misc/winutils/include/SDL_events.h
author Wuzzy <almikes@aol.com>
Sat, 09 Apr 2016 23:13:33 +0200
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permissions -rw-r--r--
HedgeEditor: Make all hog and team names translatable and export them properly Uses the new loc_noop from Locale
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2012 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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/**
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 *  @file SDL_events.h
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 *  Include file for SDL event handling
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 */
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#ifndef _SDL_events_h
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#define _SDL_events_h
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_active.h"
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#include "SDL_keyboard.h"
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#include "SDL_mouse.h"
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#include "SDL_joystick.h"
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#include "SDL_quit.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/** @name General keyboard/mouse state definitions */
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/*@{*/
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#define SDL_RELEASED    0
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#define SDL_PRESSED 1
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/*@}*/
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/** Event enumerations */
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typedef enum {
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       SDL_NOEVENT = 0,         /**< Unused (do not remove) */
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       SDL_ACTIVEEVENT,         /**< Application loses/gains visibility */
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       SDL_KEYDOWN,         /**< Keys pressed */
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       SDL_KEYUP,           /**< Keys released */
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       SDL_MOUSEMOTION,         /**< Mouse moved */
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       SDL_MOUSEBUTTONDOWN,     /**< Mouse button pressed */
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       SDL_MOUSEBUTTONUP,       /**< Mouse button released */
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       SDL_JOYAXISMOTION,       /**< Joystick axis motion */
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       SDL_JOYBALLMOTION,       /**< Joystick trackball motion */
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       SDL_JOYHATMOTION,        /**< Joystick hat position change */
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       SDL_JOYBUTTONDOWN,       /**< Joystick button pressed */
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       SDL_JOYBUTTONUP,         /**< Joystick button released */
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       SDL_QUIT,            /**< User-requested quit */
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       SDL_SYSWMEVENT,          /**< System specific event */
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       SDL_EVENT_RESERVEDA,     /**< Reserved for future use.. */
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       SDL_EVENT_RESERVEDB,     /**< Reserved for future use.. */
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       SDL_VIDEORESIZE,         /**< User resized video mode */
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       SDL_VIDEOEXPOSE,         /**< Screen needs to be redrawn */
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       SDL_EVENT_RESERVED2,     /**< Reserved for future use.. */
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       SDL_EVENT_RESERVED3,     /**< Reserved for future use.. */
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       SDL_EVENT_RESERVED4,     /**< Reserved for future use.. */
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       SDL_EVENT_RESERVED5,     /**< Reserved for future use.. */
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       SDL_EVENT_RESERVED6,     /**< Reserved for future use.. */
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       SDL_EVENT_RESERVED7,     /**< Reserved for future use.. */
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       /** Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
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       SDL_USEREVENT = 24,
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       /** This last event is only for bounding internal arrays
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    *  It is the number of bits in the event mask datatype -- Uint32
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        */
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       SDL_NUMEVENTS = 32
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} SDL_EventType;
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/** @name Predefined event masks */
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/*@{*/
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#define SDL_EVENTMASK(X)    (1<<(X))
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typedef enum {
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    SDL_ACTIVEEVENTMASK = SDL_EVENTMASK(SDL_ACTIVEEVENT),
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    SDL_KEYDOWNMASK     = SDL_EVENTMASK(SDL_KEYDOWN),
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    SDL_KEYUPMASK       = SDL_EVENTMASK(SDL_KEYUP),
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    SDL_KEYEVENTMASK    = SDL_EVENTMASK(SDL_KEYDOWN)|
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                              SDL_EVENTMASK(SDL_KEYUP),
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    SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION),
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    SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
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    SDL_MOUSEBUTTONUPMASK   = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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    SDL_MOUSEEVENTMASK  = SDL_EVENTMASK(SDL_MOUSEMOTION)|
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                              SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)|
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                              SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
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    SDL_JOYAXISMOTIONMASK   = SDL_EVENTMASK(SDL_JOYAXISMOTION),
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    SDL_JOYBALLMOTIONMASK   = SDL_EVENTMASK(SDL_JOYBALLMOTION),
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    SDL_JOYHATMOTIONMASK    = SDL_EVENTMASK(SDL_JOYHATMOTION),
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    SDL_JOYBUTTONDOWNMASK   = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
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    SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP),
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    SDL_JOYEVENTMASK    = SDL_EVENTMASK(SDL_JOYAXISMOTION)|
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                              SDL_EVENTMASK(SDL_JOYBALLMOTION)|
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                              SDL_EVENTMASK(SDL_JOYHATMOTION)|
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                              SDL_EVENTMASK(SDL_JOYBUTTONDOWN)|
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                              SDL_EVENTMASK(SDL_JOYBUTTONUP),
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    SDL_VIDEORESIZEMASK = SDL_EVENTMASK(SDL_VIDEORESIZE),
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    SDL_VIDEOEXPOSEMASK = SDL_EVENTMASK(SDL_VIDEOEXPOSE),
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    SDL_QUITMASK        = SDL_EVENTMASK(SDL_QUIT),
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    SDL_SYSWMEVENTMASK  = SDL_EVENTMASK(SDL_SYSWMEVENT)
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} SDL_EventMask ;
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#define SDL_ALLEVENTS       0xFFFFFFFF
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/*@}*/
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/** Application visibility event structure */
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typedef struct SDL_ActiveEvent {
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    Uint8 type; /**< SDL_ACTIVEEVENT */
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    Uint8 gain; /**< Whether given states were gained or lost (1/0) */
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    Uint8 state;    /**< A mask of the focus states */
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} SDL_ActiveEvent;
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/** Keyboard event structure */
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typedef struct SDL_KeyboardEvent {
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    Uint8 type; /**< SDL_KEYDOWN or SDL_KEYUP */
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    Uint8 which;    /**< The keyboard device index */
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    Uint8 state;    /**< SDL_PRESSED or SDL_RELEASED */
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    SDL_keysym keysym;
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} SDL_KeyboardEvent;
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/** Mouse motion event structure */
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typedef struct SDL_MouseMotionEvent {
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    Uint8 type; /**< SDL_MOUSEMOTION */
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    Uint8 which;    /**< The mouse device index */
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    Uint8 state;    /**< The current button state */
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    Uint16 x, y;    /**< The X/Y coordinates of the mouse */
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    Sint16 xrel;    /**< The relative motion in the X direction */
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    Sint16 yrel;    /**< The relative motion in the Y direction */
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} SDL_MouseMotionEvent;
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/** Mouse button event structure */
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typedef struct SDL_MouseButtonEvent {
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    Uint8 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
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    Uint8 which;    /**< The mouse device index */
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    Uint8 button;   /**< The mouse button index */
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    Uint8 state;    /**< SDL_PRESSED or SDL_RELEASED */
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    Uint16 x, y;    /**< The X/Y coordinates of the mouse at press time */
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} SDL_MouseButtonEvent;
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/** Joystick axis motion event structure */
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typedef struct SDL_JoyAxisEvent {
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    Uint8 type; /**< SDL_JOYAXISMOTION */
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    Uint8 which;    /**< The joystick device index */
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    Uint8 axis; /**< The joystick axis index */
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    Sint16 value;   /**< The axis value (range: -32768 to 32767) */
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} SDL_JoyAxisEvent;
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/** Joystick trackball motion event structure */
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typedef struct SDL_JoyBallEvent {
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    Uint8 type; /**< SDL_JOYBALLMOTION */
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    Uint8 which;    /**< The joystick device index */
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    Uint8 ball; /**< The joystick trackball index */
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    Sint16 xrel;    /**< The relative motion in the X direction */
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    Sint16 yrel;    /**< The relative motion in the Y direction */
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} SDL_JoyBallEvent;
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/** Joystick hat position change event structure */
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typedef struct SDL_JoyHatEvent {
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    Uint8 type; /**< SDL_JOYHATMOTION */
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    Uint8 which;    /**< The joystick device index */
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    Uint8 hat;  /**< The joystick hat index */
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    Uint8 value;    /**< The hat position value:
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             *   SDL_HAT_LEFTUP   SDL_HAT_UP       SDL_HAT_RIGHTUP
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             *   SDL_HAT_LEFT     SDL_HAT_CENTERED SDL_HAT_RIGHT
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             *   SDL_HAT_LEFTDOWN SDL_HAT_DOWN     SDL_HAT_RIGHTDOWN
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             *  Note that zero means the POV is centered.
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             */
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} SDL_JoyHatEvent;
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/** Joystick button event structure */
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typedef struct SDL_JoyButtonEvent {
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    Uint8 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
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    Uint8 which;    /**< The joystick device index */
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    Uint8 button;   /**< The joystick button index */
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    Uint8 state;    /**< SDL_PRESSED or SDL_RELEASED */
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} SDL_JoyButtonEvent;
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/** The "window resized" event
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 *  When you get this event, you are responsible for setting a new video
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 *  mode with the new width and height.
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 */
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typedef struct SDL_ResizeEvent {
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    Uint8 type; /**< SDL_VIDEORESIZE */
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    int w;      /**< New width */
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    int h;      /**< New height */
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} SDL_ResizeEvent;
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/** The "screen redraw" event */
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typedef struct SDL_ExposeEvent {
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    Uint8 type; /**< SDL_VIDEOEXPOSE */
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} SDL_ExposeEvent;
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/** The "quit requested" event */
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typedef struct SDL_QuitEvent {
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    Uint8 type; /**< SDL_QUIT */
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} SDL_QuitEvent;
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/** A user-defined event type */
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typedef struct SDL_UserEvent {
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    Uint8 type; /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */
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    int code;   /**< User defined event code */
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    void *data1;    /**< User defined data pointer */
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    void *data2;    /**< User defined data pointer */
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} SDL_UserEvent;
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/** If you want to use this event, you should include SDL_syswm.h */
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struct SDL_SysWMmsg;
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typedef struct SDL_SysWMmsg SDL_SysWMmsg;
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typedef struct SDL_SysWMEvent {
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    Uint8 type;
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    SDL_SysWMmsg *msg;
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} SDL_SysWMEvent;
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/** General event structure */
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typedef union SDL_Event {
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    Uint8 type;
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    SDL_ActiveEvent active;
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    SDL_KeyboardEvent key;
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    SDL_MouseMotionEvent motion;
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    SDL_MouseButtonEvent button;
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    SDL_JoyAxisEvent jaxis;
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    SDL_JoyBallEvent jball;
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    SDL_JoyHatEvent jhat;
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    SDL_JoyButtonEvent jbutton;
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    SDL_ResizeEvent resize;
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    SDL_ExposeEvent expose;
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    SDL_QuitEvent quit;
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    SDL_UserEvent user;
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    SDL_SysWMEvent syswm;
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} SDL_Event;
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/* Function prototypes */
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/** Pumps the event loop, gathering events from the input devices.
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 *  This function updates the event queue and internal input device state.
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 *  This should only be run in the thread that sets the video mode.
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 */
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extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
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typedef enum {
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    SDL_ADDEVENT,
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    SDL_PEEKEVENT,
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    SDL_GETEVENT
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} SDL_eventaction;
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/**
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 *  Checks the event queue for messages and optionally returns them.
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 *
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 *  If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
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 *  the back of the event queue.
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 *  If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
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 *  of the event queue, matching 'mask', will be returned and will not
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 *  be removed from the queue.
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 *  If 'action' is SDL_GETEVENT, up to 'numevents' events at the front
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 *  of the event queue, matching 'mask', will be returned and will be
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 *  removed from the queue.
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 *
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 *  @return
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 *  This function returns the number of events actually stored, or -1
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 *  if there was an error.
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 *
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 *  This function is thread-safe.
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 */
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extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents,
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                SDL_eventaction action, Uint32 mask);
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/** Polls for currently pending events, and returns 1 if there are any pending
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 *  events, or 0 if there are none available.  If 'event' is not NULL, the next
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 *  event is removed from the queue and stored in that area.
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 */
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extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event *event);
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/** Waits indefinitely for the next available event, returning 1, or 0 if there
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 *  was an error while waiting for events.  If 'event' is not NULL, the next
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 *  event is removed from the queue and stored in that area.
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 */
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extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
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/** Add an event to the event queue.
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 *  This function returns 0 on success, or -1 if the event queue was full
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 *  or there was some other error.
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 */
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extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event);
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/** @name Event Filtering */
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/*@{*/
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typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event);
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/**
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 *  This function sets up a filter to process all events before they
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 *  change internal state and are posted to the internal event queue.
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 *
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 *  The filter is protypted as:
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 *      @code typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event); @endcode
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 *
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 * If the filter returns 1, then the event will be added to the internal queue.
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 * If it returns 0, then the event will be dropped from the queue, but the
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 * internal state will still be updated.  This allows selective filtering of
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 * dynamically arriving events.
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 *
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 * @warning  Be very careful of what you do in the event filter function, as
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 *           it may run in a different thread!
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 *
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 * There is one caveat when dealing with the SDL_QUITEVENT event type.  The
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 * event filter is only called when the window manager desires to close the
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 * application window.  If the event filter returns 1, then the window will
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 * be closed, otherwise the window will remain open if possible.
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 * If the quit event is generated by an interrupt signal, it will bypass the
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 * internal queue and be delivered to the application at the next event poll.
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 */
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extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter);
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/**
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 *  Return the current event filter - can be used to "chain" filters.
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 *  If there is no event filter set, this function returns NULL.
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 */
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extern DECLSPEC SDL_EventFilter SDLCALL SDL_GetEventFilter(void);
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/*@}*/
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/** @name Event State */
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/*@{*/
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#define SDL_QUERY   -1
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#define SDL_IGNORE   0
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#define SDL_DISABLE  0
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#define SDL_ENABLE   1
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/*@}*/
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/**
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* This function allows you to set the state of processing certain events.
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* If 'state' is set to SDL_IGNORE, that event will be automatically dropped
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* from the event queue and will not event be filtered.
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* If 'state' is set to SDL_ENABLE, that event will be processed normally.
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* If 'state' is set to SDL_QUERY, SDL_EventState() will return the
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* current processing state of the specified event.
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*/
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extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _SDL_events_h */