Wiki Page Content

Differences between revisions 6 and 7
Revision 6 as of 2010-07-28 19:21:12
Size: 6384
Editor: SheenaSmith
Comment: update content - changeset 4624
Revision 7 as of 2010-08-23 22:06:04
Size: 6410
Editor: SheenaSmith
Comment: added header-specific Category link
Deletions are marked like this. Additions are marked like this.
Line 129: Line 129:
[[CategoryStruct]] [[CategoryStruct]], [[CategoryEventsStruct]]

DRAFT

SDL_Event

A union that contains the different event structures. green

Data Fields

Uint32

type

event type, shared with all events

SDL_WindowEvent

window

window event data

SDL_KeyboardEvent

key

keyboard event data

SDL_TextEditingEvent

edit

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_QuitEvent

quit

quit request event data

SDL_UserEvent

user

custom event data

SDL_SysWMEvent

syswm

system dependent window event data

SDL_ActiveEvent

active

deprecated; for backwards compatibility

SDL_ResizeEvent

resize

deprecated; for backwards compatibility

green

SDL_ProximityEvent

proximity

proximity In or Out event

Code Examples

green

*
The SDL_Event structure has two uses:

  • Reading events on the event queue
  • Placing events on the event queue

Reading events from the event queue is done with either SDL_PollEvent or SDL_PeepEvents. We'll use SDL_PollEvent and step through an example.

First off, we create an empty SDL_Event structure.

SDL_Event test_event;

SDL_PollEvent removes the next event from the event queue. If there are no events on the queue it returns 0, otherwise it returns 1. We use a while loop to process each event in turn.

while(SDL_PollEvent(&test_event)) {

The SDL_PollEvent function takes a pointer to an SDL_Event structure that is to be filled with event information. We know that if SDL_PollEvent removes an event from the queue then the event information will be placed in our test_event structure, but we also know that the type of event will be placed in the type member of test_event. So to handle each event type separately we use a switch statement.

  switch(test_event.type) {

We need to know what kind of events we're looking for and the event types of those events. So let's assume we want to detect where the user is moving the mouse pointer within our application. We look through our event types and notice that SDL_MOUSEMOTION is, more than likely, the event we're looking for. A little more research tells us that SDL_MOUSEMOTION events are handled within the SDL_MouseMotionEvent structure which is the motion member of SDL_Event. We can check for the SDL_MOUSEMOTION event type within our switch statement like so:

    case SDL_MOUSEMOTION:

All we need do now is read the information out of the motion member of test_event.

      printf("We got a motion event.\n");
      printf("Current mouse position is: (%d, %d)\n", test_event.motion.x, test_event.motion.y);
      break;
    default:
      printf("Unhandled Event!\n");
      break;
  }
}
printf("Event queue empty.\n");

It is also possible to push events onto the event queue and so use it as a two-way communication path. Both SDL_PushEvent and SDL_PeepEvents allow you to place events onto the event queue. This is usually used to place a SDL_USEREVENT on the event queue, however you could use it to post fake input events if you wished. Creating your own events is a simple matter of choosing the event type you want, setting the type member and filling the appropriate member structure with information.

SDL_Event user_event;

user_event.type=SDL_USEREVENT;
user_event.user.code=2;
user_event.user.data1=NULL;
user_event.user.data2=NULL;
SDL_PushEvent(&user_event);


*

Remarks

You can add useful comments here

green

*
The SDL_Event union is the core to all event handling in SDL; it's probably the most important structure after SDL_Surface. SDL_Event is a union of all event structures used in SDL, using it is a simple matter of knowing which union member relates to which event type.

Event type

Event Structure

SDL_ACTIVEEVENT

SDL_ActiveEvent

SDL_KEYDOWN/UP

SDL_KeyboardEvent

SDL_MOUSEMOTION

SDL_MouseMotionEvent

SDL_MOUSEBUTTONDOWN/UP

SDL_MouseButtonEvent

SDL_JOYAXISMOTION

SDL_JoyAxisEvent

SDL_JOYBALLMOTION

SDL_JoyBallEvent

SDL_JOYHATMOTION

SDL_JoyHatEvent

SDL_JOYBUTTONDOWN/UP

SDL_JoyButtonEvent

SDL_VIDEORESIZE

SDL_ResizeEvent

SDL_VIDEOEXPOSE

SDL_ExposeEvent

SDL_QUIT

SDL_QuitEvent

SDL_USEREVENT

SDL_UserEvent

SDL_SYSWMEVENT

SDL_SysWMEvent

green


*

green


CategoryStruct, CategoryEventsStruct

None: SDL_Event (last edited 2018-09-29 22:14:59 by DanielG)

(Page Info.)
Feedback
Please include your contact information if you'd like to receive a reply.
Submit