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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * \file SDL_events.h
+ *
+ * Include file for SDL event handling.
+ */
+
+#ifndef SDL_events_h_
+#define SDL_events_h_
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_video.h"
+#include "SDL_keyboard.h"
+#include "SDL_mouse.h"
+#include "SDL_joystick.h"
+#include "SDL_gamecontroller.h"
+#include "SDL_quit.h"
+#include "SDL_gesture.h"
+#include "SDL_touch.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* General keyboard/mouse state definitions */
+#define SDL_RELEASED 0
+#define SDL_PRESSED 1
+
+/**
+ * The types of events that can be delivered.
+ */
+typedef enum
+{
+ SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
+
+ /* Application events */
+ SDL_QUIT = 0x100, /**< User-requested quit */
+
+ /* These application events have special meaning on iOS, see README-ios.md for details */
+ SDL_APP_TERMINATING, /**< The application is being terminated by the OS
+ Called on iOS in applicationWillTerminate()
+ Called on Android in onDestroy()
+ */
+ SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
+ Called on iOS in applicationDidReceiveMemoryWarning()
+ Called on Android in onLowMemory()
+ */
+ SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
+ Called on iOS in applicationWillResignActive()
+ Called on Android in onPause()
+ */
+ SDL_APP_DIDENTERBACKGROUND, /**< 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, /**< The application is about to enter the foreground
+ Called on iOS in applicationWillEnterForeground()
+ Called on Android in onResume()
+ */
+ SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
+ Called on iOS in applicationDidBecomeActive()
+ Called on Android in onResume()
+ */
+
+ SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */
+
+ /* Display events */
+ SDL_DISPLAYEVENT = 0x150, /**< Display state change */
+
+ /* Window events */
+ SDL_WINDOWEVENT = 0x200, /**< Window state change */
+ SDL_SYSWMEVENT, /**< System specific event */
+
+ /* Keyboard events */
+ SDL_KEYDOWN = 0x300, /**< Key pressed */
+ SDL_KEYUP, /**< Key released */
+ SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
+ SDL_TEXTINPUT, /**< Keyboard text input */
+ SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
+ input language or keyboard layout change.
+ */
+ SDL_TEXTEDITING_EXT, /**< Extended keyboard text editing (composition) */
+
+ /* Mouse events */
+ SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
+ SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
+ SDL_MOUSEBUTTONUP, /**< Mouse button released */
+ SDL_MOUSEWHEEL, /**< Mouse wheel motion */
+
+ /* Joystick events */
+ SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
+ SDL_JOYBALLMOTION, /**< Joystick trackball motion */
+ SDL_JOYHATMOTION, /**< Joystick hat position change */
+ SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
+ SDL_JOYBUTTONUP, /**< Joystick button released */
+ SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
+ SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
+ SDL_JOYBATTERYUPDATED, /**< Joystick battery level change */
+
+ /* Game controller events */
+ SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
+ SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
+ SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
+ SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
+ SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
+ SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
+ SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */
+ SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
+ SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
+ SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
+
+ /* Touch events */
+ SDL_FINGERDOWN = 0x700,
+ SDL_FINGERUP,
+ SDL_FINGERMOTION,
+
+ /* Gesture events */
+ SDL_DOLLARGESTURE = 0x800,
+ SDL_DOLLARRECORD,
+ SDL_MULTIGESTURE,
+
+ /* Clipboard events */
+ SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */
+
+ /* Drag and drop events */
+ SDL_DROPFILE = 0x1000, /**< The system requests a file open */
+ SDL_DROPTEXT, /**< text/plain drag-and-drop event */
+ SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
+ SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
+
+ /* Audio hotplug events */
+ SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
+ SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
+
+ /* Sensor events */
+ SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
+
+ /* Render events */
+ SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
+ SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
+
+ /* Internal events */
+ SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
+
+ /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
+ * and should be allocated with SDL_RegisterEvents()
+ */
+ SDL_USEREVENT = 0x8000,
+
+ /**
+ * This last event is only for bounding internal arrays
+ */
+ SDL_LASTEVENT = 0xFFFF
+} SDL_EventType;
+
+/**
+ * \brief Fields shared by every event
+ */
+typedef struct SDL_CommonEvent
+{
+ Uint32 type;
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+} SDL_CommonEvent;
+
+/**
+ * \brief Display state change event data (event.display.*)
+ */
+typedef struct SDL_DisplayEvent
+{
+ Uint32 type; /**< ::SDL_DISPLAYEVENT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 display; /**< The associated display index */
+ Uint8 event; /**< ::SDL_DisplayEventID */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+ Sint32 data1; /**< event dependent data */
+} SDL_DisplayEvent;
+
+/**
+ * \brief Window state change event data (event.window.*)
+ */
+typedef struct SDL_WindowEvent
+{
+ Uint32 type; /**< ::SDL_WINDOWEVENT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The associated window */
+ Uint8 event; /**< ::SDL_WindowEventID */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+ Sint32 data1; /**< event dependent data */
+ Sint32 data2; /**< event dependent data */
+} SDL_WindowEvent;
+
+/**
+ * \brief Keyboard button event structure (event.key.*)
+ */
+typedef struct SDL_KeyboardEvent
+{
+ Uint32 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The window with keyboard focus, if any */
+ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
+ Uint8 repeat; /**< Non-zero if this is a key repeat */
+ Uint8 padding2;
+ Uint8 padding3;
+ SDL_Keysym keysym; /**< The key that was pressed or released */
+} SDL_KeyboardEvent;
+
+#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
+/**
+ * \brief Keyboard text editing event structure (event.edit.*)
+ */
+typedef struct SDL_TextEditingEvent
+{
+ Uint32 type; /**< ::SDL_TEXTEDITING */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The window with keyboard focus, if any */
+ char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
+ Sint32 start; /**< The start cursor of selected editing text */
+ Sint32 length; /**< The length of selected editing text */
+} SDL_TextEditingEvent;
+
+/**
+ * \brief Extended keyboard text editing event structure (event.editExt.*) when text would be
+ * truncated if stored in the text buffer SDL_TextEditingEvent
+ */
+typedef struct SDL_TextEditingExtEvent
+{
+ Uint32 type; /**< ::SDL_TEXTEDITING_EXT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The window with keyboard focus, if any */
+ char* text; /**< The editing text, which should be freed with SDL_free(), and will not be NULL */
+ Sint32 start; /**< The start cursor of selected editing text */
+ Sint32 length; /**< The length of selected editing text */
+} SDL_TextEditingExtEvent;
+
+#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
+/**
+ * \brief Keyboard text input event structure (event.text.*)
+ */
+typedef struct SDL_TextInputEvent
+{
+ Uint32 type; /**< ::SDL_TEXTINPUT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The window with keyboard focus, if any */
+ char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
+} SDL_TextInputEvent;
+
+/**
+ * \brief Mouse motion event structure (event.motion.*)
+ */
+typedef struct SDL_MouseMotionEvent
+{
+ Uint32 type; /**< ::SDL_MOUSEMOTION */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The window with mouse focus, if any */
+ Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
+ Uint32 state; /**< The current button state */
+ Sint32 x; /**< X coordinate, relative to window */
+ Sint32 y; /**< Y coordinate, relative to window */
+ Sint32 xrel; /**< The relative motion in the X direction */
+ Sint32 yrel; /**< The relative motion in the Y direction */
+} SDL_MouseMotionEvent;
+
+/**
+ * \brief Mouse button event structure (event.button.*)
+ */
+typedef struct SDL_MouseButtonEvent
+{
+ Uint32 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The window with mouse focus, if any */
+ Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
+ Uint8 button; /**< The mouse button index */
+ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
+ Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
+ Uint8 padding1;
+ Sint32 x; /**< X coordinate, relative to window */
+ Sint32 y; /**< Y coordinate, relative to window */
+} SDL_MouseButtonEvent;
+
+/**
+ * \brief Mouse wheel event structure (event.wheel.*)
+ */
+typedef struct SDL_MouseWheelEvent
+{
+ Uint32 type; /**< ::SDL_MOUSEWHEEL */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The window with mouse focus, if any */
+ Uint32 which; /**< The mouse instance id, or SDL_TOUCH_MOUSEID */
+ Sint32 x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
+ Sint32 y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
+ Uint32 direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
+ float preciseX; /**< The amount scrolled horizontally, positive to the right and negative to the left, with float precision (added in 2.0.18) */
+ float preciseY; /**< The amount scrolled vertically, positive away from the user and negative toward the user, with float precision (added in 2.0.18) */
+ Sint32 mouseX; /**< X coordinate, relative to window (added in 2.26.0) */
+ Sint32 mouseY; /**< Y coordinate, relative to window (added in 2.26.0) */
+} SDL_MouseWheelEvent;
+
+/**
+ * \brief Joystick axis motion event structure (event.jaxis.*)
+ */
+typedef struct SDL_JoyAxisEvent
+{
+ Uint32 type; /**< ::SDL_JOYAXISMOTION */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ Uint8 axis; /**< The joystick axis index */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+ Sint16 value; /**< The axis value (range: -32768 to 32767) */
+ Uint16 padding4;
+} SDL_JoyAxisEvent;
+
+/**
+ * \brief Joystick trackball motion event structure (event.jball.*)
+ */
+typedef struct SDL_JoyBallEvent
+{
+ Uint32 type; /**< ::SDL_JOYBALLMOTION */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ Uint8 ball; /**< The joystick trackball index */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+ Sint16 xrel; /**< The relative motion in the X direction */
+ Sint16 yrel; /**< The relative motion in the Y direction */
+} SDL_JoyBallEvent;
+
+/**
+ * \brief Joystick hat position change event structure (event.jhat.*)
+ */
+typedef struct SDL_JoyHatEvent
+{
+ Uint32 type; /**< ::SDL_JOYHATMOTION */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ Uint8 hat; /**< The joystick hat index */
+ Uint8 value; /**< The hat position value.
+ * \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
+ * \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
+ * \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
+ *
+ * Note that zero means the POV is centered.
+ */
+ Uint8 padding1;
+ Uint8 padding2;
+} SDL_JoyHatEvent;
+
+/**
+ * \brief Joystick button event structure (event.jbutton.*)
+ */
+typedef struct SDL_JoyButtonEvent
+{
+ Uint32 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ Uint8 button; /**< The joystick button index */
+ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
+ Uint8 padding1;
+ Uint8 padding2;
+} SDL_JoyButtonEvent;
+
+/**
+ * \brief Joystick device event structure (event.jdevice.*)
+ */
+typedef struct SDL_JoyDeviceEvent
+{
+ Uint32 type; /**< ::SDL_JOYDEVICEADDED or ::SDL_JOYDEVICEREMOVED */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED event */
+} SDL_JoyDeviceEvent;
+
+/**
+ * \brief Joysick battery level change event structure (event.jbattery.*)
+ */
+typedef struct SDL_JoyBatteryEvent
+{
+ Uint32 type; /**< ::SDL_JOYBATTERYUPDATED */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ SDL_JoystickPowerLevel level; /**< The joystick battery level */
+} SDL_JoyBatteryEvent;
+
+/**
+ * \brief Game controller axis motion event structure (event.caxis.*)
+ */
+typedef struct SDL_ControllerAxisEvent
+{
+ Uint32 type; /**< ::SDL_CONTROLLERAXISMOTION */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ Uint8 axis; /**< The controller axis (SDL_GameControllerAxis) */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+ Sint16 value; /**< The axis value (range: -32768 to 32767) */
+ Uint16 padding4;
+} SDL_ControllerAxisEvent;
+
+
+/**
+ * \brief Game controller button event structure (event.cbutton.*)
+ */
+typedef struct SDL_ControllerButtonEvent
+{
+ Uint32 type; /**< ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ Uint8 button; /**< The controller button (SDL_GameControllerButton) */
+ Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
+ Uint8 padding1;
+ Uint8 padding2;
+} SDL_ControllerButtonEvent;
+
+
+/**
+ * \brief Controller device event structure (event.cdevice.*)
+ */
+typedef struct SDL_ControllerDeviceEvent
+{
+ Uint32 type; /**< ::SDL_CONTROLLERDEVICEADDED, ::SDL_CONTROLLERDEVICEREMOVED, or ::SDL_CONTROLLERDEVICEREMAPPED */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Sint32 which; /**< The joystick device index for the ADDED event, instance id for the REMOVED or REMAPPED event */
+} SDL_ControllerDeviceEvent;
+
+/**
+ * \brief Game controller touchpad event structure (event.ctouchpad.*)
+ */
+typedef struct SDL_ControllerTouchpadEvent
+{
+ Uint32 type; /**< ::SDL_CONTROLLERTOUCHPADDOWN or ::SDL_CONTROLLERTOUCHPADMOTION or ::SDL_CONTROLLERTOUCHPADUP */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ Sint32 touchpad; /**< The index of the touchpad */
+ Sint32 finger; /**< The index of the finger on the touchpad */
+ float x; /**< Normalized in the range 0...1 with 0 being on the left */
+ float y; /**< Normalized in the range 0...1 with 0 being at the top */
+ float pressure; /**< Normalized in the range 0...1 */
+} SDL_ControllerTouchpadEvent;
+
+/**
+ * \brief Game controller sensor event structure (event.csensor.*)
+ */
+typedef struct SDL_ControllerSensorEvent
+{
+ Uint32 type; /**< ::SDL_CONTROLLERSENSORUPDATE */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_JoystickID which; /**< The joystick instance id */
+ Sint32 sensor; /**< The type of the sensor, one of the values of ::SDL_SensorType */
+ float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
+ Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
+} SDL_ControllerSensorEvent;
+
+/**
+ * \brief Audio device event structure (event.adevice.*)
+ */
+typedef struct SDL_AudioDeviceEvent
+{
+ Uint32 type; /**< ::SDL_AUDIODEVICEADDED, or ::SDL_AUDIODEVICEREMOVED */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 which; /**< The audio device index for the ADDED event (valid until next SDL_GetNumAudioDevices() call), SDL_AudioDeviceID for the REMOVED event */
+ Uint8 iscapture; /**< zero if an output device, non-zero if a capture device. */
+ Uint8 padding1;
+ Uint8 padding2;
+ Uint8 padding3;
+} SDL_AudioDeviceEvent;
+
+
+/**
+ * \brief Touch finger event structure (event.tfinger.*)
+ */
+typedef struct SDL_TouchFingerEvent
+{
+ Uint32 type; /**< ::SDL_FINGERMOTION or ::SDL_FINGERDOWN or ::SDL_FINGERUP */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_TouchID touchId; /**< The touch device id */
+ SDL_FingerID fingerId;
+ float x; /**< Normalized in the range 0...1 */
+ float y; /**< Normalized in the range 0...1 */
+ float dx; /**< Normalized in the range -1...1 */
+ float dy; /**< Normalized in the range -1...1 */
+ float pressure; /**< Normalized in the range 0...1 */
+ Uint32 windowID; /**< The window underneath the finger, if any */
+} SDL_TouchFingerEvent;
+
+
+/**
+ * \brief Multiple Finger Gesture Event (event.mgesture.*)
+ */
+typedef struct SDL_MultiGestureEvent
+{
+ Uint32 type; /**< ::SDL_MULTIGESTURE */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_TouchID touchId; /**< The touch device id */
+ float dTheta;
+ float dDist;
+ float x;
+ float y;
+ Uint16 numFingers;
+ Uint16 padding;
+} SDL_MultiGestureEvent;
+
+
+/**
+ * \brief Dollar Gesture Event (event.dgesture.*)
+ */
+typedef struct SDL_DollarGestureEvent
+{
+ Uint32 type; /**< ::SDL_DOLLARGESTURE or ::SDL_DOLLARRECORD */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_TouchID touchId; /**< The touch device id */
+ SDL_GestureID gestureId;
+ Uint32 numFingers;
+ float error;
+ float x; /**< Normalized center of gesture */
+ float y; /**< Normalized center of gesture */
+} SDL_DollarGestureEvent;
+
+
+/**
+ * \brief An event used to request a file open by the system (event.drop.*)
+ * This event is enabled by default, you can disable it with SDL_EventState().
+ * \note If this event is enabled, you must free the filename in the event.
+ */
+typedef struct SDL_DropEvent
+{
+ Uint32 type; /**< ::SDL_DROPBEGIN or ::SDL_DROPFILE or ::SDL_DROPTEXT or ::SDL_DROPCOMPLETE */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ char *file; /**< The file name, which should be freed with SDL_free(), is NULL on begin/complete */
+ Uint32 windowID; /**< The window that was dropped on, if any */
+} SDL_DropEvent;
+
+
+/**
+ * \brief Sensor event structure (event.sensor.*)
+ */
+typedef struct SDL_SensorEvent
+{
+ Uint32 type; /**< ::SDL_SENSORUPDATE */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Sint32 which; /**< The instance ID of the sensor */
+ float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_SensorGetData() */
+ Uint64 timestamp_us; /**< The timestamp of the sensor reading in microseconds, if the hardware provides this information. */
+} SDL_SensorEvent;
+
+/**
+ * \brief The "quit requested" event
+ */
+typedef struct SDL_QuitEvent
+{
+ Uint32 type; /**< ::SDL_QUIT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+} SDL_QuitEvent;
+
+/**
+ * \brief OS Specific event
+ */
+typedef struct SDL_OSEvent
+{
+ Uint32 type; /**< ::SDL_QUIT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+} SDL_OSEvent;
+
+/**
+ * \brief A user-defined event type (event.user.*)
+ */
+typedef struct SDL_UserEvent
+{
+ Uint32 type; /**< ::SDL_USEREVENT through ::SDL_LASTEVENT-1 */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ Uint32 windowID; /**< The associated window if any */
+ Sint32 code; /**< User defined event code */
+ void *data1; /**< User defined data pointer */
+ void *data2; /**< User defined data pointer */
+} SDL_UserEvent;
+
+
+struct SDL_SysWMmsg;
+typedef struct SDL_SysWMmsg SDL_SysWMmsg;
+
+/**
+ * \brief A video driver dependent system event (event.syswm.*)
+ * This event is disabled by default, you can enable it with SDL_EventState()
+ *
+ * \note If you want to use this event, you should include SDL_syswm.h.
+ */
+typedef struct SDL_SysWMEvent
+{
+ Uint32 type; /**< ::SDL_SYSWMEVENT */
+ Uint32 timestamp; /**< In milliseconds, populated using SDL_GetTicks() */
+ SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
+} SDL_SysWMEvent;
+
+/**
+ * \brief General event structure
+ */
+typedef union SDL_Event
+{
+ Uint32 type; /**< Event type, shared with all events */
+ SDL_CommonEvent common; /**< Common event data */
+ SDL_DisplayEvent display; /**< Display event data */
+ SDL_WindowEvent window; /**< Window event data */
+ SDL_KeyboardEvent key; /**< Keyboard event data */
+ SDL_TextEditingEvent edit; /**< Text editing event data */
+ SDL_TextEditingExtEvent editExt; /**< Extended text editing event data */
+ SDL_TextInputEvent text; /**< Text input event data */
+ SDL_MouseMotionEvent motion; /**< Mouse motion event data */
+ SDL_MouseButtonEvent button; /**< Mouse button event data */
+ SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
+ SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
+ SDL_JoyBallEvent jball; /**< Joystick ball event data */
+ SDL_JoyHatEvent jhat; /**< Joystick hat event data */
+ SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
+ SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
+ SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
+ SDL_ControllerAxisEvent caxis; /**< Game Controller axis event data */
+ SDL_ControllerButtonEvent cbutton; /**< Game Controller button event data */
+ SDL_ControllerDeviceEvent cdevice; /**< Game Controller device event data */
+ SDL_ControllerTouchpadEvent ctouchpad; /**< Game Controller touchpad event data */
+ SDL_ControllerSensorEvent csensor; /**< Game Controller sensor event data */
+ SDL_AudioDeviceEvent adevice; /**< Audio device event data */
+ SDL_SensorEvent sensor; /**< Sensor event data */
+ SDL_QuitEvent quit; /**< Quit request event data */
+ SDL_UserEvent user; /**< Custom event data */
+ SDL_SysWMEvent syswm; /**< System dependent window event data */
+ SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
+ SDL_MultiGestureEvent mgesture; /**< Gesture event data */
+ SDL_DollarGestureEvent dgesture; /**< Gesture event data */
+ SDL_DropEvent drop; /**< Drag and drop event data */
+
+ /* This is necessary for ABI compatibility between Visual C++ and GCC.
+ Visual C++ will respect the push pack pragma and use 52 bytes (size of
+ SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
+ architectures) for this union, and GCC will use the alignment of the
+ largest datatype within the union, which is 8 bytes on 64-bit
+ architectures.
+
+ So... we'll add padding to force the size to be 56 bytes for both.
+
+ On architectures where pointers are 16 bytes, this needs rounding up to
+ the next multiple of 16, 64, and on architectures where pointers are
+ even larger the size of SDL_UserEvent will dominate as being 3 pointers.
+ */
+ Uint8 padding[sizeof(void *) <= 8 ? 56 : sizeof(void *) == 16 ? 64 : 3 * sizeof(void *)];
+} SDL_Event;
+
+/* Make sure we haven't broken binary compatibility */
+SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding));
+
+
+/* Function prototypes */
+
+/**
+ * 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 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_WaitEvent
+ */
+extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
+
+/* @{ */
+typedef enum
+{
+ SDL_ADDEVENT,
+ SDL_PEEKEVENT,
+ SDL_GETEVENT
+} SDL_eventaction;
+
+/**
+ * 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.
+ * - `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.
+ *
+ * \param events destination buffer for the retrieved events
+ * \param numevents if 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
+ * \param action action to take; see [[#action|Remarks]] for details
+ * \param minType minimum value of the event type to be considered;
+ * SDL_FIRSTEVENT is a safe choice
+ * \param maxType maximum value of the event type to be considered;
+ * SDL_LASTEVENT is a safe choice
+ * \returns the number of events actually stored or a negative error code on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PumpEvents
+ * \sa SDL_PushEvent
+ */
+extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
+ SDL_eventaction action,
+ Uint32 minType, Uint32 maxType);
+/* @} */
+
+/**
+ * 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.
+ *
+ * \param type the type of event to be queried; see SDL_EventType for details
+ * \returns SDL_TRUE if events matching `type` are present, or SDL_FALSE if
+ * events matching `type` are not present.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasEvents
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
+
+
+/**
+ * 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.
+ *
+ * \param minType the low end of event type to be queried, inclusive; see
+ * SDL_EventType for details
+ * \param maxType the high end of event type to be queried, inclusive; see
+ * SDL_EventType for details
+ * \returns SDL_TRUE if events with type >= `minType` and <= `maxType` are
+ * present, or SDL_FALSE if not.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_HasEvents
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
+
+/**
+ * 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.
+ *
+ * \param type the type of event to be cleared; see SDL_EventType for details
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FlushEvents
+ */
+extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
+
+/**
+ * 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.
+ *
+ * \param minType the low end of event type to be cleared, inclusive; see
+ * SDL_EventType for details
+ * \param maxType the high end of event type to be cleared, inclusive; see
+ * SDL_EventType for details
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FlushEvent
+ */
+extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
+
+/**
+ * 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:
+ *
+ * ```c
+ * 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
+ * }
+ * ```
+ *
+ * \param event the SDL_Event structure to be filled with the next event from
+ * the queue, or NULL
+ * \returns 1 if there is a pending event or 0 if there are none available.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetEventFilter
+ * \sa SDL_PeepEvents
+ * \sa SDL_PushEvent
+ * \sa SDL_SetEventFilter
+ * \sa SDL_WaitEvent
+ * \sa SDL_WaitEventTimeout
+ */
+extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
+
+/**
+ * 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.
+ *
+ * \param event the SDL_Event structure to be filled in with the next event
+ * from the queue, or NULL
+ * \returns 1 on success or 0 if there was an error while waiting for events;
+ * call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PumpEvents
+ * \sa SDL_WaitEventTimeout
+ */
+extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
+
+/**
+ * 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.
+ *
+ * \param event the SDL_Event structure to be filled in with the next event
+ * from the queue, or NULL
+ * \param timeout the maximum number of milliseconds to wait for the next
+ * available event
+ * \returns 1 on success or 0 if there was an error while waiting for events;
+ * call SDL_GetError() for more information. This also returns 0 if
+ * the timeout elapsed without an event arriving.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PumpEvents
+ * \sa SDL_WaitEvent
+ */
+extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
+ int timeout);
+
+/**
+ * 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.
+ *
+ * \param event the SDL_Event to be added to the queue
+ * \returns 1 on success, 0 if the event was filtered, or a negative error
+ * code 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 2.0.0.
+ *
+ * \sa SDL_PeepEvents
+ * \sa SDL_PollEvent
+ * \sa SDL_RegisterEvents
+ */
+extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
+
+/**
+ * A function pointer used for callbacks that watch the event queue.
+ *
+ * \param userdata what was passed as `userdata` to SDL_SetEventFilter()
+ * or SDL_AddEventWatch, etc
+ * \param event the event that triggered the callback
+ * \returns 1 to permit event to be added to the queue, and 0 to disallow
+ * it. When used with SDL_AddEventWatch, the return value is ignored.
+ *
+ * \sa SDL_SetEventFilter
+ * \sa SDL_AddEventWatch
+ */
+typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
+
+/**
+ * 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 1 when called, 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.
+ *
+ * **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_EventState().
+ *
+ * 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.
+ *
+ * \param filter An SDL_EventFilter function to call when an event happens
+ * \param userdata a pointer that is passed to `filter`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AddEventWatch
+ * \sa SDL_EventState
+ * \sa SDL_GetEventFilter
+ * \sa SDL_PeepEvents
+ * \sa SDL_PushEvent
+ */
+extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
+ void *userdata);
+
+/**
+ * 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.
+ *
+ * \param filter the current callback function will be stored here
+ * \param userdata the pointer that is passed to the current event filter will
+ * be stored here
+ * \returns SDL_TRUE on success or SDL_FALSE if there is no event filter set.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetEventFilter
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
+ void **userdata);
+
+/**
+ * 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().
+ *
+ * \param filter an SDL_EventFilter function to call when an event happens.
+ * \param userdata a pointer that is passed to `filter`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_DelEventWatch
+ * \sa SDL_SetEventFilter
+ */
+extern DECLSPEC void SDLCALL SDL_AddEventWatch(SDL_EventFilter filter,
+ void *userdata);
+
+/**
+ * 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.
+ *
+ * \param filter the function originally passed to SDL_AddEventWatch()
+ * \param userdata the pointer originally passed to SDL_AddEventWatch()
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_AddEventWatch
+ */
+extern DECLSPEC void SDLCALL SDL_DelEventWatch(SDL_EventFilter filter,
+ void *userdata);
+
+/**
+ * Run a specific filter function on the current event queue, removing any
+ * events for which the filter returns 0.
+ *
+ * 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.
+ *
+ * \param filter the SDL_EventFilter function to call when an event happens
+ * \param userdata a pointer that is passed to `filter`
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetEventFilter
+ * \sa SDL_SetEventFilter
+ */
+extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
+ void *userdata);
+
+/* @{ */
+#define SDL_QUERY -1
+#define SDL_IGNORE 0
+#define SDL_DISABLE 0
+#define SDL_ENABLE 1
+
+/**
+ * Set the state of processing events by type.
+ *
+ * `state` may be any of the following:
+ *
+ * - `SDL_QUERY`: returns the current processing state of the specified event
+ * - `SDL_IGNORE` (aka `SDL_DISABLE`): the event will automatically be dropped
+ * from the event queue and will not be filtered
+ * - `SDL_ENABLE`: the event will be processed normally
+ *
+ * \param type the type of event; see SDL_EventType for details
+ * \param state how to process the event
+ * \returns `SDL_DISABLE` or `SDL_ENABLE`, representing the processing state
+ * of the event before this function makes any changes to it.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetEventState
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
+/* @} */
+#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)
+
+/**
+ * Allocate a set of user-defined events, and return the beginning event
+ * number for that set of events.
+ *
+ * Calling this function with `numevents` <= 0 is an error and will return
+ * (Uint32)-1.
+ *
+ * Note, (Uint32)-1 means the maximum unsigned 32-bit integer value (or
+ * 0xFFFFFFFF), but is clearer to write.
+ *
+ * \param numevents the number of events to be allocated
+ * \returns the beginning event number, or (Uint32)-1 if there are not enough
+ * user-defined events left.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_PushEvent
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* SDL_events_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */