X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Flib%2Fsdl2%2Fsdlevents.inc;h=c22b6f92ffab080c8f61a7d028e9efb15fd06c2b;hp=34b02dfd0ce9415a77238eb6ec6005703399ff1a;hb=ac201b02f10ef558087d50f6b03b4519ab567558;hpb=423556f23c02a18964bd2c1e125516c0c902ca46 diff --git a/src/lib/sdl2/sdlevents.inc b/src/lib/sdl2/sdlevents.inc index 34b02df..c22b6f9 100644 --- a/src/lib/sdl2/sdlevents.inc +++ b/src/lib/sdl2/sdlevents.inc @@ -64,17 +64,17 @@ const 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; @@ -98,7 +98,7 @@ const { 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() *} @@ -135,7 +135,7 @@ type padding2: UInt8; padding3: UInt8; data1: SInt32; // event dependent data - data2: SInt32; // event dependent data + data2: SInt32; // event dependent data end; {** @@ -145,7 +145,7 @@ type 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; @@ -156,16 +156,16 @@ const 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; @@ -180,28 +180,28 @@ type *} 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; @@ -210,28 +210,28 @@ type *} 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; @@ -241,10 +241,10 @@ type *} 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; @@ -295,7 +295,7 @@ type 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; @@ -482,7 +482,7 @@ type 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); @@ -520,9 +520,9 @@ type {** * 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} {$ENDIF}; @@ -583,10 +583,10 @@ type {** * Waits indefinitely for the next available event. - * + * * 1, or 0 if there was an error while waiting for events. - * - * event - If not nil, the next event is removed from the queue and + * + * event - If not nil, the next event is removed from the queue and * stored in that area. *} @@ -595,18 +595,18 @@ type {** * Waits until the specified timeout (in milliseconds) for the next * available event. - * + * * 1, or 0 if there was an error while waiting for events. - * + * * event - If not nil, the next event is removed from the queue and * stored in that area. *} - + function SDL_WaitEventTimeout(event: PSDL_Event; timeout: SInt32): SInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WaitEventTimeout' {$ENDIF} {$ENDIF}; {** * Add an event to the event queue. - * + * * 1 on success, 0 if the event was filtered, or -1 if the event queue * was full or there was some other error. *} @@ -626,13 +626,13 @@ type * are posted to the internal event queue. * * If the filter returns 1, then the event will be added to the internal queue. - * If it returns 0, then the event will be dropped from the queue, but the + * If it returns 0, then the event will be dropped from the queue, but the * internal state will still be updated. This allows selective filtering of * dynamically arriving events. * - * Be very careful of what you do in the event filter function, as + * Be very careful of what you do in the event filter function, as * it may run in a different thread! - * + * * There is one caveat when dealing with the SDL_QUITEVENT event type. The * event filter is only called when the window manager desires to close the * application window. If the event filter returns 1, then the window will @@ -641,7 +641,7 @@ type * If the quit event is generated by an interrupt signal, it will bypass the * internal queue and be delivered to the application at the next event poll. *} - + procedure SDL_SetEventFilter(filter: TSDL_EventFilter; userdata: Pointer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetEventFilter' {$ENDIF} {$ENDIF}; {** @@ -654,13 +654,13 @@ type {** * Add a function which is called when an event is added to the queue. *} - + procedure SDL_AddEventWatch(filter: TSDL_EventFilter; userdata: Pointer) cdecl; external SDL_LibName {$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}; {**