SDL  2.0
SDL_events.h File Reference
#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_gamecontroller.h"
#include "SDL_quit.h"
#include "SDL_gesture.h"
#include "SDL_touch.h"
#include "begin_code.h"
#include "close_code.h"
+ Include dependency graph for SDL_events.h:
+ This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  SDL_CommonEvent
 Fields shared by every event. More...
 
struct  SDL_DisplayEvent
 Display state change event data (event.display.*) More...
 
struct  SDL_WindowEvent
 Window state change event data (event.window.*) More...
 
struct  SDL_KeyboardEvent
 Keyboard button event structure (event.key.*) More...
 
struct  SDL_TextEditingEvent
 Keyboard text editing event structure (event.edit.*) More...
 
struct  SDL_TextInputEvent
 Keyboard text input event structure (event.text.*) More...
 
struct  SDL_MouseMotionEvent
 Mouse motion event structure (event.motion.*) More...
 
struct  SDL_MouseButtonEvent
 Mouse button event structure (event.button.*) More...
 
struct  SDL_MouseWheelEvent
 Mouse wheel event structure (event.wheel.*) More...
 
struct  SDL_JoyAxisEvent
 Joystick axis motion event structure (event.jaxis.*) More...
 
struct  SDL_JoyBallEvent
 Joystick trackball motion event structure (event.jball.*) More...
 
struct  SDL_JoyHatEvent
 Joystick hat position change event structure (event.jhat.*) More...
 
struct  SDL_JoyButtonEvent
 Joystick button event structure (event.jbutton.*) More...
 
struct  SDL_JoyDeviceEvent
 Joystick device event structure (event.jdevice.*) More...
 
struct  SDL_ControllerAxisEvent
 Game controller axis motion event structure (event.caxis.*) More...
 
struct  SDL_ControllerButtonEvent
 Game controller button event structure (event.cbutton.*) More...
 
struct  SDL_ControllerDeviceEvent
 Controller device event structure (event.cdevice.*) More...
 
struct  SDL_ControllerTouchpadEvent
 Game controller touchpad event structure (event.ctouchpad.*) More...
 
struct  SDL_ControllerSensorEvent
 Game controller sensor event structure (event.csensor.*) More...
 
struct  SDL_AudioDeviceEvent
 Audio device event structure (event.adevice.*) More...
 
struct  SDL_TouchFingerEvent
 Touch finger event structure (event.tfinger.*) More...
 
struct  SDL_MultiGestureEvent
 Multiple Finger Gesture Event (event.mgesture.*) More...
 
struct  SDL_DollarGestureEvent
 Dollar Gesture Event (event.dgesture.*) More...
 
struct  SDL_DropEvent
 An event used to request a file open by the system (event.drop.*) This event is enabled by default, you can disable it with SDL_EventState(). More...
 
struct  SDL_SensorEvent
 Sensor event structure (event.sensor.*) More...
 
struct  SDL_QuitEvent
 The "quit requested" event. More...
 
struct  SDL_OSEvent
 OS Specific event. More...
 
struct  SDL_UserEvent
 A user-defined event type (event.user.*) More...
 
struct  SDL_SysWMEvent
 A video driver dependent system event (event.syswm.*) This event is disabled by default, you can enable it with SDL_EventState() More...
 
union  SDL_Event
 General event structure. More...
 

Macros

#define SDL_RELEASED   0
 
#define SDL_PRESSED   1
 
#define SDL_TEXTEDITINGEVENT_TEXT_SIZE   (32)
 
#define SDL_TEXTINPUTEVENT_TEXT_SIZE   (32)
 
#define SDL_GetEventState(type)   SDL_EventState(type, SDL_QUERY)
 

Typedefs

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

Enumerations

enum  SDL_EventType {
  SDL_FIRSTEVENT = 0,
  SDL_QUIT = 0x100,
  SDL_APP_TERMINATING,
  SDL_APP_LOWMEMORY,
  SDL_APP_WILLENTERBACKGROUND,
  SDL_APP_DIDENTERBACKGROUND,
  SDL_APP_WILLENTERFOREGROUND,
  SDL_APP_DIDENTERFOREGROUND,
  SDL_LOCALECHANGED,
  SDL_DISPLAYEVENT = 0x150,
  SDL_WINDOWEVENT = 0x200,
  SDL_SYSWMEVENT,
  SDL_KEYDOWN = 0x300,
  SDL_KEYUP,
  SDL_TEXTEDITING,
  SDL_TEXTINPUT,
  SDL_KEYMAPCHANGED,
  SDL_MOUSEMOTION = 0x400,
  SDL_MOUSEBUTTONDOWN,
  SDL_MOUSEBUTTONUP,
  SDL_MOUSEWHEEL,
  SDL_JOYAXISMOTION = 0x600,
  SDL_JOYBALLMOTION,
  SDL_JOYHATMOTION,
  SDL_JOYBUTTONDOWN,
  SDL_JOYBUTTONUP,
  SDL_JOYDEVICEADDED,
  SDL_JOYDEVICEREMOVED,
  SDL_CONTROLLERAXISMOTION = 0x650,
  SDL_CONTROLLERBUTTONDOWN,
  SDL_CONTROLLERBUTTONUP,
  SDL_CONTROLLERDEVICEADDED,
  SDL_CONTROLLERDEVICEREMOVED,
  SDL_CONTROLLERDEVICEREMAPPED,
  SDL_CONTROLLERTOUCHPADDOWN,
  SDL_CONTROLLERTOUCHPADMOTION,
  SDL_CONTROLLERTOUCHPADUP,
  SDL_CONTROLLERSENSORUPDATE,
  SDL_FINGERDOWN = 0x700,
  SDL_FINGERUP,
  SDL_FINGERMOTION,
  SDL_DOLLARGESTURE = 0x800,
  SDL_DOLLARRECORD,
  SDL_MULTIGESTURE,
  SDL_CLIPBOARDUPDATE = 0x900,
  SDL_DROPFILE = 0x1000,
  SDL_DROPTEXT,
  SDL_DROPBEGIN,
  SDL_DROPCOMPLETE,
  SDL_AUDIODEVICEADDED = 0x1100,
  SDL_AUDIODEVICEREMOVED,
  SDL_SENSORUPDATE = 0x1200,
  SDL_RENDER_TARGETS_RESET = 0x2000,
  SDL_RENDER_DEVICE_RESET,
  SDL_USEREVENT = 0x8000,
  SDL_LASTEVENT = 0xFFFF
}
 The types of events that can be delivered. More...
 

Functions

 SDL_COMPILE_TIME_ASSERT (SDL_Event, sizeof(SDL_Event)==56)
 
void SDL_PumpEvents (void)
 
SDL_bool SDL_HasEvent (Uint32 type)
 
SDL_bool SDL_HasEvents (Uint32 minType, Uint32 maxType)
 
void SDL_FlushEvent (Uint32 type)
 
void SDL_FlushEvents (Uint32 minType, Uint32 maxType)
 
int SDL_PollEvent (SDL_Event *event)
 Polls for currently pending events. More...
 
int SDL_WaitEvent (SDL_Event *event)
 Waits indefinitely for the next available event. More...
 
int SDL_WaitEventTimeout (SDL_Event *event, int timeout)
 Waits until the specified timeout (in milliseconds) for the next available event. More...
 
int SDL_PushEvent (SDL_Event *event)
 Add an event to the event queue. More...
 
void SDL_SetEventFilter (SDL_EventFilter filter, void *userdata)
 
SDL_bool SDL_GetEventFilter (SDL_EventFilter *filter, void **userdata)
 
void SDL_AddEventWatch (SDL_EventFilter filter, void *userdata)
 
void SDL_DelEventWatch (SDL_EventFilter filter, void *userdata)
 
void SDL_FilterEvents (SDL_EventFilter filter, void *userdata)
 
Uint32 SDL_RegisterEvents (int numevents)
 
enum  SDL_eventaction {
  SDL_ADDEVENT,
  SDL_PEEKEVENT,
  SDL_GETEVENT
}
 
int SDL_PeepEvents (SDL_Event *events, int numevents, SDL_eventaction action, Uint32 minType, Uint32 maxType)
 
#define SDL_QUERY   -1
 
#define SDL_IGNORE   0
 
#define SDL_DISABLE   0
 
#define SDL_ENABLE   1
 
Uint8 SDL_EventState (Uint32 type, int state)
 

Detailed Description

Include file for SDL event handling.

Definition in file SDL_events.h.

Macro Definition Documentation

◆ SDL_DISABLE

#define SDL_DISABLE   0

Definition at line 794 of file SDL_events.h.

◆ SDL_ENABLE

#define SDL_ENABLE   1

Definition at line 795 of file SDL_events.h.

◆ SDL_GetEventState

#define SDL_GetEventState (   type)    SDL_EventState(type, SDL_QUERY)

Definition at line 808 of file SDL_events.h.

◆ SDL_IGNORE

#define SDL_IGNORE   0

Definition at line 793 of file SDL_events.h.

◆ SDL_PRESSED

#define SDL_PRESSED   1

Definition at line 50 of file SDL_events.h.

◆ SDL_QUERY

#define SDL_QUERY   -1

Definition at line 792 of file SDL_events.h.

◆ SDL_RELEASED

#define SDL_RELEASED   0

Definition at line 49 of file SDL_events.h.

◆ SDL_TEXTEDITINGEVENT_TEXT_SIZE

#define SDL_TEXTEDITINGEVENT_TEXT_SIZE   (32)

Definition at line 229 of file SDL_events.h.

◆ SDL_TEXTINPUTEVENT_TEXT_SIZE

#define SDL_TEXTINPUTEVENT_TEXT_SIZE   (32)

Definition at line 244 of file SDL_events.h.

Typedef Documentation

◆ SDL_EventFilter

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

Definition at line 735 of file SDL_events.h.

Enumeration Type Documentation

◆ SDL_eventaction

Enumerator
SDL_ADDEVENT 
SDL_PEEKEVENT 
SDL_GETEVENT 

Definition at line 649 of file SDL_events.h.

◆ SDL_EventType

The types of events that can be delivered.

Enumerator
SDL_FIRSTEVENT 

Unused (do not remove)

SDL_QUIT 

User-requested quit

SDL_APP_TERMINATING 

The application is being terminated by the OS Called on iOS in applicationWillTerminate() Called on Android in onDestroy()

SDL_APP_LOWMEMORY 

The application is low on memory, free memory if possible. Called on iOS in applicationDidReceiveMemoryWarning() Called on Android in onLowMemory()

SDL_APP_WILLENTERBACKGROUND 

The application is about to enter the background Called on iOS in applicationWillResignActive() Called on Android in onPause()

SDL_APP_DIDENTERBACKGROUND 

The application did enter the background and may not get CPU for some time Called on iOS in applicationDidEnterBackground() Called on Android in onPause()

SDL_APP_WILLENTERFOREGROUND 

The application is about to enter the foreground Called on iOS in applicationWillEnterForeground() Called on Android in onResume()

SDL_APP_DIDENTERFOREGROUND 

The application is now interactive Called on iOS in applicationDidBecomeActive() Called on Android in onResume()

SDL_LOCALECHANGED 

The user's locale preferences have changed.

SDL_DISPLAYEVENT 

Display state change

SDL_WINDOWEVENT 

Window state change

SDL_SYSWMEVENT 

System specific event

SDL_KEYDOWN 

Key pressed

SDL_KEYUP 

Key released

SDL_TEXTEDITING 

Keyboard text editing (composition)

SDL_TEXTINPUT 

Keyboard text input

SDL_KEYMAPCHANGED 

Keymap changed due to a system event such as an input language or keyboard layout change.

SDL_MOUSEMOTION 

Mouse moved

SDL_MOUSEBUTTONDOWN 

Mouse button pressed

SDL_MOUSEBUTTONUP 

Mouse button released

SDL_MOUSEWHEEL 

Mouse wheel motion

SDL_JOYAXISMOTION 

Joystick axis motion

SDL_JOYBALLMOTION 

Joystick trackball motion

SDL_JOYHATMOTION 

Joystick hat position change

SDL_JOYBUTTONDOWN 

Joystick button pressed

SDL_JOYBUTTONUP 

Joystick button released

SDL_JOYDEVICEADDED 

A new joystick has been inserted into the system

SDL_JOYDEVICEREMOVED 

An opened joystick has been removed

SDL_CONTROLLERAXISMOTION 

Game controller axis motion

SDL_CONTROLLERBUTTONDOWN 

Game controller button pressed

SDL_CONTROLLERBUTTONUP 

Game controller button released

SDL_CONTROLLERDEVICEADDED 

A new Game controller has been inserted into the system

SDL_CONTROLLERDEVICEREMOVED 

An opened Game controller has been removed

SDL_CONTROLLERDEVICEREMAPPED 

The controller mapping was updated

SDL_CONTROLLERTOUCHPADDOWN 

Game controller touchpad was touched

SDL_CONTROLLERTOUCHPADMOTION 

Game controller touchpad finger was moved

SDL_CONTROLLERTOUCHPADUP 

Game controller touchpad finger was lifted

SDL_CONTROLLERSENSORUPDATE 

Game controller sensor was updated

SDL_FINGERDOWN 
SDL_FINGERUP 
SDL_FINGERMOTION 
SDL_DOLLARGESTURE 
SDL_DOLLARRECORD 
SDL_MULTIGESTURE 
SDL_CLIPBOARDUPDATE 

The clipboard changed

SDL_DROPFILE 

The system requests a file open

SDL_DROPTEXT 

text/plain drag-and-drop event

SDL_DROPBEGIN 

A new set of drops is beginning (NULL filename)

SDL_DROPCOMPLETE 

Current set of drops is now complete (NULL filename)

SDL_AUDIODEVICEADDED 

A new audio device is available

SDL_AUDIODEVICEREMOVED 

An audio device has been removed.

SDL_SENSORUPDATE 

A sensor was updated

SDL_RENDER_TARGETS_RESET 

The render targets have been reset and their contents need to be updated

SDL_RENDER_DEVICE_RESET 

The device has been reset and all textures need to be recreated

SDL_USEREVENT 

Events SDL_USEREVENT through SDL_LASTEVENT are for your use, and should be allocated with SDL_RegisterEvents()

SDL_LASTEVENT 

This last event is only for bounding internal arrays

Definition at line 55 of file SDL_events.h.

56 {
57  SDL_FIRSTEVENT = 0, /**< Unused (do not remove) */
58 
59  /* Application events */
60  SDL_QUIT = 0x100, /**< User-requested quit */
61 
62  /* These application events have special meaning on iOS, see README-ios.md for details */
63  SDL_APP_TERMINATING, /**< The application is being terminated by the OS
64  Called on iOS in applicationWillTerminate()
65  Called on Android in onDestroy()
66  */
67  SDL_APP_LOWMEMORY, /**< The application is low on memory, free memory if possible.
68  Called on iOS in applicationDidReceiveMemoryWarning()
69  Called on Android in onLowMemory()
70  */
71  SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
72  Called on iOS in applicationWillResignActive()
73  Called on Android in onPause()
74  */
75  SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
76  Called on iOS in applicationDidEnterBackground()
77  Called on Android in onPause()
78  */
79  SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
80  Called on iOS in applicationWillEnterForeground()
81  Called on Android in onResume()
82  */
83  SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
84  Called on iOS in applicationDidBecomeActive()
85  Called on Android in onResume()
86  */
87 
88  SDL_LOCALECHANGED, /**< The user's locale preferences have changed. */
89 
90  /* Display events */
91  SDL_DISPLAYEVENT = 0x150, /**< Display state change */
92 
93  /* Window events */
94  SDL_WINDOWEVENT = 0x200, /**< Window state change */
95  SDL_SYSWMEVENT, /**< System specific event */
96 
97  /* Keyboard events */
98  SDL_KEYDOWN = 0x300, /**< Key pressed */
99  SDL_KEYUP, /**< Key released */
100  SDL_TEXTEDITING, /**< Keyboard text editing (composition) */
101  SDL_TEXTINPUT, /**< Keyboard text input */
102  SDL_KEYMAPCHANGED, /**< Keymap changed due to a system event such as an
103  input language or keyboard layout change.
104  */
105 
106  /* Mouse events */
107  SDL_MOUSEMOTION = 0x400, /**< Mouse moved */
108  SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */
109  SDL_MOUSEBUTTONUP, /**< Mouse button released */
110  SDL_MOUSEWHEEL, /**< Mouse wheel motion */
111 
112  /* Joystick events */
113  SDL_JOYAXISMOTION = 0x600, /**< Joystick axis motion */
114  SDL_JOYBALLMOTION, /**< Joystick trackball motion */
115  SDL_JOYHATMOTION, /**< Joystick hat position change */
116  SDL_JOYBUTTONDOWN, /**< Joystick button pressed */
117  SDL_JOYBUTTONUP, /**< Joystick button released */
118  SDL_JOYDEVICEADDED, /**< A new joystick has been inserted into the system */
119  SDL_JOYDEVICEREMOVED, /**< An opened joystick has been removed */
120 
121  /* Game controller events */
122  SDL_CONTROLLERAXISMOTION = 0x650, /**< Game controller axis motion */
123  SDL_CONTROLLERBUTTONDOWN, /**< Game controller button pressed */
124  SDL_CONTROLLERBUTTONUP, /**< Game controller button released */
125  SDL_CONTROLLERDEVICEADDED, /**< A new Game controller has been inserted into the system */
126  SDL_CONTROLLERDEVICEREMOVED, /**< An opened Game controller has been removed */
127  SDL_CONTROLLERDEVICEREMAPPED, /**< The controller mapping was updated */
128  SDL_CONTROLLERTOUCHPADDOWN, /**< Game controller touchpad was touched */
129  SDL_CONTROLLERTOUCHPADMOTION, /**< Game controller touchpad finger was moved */
130  SDL_CONTROLLERTOUCHPADUP, /**< Game controller touchpad finger was lifted */
131  SDL_CONTROLLERSENSORUPDATE, /**< Game controller sensor was updated */
132 
133  /* Touch events */
134  SDL_FINGERDOWN = 0x700,
135  SDL_FINGERUP,
137 
138  /* Gesture events */
139  SDL_DOLLARGESTURE = 0x800,
142 
143  /* Clipboard events */
144  SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard changed */
145 
146  /* Drag and drop events */
147  SDL_DROPFILE = 0x1000, /**< The system requests a file open */
148  SDL_DROPTEXT, /**< text/plain drag-and-drop event */
149  SDL_DROPBEGIN, /**< A new set of drops is beginning (NULL filename) */
150  SDL_DROPCOMPLETE, /**< Current set of drops is now complete (NULL filename) */
151 
152  /* Audio hotplug events */
153  SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
154  SDL_AUDIODEVICEREMOVED, /**< An audio device has been removed. */
155 
156  /* Sensor events */
157  SDL_SENSORUPDATE = 0x1200, /**< A sensor was updated */
158 
159  /* Render events */
160  SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
161  SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
162 
163  /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
164  * and should be allocated with SDL_RegisterEvents()
165  */
166  SDL_USEREVENT = 0x8000,
167 
168  /**
169  * This last event is only for bounding internal arrays
170  */
171  SDL_LASTEVENT = 0xFFFF
172 } SDL_EventType;
SDL_EventType
The types of events that can be delivered.
Definition: SDL_events.h:55

Function Documentation

◆ SDL_AddEventWatch()

void SDL_AddEventWatch ( SDL_EventFilter  filter,
void *  userdata 
)

Add a function which is called when an event is added to the queue.

◆ SDL_COMPILE_TIME_ASSERT()

SDL_COMPILE_TIME_ASSERT ( SDL_Event  ,
sizeof(SDL_Event = =56 
)

◆ SDL_DelEventWatch()

void SDL_DelEventWatch ( SDL_EventFilter  filter,
void *  userdata 
)

Remove an event watch function added with SDL_AddEventWatch()

◆ SDL_EventState()

Uint8 SDL_EventState ( Uint32  type,
int  state 
)

This function allows you to set the state of processing certain events.

  • If state is set to SDL_IGNORE, that event will be automatically dropped from the event queue and will not be filtered.
  • If state is set to SDL_ENABLE, that event will be processed normally.
  • If state is set to SDL_QUERY, SDL_EventState() will return the current processing state of the specified event.

◆ SDL_FilterEvents()

void SDL_FilterEvents ( SDL_EventFilter  filter,
void *  userdata 
)

Run the filter function on the current event queue, removing any events for which the filter returns 0.

◆ SDL_FlushEvent()

void SDL_FlushEvent ( Uint32  type)

This function clears events from the event queue This function only affects currently queued events. If you want to make sure that all pending OS events are flushed, you can call SDL_PumpEvents() on the main thread immediately before the flush call.

◆ SDL_FlushEvents()

void SDL_FlushEvents ( Uint32  minType,
Uint32  maxType 
)

◆ SDL_GetEventFilter()

SDL_bool SDL_GetEventFilter ( 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.

◆ SDL_HasEvent()

SDL_bool SDL_HasEvent ( Uint32  type)

Checks to see if certain event types are in the event queue.

◆ SDL_HasEvents()

SDL_bool SDL_HasEvents ( Uint32  minType,
Uint32  maxType 
)

◆ SDL_PeepEvents()

int SDL_PeepEvents ( SDL_Event events,
int  numevents,
SDL_eventaction  action,
Uint32  minType,
Uint32  maxType 
)

Checks the event queue for messages and optionally returns them.

If action is SDL_ADDEVENT, up to numevents events will be added to the back of the event queue.

If action is SDL_PEEKEVENT, up to numevents events at the front of the event queue, within the specified minimum and maximum type, will be returned and will not be removed from the queue.

If action is SDL_GETEVENT, up to numevents events at the front of the event queue, within the specified minimum and maximum type, will be returned and will be removed from the queue.

Returns
The number of events actually stored, or -1 if there was an error.

This function is thread-safe.

◆ SDL_PollEvent()

int SDL_PollEvent ( SDL_Event event)

Polls for currently pending events.

Returns
1 if there are any pending events, or 0 if there are none available.
Parameters
eventIf not NULL, the next event is removed from the queue and stored in that area.

◆ SDL_PumpEvents()

void SDL_PumpEvents ( void  )

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.

◆ SDL_PushEvent()

int SDL_PushEvent ( SDL_Event event)

Add an event to the event queue.

Returns
1 on success, 0 if the event was filtered, or -1 if the event queue was full or there was some other error.

◆ SDL_RegisterEvents()

Uint32 SDL_RegisterEvents ( int  numevents)

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

◆ SDL_SetEventFilter()

void SDL_SetEventFilter ( SDL_EventFilter  filter,
void *  userdata 
)

Sets up a filter to process all events before they change internal state and are posted to the internal event queue.

The filter is prototyped as:

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

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.

◆ SDL_WaitEvent()

int SDL_WaitEvent ( SDL_Event event)

Waits indefinitely for the next available event.

Returns
1, or 0 if there was an error while waiting for events.
Parameters
eventIf not NULL, the next event is removed from the queue and stored in that area.

◆ SDL_WaitEventTimeout()

int SDL_WaitEventTimeout ( SDL_Event event,
int  timeout 
)

Waits until the specified timeout (in milliseconds) for the next available event.

Returns
1, or 0 if there was an error while waiting for events.
Parameters
eventIf not NULL, the next event is removed from the queue and stored in that area.
timeoutThe timeout (in milliseconds) to wait for next event.