###### (This is the documentation for SDL3, which is under heavy development and the API is changing! [SDL2](https://wiki.libsdl.org/SDL2/) is the current stable version!) # SDL_Event The structure for all events in SDL. ## Header File Defined in [SDL_events.h](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h), but apps should use `#include ` ## Syntax ```c typedef union SDL_Event { Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */ SDL_CommonEvent common; /**< Common event data */ SDL_DisplayEvent display; /**< Display event data */ SDL_WindowEvent window; /**< Window event data */ SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */ SDL_KeyboardEvent key; /**< Keyboard event data */ SDL_TextEditingEvent edit; /**< Text editing event data */ SDL_TextInputEvent text; /**< Text input event data */ SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */ SDL_MouseMotionEvent motion; /**< Mouse motion event data */ SDL_MouseButtonEvent button; /**< Mouse button event data */ SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ SDL_JoyDeviceEvent jdevice; /**< Joystick device change 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_JoyBatteryEvent jbattery; /**< Joystick battery event data */ SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */ SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */ SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */ SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */ SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */ SDL_AudioDeviceEvent adevice; /**< Audio device event data */ SDL_CameraDeviceEvent cdevice; /**< Camera device event data */ SDL_SensorEvent sensor; /**< Sensor event data */ SDL_QuitEvent quit; /**< Quit request event data */ SDL_UserEvent user; /**< Custom event data */ SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ SDL_PenTipEvent ptip; /**< Pen tip touching or leaving drawing surface */ SDL_PenMotionEvent pmotion; /**< Pen change in position, pressure, or angle */ SDL_PenButtonEvent pbutton; /**< Pen button press */ SDL_DropEvent drop; /**< Drag and drop event data */ SDL_ClipboardEvent clipboard; /**< Clipboard 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 the same 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[128]; } SDL_Event; ``` ## Version This struct is available since SDL 3.0.0. ---- [CategoryAPI](CategoryAPI), [CategoryAPIStruct](CategoryAPIStruct)