forked from ev1313/Pascal-SDL-2-Headers
-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathsdlevents.inc
702 lines (578 loc) · 25 KB
/
sdlevents.inc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
//from "sdl_events.h"
{**
* The types of events that can be delivered.
*}
const
SDL_FIRSTEVENT = 0; // Unused (do not remove) (needed in pascal?)
SDL_COMMONEVENT = 1; //added for pascal-compatibility
{ Application events }
SDL_QUITEV = $100; // User-requested quit (originally SDL_QUIT, but changed, cause theres a method called SDL_QUIT)
{* These application events have special meaning on iOS, see README.iOS for details *}
SDL_APP_TERMINATING = $101; {**< The application is being terminated by the OS
Called on iOS in applicationWillTerminate()
Called on Android in onDestroy()
*}
SDL_APP_LOWMEMORY = $102; {**< The application is low on memory, free memory if possible.
Called on iOS in applicationDidReceiveMemoryWarning()
Called on Android in onLowMemory()
*}
SDL_APP_WILLENTERBACKGROUND = $103; {**< The application is about to enter the background
Called on iOS in applicationWillResignActive()
Called on Android in onPause()
*}
SDL_APP_DIDENTERBACKGROUND = $104; {**< The application did enter the background and may not get CPU for some time
Called on iOS in applicationDidEnterBackground()
Called on Android in onPause()
*}
SDL_APP_WILLENTERFOREGROUND = $105; {**< The application is about to enter the foreground
Called on iOS in applicationWillEnterForeground()
Called on Android in onResume()
*}
SDL_APP_DIDENTERFOREGROUND = $106; {**< The application is now interactive
Called on iOS in applicationDidBecomeActive()
Called on Android in onResume()
*}
{ Window events }
SDL_WINDOWEVENT = $200; // Window state change
SDL_SYSWMEVENT = $201; // System specific event
{ Keyboard events }
SDL_KEYDOWN = $300; // Key pressed
SDL_KEYUP = $301; // Key released
SDL_TEXTEDITING = $302; // Keyboard text editing (composition)
SDL_TEXTINPUT = $303; // Keyboard text input
SDL_KEYMAPCHANGED = $304; // Keymap changed due to a system event such as an
// input language or keyboard layout change.
{ Mouse events }
SDL_MOUSEMOTION = $400; // Mouse moved
SDL_MOUSEBUTTONDOWN = $401; // Mouse button pressed
SDL_MOUSEBUTTONUP = $402; // Mouse button released
SDL_MOUSEWHEEL = $403; // Mouse wheel motion
{ Joystick events }
SDL_JOYAXISMOTION = $600; // Joystick axis motion
SDL_JOYBALLMOTION = $601; // Joystick trackball motion
SDL_JOYHATMOTION = $602; // Joystick hat position change
SDL_JOYBUTTONDOWN = $603; // Joystick button pressed
SDL_JOYBUTTONUP = $604; // Joystick button released
SDL_JOYDEVICEADDED = $605; // A new joystick has been inserted into the system
SDL_JOYDEVICEREMOVED = $606; // An opened joystick has been removed
{ Game controller events }
SDL_CONTROLLERAXISMOTION = $650; // Game controller axis motion
SDL_CONTROLLERBUTTONDOWN = $651; // Game controller button pressed
SDL_CONTROLLERBUTTONUP = $652; // Game controller button released
SDL_CONTROLLERDEVICEADDED = $653; // A new Game controller has been inserted into the system
SDL_CONTROLLERDEVICEREMOVED = $654; // An opened Game controller has been removed
SDL_CONTROLLERDEVICEREMAPPED = $655; // The controller mapping was updated
{ Touch events }
SDL_FINGERDOWN = $700;
SDL_FINGERUP = $701;
SDL_FINGERMOTION = $702;
{ Gesture events }
SDL_DOLLARGESTURE = $800;
SDL_DOLLARRECORD = $801;
SDL_MULTIGESTURE = $802;
{ Clipboard events }
SDL_CLIPBOARDUPDATE = $900; // The clipboard changed
{ Drag and drop events }
SDL_DROPFILE = $1000; // The system requests a file open
{ Audio hotplug events }
SDL_AUDIODEVICEADDED = $1100; // A new audio device is available
SDL_AUDIODEVICEREMOVED = $1101; // An audio device has been removed.
{ Render events }
SDL_RENDER_TARGETS_RESET = $2000; // The render targets have been reset
SDL_RENDER_DEVICE_RESET = $2001; // The device has been reset and all textures need to be recreated
{** Events SDL_USEREVENT through SDL_LASTEVENT are for your use,
* and should be allocated with SDL_RegisterEvents()
*}
SDL_USEREVENT = $8000;
{**
* This last event is only for bounding internal arrays (needed in pascal ??)
*}
SDL_LASTEVENT = $FFFF;
type
TSDL_EventType = Word;
{**
* Fields shared by every event
*}
TSDL_CommonEvent = record
type_: UInt32;
timestamp: UInt32;
end;
{**
* Window state change event data (event.window.*)
*}
TSDL_WindowEvent = record
type_: UInt32; // SDL_WINDOWEVENT
timestamp: UInt32;
windowID: UInt32; // The associated window
event: UInt8; // SDL_WindowEventID
padding1: UInt8;
padding2: UInt8;
padding3: UInt8;
data1: SInt32; // event dependent data
data2: SInt32; // event dependent data
end;
{**
* Keyboard button event structure (event.key.*)
*}
TSDL_KeyboardEvent = record
type_: UInt32; // SDL_KEYDOWN or SDL_KEYUP
timestamp: UInt32;
windowID: UInt32; // The window with keyboard focus, if any
state: UInt8; // SDL_PRESSED or SDL_RELEASED
_repeat: UInt8; // Non-zero if this is a key repeat
padding2: UInt8;
padding3: UInt8;
keysym: TSDL_KeySym; // The key that was pressed or released
end;
const
SDL_TEXTEDITINGEVENT_TEXT_SIZE = 32;
type
{**
* Keyboard text editing event structure (event.edit.*)
*}
TSDL_TextEditingEvent = record
type_: UInt32; // SDL_TEXTEDITING
timestamp: UInt32;
windowID: UInt32; // The window with keyboard focus, if any
text: array[0..SDL_TEXTEDITINGEVENT_TEXT_SIZE] of Char; // The editing text
start: SInt32; // The start cursor of selected editing text
length: SInt32; // The length of selected editing text
end;
const
SDL_TEXTINPUTEVENT_TEXT_SIZE = 32;
type
{**
* Keyboard text input event structure (event.text.*)
*}
TSDL_TextInputEvent = record
type_: UInt32; // SDL_TEXTINPUT
timestamp: UInt32;
windowID: UInt32; // The window with keyboard focus, if any
text: array[0..SDL_TEXTINPUTEVENT_TEXT_SIZE] of Char; // The input text
end;
{**
* Mouse motion event structure (event.motion.*)
*}
TSDL_MouseMotionEvent = record
type_: UInt32; // SDL_MOUSEMOTION
timestamp: UInt32;
windowID: UInt32; // The window with mouse focus, if any
which: UInt32; // The mouse instance id, or SDL_TOUCH_MOUSEID
state: UInt8; // The current button state
padding1: UInt8;
padding2: UInt8;
padding3: UInt8;
x: SInt32; // X coordinate, relative to window
y: SInt32; // Y coordinate, relative to window
xrel: SInt32; // The relative motion in the X direction
yrel: SInt32; // The relative motion in the Y direction
end;
{**
* Mouse button event structure (event.button.*)
*}
TSDL_MouseButtonEvent = record
type_: UInt32; // SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP
timestamp: UInt32;
windowID: UInt32; // The window with mouse focus, if any
which: UInt32; // The mouse instance id, or SDL_TOUCH_MOUSEID
button: UInt8; // The mouse button index
state: UInt8; // SDL_PRESSED or SDL_RELEASED
clicks: UInt8; // 1 for single-click, 2 for double-click, etc.
padding1: UInt8;
x: SInt32; // X coordinate, relative to window
y: SInt32; // Y coordinate, relative to window
end;
{**
* Mouse wheel event structure (event.wheel.*)
*}
TSDL_MouseWheelEvent = record
type_: UInt32; // SDL_MOUSEWHEEL
timestamp: UInt32;
windowID: UInt32; // The window with mouse focus, if any
which: UInt32; // The mouse instance id, or SDL_TOUCH_MOUSEID
x: SInt32; // The amount scrolled horizontally
y: SInt32; // The amount scrolled vertically
direction: UInt32; // 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
end;
{**
* Joystick axis motion event structure (event.jaxis.*)
*}
TSDL_JoyAxisEvent = record
type_: UInt32; // SDL_JOYAXISMOTION
timestamp: UInt32;
which: TSDL_JoystickID; // The joystick instance id
axis: UInt8; // The joystick axis index
padding1: UInt8;
padding2: UInt8;
padding3: UInt8;
value: SInt16; // The axis value (range: -32768 to 32767)
padding4: UInt16;
end;
{**
* Joystick trackball motion event structure (event.jball.*)
*}
TSDL_JoyBallEvent = record
type_: UInt32; // SDL_JOYBALLMOTION
timestamp: UInt32;
which: TSDL_JoystickID; // The joystick instance id
ball: UInt8; // The joystick trackball index
padding1: UInt8;
padding2: UInt8;
padding3: UInt8;
xrel: SInt16; // The relative motion in the X direction
yrel: SInt16; // The relative motion in the Y direction
end;
{**
* Joystick hat position change event structure (event.jhat.*)
*}
TSDL_JoyHatEvent = record
type_: UInt32; // SDL_JOYHATMOTION
timestamp: UInt32;
which: TSDL_JoystickID; // The joystick instance id
hat: UInt8; // The joystick hat index
value: UInt8; {* The hat position value.
* SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
* SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
* SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
*
* Note that zero means the POV is centered.
*}
padding1: UInt8;
padding2: UInt8;
end;
{**
* Joystick button event structure (event.jbutton.*)
*}
TSDL_JoyButtonEvent = record
type_: UInt32; // SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP
timestamp: UInt32;
which: TSDL_JoystickID; // The joystick instance id
button: UInt8; // The joystick button index
state: UInt8; // SDL_PRESSED or SDL_RELEASED
padding1: UInt8;
padding2: UInt8;
end;
{**
* Joystick device event structure (event.jdevice.*)
*}
TSDL_JoyDeviceEvent = record
type_: UInt32; // SDL_JOYDEVICEADDED or SDL_JOYDEVICEREMOVED
timestamp: UInt32;
which: SInt32; // The joystick device index for the ADDED event, instance id for the REMOVED event
end;
{**
* Game controller axis motion event structure (event.caxis.*)
*}
TSDL_ControllerAxisEvent = record
type_: UInt32; // SDL_CONTROLLERAXISMOTION
timestamp: UInt32;
which: TSDL_JoystickID; // The joystick instance id
axis: UInt8; // The controller axis (SDL_GameControllerAxis)
padding1: UInt8;
padding2: UInt8;
padding3: UInt8;
value: SInt16; // The axis value (range: -32768 to 32767)
padding4: UInt16;
end;
{**
* Game controller button event structure (event.cbutton.*)
*}
TSDL_ControllerButtonEvent = record
type_: UInt32; // SDL_CONTROLLERBUTTONDOWN or SDL_CONTROLLERBUTTONUP
timestamp: UInt32;
which: TSDL_JoystickID; // The joystick instance id
button: UInt8; // The controller button (SDL_GameControllerButton)
state: UInt8; // SDL_PRESSED or SDL_RELEASED
padding1: UInt8;
padding2: UInt8;
end;
{**
* Controller device event structure (event.cdevice.*)
*}
TSDL_ControllerDeviceEvent = record
type_: UInt32; // SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED, or SDL_CONTROLLERDEVICEREMAPPED
timestamp: UInt32;
which: SInt32; // The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event
end;
{**
* Audio device event structure (event.adevice.*)
*}
TSDL_AudioDeviceEvent = record
type_: UInt32; // ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED
timestamp: UInt32;
which: UInt32; // The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event
iscapture: UInt8; // zero if an output device, non-zero if a capture device.
padding1: UInt8;
padding2: UInt8;
padding3: UInt8;
end;
{**
* Touch finger event structure (event.tfinger.*)
*}
TSDL_TouchFingerEvent = record
type_: UInt32; // SDL_FINGERMOTION or SDL_FINGERDOWN or SDL_FINGERUP
timestamp: UInt32;
touchId: TSDL_TouchID; // The touch device id
fingerId: TSDL_FingerID;
x: Float; // Normalized in the range 0...1
y: Float; // Normalized in the range 0...1
dx: Float; // Normalized in the range 0...1
dy: Float; // Normalized in the range 0...1
pressure: Float; // Normalized in the range 0...1
end;
{**
* Multiple Finger Gesture Event (event.mgesture.*)
*}
TSDL_MultiGestureEvent = record
type_: UInt32; // SDL_MULTIGESTURE
timestamp: UInt32;
touchId: TSDL_TouchID; // The touch device index
dTheta: Float;
dDist: Float;
x: Float;
y: Float;
numFingers: UInt16;
padding: UInt16;
end;
{* (event.dgesture.*) *}
TSDL_DollarGestureEvent = record
type_: UInt32; // SDL_DOLLARGESTURE
timestamp: UInt32;
touchId: TSDL_TouchID; // The touch device id
gestureId: TSDL_GestureID;
numFingers: UInt32;
error: Float;
x: Float; // Normalized center of gesture
y: Float; // Normalized center of gesture
end;
{**
* An event used to request a file open by the system (event.drop.*)
* This event is disabled by default, you can enable it with SDL_EventState()
* If you enable this event, you must free the filename in the event.
*}
TSDL_DropEvent = record
type_: UInt32; // SDL_DROPFILE
timestamp: UInt32;
_file: PAnsiChar; // The file name, which should be freed with SDL_free()
end;
{**
* The "quit requested" event
*}
TSDL_QuitEvent = record
type_: UInt32; // SDL_QUIT
timestamp: UInt32;
end;
{**
* A user-defined event type (event.user.*)
*}
TSDL_UserEvent = record
type_: UInt32; // SDL_USEREVENT through SDL_NUMEVENTS-1
timestamp: UInt32;
windowID: UInt32; // The associated window if any
code: SInt32; // User defined event code
data1: Pointer; // User defined data pointer
data2: Pointer; // User defined data pointer
end;
{**
* A video driver dependent system event (event.syswm.*)
* This event is disabled by default, you can enable it with SDL_EventState()
*
* If you want to use this event, you should include SDL_syswm.h.
*}
PSDL_SysWMEvent = ^TSDL_SysWMEvent;
TSDL_SysWMEvent = record
type_: UInt32; // SDL_SYSWMEVENT
timestamp: UInt32;
msg: PSDL_SysWMmsg; // driver dependent data (defined in SDL_syswm.h)
end;
{**
* General event structure
*}
PSDL_Event = ^TSDL_Event;
TSDL_Event = record
case Integer of
0: (type_: UInt32);
SDL_COMMONEVENT: (common: TSDL_CommonEvent);
SDL_WINDOWEVENT: (window: TSDL_WindowEvent);
SDL_KEYUP,
SDL_KEYDOWN: (key: TSDL_KeyboardEvent);
SDL_TEXTEDITING: (edit: TSDL_TextEditingEvent);
SDL_TEXTINPUT: (text: TSDL_TextInputEvent);
SDL_MOUSEMOTION: (motion: TSDL_MouseMotionEvent);
SDL_MOUSEBUTTONUP,
SDL_MOUSEBUTTONDOWN: (button: TSDL_MouseButtonEvent);
SDL_MOUSEWHEEL: (wheel: TSDL_MouseWheelEvent);
SDL_JOYAXISMOTION: (jaxis: TSDL_JoyAxisEvent);
SDL_JOYBALLMOTION: (jball: TSDL_JoyBallEvent);
SDL_JOYHATMOTION: (jhat: TSDL_JoyHatEvent);
SDL_JOYBUTTONDOWN,
SDL_JOYBUTTONUP: (jbutton: TSDL_JoyButtonEvent);
SDL_JOYDEVICEADDED,
SDL_JOYDEVICEREMOVED: (jdevice: TSDL_JoyDeviceEvent);
SDL_CONTROLLERAXISMOTION: (caxis: TSDL_ControllerAxisEvent);
SDL_CONTROLLERBUTTONUP,
SDL_CONTROLLERBUTTONDOWN: (cbutton: TSDL_ControllerButtonEvent);
SDL_CONTROLLERDEVICEADDED,
SDL_CONTROLLERDEVICEREMOVED,
SDL_CONTROLLERDEVICEREMAPPED: (cdevice: TSDL_ControllerDeviceEvent);
SDL_AUDIODEVICEADDED,
SDL_AUDIODEVICEREMOVED: (adevice: TSDL_AudioDeviceEvent);
SDL_QUITEV: (quit: TSDL_QuitEvent);
SDL_USEREVENT: (user: TSDL_UserEvent);
SDL_SYSWMEVENT: (syswm: TSDL_SysWMEvent);
SDL_FINGERDOWN,
SDL_FINGERUP,
SDL_FINGERMOTION: (tfinger: TSDL_TouchFingerEvent);
SDL_MULTIGESTURE: (mgesture: TSDL_MultiGestureEvent);
SDL_DOLLARGESTURE,SDL_DOLLARRECORD: (dgesture: TSDL_DollarGestureEvent);
SDL_DROPFILE: (drop: TSDL_DropEvent);
end;
{* Function prototypes *}
{**
* Pumps the event loop, gathering events from the input devices.
*
* This function updates the event queue and internal input device state.
*
* This should only be run in the thread that sets the video mode.
*}
procedure SDL_PumpEvents cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_PumpEvents' {$ENDIF} {$ENDIF};
const
SDL_ADDEVENT = 0;
SDL_PEEKEVENT = 1;
SDL_GETEVENT = 2;
type
TSDL_EventAction = Word;
{**
* Checks the event queue for messages and optionally returns them.
*
* If action is SDL_ADDEVENT, up to numevents events will be added to
* the back of the event queue.
*
* If action is SDL_PEEKEVENT, up to numevents events at the front
* of the event queue, within the specified minimum and maximum type,
* will be returned and will not be removed from the queue.
*
* If action is SDL_GETEVENT, up to numevents events at the front
* of the event queue, within the specified minimum and maximum type,
* will be returned and will be removed from the queue.
*
* Result: The number of events actually stored, or -1 if there was an error.
*
* This function is thread-safe.
*}
function SDL_PeepEvents(events: PSDL_Event; numevents: SInt32; action: TSDL_EventAction; minType: UInt32; maxType: UInt32): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_PeepEvents' {$ENDIF} {$ENDIF};
{**
* Checks to see if certain event types are in the event queue.
*}
function SDL_HasEvent(type_: UInt32): TSDL_Bool cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HasEvent' {$ENDIF} {$ENDIF};
function SDL_HasEvents(minType: UInt32; maxType: UInt32): TSDL_Bool cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HasEvents' {$ENDIF} {$ENDIF};
{**
* This function clears events from the event queue
*}
procedure SDL_FlushEvent(type_: UInt32) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_FlushEvent' {$ENDIF} {$ENDIF};
procedure SDL_FlushEvents(minType: UInt32; maxType: UInt32) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_FlushEvents' {$ENDIF} {$ENDIF};
{**
* Polls for currently pending events.
*
* 1 if there are any pending events, or 0 if there are none available.
*
* event - If not nil, the next event is removed from the queue and
* stored in that area.
*}
function SDL_PollEvent(event: PSDL_Event): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_PollEvent' {$ENDIF} {$ENDIF};
{**
* Waits indefinitely for the next available event.
*
* 1, or 0 if there was an error while waiting for events.
*
* event - If not nil, the next event is removed from the queue and
* stored in that area.
*}
function SDL_WaitEvent(event: PSDL_Event): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WaitEvent' {$ENDIF} {$ENDIF};
{**
* Waits until the specified timeout (in milliseconds) for the next
* available event.
*
* 1, or 0 if there was an error while waiting for events.
*
* event - If not nil, the next event is removed from the queue and
* stored in that area.
*}
function SDL_WaitEventTimeout(event: PSDL_Event; timeout: SInt32): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WaitEventTimeout' {$ENDIF} {$ENDIF};
{**
* Add an event to the event queue.
*
* 1 on success, 0 if the event was filtered, or -1 if the event queue
* was full or there was some other error.
*}
function SDL_PushEvent(event: PSDL_Event): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_PumpEvents' {$ENDIF} {$ENDIF};
type
PSDL_EventFilter = ^TSDL_EventFilter;
{$IFNDEF GPC}
TSDL_EventFilter = function( userdata: Pointer; event: PSDL_Event ): Integer; cdecl;
{$ELSE}
TSDL_EventFilter = function( userdata: Pointer; event: PSDL_Event ): Integer;
{$ENDIF}
{**
* Sets up a filter to process all events before they change internal state and
* are posted to the internal event queue.
*
* If the filter returns 1, then the event will be added to the internal queue.
* If it returns 0, then the event will be dropped from the queue, but the
* internal state will still be updated. This allows selective filtering of
* dynamically arriving events.
*
* Be very careful of what you do in the event filter function, as
* it may run in a different thread!
*
* There is one caveat when dealing with the SDL_QUITEVENT event type. The
* event filter is only called when the window manager desires to close the
* application window. If the event filter returns 1, then the window will
* be closed, otherwise the window will remain open if possible.
*
* If the quit event is generated by an interrupt signal, it will bypass the
* internal queue and be delivered to the application at the next event poll.
*}
procedure SDL_SetEventFilter(filter: TSDL_EventFilter; userdata: Pointer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetEventFilter' {$ENDIF} {$ENDIF};
{**
* Return the current event filter - can be used to "chain" filters.
* If there is no event filter set, this function returns SDL_FALSE.
*}
function SDL_GetEventFilter(var filter: PSDL_EventFilter; var userdata: PPointer): TSDL_Bool cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetEventFilter' {$ENDIF} {$ENDIF};
{**
* Add a function which is called when an event is added to the queue.
*}
procedure SDL_AddEventWatch(filter: TSDL_EventFilter; userdata: Pointer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_AddEventWatch' {$ENDIF} {$ENDIF};
{**
* Remove an event watch function added with SDL_AddEventWatch()
*}
procedure SDL_DelEventWatch(filter: TSDL_EventFilter; userdata: Pointer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_DelEventWatch' {$ENDIF} {$ENDIF};
{**
* Run the filter function on the current event queue, removing any
* events for which the filter returns 0.
*}
procedure SDL_FilterEvents(filter: TSDL_EventFilter; userdata: Pointer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_FilterEvents' {$ENDIF} {$ENDIF};
const
SDL_QUERY = -1;
SDL_IGNORE = 0;
SDL_DISABLE = 0;
SDL_ENABLE = 1;
{**
* This function allows you to set the state of processing certain events.
* - If state is set to SDL_IGNORE, that event will be automatically
* dropped from the event queue and will not event be filtered.
* - If state is set to SDL_ENABLE, that event will be processed
* normally.
* - If state is set to SDL_QUERY, SDL_EventState() will return the
* current processing state of the specified event.
*}
function SDL_EventState(type_: UInt32; state: SInt32): UInt8 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_EventState' {$ENDIF} {$ENDIF};
function SDL_GetEventState(type_: UInt32): UInt8;
{**
* This function allocates a set of user-defined events, and returns
* the beginning event number for that set of events.
*
* If there aren't enough user-defined events left, this function
* returns (Uint32)-1
*}
function SDL_RegisterEvents(numevents: SInt32): UInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_RegisterEvents' {$ENDIF} {$ENDIF};