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sdl3bindings2/castholm/v0.3.1-3.2.24/tmp/events.zig

771 lines
32 KiB
Zig

const std = @import("std");
pub const c = @import("c.zig").c;
pub const PenID = u32;
pub const WindowID = u32;
pub const AudioDeviceID = u32;
pub const DisplayID = u32;
pub const CameraID = u32;
pub const PenInputFlags = packed struct(u32) {
penInputDown: bool = false, // pen is pressed down
penInputButton1: bool = false, // button 1 is pressed
penInputButton2: bool = false, // button 2 is pressed
penInputButton3: bool = false, // button 3 is pressed
penInputButton4: bool = false, // button 4 is pressed
penInputButton5: bool = false, // button 5 is pressed
penInputEraserTip: bool = false, // eraser tip is used
pad0: u24 = 0,
rsvd: bool = false,
};
pub const MouseButtonFlags = packed struct(u32) {
buttonLeft: bool = false,
buttonMiddle: bool = false,
buttonX1: bool = false,
pad0: u28 = 0,
rsvd: bool = false,
};
pub const Scancode = enum(c_int) {
scancodeBackslash,
scancodeNonushash,
scancodeGrave,
scancodeInsert,
scancodeNumlockclear,
scancodeNonusbackslash,
scancodeApplication, //windows contextual menu, compose
scancodePower,
scancodeHelp, //AL Integrated Help Center
scancodeMenu, //Menu (show menu)
scancodeStop, //AC Stop
scancodeAgain, //AC Redo/Repeat
scancodeUndo, //AC Undo
scancodeCut, //AC Cut
scancodeCopy, //AC Copy
scancodePaste, //AC Paste
scancodeFind, //AC Find
scancodeInternational1,
scancodeInternational3, //Yen
scancodeLang1, //Hangul/English toggle
scancodeLang2, //Hanja conversion
scancodeLang3, //Katakana
scancodeLang4, //Hiragana
scancodeLang5, //Zenkaku/Hankaku
scancodeLang6, //reserved
scancodeLang7, //reserved
scancodeLang8, //reserved
scancodeLang9, //reserved
scancodeAlterase, //Erase-Eaze
scancodeCancel, //AC Cancel
scancodeLalt, //alt, option
scancodeLgui, //windows, command (apple), meta
scancodeRalt, //alt gr, option
scancodeRgui, //windows, command (apple), meta
scancodeMode,
scancodeSleep, //Sleep
scancodeWake, //Wake
scancodeChannelIncrement, //Channel Increment
scancodeChannelDecrement, //Channel Decrement
scancodeMediaPlay, //Play
scancodeMediaPause, //Pause
scancodeMediaRecord, //Record
scancodeMediaFastForward, //Fast Forward
scancodeMediaRewind, //Rewind
scancodeMediaNextTrack, //Next Track
scancodeMediaPreviousTrack, //Previous Track
scancodeMediaStop, //Stop
scancodeMediaEject, //Eject
scancodeMediaPlayPause, //Play / Pause
scancodeMediaSelect,
scancodeAcNew, //AC New
scancodeAcOpen, //AC Open
scancodeAcClose, //AC Close
scancodeAcExit, //AC Exit
scancodeAcSave, //AC Save
scancodeAcPrint, //AC Print
scancodeAcProperties, //AC Properties
scancodeAcSearch, //AC Search
scancodeAcHome, //AC Home
scancodeAcBack, //AC Back
scancodeAcForward, //AC Forward
scancodeAcStop, //AC Stop
scancodeAcRefresh, //AC Refresh
scancodeAcBookmarks, //AC Bookmarks
scancodeSoftleft,
scancodeSoftright,
scancodeCall, //Used for accepting phone calls.
scancodeEndcall, //Used for rejecting phone calls.
scancodeReserved, //400-500 reserved for dynamic keycodes
scancodeCount,
};
pub const TouchID = u64;
pub const KeyboardID = u32;
pub const PenAxis = enum(c_int) {
penAxisPressure, //Pen pressure. Unidirectional: 0 to 1.0
penAxisXtilt, //Pen horizontal tilt angle. Bidirectional: -90.0 to 90.0 (left-to-right).
penAxisYtilt, //Pen vertical tilt angle. Bidirectional: -90.0 to 90.0 (top-to-down).
penAxisDistance, //Pen distance to drawing surface. Unidirectional: 0.0 to 1.0
penAxisRotation, //Pen barrel rotation. Bidirectional: -180 to 179.9 (clockwise, 0 is facing up, -180.0 is facing down).
penAxisSlider, //Pen finger wheel or slider (e.g., Airbrush Pen). Unidirectional: 0 to 1.0
penAxisTangentialPressure, //Pressure from squeezing the pen ("barrel pressure").
penAxisCount, //Total known pen axis types in this version of SDL. This number may grow in future releases!
};
pub const MouseID = u32;
pub const MouseWheelDirection = enum(c_int) {
mousewheelNormal, //The scroll direction is normal
mousewheelFlipped, //The scroll direction is flipped / natural
};
pub const PowerState = enum(c_int) {
powerstateError, //error determining power status
powerstateUnknown, //cannot determine power status
powerstateOnBattery, //Not plugged in, running on the battery
powerstateNoBattery, //Plugged in, no battery available
powerstateCharging, //Plugged in, charging battery
powerstateCharged,
};
pub const Window = opaque {};
pub const FingerID = u64;
pub const Keycode = u32;
pub const SensorID = u32;
pub const JoystickID = u32;
pub const Keymod = u16;
pub const EventType = enum(c_int) {
eventFirst, //Unused (do not remove)
eventQuit, //User-requested quit
eventTerminating,
eventLowMemory,
eventWillEnterBackground,
eventDidEnterBackground,
eventWillEnterForeground,
eventDidEnterForeground,
eventLocaleChanged, //The user's locale preferences have changed.
eventSystemThemeChanged, //The system theme changed
eventDisplayOrientation, //Display orientation has changed to data1
eventDisplayAdded, //Display has been added to the system
eventDisplayRemoved, //Display has been removed from the system
eventDisplayMoved, //Display has changed position
eventDisplayDesktopModeChanged, //Display has changed desktop mode
eventDisplayCurrentModeChanged, //Display has changed current mode
eventDisplayContentScaleChanged, //Display has changed content scale
eventWindowShown, //Window has been shown
eventWindowHidden, //Window has been hidden
eventWindowExposed, //Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event
eventWindowMoved, //Window has been moved to data1, data2
eventWindowResized, //Window has been resized to data1xdata2
eventWindowPixelSizeChanged, //The pixel size of the window has changed to data1xdata2
eventWindowMetalViewResized, //The pixel size of a Metal view associated with the window has changed
eventWindowMinimized, //Window has been minimized
eventWindowMaximized, //Window has been maximized
eventWindowRestored, //Window has been restored to normal size and position
eventWindowMouseEnter, //Window has gained mouse focus
eventWindowMouseLeave, //Window has lost mouse focus
eventWindowFocusGained, //Window has gained keyboard focus
eventWindowFocusLost, //Window has lost keyboard focus
eventWindowCloseRequested, //The window manager requests that the window be closed
eventWindowHitTest, //Window had a hit test that wasn't SDL_HITTEST_NORMAL
eventWindowIccprofChanged, //The ICC profile of the window's display has changed
eventWindowDisplayChanged, //Window has been moved to display data1
eventWindowDisplayScaleChanged, //Window display scale has been changed
eventWindowSafeAreaChanged, //The window safe area has been changed
eventWindowOccluded, //The window has been occluded
eventWindowEnterFullscreen, //The window has entered fullscreen mode
eventWindowLeaveFullscreen, //The window has left fullscreen mode
eventWindowDestroyed,
eventWindowHdrStateChanged, //Window HDR properties have changed
eventKeyDown, //Key pressed
eventKeyUp, //Key released
eventTextEditing, //Keyboard text editing (composition)
eventTextInput, //Keyboard text input
eventKeymapChanged,
eventKeyboardAdded, //A new keyboard has been inserted into the system
eventKeyboardRemoved, //A keyboard has been removed
eventTextEditingCandidates, //Keyboard text editing candidates
eventMouseMotion, //Mouse moved
eventMouseButtonDown, //Mouse button pressed
eventMouseButtonUp, //Mouse button released
eventMouseWheel, //Mouse wheel motion
eventMouseAdded, //A new mouse has been inserted into the system
eventMouseRemoved, //A mouse has been removed
eventJoystickAxisMotion, //Joystick axis motion
eventJoystickBallMotion, //Joystick trackball motion
eventJoystickHatMotion, //Joystick hat position change
eventJoystickButtonDown, //Joystick button pressed
eventJoystickButtonUp, //Joystick button released
eventJoystickAdded, //A new joystick has been inserted into the system
eventJoystickRemoved, //An opened joystick has been removed
eventJoystickBatteryUpdated, //Joystick battery level change
eventJoystickUpdateComplete, //Joystick update is complete
eventGamepadAxisMotion, //Gamepad axis motion
eventGamepadButtonDown, //Gamepad button pressed
eventGamepadButtonUp, //Gamepad button released
eventGamepadAdded, //A new gamepad has been inserted into the system
eventGamepadRemoved, //A gamepad has been removed
eventGamepadRemapped, //The gamepad mapping was updated
eventGamepadTouchpadDown, //Gamepad touchpad was touched
eventGamepadTouchpadMotion, //Gamepad touchpad finger was moved
eventGamepadTouchpadUp, //Gamepad touchpad finger was lifted
eventGamepadSensorUpdate, //Gamepad sensor was updated
eventGamepadUpdateComplete, //Gamepad update is complete
eventGamepadSteamHandleUpdated, //Gamepad Steam handle has changed
eventFingerUp,
eventFingerMotion,
eventFingerCanceled,
eventClipboardUpdate, //The clipboard or primary selection changed
eventDropFile, //The system requests a file open
eventDropText, //text/plain drag-and-drop event
eventDropBegin, //A new set of drops is beginning (NULL filename)
eventDropComplete, //Current set of drops is now complete (NULL filename)
eventDropPosition, //Position while moving over the window
eventAudioDeviceAdded, //A new audio device is available
eventAudioDeviceRemoved, //An audio device has been removed.
eventAudioDeviceFormatChanged, //An audio device's format has been changed by the system.
eventSensorUpdate, //A sensor was updated
eventPenProximityIn, //Pressure-sensitive pen has become available
eventPenProximityOut, //Pressure-sensitive pen has become unavailable
eventPenDown, //Pressure-sensitive pen touched drawing surface
eventPenUp, //Pressure-sensitive pen stopped touching drawing surface
eventPenButtonDown, //Pressure-sensitive pen button pressed
eventPenButtonUp, //Pressure-sensitive pen button released
eventPenMotion, //Pressure-sensitive pen is moving on the tablet
eventPenAxis, //Pressure-sensitive pen angle/pressure/etc changed
eventCameraDeviceAdded, //A new camera device is available
eventCameraDeviceRemoved, //A camera device has been removed.
eventCameraDeviceApproved, //A camera device has been approved for use by the user.
eventCameraDeviceDenied, //A camera device has been denied for use by the user.
eventRenderTargetsReset, //The render targets have been reset and their contents need to be updated
eventRenderDeviceReset, //The device has been reset and all textures need to be recreated
eventRenderDeviceLost, //The device has been lost and can't be recovered.
eventPrivate1,
eventPrivate2,
eventPrivate3,
eventPollSentinel, //Signals the end of an event poll cycle
};
pub const CommonEvent = extern struct {
_type: u32, // Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
};
pub const DisplayEvent = extern struct {
_type: EventType, // SDL_DISPLAYEVENT_*
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
displayID: DisplayID, // The associated display
data1: i32, // event dependent data
data2: i32, // event dependent data
};
pub const WindowEvent = extern struct {
_type: EventType, // SDL_EVENT_WINDOW_*
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The associated window
data1: i32, // event dependent data
data2: i32, // event dependent data
};
pub const KeyboardDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: KeyboardID, // The keyboard instance id
};
pub const KeyboardEvent = extern struct {
_type: EventType, // SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with keyboard focus, if any
which: KeyboardID, // The keyboard instance id, or 0 if unknown or virtual
scancode: Scancode, // SDL physical key code
key: Keycode, // SDL virtual key code
mod: Keymod, // current key modifiers
raw: u16, // The platform dependent scancode for this event
down: bool, // true if the key is pressed
repeat: bool, // true if this is a key repeat
};
pub const TextEditingEvent = extern struct {
_type: EventType, // SDL_EVENT_TEXT_EDITING
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with keyboard focus, if any
text: [*c]const u8, // The editing text
start: i32, // The start cursor of selected editing text, or -1 if not set
length: i32, // The length of selected editing text, or -1 if not set
};
pub const TextEditingCandidatesEvent = extern struct {
_type: EventType, // SDL_EVENT_TEXT_EDITING_CANDIDATES
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with keyboard focus, if any
candidates: [*c]const [*c]const u8, // The list of candidates, or NULL if there are no candidates available
num_candidates: i32, // The number of strings in `candidates`
selected_candidate: i32, // The index of the selected candidate, or -1 if no candidate is selected
horizontal: bool, // true if the list is horizontal, false if it's vertical
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const TextInputEvent = extern struct {
_type: EventType, // SDL_EVENT_TEXT_INPUT
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with keyboard focus, if any
text: [*c]const u8, // The input text, UTF-8 encoded
};
pub const MouseDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: MouseID, // The mouse instance id
};
pub const MouseMotionEvent = extern struct {
_type: EventType, // SDL_EVENT_MOUSE_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with mouse focus, if any
which: MouseID, // The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0
state: MouseButtonFlags, // The current button state
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
xrel: f32, // The relative motion in the X direction
yrel: f32, // The relative motion in the Y direction
};
pub const MouseButtonEvent = extern struct {
_type: EventType, // SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with mouse focus, if any
which: MouseID, // The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0
button: u8, // The mouse button index
down: bool, // true if the button is pressed
clicks: u8, // 1 for single-click, 2 for double-click, etc.
padding: u8,
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
};
pub const MouseWheelEvent = extern struct {
_type: EventType, // SDL_EVENT_MOUSE_WHEEL
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with mouse focus, if any
which: MouseID, // The mouse instance id in relative mode or 0
x: f32, // The amount scrolled horizontally, positive to the right and negative to the left
y: f32, // The amount scrolled vertically, positive away from the user and negative toward the user
direction: MouseWheelDirection, // 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
mouse_x: f32, // X coordinate, relative to window
mouse_y: f32, // Y coordinate, relative to window
integer_x: i32, // The amount scrolled horizontally, accumulated to whole scroll "ticks" (added in 3.2.12)
integer_y: i32, // The amount scrolled vertically, accumulated to whole scroll "ticks" (added in 3.2.12)
};
pub const JoyAxisEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_AXIS_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
axis: u8, // The joystick axis index
padding1: u8,
padding2: u8,
padding3: u8,
value: i16, // The axis value (range: -32768 to 32767)
padding4: u16,
};
pub const JoyBallEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_BALL_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
ball: u8, // The joystick trackball index
padding1: u8,
padding2: u8,
padding3: u8,
xrel: i16, // The relative motion in the X direction
yrel: i16, // The relative motion in the Y direction
};
pub const JoyHatEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_HAT_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
hat: u8, // The joystick hat index
padding1: u8,
padding2: u8,
};
pub const JoyButtonEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
button: u8, // The joystick button index
down: bool, // true if the button is pressed
padding1: u8,
padding2: u8,
};
pub const JoyDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
};
pub const JoyBatteryEvent = extern struct {
_type: EventType, // SDL_EVENT_JOYSTICK_BATTERY_UPDATED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
state: PowerState, // The joystick battery state
percent: c_int, // The joystick battery percent charge remaining
};
pub const GamepadAxisEvent = extern struct {
_type: EventType, // SDL_EVENT_GAMEPAD_AXIS_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
axis: u8, // The gamepad axis (SDL_GamepadAxis)
padding1: u8,
padding2: u8,
padding3: u8,
value: i16, // The axis value (range: -32768 to 32767)
padding4: u16,
};
pub const GamepadButtonEvent = extern struct {
_type: EventType, // SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
button: u8, // The gamepad button (SDL_GamepadButton)
down: bool, // true if the button is pressed
padding1: u8,
padding2: u8,
};
pub const GamepadDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
};
pub const GamepadTouchpadEvent = extern struct {
_type: EventType, // SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
touchpad: i32, // The index of the touchpad
finger: i32, // The index of the finger on the touchpad
x: f32, // Normalized in the range 0...1 with 0 being on the left
y: f32, // Normalized in the range 0...1 with 0 being at the top
pressure: f32, // Normalized in the range 0...1
};
pub const GamepadSensorEvent = extern struct {
_type: EventType, // SDL_EVENT_GAMEPAD_SENSOR_UPDATE
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: JoystickID, // The joystick instance id
sensor: i32, // The type of the sensor, one of the values of SDL_SensorType
data: [3]f32, // Up to 3 values from the sensor, as defined in SDL_sensor.h
sensor_timestamp: u64, // The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock
};
pub const AudioDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: AudioDeviceID, // SDL_AudioDeviceID for the device being added or removed or changing
recording: bool, // false if a playback device, true if a recording device.
padding1: u8,
padding2: u8,
padding3: u8,
};
pub const CameraDeviceEvent = extern struct {
_type: EventType, // SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: CameraID, // SDL_CameraID for the device being added or removed or changing
};
pub const RenderEvent = extern struct {
_type: EventType, // SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window containing the renderer in question.
};
pub const TouchFingerEvent = extern struct {
_type: EventType, // SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, or SDL_EVENT_FINGER_CANCELED
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
touchID: TouchID, // The touch device id
fingerID: FingerID,
x: f32, // Normalized in the range 0...1
y: f32, // Normalized in the range 0...1
dx: f32, // Normalized in the range -1...1
dy: f32, // Normalized in the range -1...1
pressure: f32, // Normalized in the range 0...1
windowID: WindowID, // The window underneath the finger, if any
};
pub const PenProximityEvent = extern struct {
_type: EventType, // SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with pen focus, if any
which: PenID, // The pen instance id
};
pub const PenMotionEvent = extern struct {
_type: EventType, // SDL_EVENT_PEN_MOTION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with pen focus, if any
which: PenID, // The pen instance id
pen_state: PenInputFlags, // Complete pen input state at time of event
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
};
pub const PenTouchEvent = extern struct {
_type: EventType, // SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with pen focus, if any
which: PenID, // The pen instance id
pen_state: PenInputFlags, // Complete pen input state at time of event
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
eraser: bool, // true if eraser end is used (not all pens support this).
down: bool, // true if the pen is touching or false if the pen is lifted off
};
pub const PenButtonEvent = extern struct {
_type: EventType, // SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with mouse focus, if any
which: PenID, // The pen instance id
pen_state: PenInputFlags, // Complete pen input state at time of event
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
button: u8, // The pen button index (first button is 1).
down: bool, // true if the button is pressed
};
pub const PenAxisEvent = extern struct {
_type: EventType, // SDL_EVENT_PEN_AXIS
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window with pen focus, if any
which: PenID, // The pen instance id
pen_state: PenInputFlags, // Complete pen input state at time of event
x: f32, // X coordinate, relative to window
y: f32, // Y coordinate, relative to window
axis: PenAxis, // Axis that has changed
value: f32, // New value of axis
};
pub const DropEvent = extern struct {
_type: EventType, // SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The window that was dropped on, if any
x: f32, // X coordinate, relative to window (not on begin)
y: f32, // Y coordinate, relative to window (not on begin)
source: [*c]const u8, // The source app that sent this drop event, or NULL if that isn't available
data: [*c]const u8, // The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events
};
pub const ClipboardEvent = extern struct {
_type: EventType, // SDL_EVENT_CLIPBOARD_UPDATE
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
owner: bool, // are we owning the clipboard (internal update)
num_mime_types: i32, // number of mime types
mime_types: [*c][*c]const u8, // current mime types
};
pub const SensorEvent = extern struct {
_type: EventType, // SDL_EVENT_SENSOR_UPDATE
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
which: SensorID, // The instance ID of the sensor
data: [6]f32, // Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData()
sensor_timestamp: u64, // The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock
};
pub const QuitEvent = extern struct {
_type: EventType, // SDL_EVENT_QUIT
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
};
pub const UserEvent = extern struct {
_type: u32, // SDL_EVENT_USER through SDL_EVENT_LAST-1, Uint32 because these are not in the SDL_EventType enumeration
reserved: u32,
timestamp: u64, // In nanoseconds, populated using SDL_GetTicksNS()
windowID: WindowID, // The associated window if any
code: i32, // User defined event code
data1: ?*anyopaque, // User defined data pointer
data2: ?*anyopaque, // User defined data pointer
};
pub const Event = extern union {
_type: u32, // Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration
common: CommonEvent, // Common event data
display: DisplayEvent, // Display event data
window: WindowEvent, // Window event data
kdevice: KeyboardDeviceEvent, // Keyboard device change event data
key: KeyboardEvent, // Keyboard event data
edit: TextEditingEvent, // Text editing event data
edit_candidates: TextEditingCandidatesEvent, // Text editing candidates event data
text: TextInputEvent, // Text input event data
mdevice: MouseDeviceEvent, // Mouse device change event data
motion: MouseMotionEvent, // Mouse motion event data
button: MouseButtonEvent, // Mouse button event data
wheel: MouseWheelEvent, // Mouse wheel event data
jdevice: JoyDeviceEvent, // Joystick device change event data
jaxis: JoyAxisEvent, // Joystick axis event data
jball: JoyBallEvent, // Joystick ball event data
jhat: JoyHatEvent, // Joystick hat event data
jbutton: JoyButtonEvent, // Joystick button event data
jbattery: JoyBatteryEvent, // Joystick battery event data
gdevice: GamepadDeviceEvent, // Gamepad device event data
gaxis: GamepadAxisEvent, // Gamepad axis event data
gbutton: GamepadButtonEvent, // Gamepad button event data
gtouchpad: GamepadTouchpadEvent, // Gamepad touchpad event data
gsensor: GamepadSensorEvent, // Gamepad sensor event data
adevice: AudioDeviceEvent, // Audio device event data
cdevice: CameraDeviceEvent, // Camera device event data
sensor: SensorEvent, // Sensor event data
quit: QuitEvent, // Quit request event data
user: UserEvent, // Custom event data
tfinger: TouchFingerEvent, // Touch finger event data
pproximity: PenProximityEvent, // Pen proximity event data
ptouch: PenTouchEvent, // Pen tip touching event data
pmotion: PenMotionEvent, // Pen motion event data
pbutton: PenButtonEvent, // Pen button event data
paxis: PenAxisEvent, // Pen axis event data
render: RenderEvent, // Render event data
drop: DropEvent, // Drag and drop event data
clipboard: ClipboardEvent, // Clipboard event data
padding: [128]u8,
};
pub inline fn pumpEvents() void {
return c.SDL_PumpEvents();
}
pub const EventAction = enum(c_int) {
addevent, //Add events to the back of the queue.
peekevent, //Check but don't remove events from the queue front.
getevent, //Retrieve/remove events from the front of the queue.
};
pub inline fn peepEvents(events: ?*Event, numevents: c_int, action: EventAction, minType: u32, maxType: u32) c_int {
return c.SDL_PeepEvents(events, numevents, action, minType, maxType);
}
pub inline fn hasEvent(_type: u32) bool {
return c.SDL_HasEvent(_type);
}
pub inline fn hasEvents(minType: u32, maxType: u32) bool {
return c.SDL_HasEvents(minType, maxType);
}
pub inline fn flushEvent(_type: u32) void {
return c.SDL_FlushEvent(_type);
}
pub inline fn flushEvents(minType: u32, maxType: u32) void {
return c.SDL_FlushEvents(minType, maxType);
}
pub inline fn pollEvent(event: ?*Event) bool {
return c.SDL_PollEvent(event);
}
pub inline fn waitEvent(event: ?*Event) bool {
return c.SDL_WaitEvent(event);
}
pub inline fn waitEventTimeout(event: ?*Event, timeoutMS: i32) bool {
return c.SDL_WaitEventTimeout(event, timeoutMS);
}
pub inline fn pushEvent(event: ?*Event) bool {
return c.SDL_PushEvent(event);
}
pub const EventFilter = c.SDL_EventFilter;
pub inline fn setEventFilter(filter: EventFilter, userdata: ?*anyopaque) void {
return c.SDL_SetEventFilter(filter, userdata);
}
pub inline fn getEventFilter(filter: ?*EventFilter, userdata: [*c]?*anyopaque) bool {
return c.SDL_GetEventFilter(filter, userdata);
}
pub inline fn addEventWatch(filter: EventFilter, userdata: ?*anyopaque) bool {
return c.SDL_AddEventWatch(filter, userdata);
}
pub inline fn removeEventWatch(filter: EventFilter, userdata: ?*anyopaque) void {
return c.SDL_RemoveEventWatch(filter, userdata);
}
pub inline fn filterEvents(filter: EventFilter, userdata: ?*anyopaque) void {
return c.SDL_FilterEvents(filter, userdata);
}
pub inline fn setEventEnabled(_type: u32, enabled: bool) void {
return c.SDL_SetEventEnabled(_type, enabled);
}
pub inline fn eventEnabled(_type: u32) bool {
return c.SDL_EventEnabled(_type);
}
pub inline fn registerEvents(numevents: c_int) u32 {
return c.SDL_RegisterEvents(numevents);
}
pub inline fn getWindowFromEvent(event: *const Event) ?*Window {
return c.SDL_GetWindowFromEvent(@ptrCast(event));
}