ControllerSensorEvent csensor;      /**< Game Controller sensor event data */
618     SDL_AudioDeviceEvent adevice;           /**< Audio device event data */
619     SDL_SensorEvent sensor;                 /**< Sensor event data */
620     SDL_QuitEvent quit;                     /**< Quit request event data */
621     SDL_UserEvent user;                     /**< Custom event data */
622     SDL_SysWMEvent syswm;                   /**< System dependent window event data */
623     SDL_TouchFingerEvent tfinger;           /**< Touch finger event data */
624     SDL_MultiGestureEvent mgesture;         /**< Gesture event data */
625     SDL_DollarGestureEvent dgesture;        /**< Gesture event data */
626     SDL_DropEvent drop;                     /**< Drag and drop event data */
627 
628     /* This is necessary for ABI compatibility between Visual C++ and GCC.
629        Visual C++ will respect the push pack pragma and use 52 bytes (size of
630        SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
631        architectures) for this union, and GCC will use the alignment of the
632        largest datatype within the union, which is 8 bytes on 64-bit
633        architectures.
634 
635        So... we'll add padding to force the size to be 56 bytes for both.
636 
637        On architectures where pointers are 16 bytes, this needs rounding up to
638        the next multiple of 16, 64, and on architectures where pointers are
639        even larger the size of SDL_UserEvent will dominate as being 3 pointers.
640     */
641     Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
642 } SDL_Event;
643 
644 /* Make sure we haven't broken binary compatibility */
645 SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
646 
647 
648 /* Function prototypes */
649 
650 /**
651  * Pump the event loop, gathering events from the input devices.
652  *
653  * This function updates the event queue and internal input device state.
654  *
655  * **WARNING**: This should only be run in the thread that initialized the
656  * video subsystem, and for extra safety, you should consider only doing those
657  * things on the main thread in any case.
658  *
659  * SDL_PumpEvents() gathers all the pending input information from devices and
660  * places it in the event queue. Without calls to SDL_PumpEvents() no events
661  * would ever be placed on the queue. Often the need for calls to
662  * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
663  * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
664  * polling or waiting for events (e.g. you are filtering them), then you must
665  * call SDL_PumpEvents() to force an event queue update.
666  *
667  * \since This function is available since SDL 2.0.0.
668  *
669  * \sa SDL_PollEvent
670  * \sa SDL_WaitEvent
671  */
672 extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
673 
674 /* @{ */
675 typedef enum
676 {
677     SDL_ADDEVENT,
678     SDL_PEEKEVENT,
679     SDL_GETEVENT
680 } SDL_eventaction;
681 
682 /**
683  * Check the event queue for messages and optionally return them.
684  *
685  * `action` may be any of the following:
686  *
687  * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
688  *   event queue.
689  * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
690  *   within the specified minimum and maximum type, will be returned to the
691  *   caller and will _not_ be removed from the queue.
692  * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
693  *   within the specified minimum and maximum type, will be returned to the
694  *   caller and will be removed from the queue.
695  *
696  * You may have to call SDL_PumpEvents() before calling this function.
697  * Otherwise, the events may not be ready to be filtered when you call
698  * SDL_PeepEvents().
699  *
700  * This function is thread-safe.
701  *
702  * \param events destination buffer for the retrieved events
703  * \param numevents if action is SDL_ADDEVENT, the number of events to add
704  *                  back to the event queue; if action is SDL_PEEKEVENT or
705  *                  SDL_GETEVENT, the maximum number of events to retrieve
706  * \param action action to take; see [[#action|Remarks]] for details
707  * \param minType minimum value of the event type to be considered;
708  *                SDL_FIRSTEVENT is a safe choice
709  * \param maxType maximum value of the event type to be considered;
710  *                SDL_LASTEVENT is a safe choice
711  * \returns the number of events actually stored or a negative error code on
712  *          failure; call SDL_GetError() for more information.
713  *
714  * \since This function is available since SDL 2.0.0.
715  *
716  * \sa SDL_PollEvent
717  * \sa SDL_PumpEvents
718  * \sa SDL_PushEvent
719  */
720 extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
721                                            SDL_eventaction action,
722                                            Uint32 minType, Uint32 maxType);
723 /* @} */
724 
725 /**
726  * Check for the existence of a certain event type in the event queue.
727  *
728  * If you need to check for a range of event types, use SDL_HasEvents()
729  * instead.
730  *
731  * \param type the type of event to be queried; see SDL_EventType for details
732  * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
733  *          events matching `type` are not present.
734  *
735  * \since This function is available since SDL 2.0.0.
736  *
737  * \sa SDL_HasEvents
738  */
739 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
740 
741 
742 /**
743  * Check for the existence of certain event types in the event queue.
744  *
745  * If you need to check for a single event type, use SDL_HasEvent() instead.
746  *
747  * \param minType the low end of event type to be queried, inclusive; see
748  *                SDL_EventType for details
749  * \param maxType the high end of event type to be queried, inclusive; see
750  *                SDL_EventType for details
751  * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
752  *          present, or SDL_FALSE if not.
753  *
754  * \since This function is available since SDL 2.0.0.
755  *
756  * \sa SDL_HasEvents
757  */
758 extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
759 
760 /**
761  * Clear events of a specific type from the event queue.
762  *
763  * This will unconditionally remove any events from the queue that match
764  * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
765  * instead.
766  *
767  * It's also normal to just ignore events you don't care about in your event
768  * loop without calling this function.
769  *
770  * This function only affects currently queued events. If you want to make
771  * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
772  * on the main thread immediately before the flush call.
773  *
774  * \param type the type of event to be cleared; see SDL_EventType for details
775  *
776  * \since This function is available since SDL 2.0.0.
777  *
778  * \sa SDL_FlushEvents
779  */
780 extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
781 
782 /**
783  * Clear events of a range of types from the event queue.
784  *
785  * This will unconditionally remove any events from the queue that are in the
786  * range of `minType` to `maxType`, inclusive. If you need to remove a single
787  * event type, use SDL_FlushEvent() instead.
788  *
789  * It's also normal to just ignore events you don't care about in your event
790  * loop without calling this function.
791  *
792  * This function only affects currently queued events. If you want to make
793  * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
794  * on the main thread immediately before the flush call.
795  *
796  * \param minType the low end of event type to be cleared, inclusive; see
797  *                SDL_EventType for details
798  * \param maxType the high end of event type to be cleared, inclusive; see
799  *                SDL_EventType for details
800  *
801  * \since This function is available since SDL 2.0.0.
802  *
803  * \sa SDL_FlushEvent
804  */
805 extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
806 
807 /**
808  * Poll for currently pending events.
809  *
810  * If `event` is not NULL, the next event is removed from the queue and stored
811  * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
812  * this event, immediately stored in the SDL Event structure -- not an event
813  * to follow.
814  *
815  * If `event` is NULL, it simply returns 1 if there is an event in the queue,
816  * but will not remove it from the queue.
817  *
818  * As this function may implicitly call SDL_PumpEvents(), you can only call
819  * this function in the thread that set the video mode.
820  *
821  * SDL_PollEvent() is the favored way of receiving system events since it can
822  * be done from the main loop and does not suspend the main loop while waiting
823  * on an event to be posted.
824  *
825  * The common practice is to fully process the event queue once every frame,
826  * usually as a first step before updating the game's state:
827  *
828  * ```c
829  * while (game_is_still_running) {
830  *     SDL_Event event;
831  *     while (SDL_PollEvent(&event)) {  // poll until all events are handled!
832  *         // decide what to do with this event.
833  *     }
834  *
835  *     // update game state, draw the current frame
836  * }
837  * ```
838  *
839  * \param event the SDL_Event structure to be filled with the next event from
840  *              the queue, or NULL
841  * \returns 1 if there is a pending event or 0 if there are none available.
842  *
843  * \since This function is available since SDL 2.0.0.
844  *
845  * \sa SDL_GetEventFilter
846  * \sa SDL_PeepEvents
847  * \sa SDL_PushEvent
848  * \sa SDL_SetEventFilter
849  * \sa SDL_WaitEvent
850  * \sa SDL_WaitEventTimeout
851  */
852 extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
853 
854 /**
855  * Wait indefinitely for the next available event.
856  *
857  * If `event` is not NULL, the next event is removed from the queue and stored
858  * in the SDL_Event structure pointed to by `event`.
859  *
860  * As this function may implicitly call SDL_PumpEvents(), you can only call
861  * this function in the thread that initialized the video subsystem.
862  *
863  * \param event the SDL_Event structure to be filled in with the next event
864  *              from the queue, or NULL
865  * \returns 1 on success or 0 if there was an error while waiting for events;
866  *          call SDL_GetError() for more information.
867  *
868  * \since This function is available since SDL 2.0.0.
869  *
870  * \sa SDL_PollEvent
871  * \sa SDL_PumpEvents
872  * \sa SDL_WaitEventTimeout
873  */
874 extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
875 
876 /**
877  * Wait until the specified timeout (in milliseconds) for the next available
878  * event.
879  *
880  * If `event` is not NULL, the next event is removed from the queue and stored
881  * in the SDL_Event structure pointed to by `event`.
882  *
883  * As this function may implicitly call SDL_PumpEvents(), you can only call
884  * this function in the thread that initialized the video subsystem.
885  *
886  * \param event the SDL_Event structure to be filled in with the next event
887  *              from the queue, or NULL
888  * \param timeout the maximum number of milliseconds to wait for the next
889  *                available event
890  * \returns 1 on success or 0 if there was an error while waiting for events;
891  *          call SDL_GetError() for more information. This also returns 0 if
892  *          the timeout elapsed without an event arriving.
893  *
894  * \since This function is available since SDL 2.0.0.
895  *
896  * \sa SDL_PollEvent
897  * \sa SDL_PumpEvents
898  * \sa SDL_WaitEvent
899  */
900 extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
901                                                  int timeout);
902 
903 /**
904  * Add an event to the event queue.
905  *
906  * The event queue can actually be used as a two way communication channel.
907  * Not only can events be read from the queue, but the user can also push
908  * their own events onto it. `event` is a pointer to the event structure you
909  * wish to push onto the queue. The event is copied into the queue, and the
910  * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
911  *
912  * Note: Pushing device input events onto the queue doesn't modify the state
913  * of the device within SDL.
914  *
915  * This function is thread-safe, and can be called from other threads safely.
916  *
917  * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
918  * the event filter but events added with SDL_PeepEvents() do not.
919  *
920  * For pushing application-specific events, please use SDL_RegisterEvents() to
921  * get an event type that does not conflict with other code that also wants
922  * its own custom event types.
923  *
924  * \param event the SDL_Event to be added to the queue
925  * \returns 1 on success, 0 if the event was filtered, or a negative error
926  *          code on failure; call SDL_GetError() for more information. A
927  *          common reason for error is the event queue being full.
928  *
929  * \since This function is available since SDL 2.0.0.
930  *
931  * \sa SDL_PeepEvents
932  * \sa SDL_PollEvent
933  * \sa SDL_RegisterEvents
934  */
935 extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
936 
937 /**
938  * A function pointer used for callbacks that watch the event queue.
939  *
940  * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
941  *        or SDL_AddEventWatch, etc
942  * \param event the event that triggered the callback
943  * \returns 1 to permit event to be added to the queue, and 0 to disallow
944  *          it. When used with SDL_AddEventWatch, the return value is ignored.
945  *
946  * \sa SDL_SetEventFilter
947  * \sa SDL_AddEventWatch
948  */
949 typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
950 
951 /**
952  * Set up a filter to process all events before they change internal state and
953  * are posted to the internal event queue.
954  *
955  * If the filter function returns 1 when called, then the event will be added
956  * to the internal queue. If it returns 0, then the event will be dropped from
957  * the queue, but the internal state will still be updated. This allows
958  * selective filtering of dynamically arriving events.
959  *
960  * **WARNING**: Be very careful of what you do in the event filter function,
961  * as it may run in a different thread!
962  *
963  * On platforms that support it, if the quit event is generated by an
964  * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
965  * application at the next event poll.
966  *
967  * There is one caveat when dealing with the ::SDL_QuitEvent event type. The
968  * event filter is only called when the window manager desires to close the
969  * application window. If the event filter returns 1, then the window will be
970  * closed, otherwise the window will remain open if possible.
971  *
972  * Note: Disabled events never make it to the event filter function; see
973  * SDL_EventState().
974  *
975  * Note: If you just want to inspect events without filtering, you should use
976  * SDL_AddEventWatch() instead.
977  *
978  * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
979  * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
980  * not.
981  *
982  * \param filter An SDL_EventFilter function to call when an event happens
983  * \param userdata a pointer that is passed to `filter`
984  *
985  * \since This function is available since SDL 2.0.0.
986  *
987  * \sa SDL_AddEventWatch
988  * \sa SDL_EventState
989  * \sa SDL_GetEventFilter
990  * \sa SDL_PeepEvents
991  * \sa SDL_PushEvent
992  */
993 extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
994                                                 void *userdata);
995 
996 /**
997  * Query the current event filter.
998  *
999  * This function can be used to "chain" filters, by saving the existing filter
1000  * before replacing it with a function that will call that saved filter.
1001  *
1002  * \param filter the current callback function will be stored here
1003  * \param userdata the pointer that is passed to the current event filter will
1004  *                 be stored here
1005  * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
1006  *
1007  * \since This function is available since SDL 2.0.0.
1008  *
1009  * \sa SDL_SetEventFilter
1010  */
1011 extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
1012                                                     void **userdata);
1013 
1014 /**
1015  * Add a callback to be triggered when an event is added to the event queue.
1016  *
1017  * `filter` will be called when an event happens, and its return value is
1018  * ignored.
1019  *
1020  * **WARNING**: Be very careful of what you do in the event filter function,
1021  * as it may run in a different thread!
1022  *
1023  * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1024  * the internal queue and be delivered to the watch callback immediately, and
1025  * arrive at the next event poll.
1026  *
1027  * Note: the callback is called for events posted by the user through
1028  * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1029  * callback set with SDL_SetEventFilter(), nor for events posted by the user
1030  * through SDL_PeepEvents().
1031  *
1032  * \param filter an SDL_EventFilter function to call when an event happens.
1033  * \param userdata a pointer that is passed to `filter`
1034  *
1035  * \since This function is available since SDL 2.0.0.
1036  *
1037  * \sa SDL_DelEventWatch
1038  * \sa SDL_SetEventFilter
1039  */
1040 extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
1041                                                void *userdata);
1042 
1043 /**
1044  * Remove an event watch callback added with SDL_AddEventWatch().
1045  *
1046  * This function takes the same input as SDL_AddEventWatch() to identify and
1047  * delete the corresponding callback.
1048  *
1049  * \param filter the function originally passed to SDL_AddEventWatch()
1050  * \param userdata the pointer originally passed to SDL_AddEventWatch()
1051  *
1052  * \since This function is available since SDL 2.0.0.
1053  *
1054  * \sa SDL_AddEventWatch
1055  */
1056 extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
1057                                                void *userdata);
1058 
1059 /**
1060  * Run a specific filter function on the current event queue, removing any
1061  * events for which the filter returns 0.
1062  *
1063  * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1064  * this function does not change the filter permanently, it only uses the
1065  * supplied filter until this function returns.
1066  *
1067  * \param filter the SDL_EventFilter function to call when an event happens
1068  * \param userdata a pointer that is passed to `filter`
1069  *
1070  * \since This function is available since SDL 2.0.0.
1071  *
1072  * \sa SDL_GetEventFilter
1073  * \sa SDL_SetEventFilter
1074  */
1075 extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
1076                                               void *userdata);
1077 
1078 /* @{ */
1079 #define SDL_QUERY   -1
1080 #define SDL_IGNORE   0
1081 #define SDL_DISABLE  0
1082 #define SDL_ENABLE   1
1083 
1084 /**
1085  * Set the state of processing events by type.
1086  *
1087  * `state` may be any of the following:
1088  *
1089  * - `SDL_QUERY`: returns the current processing state of the specified event
1090  * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
1091  *   from the event queue and will not be filtered
1092  * - `SDL_ENABLE`: the event will be processed normally
1093  *
1094  * \param type the type of event; see SDL_EventType for details
1095  * \param state how to process the event
1096  * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
1097  *          of the event before this function makes any changes to it.
1098  *
1099  * \since This function is available since SDL 2.0.0.
1100  *
1101  * \sa SDL_GetEventState
1102  */
1103 extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
1104 /* @} */
1105 #define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
1106 
1107 /**
1108  * Allocate a set of user-defined events, and return the beginning event
1109  * number for that set of events.
1110  *
1111  * Calling this function with `numevents` <= 0 is an error and will return
1112  * (Uint32)-1.
1113  *
1114  * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
1115  * 0xFFFFFFFF), but is clearer to write.
1116  *
1117  * \param numevents the number of events to be allocated
1118  * \returns the beginning event number, or (Uint32)-1 if there are not enough
1119  *          user-defined events left.
1120  *
1121  * \since This function is available since SDL 2.0.0.
1122  *
1123  * \sa SDL_PushEvent
1124  */
1125 extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
1126 
1127 /* Ends C function definitions when using C++ */
1128 #ifdef __cplusplus
1129 }
1130 #endif
1131 #include "close_code.h"
1132 
1133 #endif /* SDL_events_h_ */
1134 
1135 /* vi: set ts=4 sw=4 expandtab: */
1136