Partial fix for bug #859

Header file update from Ken for improved doxygen output

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404127
This commit is contained in:
Sam Lantinga 2009-10-19 13:31:58 +00:00
parent 4483fc99e3
commit 1cbfd5b6e0
38 changed files with 3565 additions and 3172 deletions

View file

@ -21,9 +21,9 @@
*/
/**
* \file SDL_events.h
*
* Include file for SDL event handling
* \file SDL_events.h
*
* Include file for SDL event handling.
*/
#ifndef _SDL_events_h
@ -50,9 +50,7 @@ extern "C" {
#define SDL_PRESSED 1
/**
* \enum SDL_EventType
*
* \brief The types of events that can be delivered
* \brief The types of events that can be delivered.
*/
typedef enum
{
@ -76,22 +74,22 @@ typedef enum
SDL_PROXIMITYIN, /**< Proximity In event */
SDL_PROXIMITYOUT, /**< Proximity Out event */
SDL_EVENT_RESERVED1, /**< Reserved for future use... */
SDL_EVENT_RESERVED2,
SDL_EVENT_RESERVED3,
/* Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
SDL_EVENT_RESERVED2, /**< Reserved for future use... */
SDL_EVENT_RESERVED3, /**< Reserved for future use... */
/** Events ::SDL_USEREVENT through ::SDL_MAXEVENTS-1 are for your use */
SDL_USEREVENT = 24,
/* This last event is only for bounding internal arrays
It is the number of bits in the event mask datatype -- Uint32
/**
* This last event is only for bounding internal arrays
* It is the number of bits in the event mask datatype -- Uint32
*/
SDL_NUMEVENTS = 32
} SDL_EventType;
/*@{*/
#define SDL_EVENTMASK(X) (1<<(X))
/**
* \enum SDL_EventMask
*
* \brief Predefined event masks
*/
#define SDL_EVENTMASK(X) (1<<(X))
typedef enum
{
SDL_WINDOWEVENTMASK = SDL_EVENTMASK(SDL_WINDOWEVENT),
@ -121,71 +119,63 @@ typedef enum
SDL_PROXIMITYOUTMASK = SDL_EVENTMASK(SDL_PROXIMITYOUT)
} SDL_EventMask;
#define SDL_ALLEVENTS 0xFFFFFFFF
/*@}*/
/**
* \struct SDL_WindowEvent
*
* \brief Window state change event data (event.window.*)
* \brief Window state change event data (event.window.*)
*/
typedef struct SDL_WindowEvent
{
Uint8 type; /**< SDL_WINDOWEVENT */
Uint8 type; /**< ::SDL_WINDOWEVENT */
SDL_WindowID windowID; /**< The associated window */
Uint8 event; /**< SDL_WindowEventID */
Uint8 event; /**< ::SDL_WindowEventID */
int data1; /**< event dependent data */
int data2; /**< event dependent data */
} SDL_WindowEvent;
/**
* \struct SDL_KeyboardEvent
*
* \brief Keyboard button event structure (event.key.*)
* \brief Keyboard button event structure (event.key.*)
*/
typedef struct SDL_KeyboardEvent
{
Uint8 type; /**< SDL_KEYDOWN or SDL_KEYUP */
Uint8 type; /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
Uint8 which; /**< The keyboard device index */
Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
SDL_keysym keysym; /**< The key that was pressed or released */
} SDL_KeyboardEvent;
/**
* \struct SDL_TextEditingEvent
*
* \brief Keyboard text editing event structure (event.edit.*)
*/
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text editing event structure (event.edit.*)
*/
typedef struct SDL_TextEditingEvent
{
Uint8 type; /**< SDL_TEXTEDITING */
Uint8 type; /**< ::SDL_TEXTEDITING */
char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE]; /**< The editing text */
int start; /**< The start cursor of selected editing text */
int length; /**< The length of selected editing text */
} SDL_TextEditingEvent;
/**
* \struct SDL_TextInputEvent
*
* \brief Keyboard text input event structure (event.text.*)
*/
#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
/**
* \brief Keyboard text input event structure (event.text.*)
*/
typedef struct SDL_TextInputEvent
{
Uint8 type; /**< SDL_TEXTINPUT */
Uint8 type; /**< ::SDL_TEXTINPUT */
SDL_WindowID windowID; /**< The window with keyboard focus, if any */
Uint8 which; /**< The keyboard device index */
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE]; /**< The input text */
} SDL_TextInputEvent;
/**
* \struct SDL_MouseMotionEvent
*
* \brief Mouse motion event structure (event.motion.*)
* \brief Mouse motion event structure (event.motion.*)
*/
typedef struct SDL_MouseMotionEvent
{
Uint8 type; /**< SDL_MOUSEMOTION */
Uint8 type; /**< ::SDL_MOUSEMOTION */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
Uint8 which; /**< The mouse device index */
Uint8 state; /**< The current button state */
@ -203,29 +193,25 @@ typedef struct SDL_MouseMotionEvent
} SDL_MouseMotionEvent;
/**
* \struct SDL_MouseButtonEvent
*
* \brief Mouse button event structure (event.button.*)
* \brief Mouse button event structure (event.button.*)
*/
typedef struct SDL_MouseButtonEvent
{
Uint8 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
Uint8 type; /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
Uint8 which; /**< The mouse device index */
Uint8 button; /**< The mouse button index */
Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
int x; /**< X coordinate, relative to window */
int y; /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;
/**
* \struct SDL_MouseWheelEvent
*
* \brief Mouse wheel event structure (event.wheel.*)
* \brief Mouse wheel event structure (event.wheel.*)
*/
typedef struct SDL_MouseWheelEvent
{
Uint8 type; /**< SDL_MOUSEWHEEL */
Uint8 type; /**< ::SDL_MOUSEWHEEL */
SDL_WindowID windowID; /**< The window with mouse focus, if any */
Uint8 which; /**< The mouse device index */
int x; /**< The amount scrolled horizontally */
@ -233,26 +219,22 @@ typedef struct SDL_MouseWheelEvent
} SDL_MouseWheelEvent;
/**
* \struct SDL_JoyAxisEvent
*
* \brief Joystick axis motion event structure (event.jaxis.*)
* \brief Joystick axis motion event structure (event.jaxis.*)
*/
typedef struct SDL_JoyAxisEvent
{
Uint8 type; /**< SDL_JOYAXISMOTION */
Uint8 type; /**< ::SDL_JOYAXISMOTION */
Uint8 which; /**< The joystick device index */
Uint8 axis; /**< The joystick axis index */
int value; /**< The axis value (range: -32768 to 32767) */
} SDL_JoyAxisEvent;
/**
* \struct SDL_JoyBallEvent
*
* \brief Joystick trackball motion event structure (event.jball.*)
* \brief Joystick trackball motion event structure (event.jball.*)
*/
typedef struct SDL_JoyBallEvent
{
Uint8 type; /**< SDL_JOYBALLMOTION */
Uint8 type; /**< ::SDL_JOYBALLMOTION */
Uint8 which; /**< The joystick device index */
Uint8 ball; /**< The joystick trackball index */
int xrel; /**< The relative motion in the X direction */
@ -260,72 +242,64 @@ typedef struct SDL_JoyBallEvent
} SDL_JoyBallEvent;
/**
* \struct SDL_JoyHatEvent
*
* \brief Joystick hat position change event structure (event.jhat.*)
* \brief Joystick hat position change event structure (event.jhat.*)
*/
typedef struct SDL_JoyHatEvent
{
Uint8 type; /**< SDL_JOYHATMOTION */
Uint8 type; /**< ::SDL_JOYHATMOTION */
Uint8 which; /**< The joystick device index */
Uint8 hat; /**< The joystick hat index */
Uint8 value; /**< 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.
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.
*/
} SDL_JoyHatEvent;
/**
* \struct SDL_JoyButtonEvent
*
* \brief Joystick button event structure (event.jbutton.*)
* \brief Joystick button event structure (event.jbutton.*)
*/
typedef struct SDL_JoyButtonEvent
{
Uint8 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
Uint8 type; /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
Uint8 which; /**< The joystick device index */
Uint8 button; /**< The joystick button index */
Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */
Uint8 state; /**< ::SDL_PRESSED or ::SDL_RELEASED */
} SDL_JoyButtonEvent;
/**
* \struct SDL_QuitEvent
*
* \brief The "quit requested" event
* \brief The "quit requested" event
*/
typedef struct SDL_QuitEvent
{
Uint8 type; /**< SDL_QUIT */
Uint8 type; /**< ::SDL_QUIT */
} SDL_QuitEvent;
/**
* \struct SDL_UserEvent
*
* \brief A user-defined event type (event.user.*)
* \brief A user-defined event type (event.user.*)
*/
typedef struct SDL_UserEvent
{
Uint8 type; /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */
Uint8 type; /**< ::SDL_USEREVENT through ::SDL_NUMEVENTS-1 */
SDL_WindowID windowID; /**< The associated window if any*/
int code; /**< User defined event code */
void *data1; /**< User defined data pointer */
void *data2; /**< User defined data pointer */
} SDL_UserEvent;
/**
* \struct SDL_SysWMEvent
*
* \brief A video driver dependent system event (event.syswm.*)
*
* \note If you want to use this event, you should include SDL_syswm.h
*/
struct SDL_SysWMmsg;
typedef struct SDL_SysWMmsg SDL_SysWMmsg;
/**
* \brief A video driver dependent system event (event.syswm.*)
*
* \note If you want to use this event, you should include SDL_syswm.h.
*/
typedef struct SDL_SysWMEvent
{
Uint8 type; /**< SDL_SYSWMEVENT */
Uint8 type; /**< ::SDL_SYSWMEVENT */
SDL_SysWMmsg *msg; /**< driver dependent data, defined in SDL_syswm.h */
} SDL_SysWMEvent;
@ -339,8 +313,16 @@ typedef struct SDL_ProximityEvent
int y;
} SDL_ProximityEvent;
/* Typedefs for backwards compatibility */
#ifndef SDL_NO_COMPAT
/**
* \addtogroup Compatibility
*/
/*@{*/
/**
* \name Typedefs for backwards compatibility
*/
/*@{*/
typedef struct SDL_ActiveEvent
{
Uint8 type;
@ -354,12 +336,13 @@ typedef struct SDL_ResizeEvent
int w;
int h;
} SDL_ResizeEvent;
/*@}*/
/*@}*//*Compatibility*/
#endif
/**
* \union SDL_Event
*
* \brief General event structure
* \brief General event structure
*/
typedef union SDL_Event
{
@ -380,129 +363,164 @@ typedef union SDL_Event
SDL_SysWMEvent syswm; /**< System dependent window event data */
SDL_ProximityEvent proximity; /**< Proximity In or Out event */
/* Temporarily here for backwards compatibility */
/** Temporarily here for backwards compatibility */
/*@{*/
#ifndef SDL_NO_COMPAT
SDL_ActiveEvent active;
SDL_ResizeEvent resize;
#endif
/*@}*/
} SDL_Event;
/* 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.
*/
/**
* 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.
*/
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
/* 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, matching 'mask', 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, matching 'mask', will be returned and will be
removed from the queue.
This function returns the number of events actually stored, or -1
if there was an error. This function is thread-safe.
*/
/*@{*/
typedef enum
{
SDL_ADDEVENT,
SDL_PEEKEVENT,
SDL_GETEVENT
} SDL_eventaction;
/* */
/**
* Checks the event queue for messages and optionally returns them.
*
* If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
* the back of the event queue.
*
* If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
* of the event queue, matching \c mask, will be returned and will not
* be removed from the queue.
*
* If \c action is ::SDL_GETEVENT, up to \c numevents events at the front
* of the event queue, matching \c mask, will be returned and will be
* removed from the queue.
*
* \return The number of events actually stored, or -1 if there was an error.
*
* This function is thread-safe.
*/
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
SDL_eventaction action,
Uint32 mask);
/*@}*/
/* Checks to see if certain event types are in the event queue.
/**
* Checks to see if certain event types are in the event queue.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 mask);
/* Polls for currently pending events, and returns 1 if there are any pending
events, or 0 if there are none available. If 'event' is not NULL, the next
event is removed from the queue and stored in that area.
/**
* \brief Polls for currently pending events.
*
* \return 1 if there are any pending events, or 0 if there are none available.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);
/* Waits indefinitely for the next available event, returning 1, or 0 if there
was an error while waiting for events. If 'event' is not NULL, the next
event is removed from the queue and stored in that area.
/**
* \brief Waits indefinitely for the next available event.
*
* \return 1, or 0 if there was an error while waiting for events.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);
/* Waits until the specified timeout (in milliseconds) for the next available
event, returning 1, or 0 if there was an error while waiting for events. If
'event' is not NULL, the next event is removed from the queue and stored in
that area.
/**
* \brief Waits until the specified timeout (in milliseconds) for the next
* available event.
*
* \return 1, or 0 if there was an error while waiting for events.
*
* \param event If not NULL, the next event is removed from the queue and
* stored in that area.
*/
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
int timeout);
/* Add an event to the event queue.
This function returns 1 on success, 0 if the event was filtered,
or -1 if the event queue was full or there was some other error.
/**
* \brief Add an event to the event queue.
*
* \return 1 on success, 0 if the event was filtered, or -1 if the event queue
* was full or there was some other error.
*/
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);
/*
This function sets up a filter to process all events before they
change internal state and are posted to the internal event queue.
The filter is protypted as:
*/
typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
/*
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.
WARNING: 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.
*/
/**
* Sets up a filter to process all events before they change internal state and
* are posted to the internal event queue.
*
* The filter is protypted as:
* \code
* int SDL_EventFilter(void *userdata, SDL_Event * event);
* \endcode
*
* 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.
*
* \warning 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.
*/
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
void *userdata);
/*
Return the current event filter - can be used to "chain" filters.
If there is no event filter set, this function returns SDL_FALSE.
*/
/**
* Return the current event filter - can be used to "chain" filters.
* If there is no event filter set, this function returns SDL_FALSE.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
void **userdata);
/*
Run the filter function on the current event queue, removing any
events for which the filter returns 0.
*/
/**
* Run the filter function on the current event queue, removing any
* events for which the filter returns 0.
*/
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
void *userdata);
/*
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.
*/
/*@{*/
#define SDL_QUERY -1
#define SDL_IGNORE 0
#define SDL_DISABLE 0
#define SDL_ENABLE 1
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
/**
* This function allows you to set the state of processing certain events.
* - If \c state is set to ::SDL_IGNORE, that event will be automatically
* dropped from the event queue and will not event be filtered.
* - If \c state is set to ::SDL_ENABLE, that event will be processed
* normally.
* - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the
* current processing state of the specified event.
*/
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
/*@}*/
/* Ends C function definitions when using C++ */
#ifdef __cplusplus