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SDL API Reference SDL_Event(3)

NAME

SDL_Event - General event structure

STRUCTURE DEFINITION typedef union{ Uint8 type;

SDL_ActiveEvent active;

SDL_KeyboardEvent key;

SDL_MouseMotionEvent motion;

SDL_MouseButtonEvent button;

SDL_JoyAxisEvent jaxis;

SDL_JoyBallEvent jball;

SDL_JoyHatEvent jhat;

SDL_JoyButtonEvent jbutton;

SDL_ResizeEvent resize;

SDL_ExposeEvent expose;

SDL_QuitEvent quit;

SDL_UserEvent user;

SDL_SysWMEvent syswm;

} SDL_Event;

STRUCTURE DATA type The type of event active Activation event key Keyboard event motion Mouse motion event button Mouse button event jaxis Joystick axis motion event jball Joystick trackball motion event jhat Joystick hat motion event jbutton Joystick button event resize Application window resize event expose Application window expose event quit Application quit request event user User defined event syswm Undefined window manager event

DESCRIPTION

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SDL API Reference SDL_Event(3)

The SDL_Event union is the core to all event handling is

SDL, its 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_QUIT SDL_QuitEvent

SDL_SYSWMEVENT SDL_SysWMEvent

SDL_VIDEORESIZE SDL_ResizeEvent

SDL_VIDEOEXPOSE SDL_ExposeEvent

SDL_USEREVENT SDL_UserEvent

USE

The SDL_Event structure has two uses

+o Reading events on the event queue +o 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;

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SDL API Reference SDL_Event(3)

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 take 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 seperately we use a switch statement.

switch(test_event.type) {

We need to know what kind of events we're looking for and the event type's of those events. So lets 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 look-

ing for. A little more research tells use 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. ");

printf("Current mouse position is: (%d, %d)

", test_event.motion.x, test_event.motion.y);

break; default: printf("Unhandled Event! "); break; } } printf("Event queue empty. "); 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

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SDL API Reference SDL_Event(3)

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);

SEE ALSO

SDL_PollEvent, SDL_PushEvent, SDL_PeepEvents

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