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SDL_Event(3)		       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
       The SDL_Event union is the core to all event handling is	SDL, its prob-
       ably  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

	    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 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  informa-
       tion  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  looking  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 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

SDL			    Tue	11 Sep 2001, 22:59		  SDL_Event(3)

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