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SDL_Event (3)
  • >> SDL_Event (3) ( Разные man: Библиотечные вызовы )
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    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_SywWMEvent 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 probably 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 information 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


     

    Index

    NAME
    STRUCTURE DEFINITION
    STRUCTURE DATA
    DESCRIPTION
    USE
    SEE ALSO


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