SDL 3.0
SDL_events.h File Reference
#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>
#include <SDL3/SDL_close_code.h>
+ Include dependency graph for SDL_events.h:
+ This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  SDL_CommonEvent
 
struct  SDL_DisplayEvent
 
struct  SDL_WindowEvent
 
struct  SDL_KeyboardDeviceEvent
 
struct  SDL_KeyboardEvent
 
struct  SDL_TextEditingEvent
 
struct  SDL_TextEditingCandidatesEvent
 
struct  SDL_TextInputEvent
 
struct  SDL_MouseDeviceEvent
 
struct  SDL_MouseMotionEvent
 
struct  SDL_MouseButtonEvent
 
struct  SDL_MouseWheelEvent
 
struct  SDL_JoyAxisEvent
 
struct  SDL_JoyBallEvent
 
struct  SDL_JoyHatEvent
 
struct  SDL_JoyButtonEvent
 
struct  SDL_JoyDeviceEvent
 
struct  SDL_JoyBatteryEvent
 
struct  SDL_GamepadAxisEvent
 
struct  SDL_GamepadButtonEvent
 
struct  SDL_GamepadDeviceEvent
 
struct  SDL_GamepadTouchpadEvent
 
struct  SDL_GamepadSensorEvent
 
struct  SDL_AudioDeviceEvent
 
struct  SDL_CameraDeviceEvent
 
struct  SDL_TouchFingerEvent
 
struct  SDL_PenProximityEvent
 
struct  SDL_PenMotionEvent
 
struct  SDL_PenTouchEvent
 
struct  SDL_PenButtonEvent
 
struct  SDL_PenAxisEvent
 
struct  SDL_DropEvent
 
struct  SDL_ClipboardEvent
 
struct  SDL_SensorEvent
 
struct  SDL_QuitEvent
 
struct  SDL_UserEvent
 
union  SDL_Event
 

Typedefs

typedef bool(* SDL_EventFilter) (void *userdata, SDL_Event *event)
 

Enumerations

enum  SDL_EventType {
  SDL_EVENT_FIRST = 0 ,
  SDL_EVENT_QUIT = 0x100 ,
  SDL_EVENT_TERMINATING ,
  SDL_EVENT_LOW_MEMORY ,
  SDL_EVENT_WILL_ENTER_BACKGROUND ,
  SDL_EVENT_DID_ENTER_BACKGROUND ,
  SDL_EVENT_WILL_ENTER_FOREGROUND ,
  SDL_EVENT_DID_ENTER_FOREGROUND ,
  SDL_EVENT_LOCALE_CHANGED ,
  SDL_EVENT_SYSTEM_THEME_CHANGED ,
  SDL_EVENT_DISPLAY_ORIENTATION = 0x151 ,
  SDL_EVENT_DISPLAY_ADDED ,
  SDL_EVENT_DISPLAY_REMOVED ,
  SDL_EVENT_DISPLAY_MOVED ,
  SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED ,
  SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED ,
  SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED ,
  SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION ,
  SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED ,
  SDL_EVENT_WINDOW_SHOWN = 0x202 ,
  SDL_EVENT_WINDOW_HIDDEN ,
  SDL_EVENT_WINDOW_EXPOSED ,
  SDL_EVENT_WINDOW_MOVED ,
  SDL_EVENT_WINDOW_RESIZED ,
  SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED ,
  SDL_EVENT_WINDOW_METAL_VIEW_RESIZED ,
  SDL_EVENT_WINDOW_MINIMIZED ,
  SDL_EVENT_WINDOW_MAXIMIZED ,
  SDL_EVENT_WINDOW_RESTORED ,
  SDL_EVENT_WINDOW_MOUSE_ENTER ,
  SDL_EVENT_WINDOW_MOUSE_LEAVE ,
  SDL_EVENT_WINDOW_FOCUS_GAINED ,
  SDL_EVENT_WINDOW_FOCUS_LOST ,
  SDL_EVENT_WINDOW_CLOSE_REQUESTED ,
  SDL_EVENT_WINDOW_HIT_TEST ,
  SDL_EVENT_WINDOW_ICCPROF_CHANGED ,
  SDL_EVENT_WINDOW_DISPLAY_CHANGED ,
  SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED ,
  SDL_EVENT_WINDOW_SAFE_AREA_CHANGED ,
  SDL_EVENT_WINDOW_OCCLUDED ,
  SDL_EVENT_WINDOW_ENTER_FULLSCREEN ,
  SDL_EVENT_WINDOW_LEAVE_FULLSCREEN ,
  SDL_EVENT_WINDOW_DESTROYED ,
  SDL_EVENT_WINDOW_HDR_STATE_CHANGED ,
  SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN ,
  SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED ,
  SDL_EVENT_KEY_DOWN = 0x300 ,
  SDL_EVENT_KEY_UP ,
  SDL_EVENT_TEXT_EDITING ,
  SDL_EVENT_TEXT_INPUT ,
  SDL_EVENT_KEYMAP_CHANGED ,
  SDL_EVENT_KEYBOARD_ADDED ,
  SDL_EVENT_KEYBOARD_REMOVED ,
  SDL_EVENT_TEXT_EDITING_CANDIDATES ,
  SDL_EVENT_MOUSE_MOTION = 0x400 ,
  SDL_EVENT_MOUSE_BUTTON_DOWN ,
  SDL_EVENT_MOUSE_BUTTON_UP ,
  SDL_EVENT_MOUSE_WHEEL ,
  SDL_EVENT_MOUSE_ADDED ,
  SDL_EVENT_MOUSE_REMOVED ,
  SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600 ,
  SDL_EVENT_JOYSTICK_BALL_MOTION ,
  SDL_EVENT_JOYSTICK_HAT_MOTION ,
  SDL_EVENT_JOYSTICK_BUTTON_DOWN ,
  SDL_EVENT_JOYSTICK_BUTTON_UP ,
  SDL_EVENT_JOYSTICK_ADDED ,
  SDL_EVENT_JOYSTICK_REMOVED ,
  SDL_EVENT_JOYSTICK_BATTERY_UPDATED ,
  SDL_EVENT_JOYSTICK_UPDATE_COMPLETE ,
  SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650 ,
  SDL_EVENT_GAMEPAD_BUTTON_DOWN ,
  SDL_EVENT_GAMEPAD_BUTTON_UP ,
  SDL_EVENT_GAMEPAD_ADDED ,
  SDL_EVENT_GAMEPAD_REMOVED ,
  SDL_EVENT_GAMEPAD_REMAPPED ,
  SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN ,
  SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION ,
  SDL_EVENT_GAMEPAD_TOUCHPAD_UP ,
  SDL_EVENT_GAMEPAD_SENSOR_UPDATE ,
  SDL_EVENT_GAMEPAD_UPDATE_COMPLETE ,
  SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED ,
  SDL_EVENT_FINGER_DOWN = 0x700 ,
  SDL_EVENT_FINGER_UP ,
  SDL_EVENT_FINGER_MOTION ,
  SDL_EVENT_CLIPBOARD_UPDATE = 0x900 ,
  SDL_EVENT_DROP_FILE = 0x1000 ,
  SDL_EVENT_DROP_TEXT ,
  SDL_EVENT_DROP_BEGIN ,
  SDL_EVENT_DROP_COMPLETE ,
  SDL_EVENT_DROP_POSITION ,
  SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100 ,
  SDL_EVENT_AUDIO_DEVICE_REMOVED ,
  SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED ,
  SDL_EVENT_SENSOR_UPDATE = 0x1200 ,
  SDL_EVENT_PEN_PROXIMITY_IN = 0x1300 ,
  SDL_EVENT_PEN_PROXIMITY_OUT ,
  SDL_EVENT_PEN_DOWN ,
  SDL_EVENT_PEN_UP ,
  SDL_EVENT_PEN_BUTTON_DOWN ,
  SDL_EVENT_PEN_BUTTON_UP ,
  SDL_EVENT_PEN_MOTION ,
  SDL_EVENT_PEN_AXIS ,
  SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400 ,
  SDL_EVENT_CAMERA_DEVICE_REMOVED ,
  SDL_EVENT_CAMERA_DEVICE_APPROVED ,
  SDL_EVENT_CAMERA_DEVICE_DENIED ,
  SDL_EVENT_RENDER_TARGETS_RESET = 0x2000 ,
  SDL_EVENT_RENDER_DEVICE_RESET ,
  SDL_EVENT_POLL_SENTINEL = 0x7F00 ,
  SDL_EVENT_USER = 0x8000 ,
  SDL_EVENT_LAST = 0xFFFF ,
  SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF
}
 
enum  SDL_EventAction {
  SDL_ADDEVENT ,
  SDL_PEEKEVENT ,
  SDL_GETEVENT
}
 

Functions

 SDL_COMPILE_TIME_ASSERT (SDL_Event, sizeof(SDL_Event)==sizeof(((SDL_Event *) NULL) ->padding))
 
void SDL_PumpEvents (void)
 
int SDL_PeepEvents (SDL_Event *events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType)
 
bool SDL_HasEvent (Uint32 type)
 
bool SDL_HasEvents (Uint32 minType, Uint32 maxType)
 
void SDL_FlushEvent (Uint32 type)
 
void SDL_FlushEvents (Uint32 minType, Uint32 maxType)
 
bool SDL_PollEvent (SDL_Event *event)
 
bool SDL_WaitEvent (SDL_Event *event)
 
bool SDL_WaitEventTimeout (SDL_Event *event, Sint32 timeoutMS)
 
bool SDL_PushEvent (SDL_Event *event)
 
void SDL_SetEventFilter (SDL_EventFilter filter, void *userdata)
 
bool SDL_GetEventFilter (SDL_EventFilter *filter, void **userdata)
 
bool SDL_AddEventWatch (SDL_EventFilter filter, void *userdata)
 
void SDL_RemoveEventWatch (SDL_EventFilter filter, void *userdata)
 
void SDL_FilterEvents (SDL_EventFilter filter, void *userdata)
 
void SDL_SetEventEnabled (Uint32 type, bool enabled)
 
bool SDL_EventEnabled (Uint32 type)
 
Uint32 SDL_RegisterEvents (int numevents)
 
SDL_WindowSDL_GetWindowFromEvent (const SDL_Event *event)
 

Typedef Documentation

◆ SDL_EventFilter

typedef bool(* SDL_EventFilter) (void *userdata, SDL_Event *event)

A function pointer used for callbacks that watch the event queue.

Parameters
userdatawhat was passed as userdata to SDL_SetEventFilter() or SDL_AddEventWatch, etc.
eventthe event that triggered the callback.
Returns
true to permit event to be added to the queue, and false to disallow it. When used with SDL_AddEventWatch, the return value is ignored.

\threadsafety SDL may call this callback at any time from any thread; the application is responsible for locking resources the callback touches that need to be protected.

Since
This datatype is available since SDL 3.0.0.
See also
SDL_SetEventFilter
SDL_AddEventWatch

Definition at line 1283 of file SDL_events.h.

Enumeration Type Documentation

◆ SDL_EventAction

The type of action to request from SDL_PeepEvents().

Since
This enum is available since SDL 3.0.0.
Enumerator
SDL_ADDEVENT 

Add events to the back of the queue.

SDL_PEEKEVENT 

Check but don't remove events from the queue front.

SDL_GETEVENT 

Retrieve/remove events from the front of the queue.

Definition at line 998 of file SDL_events.h.

999{
1000 SDL_ADDEVENT, /**< Add events to the back of the queue. */
1001 SDL_PEEKEVENT, /**< Check but don't remove events from the queue front. */
1002 SDL_GETEVENT /**< Retrieve/remove events from the front of the queue. */
SDL_EventAction
Definition SDL_events.h:999
@ SDL_ADDEVENT
@ SDL_PEEKEVENT
@ SDL_GETEVENT

◆ SDL_EventType

CategoryEvents

Event queue management. The types of events that can be delivered.

Since
This enum is available since SDL 3.0.0.
Enumerator
SDL_EVENT_FIRST 

Unused (do not remove)

SDL_EVENT_QUIT 

User-requested quit

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

SDL_EVENT_DISPLAY_ORIENTATION 

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_FIRST 
SDL_EVENT_DISPLAY_LAST 
SDL_EVENT_WINDOW_SHOWN 

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

SDL_EVENT_WINDOW_MOVED 

Window has been moved to data1, data2

SDL_EVENT_WINDOW_RESIZED 

Window has been resized to data1xdata2

SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED 

The pixel size of the window has changed to data1xdata2

SDL_EVENT_WINDOW_METAL_VIEW_RESIZED 

The pixel size of a Metal view associated with the window has changed

SDL_EVENT_WINDOW_MINIMIZED 

Window has been minimized

SDL_EVENT_WINDOW_MAXIMIZED 

Window has been maximized

SDL_EVENT_WINDOW_RESTORED 

Window has been restored to normal size and position

SDL_EVENT_WINDOW_MOUSE_ENTER 

Window has gained mouse focus

SDL_EVENT_WINDOW_MOUSE_LEAVE 

Window has lost mouse focus

SDL_EVENT_WINDOW_FOCUS_GAINED 

Window has gained keyboard focus

SDL_EVENT_WINDOW_FOCUS_LOST 

Window has lost keyboard focus

SDL_EVENT_WINDOW_CLOSE_REQUESTED 

The window manager requests that the window be closed

SDL_EVENT_WINDOW_HIT_TEST 

Window had a hit test that wasn't SDL_HITTEST_NORMAL

SDL_EVENT_WINDOW_ICCPROF_CHANGED 

The ICC profile of the window's display has changed

SDL_EVENT_WINDOW_DISPLAY_CHANGED 

Window has been moved to display data1

SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED 

Window display scale has been changed

SDL_EVENT_WINDOW_SAFE_AREA_CHANGED 

The window safe area has been changed

SDL_EVENT_WINDOW_OCCLUDED 

The window has been occluded

SDL_EVENT_WINDOW_ENTER_FULLSCREEN 

The window has entered fullscreen mode

SDL_EVENT_WINDOW_LEAVE_FULLSCREEN 

The window has left fullscreen mode

SDL_EVENT_WINDOW_DESTROYED 

The window with the associated ID is being or has been destroyed. If this message is being handled in an event watcher, the window handle is still valid and can still be used to retrieve any userdata 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_LAST 
SDL_EVENT_KEY_DOWN 

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_MOUSE_MOTION 

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

SDL_EVENT_JOYSTICK_AXIS_MOTION 

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

SDL_EVENT_GAMEPAD_AXIS_MOTION 

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

SDL_EVENT_FINGER_DOWN 
SDL_EVENT_FINGER_UP 
SDL_EVENT_FINGER_MOTION 
SDL_EVENT_CLIPBOARD_UPDATE 

The clipboard or primary selection changed

SDL_EVENT_DROP_FILE 

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

SDL_EVENT_AUDIO_DEVICE_ADDED 

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.

SDL_EVENT_SENSOR_UPDATE 

A sensor was updated

SDL_EVENT_PEN_PROXIMITY_IN 

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

SDL_EVENT_CAMERA_DEVICE_ADDED 

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.

SDL_EVENT_RENDER_TARGETS_RESET 

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_POLL_SENTINEL 

Signals the end of an event poll cycle

SDL_EVENT_USER 

Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use, and should be allocated with SDL_RegisterEvents()

SDL_EVENT_LAST 

This last event is only for bounding internal arrays

SDL_EVENT_ENUM_PADDING 

Definition at line 60 of file SDL_events.h.

61{
62 SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */
63
64 /* Application events */
65 SDL_EVENT_QUIT = 0x100, /**< User-requested quit */
66
67 /* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */
68 SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch().
69 Called on iOS in applicationWillTerminate()
70 Called on Android in onDestroy()
71 */
72 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().
73 Called on iOS in applicationDidReceiveMemoryWarning()
74 Called on Android in onTrimMemory()
75 */
76 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().
77 Called on iOS in applicationWillResignActive()
78 Called on Android in onPause()
79 */
80 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().
81 Called on iOS in applicationDidEnterBackground()
82 Called on Android in onPause()
83 */
84 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().
85 Called on iOS in applicationWillEnterForeground()
86 Called on Android in onResume()
87 */
88 SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch().
89 Called on iOS in applicationDidBecomeActive()
90 Called on Android in onResume()
91 */
92
93 SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */
94
95 SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
96
97 /* Display events */
98 /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
99 SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
100 SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */
101 SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */
102 SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
103 SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED, /**< Display has changed desktop mode */
104 SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED, /**< Display has changed current mode */
105 SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
108
109 /* Window events */
110 /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
111 /* 0x201 was SDL_EVENT_SYSWM, reserve the number for sdl2-compat */
112 SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
113 SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
114 SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event */
115 SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
116 SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
117 SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
118 SDL_EVENT_WINDOW_METAL_VIEW_RESIZED,/**< The pixel size of a Metal view associated with the window has changed */
119 SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
120 SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
121 SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
122 SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
123 SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
124 SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
125 SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
126 SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
127 SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
128 SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
129 SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
130 SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
131 SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */
132 SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */
133 SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */
134 SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */
135 SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
136 in an event watcher, the window handle is still valid and can still be used to retrieve any userdata
137 associated with the window. Otherwise, the handle has already been destroyed and all resources
138 associated with it are invalid */
139 SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */
142
143 /* Keyboard events */
144 SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
145 SDL_EVENT_KEY_UP, /**< Key released */
146 SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
147 SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
148 SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
149 input language or keyboard layout change. */
150 SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */
151 SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */
152 SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */
153
154 /* Mouse events */
155 SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
156 SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
157 SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
158 SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
159 SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */
160 SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */
161
162 /* Joystick events */
163 SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
164 SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */
165 SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */
166 SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
167 SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
168 SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
169 SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
170 SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
171 SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */
172
173 /* Gamepad events */
174 SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
175 SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
176 SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
177 SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
178 SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */
179 SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
180 SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
181 SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
182 SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
183 SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
184 SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
185 SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */
186
187 /* Touch events */
188 SDL_EVENT_FINGER_DOWN = 0x700,
191
192 /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
193
194 /* Clipboard events */
195 SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
196
197 /* Drag and drop events */
198 SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
199 SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
200 SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
201 SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
202 SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
203
204 /* Audio hotplug events */
205 SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
206 SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
207 SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */
208
209 /* Sensor events */
210 SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
211
212 /* Pressure-sensitive pen events */
213 SDL_EVENT_PEN_PROXIMITY_IN = 0x1300, /**< Pressure-sensitive pen has become available */
214 SDL_EVENT_PEN_PROXIMITY_OUT, /**< Pressure-sensitive pen has become unavailable */
215 SDL_EVENT_PEN_DOWN, /**< Pressure-sensitive pen touched drawing surface */
216 SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */
217 SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */
218 SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */
219 SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen is moving on the tablet */
220 SDL_EVENT_PEN_AXIS, /**< Pressure-sensitive pen angle/pressure/etc changed */
221
222 /* Camera hotplug events */
223 SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */
224 SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */
225 SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */
226 SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */
227
228 /* Render events */
229 SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
230 SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
231
232 /* Internal events */
233 SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
234
235 /** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use,
236 * and should be allocated with SDL_RegisterEvents()
237 */
238 SDL_EVENT_USER = 0x8000,
239
240 /**
241 * This last event is only for bounding internal arrays
242 */
243 SDL_EVENT_LAST = 0xFFFF,
244
245 /* This just makes sure the enum is the size of Uint32 */
246 SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF
247
SDL_EventType
Definition SDL_events.h:61
@ SDL_EVENT_KEYMAP_CHANGED
Definition SDL_events.h:148
@ SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED
Definition SDL_events.h:105
@ SDL_EVENT_PEN_PROXIMITY_OUT
Definition SDL_events.h:214
@ SDL_EVENT_WINDOW_HIT_TEST
Definition SDL_events.h:127
@ SDL_EVENT_GAMEPAD_ADDED
Definition SDL_events.h:177
@ SDL_EVENT_GAMEPAD_TOUCHPAD_UP
Definition SDL_events.h:182
@ SDL_EVENT_WINDOW_RESTORED
Definition SDL_events.h:121
@ SDL_EVENT_GAMEPAD_AXIS_MOTION
Definition SDL_events.h:174
@ SDL_EVENT_WINDOW_LAST
Definition SDL_events.h:141
@ SDL_EVENT_DROP_BEGIN
Definition SDL_events.h:200
@ SDL_EVENT_MOUSE_MOTION
Definition SDL_events.h:155
@ SDL_EVENT_WINDOW_FOCUS_GAINED
Definition SDL_events.h:124
@ SDL_EVENT_WINDOW_SAFE_AREA_CHANGED
Definition SDL_events.h:131
@ SDL_EVENT_MOUSE_WHEEL
Definition SDL_events.h:158
@ SDL_EVENT_JOYSTICK_REMOVED
Definition SDL_events.h:169
@ SDL_EVENT_WINDOW_ENTER_FULLSCREEN
Definition SDL_events.h:133
@ SDL_EVENT_PEN_DOWN
Definition SDL_events.h:215
@ SDL_EVENT_CLIPBOARD_UPDATE
Definition SDL_events.h:195
@ SDL_EVENT_DID_ENTER_FOREGROUND
Definition SDL_events.h:88
@ SDL_EVENT_JOYSTICK_BUTTON_UP
Definition SDL_events.h:167
@ SDL_EVENT_JOYSTICK_BATTERY_UPDATED
Definition SDL_events.h:170
@ SDL_EVENT_WILL_ENTER_FOREGROUND
Definition SDL_events.h:84
@ SDL_EVENT_PEN_MOTION
Definition SDL_events.h:219
@ SDL_EVENT_POLL_SENTINEL
Definition SDL_events.h:233
@ SDL_EVENT_CAMERA_DEVICE_REMOVED
Definition SDL_events.h:224
@ SDL_EVENT_JOYSTICK_UPDATE_COMPLETE
Definition SDL_events.h:171
@ SDL_EVENT_FINGER_UP
Definition SDL_events.h:189
@ SDL_EVENT_DISPLAY_REMOVED
Definition SDL_events.h:101
@ SDL_EVENT_JOYSTICK_ADDED
Definition SDL_events.h:168
@ SDL_EVENT_MOUSE_ADDED
Definition SDL_events.h:159
@ SDL_EVENT_DROP_POSITION
Definition SDL_events.h:202
@ SDL_EVENT_WINDOW_EXPOSED
Definition SDL_events.h:114
@ SDL_EVENT_WINDOW_DISPLAY_CHANGED
Definition SDL_events.h:129
@ SDL_EVENT_WINDOW_RESIZED
Definition SDL_events.h:116
@ SDL_EVENT_ENUM_PADDING
Definition SDL_events.h:246
@ SDL_EVENT_GAMEPAD_REMAPPED
Definition SDL_events.h:179
@ SDL_EVENT_GAMEPAD_REMOVED
Definition SDL_events.h:178
@ SDL_EVENT_WINDOW_HDR_STATE_CHANGED
Definition SDL_events.h:139
@ SDL_EVENT_FINGER_MOTION
Definition SDL_events.h:190
@ SDL_EVENT_WINDOW_MOUSE_ENTER
Definition SDL_events.h:122
@ SDL_EVENT_WINDOW_HIDDEN
Definition SDL_events.h:113
@ SDL_EVENT_RENDER_TARGETS_RESET
Definition SDL_events.h:229
@ SDL_EVENT_MOUSE_REMOVED
Definition SDL_events.h:160
@ SDL_EVENT_DID_ENTER_BACKGROUND
Definition SDL_events.h:80
@ SDL_EVENT_CAMERA_DEVICE_APPROVED
Definition SDL_events.h:225
@ SDL_EVENT_AUDIO_DEVICE_ADDED
Definition SDL_events.h:205
@ SDL_EVENT_RENDER_DEVICE_RESET
Definition SDL_events.h:230
@ SDL_EVENT_LOW_MEMORY
Definition SDL_events.h:72
@ SDL_EVENT_GAMEPAD_UPDATE_COMPLETE
Definition SDL_events.h:184
@ SDL_EVENT_WINDOW_DESTROYED
Definition SDL_events.h:135
@ SDL_EVENT_PEN_UP
Definition SDL_events.h:216
@ SDL_EVENT_GAMEPAD_BUTTON_DOWN
Definition SDL_events.h:175
@ SDL_EVENT_DISPLAY_ADDED
Definition SDL_events.h:100
@ SDL_EVENT_JOYSTICK_AXIS_MOTION
Definition SDL_events.h:163
@ SDL_EVENT_KEY_UP
Definition SDL_events.h:145
@ SDL_EVENT_WINDOW_CLOSE_REQUESTED
Definition SDL_events.h:126
@ SDL_EVENT_TEXT_INPUT
Definition SDL_events.h:147
@ SDL_EVENT_LOCALE_CHANGED
Definition SDL_events.h:93
@ SDL_EVENT_WINDOW_OCCLUDED
Definition SDL_events.h:132
@ SDL_EVENT_DISPLAY_LAST
Definition SDL_events.h:107
@ SDL_EVENT_WILL_ENTER_BACKGROUND
Definition SDL_events.h:76
@ SDL_EVENT_MOUSE_BUTTON_DOWN
Definition SDL_events.h:156
@ SDL_EVENT_USER
Definition SDL_events.h:238
@ SDL_EVENT_WINDOW_FIRST
Definition SDL_events.h:140
@ SDL_EVENT_SENSOR_UPDATE
Definition SDL_events.h:210
@ SDL_EVENT_PEN_BUTTON_DOWN
Definition SDL_events.h:217
@ SDL_EVENT_FIRST
Definition SDL_events.h:62
@ SDL_EVENT_PEN_PROXIMITY_IN
Definition SDL_events.h:213
@ SDL_EVENT_DISPLAY_MOVED
Definition SDL_events.h:102
@ SDL_EVENT_JOYSTICK_BUTTON_DOWN
Definition SDL_events.h:166
@ SDL_EVENT_PEN_BUTTON_UP
Definition SDL_events.h:218
@ SDL_EVENT_MOUSE_BUTTON_UP
Definition SDL_events.h:157
@ SDL_EVENT_DROP_TEXT
Definition SDL_events.h:199
@ SDL_EVENT_DROP_FILE
Definition SDL_events.h:198
@ SDL_EVENT_KEYBOARD_REMOVED
Definition SDL_events.h:151
@ SDL_EVENT_WINDOW_FOCUS_LOST
Definition SDL_events.h:125
@ SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED
Definition SDL_events.h:185
@ SDL_EVENT_GAMEPAD_BUTTON_UP
Definition SDL_events.h:176
@ SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED
Definition SDL_events.h:104
@ SDL_EVENT_WINDOW_MAXIMIZED
Definition SDL_events.h:120
@ SDL_EVENT_PEN_AXIS
Definition SDL_events.h:220
@ SDL_EVENT_TERMINATING
Definition SDL_events.h:68
@ SDL_EVENT_WINDOW_ICCPROF_CHANGED
Definition SDL_events.h:128
@ SDL_EVENT_SYSTEM_THEME_CHANGED
Definition SDL_events.h:95
@ SDL_EVENT_WINDOW_LEAVE_FULLSCREEN
Definition SDL_events.h:134
@ SDL_EVENT_CAMERA_DEVICE_ADDED
Definition SDL_events.h:223
@ SDL_EVENT_KEYBOARD_ADDED
Definition SDL_events.h:150
@ SDL_EVENT_GAMEPAD_SENSOR_UPDATE
Definition SDL_events.h:183
@ SDL_EVENT_JOYSTICK_HAT_MOTION
Definition SDL_events.h:165
@ SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED
Definition SDL_events.h:207
@ SDL_EVENT_JOYSTICK_BALL_MOTION
Definition SDL_events.h:164
@ SDL_EVENT_WINDOW_SHOWN
Definition SDL_events.h:112
@ SDL_EVENT_KEY_DOWN
Definition SDL_events.h:144
@ SDL_EVENT_CAMERA_DEVICE_DENIED
Definition SDL_events.h:226
@ SDL_EVENT_TEXT_EDITING_CANDIDATES
Definition SDL_events.h:152
@ SDL_EVENT_WINDOW_MOVED
Definition SDL_events.h:115
@ SDL_EVENT_DISPLAY_FIRST
Definition SDL_events.h:106
@ SDL_EVENT_WINDOW_MINIMIZED
Definition SDL_events.h:119
@ SDL_EVENT_WINDOW_METAL_VIEW_RESIZED
Definition SDL_events.h:118
@ SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED
Definition SDL_events.h:117
@ SDL_EVENT_DISPLAY_ORIENTATION
Definition SDL_events.h:99
@ SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED
Definition SDL_events.h:130
@ SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION
Definition SDL_events.h:181
@ SDL_EVENT_LAST
Definition SDL_events.h:243
@ SDL_EVENT_AUDIO_DEVICE_REMOVED
Definition SDL_events.h:206
@ SDL_EVENT_DROP_COMPLETE
Definition SDL_events.h:201
@ SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN
Definition SDL_events.h:180
@ SDL_EVENT_TEXT_EDITING
Definition SDL_events.h:146
@ SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED
Definition SDL_events.h:103
@ SDL_EVENT_WINDOW_MOUSE_LEAVE
Definition SDL_events.h:123
@ SDL_EVENT_QUIT
Definition SDL_events.h:65
@ SDL_EVENT_FINGER_DOWN
Definition SDL_events.h:188

Function Documentation

◆ SDL_AddEventWatch()

bool SDL_AddEventWatch ( SDL_EventFilter  filter,
void *  userdata 
)
extern

Add a callback to be triggered when an event is added to the event queue.

filter will be called when an event happens, and its return value is ignored.

WARNING: Be very careful of what you do in the event filter function, as it may run in a different thread!

If the quit event is generated by a signal (e.g. SIGINT), it will bypass the internal queue and be delivered to the watch callback immediately, and arrive at the next event poll.

Note: the callback is called for events posted by the user through SDL_PushEvent(), but not for disabled events, nor for events by a filter callback set with SDL_SetEventFilter(), nor for events posted by the user through SDL_PeepEvents().

Parameters
filteran SDL_EventFilter function to call when an event happens.
userdataa pointer that is passed to filter.
Returns
true on success or false on failure; call SDL_GetError() for more information.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.0.0.
See also
SDL_RemoveEventWatch
SDL_SetEventFilter

◆ SDL_COMPILE_TIME_ASSERT()

SDL_COMPILE_TIME_ASSERT ( SDL_Event  ,
sizeof(SDL_Event = =sizeof(((SDL_Event *) NULL) ->padding) 
)

◆ SDL_EventEnabled()

bool SDL_EventEnabled ( Uint32  type)
extern

Query the state of processing events by type.

Parameters
typethe type of event; see SDL_EventType for details.
Returns
true if the event is being processed, false otherwise.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetEventEnabled

◆ SDL_FilterEvents()

void SDL_FilterEvents ( SDL_EventFilter  filter,
void *  userdata 
)
extern

Run a specific filter function on the current event queue, removing any events for which the filter returns false.

See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(), this function does not change the filter permanently, it only uses the supplied filter until this function returns.

Parameters
filterthe SDL_EventFilter function to call when an event happens.
userdataa pointer that is passed to filter.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetEventFilter
SDL_SetEventFilter

◆ SDL_FlushEvent()

void SDL_FlushEvent ( Uint32  type)
extern

Clear events of a specific type from the event queue.

This will unconditionally remove any events from the queue that match type. If you need to remove a range of event types, use SDL_FlushEvents() instead.

It's also normal to just ignore events you don't care about in your event loop without calling this function.

This function only affects currently queued events. If you want to make sure that all pending OS events are flushed, you can call SDL_PumpEvents() on the main thread immediately before the flush call.

If you have user events with custom data that needs to be freed, you should use SDL_PeepEvents() to remove and clean up those events before calling this function.

Parameters
typethe type of event to be cleared; see SDL_EventType for details.
Since
This function is available since SDL 3.0.0.
See also
SDL_FlushEvents

◆ SDL_FlushEvents()

void SDL_FlushEvents ( Uint32  minType,
Uint32  maxType 
)
extern

Clear events of a range of types from the event queue.

This will unconditionally remove any events from the queue that are in the range of minType to maxType, inclusive. If you need to remove a single event type, use SDL_FlushEvent() instead.

It's also normal to just ignore events you don't care about in your event loop without calling this function.

This function only affects currently queued events. If you want to make sure that all pending OS events are flushed, you can call SDL_PumpEvents() on the main thread immediately before the flush call.

Parameters
minTypethe low end of event type to be cleared, inclusive; see SDL_EventType for details.
maxTypethe high end of event type to be cleared, inclusive; see SDL_EventType for details.
Since
This function is available since SDL 3.0.0.
See also
SDL_FlushEvent

◆ SDL_GetEventFilter()

bool SDL_GetEventFilter ( SDL_EventFilter filter,
void **  userdata 
)
extern

Query the current event filter.

This function can be used to "chain" filters, by saving the existing filter before replacing it with a function that will call that saved filter.

Parameters
filterthe current callback function will be stored here.
userdatathe pointer that is passed to the current event filter will be stored here.
Returns
true on success or false if there is no event filter set.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetEventFilter

◆ SDL_GetWindowFromEvent()

SDL_Window * SDL_GetWindowFromEvent ( const SDL_Event event)
extern

Get window associated with an event.

Parameters
eventan event containing a windowID.
Returns
the associated window on success or NULL if there is none.
Since
This function is available since SDL 3.0.0.
See also
SDL_PollEvent
SDL_WaitEvent
SDL_WaitEventTimeout

◆ SDL_HasEvent()

bool SDL_HasEvent ( Uint32  type)
extern

Check for the existence of a certain event type in the event queue.

If you need to check for a range of event types, use SDL_HasEvents() instead.

Parameters
typethe type of event to be queried; see SDL_EventType for details.
Returns
true if events matching type are present, or false if events matching type are not present.
Since
This function is available since SDL 3.0.0.
See also
SDL_HasEvents

◆ SDL_HasEvents()

bool SDL_HasEvents ( Uint32  minType,
Uint32  maxType 
)
extern

Check for the existence of certain event types in the event queue.

If you need to check for a single event type, use SDL_HasEvent() instead.

Parameters
minTypethe low end of event type to be queried, inclusive; see SDL_EventType for details.
maxTypethe high end of event type to be queried, inclusive; see SDL_EventType for details.
Returns
true if events with type >= minType and <= maxType are present, or false if not.
Since
This function is available since SDL 3.0.0.
See also
SDL_HasEvents

◆ SDL_PeepEvents()

int SDL_PeepEvents ( SDL_Event events,
int  numevents,
SDL_EventAction  action,
Uint32  minType,
Uint32  maxType 
)
extern

Check the event queue for messages and optionally return them.

action may be any of the following:

  • SDL_ADDEVENT: up to numevents events will be added to the back of the event queue.
  • SDL_PEEKEVENT: numevents events at the front of the event queue, within the specified minimum and maximum type, will be returned to the caller and will not be removed from the queue. If you pass NULL for events, then numevents is ignored and the total number of matching events will be returned.
  • SDL_GETEVENT: up to numevents events at the front of the event queue, within the specified minimum and maximum type, will be returned to the caller and will be removed from the queue.

You may have to call SDL_PumpEvents() before calling this function. Otherwise, the events may not be ready to be filtered when you call SDL_PeepEvents().

This function is thread-safe.

Parameters
eventsdestination buffer for the retrieved events, may be NULL to leave the events in the queue and return the number of events that would have been stored.
numeventsif action is SDL_ADDEVENT, the number of events to add back to the event queue; if action is SDL_PEEKEVENT or SDL_GETEVENT, the maximum number of events to retrieve.
actionaction to take; see [[#action|Remarks]] for details.
minTypeminimum value of the event type to be considered; SDL_EVENT_FIRST is a safe choice.
maxTypemaximum value of the event type to be considered; SDL_EVENT_LAST is a safe choice.
Returns
the number of events actually stored or -1 on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_PollEvent
SDL_PumpEvents
SDL_PushEvent

◆ SDL_PollEvent()

bool SDL_PollEvent ( SDL_Event event)
extern

Poll for currently pending events.

If event is not NULL, the next event is removed from the queue and stored in the SDL_Event structure pointed to by event. The 1 returned refers to this event, immediately stored in the SDL Event structure – not an event to follow.

If event is NULL, it simply returns 1 if there is an event in the queue, but will not remove it from the queue.

As this function may implicitly call SDL_PumpEvents(), you can only call this function in the thread that set the video mode.

SDL_PollEvent() is the favored way of receiving system events since it can be done from the main loop and does not suspend the main loop while waiting on an event to be posted.

The common practice is to fully process the event queue once every frame, usually as a first step before updating the game's state:

while (game_is_still_running) {
SDL_Event event;
while (SDL_PollEvent(&event)) { // poll until all events are handled!
// decide what to do with this event.
}
// update game state, draw the current frame
}
bool SDL_PollEvent(SDL_Event *event)
Parameters
eventthe SDL_Event structure to be filled with the next event from the queue, or NULL.
Returns
true if this got an event or false if there are none available.
Since
This function is available since SDL 3.0.0.
See also
SDL_PushEvent
SDL_WaitEvent
SDL_WaitEventTimeout

◆ SDL_PumpEvents()

void SDL_PumpEvents ( void  )
extern

Pump the event loop, gathering events from the input devices.

This function updates the event queue and internal input device state.

WARNING: This should only be run in the thread that initialized the video subsystem, and for extra safety, you should consider only doing those things on the main thread in any case.

SDL_PumpEvents() gathers all the pending input information from devices and places it in the event queue. Without calls to SDL_PumpEvents() no events would ever be placed on the queue. Often the need for calls to SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not polling or waiting for events (e.g. you are filtering them), then you must call SDL_PumpEvents() to force an event queue update.

Since
This function is available since SDL 3.0.0.
See also
SDL_PollEvent
SDL_WaitEvent

◆ SDL_PushEvent()

bool SDL_PushEvent ( SDL_Event event)
extern

Add an event to the event queue.

The event queue can actually be used as a two way communication channel. Not only can events be read from the queue, but the user can also push their own events onto it. event is a pointer to the event structure you wish to push onto the queue. The event is copied into the queue, and the caller may dispose of the memory pointed to after SDL_PushEvent() returns.

Note: Pushing device input events onto the queue doesn't modify the state of the device within SDL.

This function is thread-safe, and can be called from other threads safely.

Note: Events pushed onto the queue with SDL_PushEvent() get passed through the event filter but events added with SDL_PeepEvents() do not.

For pushing application-specific events, please use SDL_RegisterEvents() to get an event type that does not conflict with other code that also wants its own custom event types.

Parameters
eventthe SDL_Event to be added to the queue.
Returns
true on success, false if the event was filtered or on failure; call SDL_GetError() for more information. A common reason for error is the event queue being full.
Since
This function is available since SDL 3.0.0.
See also
SDL_PeepEvents
SDL_PollEvent
SDL_RegisterEvents

◆ SDL_RegisterEvents()

Uint32 SDL_RegisterEvents ( int  numevents)
extern

Allocate a set of user-defined events, and return the beginning event number for that set of events.

Parameters
numeventsthe number of events to be allocated.
Returns
the beginning event number, or 0 if numevents is invalid or if there are not enough user-defined events left.
Since
This function is available since SDL 3.0.0.
See also
SDL_PushEvent

◆ SDL_RemoveEventWatch()

void SDL_RemoveEventWatch ( SDL_EventFilter  filter,
void *  userdata 
)
extern

Remove an event watch callback added with SDL_AddEventWatch().

This function takes the same input as SDL_AddEventWatch() to identify and delete the corresponding callback.

Parameters
filterthe function originally passed to SDL_AddEventWatch().
userdatathe pointer originally passed to SDL_AddEventWatch().
Since
This function is available since SDL 3.0.0.
See also
SDL_AddEventWatch

◆ SDL_SetEventEnabled()

void SDL_SetEventEnabled ( Uint32  type,
bool  enabled 
)
extern

Set the state of processing events by type.

Parameters
typethe type of event; see SDL_EventType for details.
enabledwhether to process the event or not.
Since
This function is available since SDL 3.0.0.
See also
SDL_EventEnabled

◆ SDL_SetEventFilter()

void SDL_SetEventFilter ( SDL_EventFilter  filter,
void *  userdata 
)
extern

Set up a filter to process all events before they change internal state and are posted to the internal event queue.

If the filter function returns true when called, then the event will be added to the internal queue. If it returns false, then the event will be dropped from the queue, but the internal state will still be updated. This allows selective filtering of dynamically arriving events.

WARNING: Be very careful of what you do in the event filter function, as it may run in a different thread!

On platforms that support it, if the quit event is generated by an interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the application at the next event poll.

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.

Note: Disabled events never make it to the event filter function; see SDL_SetEventEnabled().

Note: If you just want to inspect events without filtering, you should use SDL_AddEventWatch() instead.

Note: Events pushed onto the queue with SDL_PushEvent() get passed through the event filter, but events pushed onto the queue with SDL_PeepEvents() do not.

Parameters
filteran SDL_EventFilter function to call when an event happens.
userdataa pointer that is passed to filter.

\threadsafety SDL may call the filter callback at any time from any thread; the application is responsible for locking resources the callback touches that need to be protected.

Since
This function is available since SDL 3.0.0.
See also
SDL_AddEventWatch
SDL_SetEventEnabled
SDL_GetEventFilter
SDL_PeepEvents
SDL_PushEvent

◆ SDL_WaitEvent()

bool SDL_WaitEvent ( SDL_Event event)
extern

Wait indefinitely for the next available event.

If event is not NULL, the next event is removed from the queue and stored in the SDL_Event structure pointed to by event.

As this function may implicitly call SDL_PumpEvents(), you can only call this function in the thread that initialized the video subsystem.

Parameters
eventthe SDL_Event structure to be filled in with the next event from the queue, or NULL.
Returns
true on success or false if there was an error while waiting for events; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_PollEvent
SDL_PushEvent
SDL_WaitEventTimeout

◆ SDL_WaitEventTimeout()

bool SDL_WaitEventTimeout ( SDL_Event event,
Sint32  timeoutMS 
)
extern

Wait until the specified timeout (in milliseconds) for the next available event.

If event is not NULL, the next event is removed from the queue and stored in the SDL_Event structure pointed to by event.

As this function may implicitly call SDL_PumpEvents(), you can only call this function in the thread that initialized the video subsystem.

The timeout is not guaranteed, the actual wait time could be longer due to system scheduling.

Parameters
eventthe SDL_Event structure to be filled in with the next event from the queue, or NULL.
timeoutMSthe maximum number of milliseconds to wait for the next available event.
Returns
true if this got an event or false if the timeout elapsed without any events available.
Since
This function is available since SDL 3.0.0.
See also
SDL_PollEvent
SDL_PushEvent
SDL_WaitEvent