A function pointer used for callbacks that watch the event queue.
The type of action to request from SDL_PeepEvents().
The types of events that can be delivered.
Add a callback to be triggered when an event is added to the event queue.
Query the state of processing events by type.
Run a specific filter function on the current event queue, removing any events for which the filter returns false.
Clear events of a specific type from the event queue.
Clear events of a range of types from the event queue.
Query the current event filter.
Get window associated with an event.
Check for the existence of a certain event type in the event queue.
Check for the existence of certain event types in the event queue.
Check the event queue for messages and optionally return them.
Poll for currently pending events.
Pump the event loop, gathering events from the input devices.
Add an event to the event queue.
Allocate a set of user-defined events, and return the beginning event number for that set of events.
Remove an event watch callback added with SDL_AddEventWatch().
Set the state of processing events by type.
Set up a filter to process all events before they are added to the internal event queue.
Wait indefinitely for the next available event.
Wait until the specified timeout (in milliseconds) for the next available event.
Audio device event structure (event.adevice.*)
Camera device event structure (event.cdevice.*)
An event triggered when the clipboard contents have changed (event.clipboard.*)
Fields shared by every event
Display state change event data (event.display.*)
An event used to drop text or request a file open by the system (event.drop.*)
Gamepad axis motion event structure (event.gaxis.*)
Gamepad button event structure (event.gbutton.*)
Gamepad device event structure (event.gdevice.*)
Gamepad sensor event structure (event.gsensor.*)
Gamepad touchpad event structure (event.gtouchpad.*)
Joystick axis motion event structure (event.jaxis.*)
Joystick trackball motion event structure (event.jball.*)
Joystick battery level change event structure (event.jbattery.*)
Joystick button event structure (event.jbutton.*)
Joystick device event structure (event.jdevice.*)
Joystick hat position change event structure (event.jhat.*)
Keyboard device event structure (event.kdevice.*)
Keyboard button event structure (event.key.*)
Mouse button event structure (event.button.*)
Mouse device event structure (event.mdevice.*)
Mouse motion event structure (event.motion.*)
Mouse wheel event structure (event.wheel.*)
Pressure-sensitive pen pressure / angle event structure (event.paxis.*)
Pressure-sensitive pen button event structure (event.pbutton.*)
Pressure-sensitive pen motion event structure (event.pmotion.*)
Pressure-sensitive pen proximity event structure (event.pmotion.*)
Pressure-sensitive pen touched event structure (event.ptouch.*)
The "quit requested" event
Renderer event structure (event.render.*)
Sensor event structure (event.sensor.*)
Keyboard IME candidates event structure (event.edit_candidates.*)
Keyboard text editing event structure (event.edit.*)
Keyboard text input event structure (event.text.*)
Touch finger event structure (event.tfinger.*)
A user-defined event type (event.user.*)
Window state change event data (event.window.*)
The structure for all events in SDL.
SDL Events