/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2010 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/

/**
 *  \file SDL_events.h
 *  
 *  Include file for SDL event handling.
 */

#ifndef _SDL_events_h
#define _SDL_events_h

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_keyboard.h"
#include "SDL_mouse.h"
#include "SDL_joystick.h"
#include "SDL_quit.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif

/* General keyboard/mouse state definitions */
#define SDL_RELEASED	0
#define SDL_PRESSED	1

/**
 * \brief The types of events that can be delivered.
 */
typedef enum
{
    SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */

    /* Application events */
    SDL_QUIT           = 0x100, /**< User-requested quit */

    /* Window events */
    SDL_WINDOWEVENT    = 0x200, /**< Window state change */
    SDL_SYSWMEVENT,             /**< System specific event */

    /* Keyboard events */
    SDL_KEYDOWN        = 0x300, /**< Keys pressed */
    SDL_KEYUP,                  /**< Keys released */
    SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
    SDL_TEXTINPUT,              /**< Keyboard text input */

    /* Mouse events */
    SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
    SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
    SDL_MOUSEBUTTONUP,          /**< Mouse button released */
    SDL_MOUSEWHEEL,             /**< Mouse wheel motion */

    /* Tablet or multiple mice input device events */
    SDL_INPUTMOTION    = 0x500, /**< Input moved */
    SDL_INPUTBUTTONDOWN,        /**< Input button pressed */
    SDL_INPUTBUTTONUP,          /**< Input button released */
    SDL_INPUTWHEEL,             /**< Input wheel motion */
    SDL_INPUTPROXIMITYIN,       /**< Input pen entered proximity */
    SDL_INPUTPROXIMITYOUT,      /**< Input pen left proximity */

    /* Joystick events */
    SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
    SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
    SDL_JOYHATMOTION,           /**< Joystick hat position change */
    SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
    SDL_JOYBUTTONUP,            /**< Joystick button released */

    /* Obsolete events */
    SDL_EVENT_COMPAT1 = 0x7000, /**< SDL 1.2 events for compatibility */
    SDL_EVENT_COMPAT2,
    SDL_EVENT_COMPAT3,

    /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
     *  and should be allocated with SDL_RegisterEvents()
     */
    SDL_USEREVENT    = 0x8000,

    /**
     *  This last event is only for bounding internal arrays
     */
    SDL_LASTEVENT    = 0xFFFF
} SDL_EventType;

/**
 *  \brief Window state change event data (event.window.*)
 */
typedef struct SDL_WindowEvent
{
    Uint32 type;        /**< ::SDL_WINDOWEVENT */
    Uint32 windowID;    /**< The associated window */
    Uint8 event;        /**< ::SDL_WindowEventID */
    Uint8 padding1;
    Uint8 padding2;
    Uint8 padding3;
    int data1;          /**< event dependent data */
    int data2;          /**< event dependent data */
} SDL_WindowEvent;

/**
 *  \brief Keyboard button event structure (event.key.*)
 */
typedef struct SDL_KeyboardEvent
{
    Uint32 type;        /**< ::SDL_KEYDOWN or ::SDL_KEYUP */
    Uint32 windowID;    /**< The window with keyboard focus, if any */
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    Uint8 padding1;
    Uint8 padding2;
    Uint8 padding3;
    SDL_keysym keysym;  /**< The key that was pressed or released */
} SDL_KeyboardEvent;

#define SDL_TEXTEDITINGEVENT_TEXT_SIZE (32)
/**
 *  \brief Keyboard text editing event structure (event.edit.*)
 */
typedef struct SDL_TextEditingEvent
{
    Uint32 type;                                /**< ::SDL_TEXTEDITING */
    Uint32 windowID;                            /**< The window with keyboard focus, if any */
    char text[SDL_TEXTEDITINGEVENT_TEXT_SIZE];  /**< The editing text */
    int start;                                  /**< The start cursor of selected editing text */
    int length;                                 /**< The length of selected editing text */
} SDL_TextEditingEvent;


#define SDL_TEXTINPUTEVENT_TEXT_SIZE (32)
/**
 *  \brief Keyboard text input event structure (event.text.*)
 */
typedef struct SDL_TextInputEvent
{
    Uint32 type;                              /**< ::SDL_TEXTINPUT */
    Uint32 windowID;                          /**< The window with keyboard focus, if any */
    char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];  /**< The input text */
} SDL_TextInputEvent;

/**
 *  \brief Mouse motion event structure (event.motion.*)
 */
typedef struct SDL_MouseMotionEvent
{
    Uint32 type;        /**< ::SDL_MOUSEMOTION */
    Uint32 windowID;    /**< The window with mouse focus, if any */
    Uint8 state;        /**< The current button state */
    Uint8 padding1;
    Uint8 padding2;
    Uint8 padding3;
    int x;              /**< X coordinate, relative to window */
    int y;              /**< Y coordinate, relative to window */
    int xrel;           /**< The relative motion in the X direction */
    int yrel;           /**< The relative motion in the Y direction */
} SDL_MouseMotionEvent;

/**
 *  \brief Mouse button event structure (event.button.*)
 */
typedef struct SDL_MouseButtonEvent
{
    Uint32 type;        /**< ::SDL_MOUSEBUTTONDOWN or ::SDL_MOUSEBUTTONUP */
    Uint32 windowID;    /**< The window with mouse focus, if any */
    Uint8 button;       /**< The mouse button index */
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    Uint8 padding1;
    Uint8 padding2;
    int x;              /**< X coordinate, relative to window */
    int y;              /**< Y coordinate, relative to window */
} SDL_MouseButtonEvent;

/**
 *  \brief Mouse wheel event structure (event.wheel.*)
 */
typedef struct SDL_MouseWheelEvent
{
    Uint32 type;        /**< ::SDL_MOUSEWHEEL */
    Uint32 windowID;    /**< The window with mouse focus, if any */
    int x;              /**< The amount scrolled horizontally */
    int y;              /**< The amount scrolled vertically */
} SDL_MouseWheelEvent;

/**
 *  \brief Joystick axis motion event structure (event.jaxis.*)
 */
typedef struct SDL_JoyAxisEvent
{
    Uint32 type;        /**< ::SDL_JOYAXISMOTION */
    Uint8 which;        /**< The joystick device index */
    Uint8 axis;         /**< The joystick axis index */
    Uint8 padding1;
    Uint8 padding2;
    int value;          /**< The axis value (range: -32768 to 32767) */
} SDL_JoyAxisEvent;

/**
 *  \brief Joystick trackball motion event structure (event.jball.*)
 */
typedef struct SDL_JoyBallEvent
{
    Uint32 type;        /**< ::SDL_JOYBALLMOTION */
    Uint8 which;        /**< The joystick device index */
    Uint8 ball;         /**< The joystick trackball index */
    Uint8 padding1;
    Uint8 padding2;
    int xrel;           /**< The relative motion in the X direction */
    int yrel;           /**< The relative motion in the Y direction */
} SDL_JoyBallEvent;

/**
 *  \brief Joystick hat position change event structure (event.jhat.*)
 */
typedef struct SDL_JoyHatEvent
{
    Uint32 type;        /**< ::SDL_JOYHATMOTION */
    Uint8 which;        /**< The joystick device index */
    Uint8 hat;          /**< The joystick hat index */
    Uint8 value;        /**< The hat position value.
                         *   \sa ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
                         *   \sa ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
                         *   \sa ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
                         *   
                         *   Note that zero means the POV is centered.
                         */
    Uint8 padding1;
} SDL_JoyHatEvent;

/**
 *  \brief Joystick button event structure (event.jbutton.*)
 */
typedef struct SDL_JoyButtonEvent
{
    Uint32 type;        /**< ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP */
    Uint8 which;        /**< The joystick device index */
    Uint8 button;       /**< The joystick button index */
    Uint8 state;        /**< ::SDL_PRESSED or ::SDL_RELEASED */
    Uint8 padding1;
} SDL_JoyButtonEvent;

/**
 *  \brief The "quit requested" event
 */
typedef struct SDL_QuitEvent
{
    Uint32 type;        /**< ::SDL_QUIT */
} SDL_QuitEvent;

/**
 *  \brief A user-defined event type (event.user.*)
 */
typedef struct SDL_UserEvent
{
    Uint32 type;        /**< ::SDL_USEREVENT through ::SDL_NUMEVENTS-1 */
    Uint32 windowID;    /**< The associated window if any */
    int code;           /**< User defined event code */
    void *data1;        /**< User defined data pointer */
    void *data2;        /**< User defined data pointer */
} SDL_UserEvent;

struct SDL_SysWMmsg;
typedef struct SDL_SysWMmsg SDL_SysWMmsg;

/**
 *  \brief A video driver dependent system event (event.syswm.*)
 *  
 *  \note If you want to use this event, you should include SDL_syswm.h.
 */
typedef struct SDL_SysWMEvent
{
    Uint32 type;        /**< ::SDL_SYSWMEVENT */
    SDL_SysWMmsg *msg;  /**< driver dependent data, defined in SDL_syswm.h */
} SDL_SysWMEvent;

#ifndef SDL_NO_COMPAT
/**
 *  \addtogroup Compatibility 
 */
/*@{*/

/**
 *  \name Typedefs for backwards compatibility
 */
/*@{*/
typedef struct SDL_ActiveEvent
{
    Uint32 type;
    Uint8 gain;
    Uint8 state;
} SDL_ActiveEvent;

typedef struct SDL_ResizeEvent
{
    Uint32 type;
    int w;
    int h;
} SDL_ResizeEvent;
/*@}*/

/*@}*//*Compatibility*/
#endif

/**
 *  \brief General event structure
 */
typedef union SDL_Event
{
    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 */

    /** Temporarily here for backwards compatibility */
    /*@{*/
#ifndef SDL_NO_COMPAT
    SDL_ActiveEvent active;
    SDL_ResizeEvent resize;
#endif
    /*@}*/
} SDL_Event;


/* Function prototypes */

/**
 *  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.
 */
extern DECLSPEC void SDLCALL SDL_PumpEvents(void);

/*@{*/
typedef enum
{
    SDL_ADDEVENT,
    SDL_PEEKEVENT,
    SDL_GETEVENT
} SDL_eventaction;

/**
 *  Checks the event queue for messages and optionally returns them.
 *  
 *  If \c action is ::SDL_ADDEVENT, up to \c numevents events will be added to
 *  the back of the event queue.
 *  
 *  If \c action is ::SDL_PEEKEVENT, up to \c numevents events at the front
 *  of the event queue, matching \c mask, will be returned and will not
 *  be removed from the queue.
 *  
 *  If \c action is ::SDL_GETEVENT, up to \c numevents events at the front 
 *  of the event queue, matching \c mask, will be returned and will be
 *  removed from the queue.
 *  
 *  \return The number of events actually stored, or -1 if there was an error.
 *  
 *  This function is thread-safe.
 */
extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event * events, int numevents,
                                           SDL_eventaction action,
                                           Uint32 minType, Uint32 maxType);
/*@}*/

/**
 *  Checks to see if certain event types are in the event queue.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvent(Uint32 type);
extern DECLSPEC SDL_bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);

/**
 *  This function clears events from the event queue
 */
extern DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
extern DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);

/**
 *  \brief Polls for currently pending events.
 *  
 *  \return 1 if there are any pending events, or 0 if there are none available.
 *  
 *  \param event If not NULL, the next event is removed from the queue and 
 *               stored in that area.
 */
extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event * event);

/**
 *  \brief Waits indefinitely for the next available event.
 *  
 *  \return 1, or 0 if there was an error while waiting for events.
 *   
 *  \param event If not NULL, the next event is removed from the queue and 
 *               stored in that area.
 */
extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event * event);

/**
 *  \brief Waits until the specified timeout (in milliseconds) for the next 
 *         available event.
 *  
 *  \return 1, or 0 if there was an error while waiting for events.
 *  
 *  \param event If not NULL, the next event is removed from the queue and 
 *               stored in that area.
 */
extern DECLSPEC int SDLCALL SDL_WaitEventTimeout(SDL_Event * event,
                                                 int timeout);

/**
 *  \brief Add an event to the event queue.
 *  
 *  \return 1 on success, 0 if the event was filtered, or -1 if the event queue 
 *          was full or there was some other error.
 */
extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event * event);

typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);

/**
 *  Sets up a filter to process all events before they change internal state and
 *  are posted to the internal event queue.
 *  
 *  The filter is protypted as:
 *  \code
 *      int SDL_EventFilter(void *userdata, SDL_Event * event);
 *  \endcode
 *
 *  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 
 *  internal state will still be updated.  This allows selective filtering of
 *  dynamically arriving events.
 *  
 *  \warning  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
 *  be closed, otherwise the window will remain open if possible.
 *
 *  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.
 */
extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter,
                                                void *userdata);

/**
 *  Return the current event filter - can be used to "chain" filters.
 *  If there is no event filter set, this function returns SDL_FALSE.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GetEventFilter(SDL_EventFilter * filter,
                                                    void **userdata);

/**
 *  Run the filter function on the current event queue, removing any
 *  events for which the filter returns 0.
 */
extern DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter,
                                              void *userdata);

/*@{*/
#define SDL_QUERY	-1
#define SDL_IGNORE	 0
#define SDL_DISABLE	 0
#define SDL_ENABLE	 1

/**
 *  This function allows you to set the state of processing certain events.
 *   - If \c state is set to ::SDL_IGNORE, that event will be automatically 
 *     dropped from the event queue and will not event be filtered.
 *   - If \c state is set to ::SDL_ENABLE, that event will be processed 
 *     normally.
 *   - If \c state is set to ::SDL_QUERY, SDL_EventState() will return the 
 *     current processing state of the specified event.
 */
extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint32 type, int state);
/*@}*/
#define SDL_GetEventState(type) SDL_EventState(type, SDL_QUERY)

/**
 *  This function allocates a set of user-defined events, and returns
 *  the beginning event number for that set of events.
 *
 *  If there aren't enough user-defined events left, this function
 *  returns (Uint32)-1
 */
extern DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"

#endif /* _SDL_events_h */

/* vi: set ts=4 sw=4 expandtab: */
