index 34b02dfd0ce9415a77238eb6ec6005703399ff1a..c22b6f92ffab080c8f61a7d028e9efb15fd06c2b 100644 (file)
SDL_JOYHATMOTION = $602; // Joystick hat position change
SDL_JOYBUTTONDOWN = $603; // Joystick button pressed
SDL_JOYBUTTONUP = $604; // Joystick button released
- SDL_JOYDEVICEADDED = $605; // A new joystick has been inserted into the system
- SDL_JOYDEVICEREMOVED = $606; // An opened joystick has been removed
+ SDL_JOYDEVICEADDED = $605; // A new joystick has been inserted into the system
+ SDL_JOYDEVICEREMOVED = $606; // An opened joystick has been removed
{ Game controller events }
SDL_CONTROLLERAXISMOTION = $650; // Game controller axis motion
- SDL_CONTROLLERBUTTONDOWN = $651; // Game controller button pressed
+ SDL_CONTROLLERBUTTONDOWN = $651; // Game controller button pressed
SDL_CONTROLLERBUTTONUP = $652; // Game controller button released
- SDL_CONTROLLERDEVICEADDED = $653; // A new Game controller has been inserted into the system
- SDL_CONTROLLERDEVICEREMOVED = $654; // An opened Game controller has been removed
- SDL_CONTROLLERDEVICEREMAPPED = $655; // The controller mapping was updated
-
+ SDL_CONTROLLERDEVICEADDED = $653; // A new Game controller has been inserted into the system
+ SDL_CONTROLLERDEVICEREMOVED = $654; // An opened Game controller has been removed
+ SDL_CONTROLLERDEVICEREMAPPED = $655; // The controller mapping was updated
+
{ Touch events }
SDL_FINGERDOWN = $700;
SDL_FINGERUP = $701;
{ Render events }
SDL_RENDER_TARGETS_RESET = $2000; // The render targets have been reset
SDL_RENDER_DEVICE_RESET = $2001; // The device has been reset and all textures need to be recreated
-
+
{** Events SDL_USEREVENT through SDL_LASTEVENT are for your use,
* and should be allocated with SDL_RegisterEvents()
*}
padding2: UInt8;
padding3: UInt8;
data1: SInt32; // event dependent data
- data2: SInt32; // event dependent data
+ data2: SInt32; // event dependent data
end;
{**
type_: UInt32; // SDL_KEYDOWN or SDL_KEYUP
timestamp: UInt32;
windowID: UInt32; // The window with keyboard focus, if any
- state: UInt8; // SDL_PRESSED or SDL_RELEASED
+ state: UInt8; // SDL_PRESSED or SDL_RELEASED
_repeat: UInt8; // Non-zero if this is a key repeat
padding2: UInt8;
padding3: UInt8;
SDL_TEXTEDITINGEVENT_TEXT_SIZE = 32;
type
-
+
{**
* Keyboard text editing event structure (event.edit.*)
*}
TSDL_TextEditingEvent = record
- type_: UInt32; // SDL_TEXTEDITING
+ type_: UInt32; // SDL_TEXTEDITING
timestamp: UInt32;
windowID: UInt32; // The window with keyboard focus, if any
- text: array[0..SDL_TEXTEDITINGEVENT_TEXT_SIZE] of Char; // The editing text
+ text: array[0..SDL_TEXTEDITINGEVENT_TEXT_SIZE] of Char; // The editing text
start: SInt32; // The start cursor of selected editing text
length: SInt32; // The length of selected editing text
end;
*}
TSDL_TextInputEvent = record
- type_: UInt32; // SDL_TEXTINPUT
+ type_: UInt32; // SDL_TEXTINPUT
timestamp: UInt32;
windowID: UInt32; // The window with keyboard focus, if any
- text: array[0..SDL_TEXTINPUTEVENT_TEXT_SIZE] of Char; // The input text
+ text: array[0..SDL_TEXTINPUTEVENT_TEXT_SIZE] of Char; // The input text
end;
{**
* Mouse motion event structure (event.motion.*)
*}
-
+
TSDL_MouseMotionEvent = record
type_: UInt32; // SDL_MOUSEMOTION
timestamp: UInt32;
windowID: UInt32; // The window with mouse focus, if any
which: UInt32; // The mouse instance id, or SDL_TOUCH_MOUSEID
- state: UInt8; // The current button state
+ state: UInt8; // The current button state
padding1: UInt8;
padding2: UInt8;
padding3: UInt8;
x: SInt32; // X coordinate, relative to window
y: SInt32; // Y coordinate, relative to window
- xrel: SInt32; // The relative motion in the X direction
+ xrel: SInt32; // The relative motion in the X direction
yrel: SInt32; // The relative motion in the Y direction
end;
*}
TSDL_MouseButtonEvent = record
- type_: UInt32; // SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP
+ type_: UInt32; // SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP
timestamp: UInt32;
windowID: UInt32; // The window with mouse focus, if any
- which: UInt32; // The mouse instance id, or SDL_TOUCH_MOUSEID
+ which: UInt32; // The mouse instance id, or SDL_TOUCH_MOUSEID
button: UInt8; // The mouse button index
state: UInt8; // SDL_PRESSED or SDL_RELEASED
clicks: UInt8; // 1 for single-click, 2 for double-click, etc.
padding1: UInt8;
x: SInt32; // X coordinate, relative to window
- y: SInt32; // Y coordinate, relative to window
+ y: SInt32; // Y coordinate, relative to window
end;
{**
* Mouse wheel event structure (event.wheel.*)
*}
-
+
TSDL_MouseWheelEvent = record
type_: UInt32; // SDL_MOUSEWHEEL
timestamp: UInt32;
windowID: UInt32; // The window with mouse focus, if any
which: UInt32; // The mouse instance id, or SDL_TOUCH_MOUSEID
- x: SInt32; // The amount scrolled horizontally
+ x: SInt32; // The amount scrolled horizontally
y: SInt32; // The amount scrolled vertically
direction: UInt32; // 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
end;
*}
TSDL_JoyAxisEvent = record
- type_: UInt32; // SDL_JOYAXISMOTION
+ type_: UInt32; // SDL_JOYAXISMOTION
timestamp: UInt32;
which: TSDL_JoystickID; // The joystick instance id
- axis: UInt8; // The joystick axis index
+ axis: UInt8; // The joystick axis index
padding1: UInt8;
padding2: UInt8;
padding3: UInt8;
TSDL_JoyButtonEvent = record
type_: UInt32; // SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP
timestamp: UInt32;
- which: TSDL_JoystickID; // The joystick instance id
+ which: TSDL_JoystickID; // The joystick instance id
button: UInt8; // The joystick button index
state: UInt8; // SDL_PRESSED or SDL_RELEASED
padding1: UInt8;
SDL_MOUSEBUTTONUP,
SDL_MOUSEBUTTONDOWN: (button: TSDL_MouseButtonEvent);
SDL_MOUSEWHEEL: (wheel: TSDL_MouseWheelEvent);
-
+
SDL_JOYAXISMOTION: (jaxis: TSDL_JoyAxisEvent);
SDL_JOYBALLMOTION: (jball: TSDL_JoyBallEvent);
SDL_JOYHATMOTION: (jhat: TSDL_JoyHatEvent);
{**
* 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.
*}
procedure SDL_PumpEvents cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_PumpEvents' {$ENDIF} {$ENDIF};
{**
* Waits indefinitely for the next available event.
- *
+ *
* 1, or 0 if there was an error while waiting for events.
- *
- * event - If not nil, the next event is removed from the queue and
+ *
+ * event - If not nil, the next event is removed from the queue and
* stored in that area.
*}
{**
* Waits until the specified timeout (in milliseconds) for the next
* available event.
- *
+ *
* 1, or 0 if there was an error while waiting for events.
- *
+ *
* event - If not nil, the next event is removed from the queue and
* stored in that area.
*}
-
+
function SDL_WaitEventTimeout(event: PSDL_Event; timeout: SInt32): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WaitEventTimeout' {$ENDIF} {$ENDIF};
{**
* Add an event to the event queue.
- *
+ *
* 1 on success, 0 if the event was filtered, or -1 if the event queue
* was full or there was some other error.
*}
* are posted to the internal event queue.
*
* If the filter returns 1, then the event will be added to the internal queue.
- * If it returns 0, then the event will be dropped from the queue, but the
+ * If it returns 0, then the event will be dropped from the queue, but the
* internal state will still be updated. This allows selective filtering of
* dynamically arriving events.
*
- * Be very careful of what you do in the event filter function, as
+ * Be very careful of what you do in the event filter function, as
* it may run in a different thread!
- *
+ *
* There is one caveat when dealing with the SDL_QUITEVENT event type. The
* event filter is only called when the window manager desires to close the
* application window. If the event filter returns 1, then the window will
* If the quit event is generated by an interrupt signal, it will bypass the
* internal queue and be delivered to the application at the next event poll.
*}
-
+
procedure SDL_SetEventFilter(filter: TSDL_EventFilter; userdata: Pointer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetEventFilter' {$ENDIF} {$ENDIF};
{**
{**
* Add a function which is called when an event is added to the queue.
*}
-
+
procedure SDL_AddEventWatch(filter: TSDL_EventFilter; userdata: Pointer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_AddEventWatch' {$ENDIF} {$ENDIF};
{**
* Remove an event watch function added with SDL_AddEventWatch()
*}
-
+
procedure SDL_DelEventWatch(filter: TSDL_EventFilter; userdata: Pointer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_DelEventWatch' {$ENDIF} {$ENDIF};
{**