1 /*
2     DSDL
3     Copyright (C) 2025 Inochi2D Project <luna@foxgirls.gay>
4 
5     This software is provided 'as-is', without any express or implied
6     warranty.  In no event will the authors be held liable for any damages
7     arising from the use of this software.
8 
9     Permission is granted to anyone to use this software for any purpose,
10     including commercial applications, and to alter it and redistribute it
11     freely, subject to the following restrictions:
12 
13     1. The origin of this software must not be misrepresented; you must not
14         claim that you wrote the original software. If you use this software
15         in a product, an acknowledgment in the product documentation would be
16         appreciated but is not required.
17     2. Altered source versions must be plainly marked as such, and must not be
18         misrepresented as being the original software.
19     3. This notice may not be removed or altered from any source distribution.
20 
21     ==========================================================================
22 
23     Simple DirectMedia Layer
24     Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
25 
26     This software is provided 'as-is', without any express or implied
27     warranty.  In no event will the authors be held liable for any damages
28     arising from the use of this software.
29 
30     Permission is granted to anyone to use this software for any purpose,
31     including commercial applications, and to alter it and redistribute it
32     freely, subject to the following restrictions:
33 
34     1. The origin of this software must not be misrepresented; you must not
35         claim that you wrote the original software. If you use this software
36         in a product, an acknowledgment in the product documentation would be
37         appreciated but is not required.
38     2. Altered source versions must be plainly marked as such, and must not be
39         misrepresented as being the original software.
40     3. This notice may not be removed or altered from any source distribution.
41 */
42 
43 /**
44     SDL Events
45 
46     See_Also:
47         $(LINK2 https://wiki.libsdl.org/SDL3/CategoryEvents, SDL3 Events Documentation)
48     
49     Copyright: © 2025 Inochi2D Project, © 1997-2025 Sam Lantinga
50     License: Subject to the terms of the Zlib License, as written in the LICENSE file.
51     Authors: 
52         Luna Nielsen
53 */
54 module sdl.events;
55 import sdl.stdc;
56 import sdl.video;
57 import sdl.scancode;
58 import sdl.keycode;
59 import sdl.keyboard;
60 import sdl.mouse;
61 import sdl.joystick;
62 import sdl.power;
63 import sdl.audio;
64 import sdl.camera;
65 import sdl.touch;
66 import sdl.pen;
67 import sdl.sensor;
68 
69 extern(C) nothrow @nogc:
70 
71 /**
72     The types of events that can be delivered.
73 */
74 enum SDL_EventType {
75     SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */
76 
77     /* Application events */
78     SDL_EVENT_QUIT = 0x100, /**< User-requested quit */
79 
80     /* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */
81     SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch().
82                                      Called on iOS in applicationWillTerminate()
83                                      Called on Android in onDestroy()
84                                 */
85     SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible. This event must be handled in a callback set with SDL_AddEventWatch().
86                                      Called on iOS in applicationDidReceiveMemoryWarning()
87                                      Called on Android in onTrimMemory()
88                                 */
89     SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background. This event must be handled in a callback set with SDL_AddEventWatch().
90                                      Called on iOS in applicationWillResignActive()
91                                      Called on Android in onPause()
92                                 */
93     SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time. This event must be handled in a callback set with SDL_AddEventWatch().
94                                      Called on iOS in applicationDidEnterBackground()
95                                      Called on Android in onPause()
96                                 */
97     SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground. This event must be handled in a callback set with SDL_AddEventWatch().
98                                      Called on iOS in applicationWillEnterForeground()
99                                      Called on Android in onResume()
100                                 */
101     SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch().
102                                      Called on iOS in applicationDidBecomeActive()
103                                      Called on Android in onResume()
104                                 */
105 
106     SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */
107 
108     SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
109 
110     /* Display events */
111     /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
112     SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */
113     SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */
114     SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */
115     SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */
116     SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED, /**< Display has changed desktop mode */
117     SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED, /**< Display has changed current mode */
118     SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
119     SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION,
120     SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED,
121 
122     /* Window events */
123     /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
124     /* 0x201 was SDL_EVENT_SYSWM, reserve the number for sdl2-compat */
125     SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */
126     SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */
127     SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event */
128     SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */
129     SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */
130     SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED, /**< The pixel size of the window has changed to data1xdata2 */
131     SDL_EVENT_WINDOW_METAL_VIEW_RESIZED, /**< The pixel size of a Metal view associated with the window has changed */
132     SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */
133     SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */
134     SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */
135     SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */
136     SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */
137     SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */
138     SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */
139     SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */
140     SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
141     SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */
142     SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */
143     SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
144     SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */
145     SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */
146     SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */
147     SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */
148     SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled
149                                              in an event watcher, the window handle is still valid and can still be used to retrieve any properties
150                                              associated with the window. Otherwise, the handle has already been destroyed and all resources
151                                              associated with it are invalid */
152     SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */
153     SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN,
154     SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED,
155 
156     /* Keyboard events */
157     SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */
158     SDL_EVENT_KEY_UP, /**< Key released */
159     SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */
160     SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */
161     SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an
162                                             input language or keyboard layout change. */
163     SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */
164     SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */
165     SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */
166 
167     /* Mouse events */
168     SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */
169     SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */
170     SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */
171     SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */
172     SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */
173     SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */
174 
175     /* Joystick events */
176     SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */
177     SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */
178     SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */
179     SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */
180     SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */
181     SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */
182     SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */
183     SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */
184     SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */
185 
186     /* Gamepad events */
187     SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */
188     SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */
189     SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */
190     SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */
191     SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */
192     SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */
193     SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */
194     SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */
195     SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */
196     SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */
197     SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */
198     SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */
199 
200     /* Touch events */
201     SDL_EVENT_FINGER_DOWN = 0x700,
202     SDL_EVENT_FINGER_UP,
203     SDL_EVENT_FINGER_MOTION,
204     SDL_EVENT_FINGER_CANCELED,
205 
206     /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
207 
208     /* Clipboard events */
209     SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */
210 
211     /* Drag and drop events */
212     SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */
213     SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */
214     SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */
215     SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */
216     SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */
217 
218     /* Audio hotplug events */
219     SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */
220     SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */
221     SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */
222 
223     /* Sensor events */
224     SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */
225 
226     /* Pressure-sensitive pen events */
227     SDL_EVENT_PEN_PROXIMITY_IN = 0x1300, /**< Pressure-sensitive pen has become available */
228     SDL_EVENT_PEN_PROXIMITY_OUT, /**< Pressure-sensitive pen has become unavailable */
229     SDL_EVENT_PEN_DOWN, /**< Pressure-sensitive pen touched drawing surface */
230     SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */
231     SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */
232     SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */
233     SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen is moving on the tablet */
234     SDL_EVENT_PEN_AXIS, /**< Pressure-sensitive pen angle/pressure/etc changed */
235 
236     /* Camera hotplug events */
237     SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */
238     SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */
239     SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */
240     SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */
241 
242     /* Render events */
243     SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
244     SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
245     SDL_EVENT_RENDER_DEVICE_LOST, /**< The device has been lost and can't be recovered. */
246 
247     /* Reserved events for private platforms */
248     SDL_EVENT_PRIVATE0 = 0x4000,
249     SDL_EVENT_PRIVATE1,
250     SDL_EVENT_PRIVATE2,
251     SDL_EVENT_PRIVATE3,
252 
253     /* Internal events */
254     SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
255 
256     /** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use,
257      *  and should be allocated with SDL_RegisterEvents()
258      */
259     SDL_EVENT_USER = 0x8000,
260 
261     /**
262      *  This last event is only for bounding internal arrays
263      */
264     SDL_EVENT_LAST = 0xFFFF,
265 
266     /* This just makes sure the enum is the size of Uint32 */
267     SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF
268 
269 }
270 
271 /**
272  * Fields shared by every event
273  *
274  * \since This struct is available since SDL 3.2.0.
275  */
276 struct SDL_CommonEvent {
277     Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
278     Uint32 reserved;
279     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
280 }
281 
282 /**
283  * Display state change event data (event.display.*)
284  *
285  * \since This struct is available since SDL 3.2.0.
286  */
287 struct SDL_DisplayEvent {
288     SDL_EventType type; /**< SDL_DISPLAYEVENT_* */
289     Uint32 reserved;
290     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
291     SDL_DisplayID displayID; /**< The associated display */
292     Sint32 data1; /**< event dependent data */
293     Sint32 data2; /**< event dependent data */
294 }
295 
296 /**
297  * Window state change event data (event.window.*)
298  *
299  * \since This struct is available since SDL 3.2.0.
300  */
301 struct SDL_WindowEvent {
302     SDL_EventType type; /**< SDL_EVENT_WINDOW_* */
303     Uint32 reserved;
304     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
305     SDL_WindowID windowID; /**< The associated window */
306     Sint32 data1; /**< event dependent data */
307     Sint32 data2; /**< event dependent data */
308 }
309 
310 /**
311  * Keyboard device event structure (event.kdevice.*)
312  *
313  * \since This struct is available since SDL 3.2.0.
314  */
315 struct SDL_KeyboardDeviceEvent {
316     SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */
317     Uint32 reserved;
318     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
319     SDL_KeyboardID which; /**< The keyboard instance id */
320 }
321 
322 /**
323  * Keyboard button event structure (event.key.*)
324  *
325  * The `key` is the base SDL_Keycode generated by pressing the `scancode`
326  * using the current keyboard layout, applying any options specified in
327  * SDL_HINT_KEYCODE_OPTIONS. You can get the SDL_Keycode corresponding to the
328  * event scancode and modifiers directly from the keyboard layout, bypassing
329  * SDL_HINT_KEYCODE_OPTIONS, by calling SDL_GetKeyFromScancode().
330  *
331  * \since This struct is available since SDL 3.2.0.
332  *
333  * \sa SDL_GetKeyFromScancode
334  * \sa SDL_HINT_KEYCODE_OPTIONS
335  */
336 struct SDL_KeyboardEvent {
337     SDL_EventType type; /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */
338     Uint32 reserved;
339     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
340     SDL_WindowID windowID; /**< The window with keyboard focus, if any */
341     SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */
342     SDL_Scancode scancode; /**< SDL physical key code */
343     SDL_Keycode key; /**< SDL virtual key code */
344     SDL_Keymod mod; /**< current key modifiers */
345     Uint16 raw; /**< The platform dependent scancode for this event */
346     bool down; /**< true if the key is pressed */
347     bool repeat; /**< true if this is a key repeat */
348 }
349 
350 /**
351  * Keyboard text editing event structure (event.edit.*)
352  *
353  * The start cursor is the position, in UTF-8 characters, where new typing
354  * will be inserted into the editing text. The length is the number of UTF-8
355  * characters that will be replaced by new typing.
356  *
357  * \since This struct is available since SDL 3.2.0.
358  */
359 struct SDL_TextEditingEvent {
360     SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING */
361     Uint32 reserved;
362     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
363     SDL_WindowID windowID; /**< The window with keyboard focus, if any */
364     const(char)* text; /**< The editing text */
365     Sint32 start; /**< The start cursor of selected editing text, or -1 if not set */
366     Sint32 length; /**< The length of selected editing text, or -1 if not set */
367 }
368 
369 /**
370  * Keyboard IME candidates event structure (event.edit_candidates.*)
371  *
372  * \since This struct is available since SDL 3.2.0.
373  */
374 struct SDL_TextEditingCandidatesEvent {
375     SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING_CANDIDATES */
376     Uint32 reserved;
377     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
378     SDL_WindowID windowID; /**< The window with keyboard focus, if any */
379     const(const(char)*)* candidates; /**< The list of candidates, or NULL if there are no candidates available */
380     Sint32 num_candidates; /**< The number of strings in `candidates` */
381     Sint32 selected_candidate; /**< The index of the selected candidate, or -1 if no candidate is selected */
382     bool horizontal; /**< true if the list is horizontal, false if it's vertical */
383     Uint8 padding1;
384     Uint8 padding2;
385     Uint8 padding3;
386 }
387 
388 /**
389  * Keyboard text input event structure (event.text.*)
390  *
391  * This event will never be delivered unless text input is enabled by calling
392  * SDL_StartTextInput(). Text input is disabled by default!
393  *
394  * \since This struct is available since SDL 3.2.0.
395  *
396  * \sa SDL_StartTextInput
397  * \sa SDL_StopTextInput
398  */
399 struct SDL_TextInputEvent {
400     SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */
401     Uint32 reserved;
402     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
403     SDL_WindowID windowID; /**< The window with keyboard focus, if any */
404     const(char)* text; /**< The input text, UTF-8 encoded */
405 }
406 
407 /**
408  * Mouse device event structure (event.mdevice.*)
409  *
410  * \since This struct is available since SDL 3.2.0.
411  */
412 struct SDL_MouseDeviceEvent {
413     SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */
414     Uint32 reserved;
415     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
416     SDL_MouseID which; /**< The mouse instance id */
417 }
418 
419 /**
420  * Mouse motion event structure (event.motion.*)
421  *
422  * \since This struct is available since SDL 3.2.0.
423  */
424 struct SDL_MouseMotionEvent {
425     SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */
426     Uint32 reserved;
427     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
428     SDL_WindowID windowID; /**< The window with mouse focus, if any */
429     SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */
430     SDL_MouseButtonFlags state; /**< The current button state */
431     float x; /**< X coordinate, relative to window */
432     float y; /**< Y coordinate, relative to window */
433     float xrel; /**< The relative motion in the X direction */
434     float yrel; /**< The relative motion in the Y direction */
435 }
436 
437 /**
438  * Mouse button event structure (event.button.*)
439  *
440  * \since This struct is available since SDL 3.2.0.
441  */
442 struct SDL_MouseButtonEvent {
443     SDL_EventType type; /**< SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP */
444     Uint32 reserved;
445     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
446     SDL_WindowID windowID; /**< The window with mouse focus, if any */
447     SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */
448     Uint8 button; /**< The mouse button index */
449     bool down; /**< true if the button is pressed */
450     Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */
451     Uint8 padding;
452     float x; /**< X coordinate, relative to window */
453     float y; /**< Y coordinate, relative to window */
454 }
455 
456 /**
457  * Mouse wheel event structure (event.wheel.*)
458  *
459  * \since This struct is available since SDL 3.2.0.
460  */
461 struct SDL_MouseWheelEvent {
462     SDL_EventType type; /**< SDL_EVENT_MOUSE_WHEEL */
463     Uint32 reserved;
464     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
465     SDL_WindowID windowID; /**< The window with mouse focus, if any */
466     SDL_MouseID which; /**< The mouse instance id in relative mode or 0 */
467     float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */
468     float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */
469     SDL_MouseWheelDirection direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
470     float mouse_x; /**< X coordinate, relative to window */
471     float mouse_y; /**< Y coordinate, relative to window */
472 }
473 
474 /**
475  * Joystick axis motion event structure (event.jaxis.*)
476  *
477  * \since This struct is available since SDL 3.2.0.
478  */
479 struct SDL_JoyAxisEvent {
480     SDL_EventType type; /**< SDL_EVENT_JOYSTICK_AXIS_MOTION */
481     Uint32 reserved;
482     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
483     SDL_JoystickID which; /**< The joystick instance id */
484     Uint8 axis; /**< The joystick axis index */
485     Uint8 padding1;
486     Uint8 padding2;
487     Uint8 padding3;
488     Sint16 value; /**< The axis value (range: -32768 to 32767) */
489     Uint16 padding4;
490 }
491 
492 /**
493  * Joystick trackball motion event structure (event.jball.*)
494  *
495  * \since This struct is available since SDL 3.2.0.
496  */
497 struct SDL_JoyBallEvent {
498     SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BALL_MOTION */
499     Uint32 reserved;
500     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
501     SDL_JoystickID which; /**< The joystick instance id */
502     Uint8 ball; /**< The joystick trackball index */
503     Uint8 padding1;
504     Uint8 padding2;
505     Uint8 padding3;
506     Sint16 xrel; /**< The relative motion in the X direction */
507     Sint16 yrel; /**< The relative motion in the Y direction */
508 }
509 
510 /**
511  * Joystick hat position change event structure (event.jhat.*)
512  *
513  * \since This struct is available since SDL 3.2.0.
514  */
515 struct SDL_JoyHatEvent {
516     SDL_EventType type; /**< SDL_EVENT_JOYSTICK_HAT_MOTION */
517     Uint32 reserved;
518     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
519     SDL_JoystickID which; /**< The joystick instance id */
520     Uint8 hat; /**< The joystick hat index */
521     Uint8 value; /**< The hat position value.
522                          *   \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
523                          *   \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
524                          *   \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
525                          *
526                          *   Note that zero means the POV is centered.
527                          */
528     Uint8 padding1;
529     Uint8 padding2;
530 }
531 
532 /**
533  * Joystick button event structure (event.jbutton.*)
534  *
535  * \since This struct is available since SDL 3.2.0.
536  */
537 struct SDL_JoyButtonEvent {
538     SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP */
539     Uint32 reserved;
540     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
541     SDL_JoystickID which; /**< The joystick instance id */
542     Uint8 button; /**< The joystick button index */
543     bool down; /**< true if the button is pressed */
544     Uint8 padding1;
545     Uint8 padding2;
546 }
547 
548 /**
549  * Joystick device event structure (event.jdevice.*)
550  *
551  * SDL will send JOYSTICK_ADDED events for devices that are already plugged in
552  * during SDL_Init.
553  *
554  * \since This struct is available since SDL 3.2.0.
555  *
556  * \sa SDL_GamepadDeviceEvent
557  */
558 struct SDL_JoyDeviceEvent {
559     SDL_EventType type; /**< SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
560     Uint32 reserved;
561     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
562     SDL_JoystickID which; /**< The joystick instance id */
563 }
564 
565 /**
566  * Joystick battery level change event structure (event.jbattery.*)
567  *
568  * \since This struct is available since SDL 3.2.0.
569  */
570 struct SDL_JoyBatteryEvent {
571     SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
572     Uint32 reserved;
573     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
574     SDL_JoystickID which; /**< The joystick instance id */
575     SDL_PowerState state; /**< The joystick battery state */
576     int percent; /**< The joystick battery percent charge remaining */
577 }
578 
579 /**
580  * Gamepad axis motion event structure (event.gaxis.*)
581  *
582  * \since This struct is available since SDL 3.2.0.
583  */
584 struct SDL_GamepadAxisEvent {
585     SDL_EventType type; /**< SDL_EVENT_GAMEPAD_AXIS_MOTION */
586     Uint32 reserved;
587     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
588     SDL_JoystickID which; /**< The joystick instance id */
589     Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */
590     Uint8 padding1;
591     Uint8 padding2;
592     Uint8 padding3;
593     Sint16 value; /**< The axis value (range: -32768 to 32767) */
594     Uint16 padding4;
595 }
596 
597 /**
598  * Gamepad button event structure (event.gbutton.*)
599  *
600  * \since This struct is available since SDL 3.2.0.
601  */
602 struct SDL_GamepadButtonEvent {
603     SDL_EventType type; /**< SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP */
604     Uint32 reserved;
605     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
606     SDL_JoystickID which; /**< The joystick instance id */
607     Uint8 button; /**< The gamepad button (SDL_GamepadButton) */
608     bool down; /**< true if the button is pressed */
609     Uint8 padding1;
610     Uint8 padding2;
611 }
612 
613 /**
614  * Gamepad device event structure (event.gdevice.*)
615  *
616  * Joysticks that are supported gamepads receive both an SDL_JoyDeviceEvent
617  * and an SDL_GamepadDeviceEvent.
618  *
619  * SDL will send GAMEPAD_ADDED events for joysticks that are already plugged
620  * in during SDL_Init() and are recognized as gamepads. It will also send
621  * events for joysticks that get gamepad mappings at runtime.
622  *
623  * \since This struct is available since SDL 3.2.0.
624  *
625  * \sa SDL_JoyDeviceEvent
626  */
627 struct SDL_GamepadDeviceEvent {
628     SDL_EventType type; /**< SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */
629     Uint32 reserved;
630     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
631     SDL_JoystickID which; /**< The joystick instance id */
632 }
633 
634 /**
635  * Gamepad touchpad event structure (event.gtouchpad.*)
636  *
637  * \since This struct is available since SDL 3.2.0.
638  */
639 struct SDL_GamepadTouchpadEvent {
640     SDL_EventType type; /**< SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
641     Uint32 reserved;
642     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
643     SDL_JoystickID which; /**< The joystick instance id */
644     Sint32 touchpad; /**< The index of the touchpad */
645     Sint32 finger; /**< The index of the finger on the touchpad */
646     float x; /**< Normalized in the range 0...1 with 0 being on the left */
647     float y; /**< Normalized in the range 0...1 with 0 being at the top */
648     float pressure; /**< Normalized in the range 0...1 */
649 }
650 
651 /**
652  * Gamepad sensor event structure (event.gsensor.*)
653  *
654  * \since This struct is available since SDL 3.2.0.
655  */
656 struct SDL_GamepadSensorEvent {
657     SDL_EventType type; /**< SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
658     Uint32 reserved;
659     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
660     SDL_JoystickID which; /**< The joystick instance id */
661     Sint32 sensor; /**< The type of the sensor, one of the values of SDL_SensorType */
662     float[3] data; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
663     Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
664 }
665 
666 /**
667  * Audio device event structure (event.adevice.*)
668  *
669  * \since This struct is available since SDL 3.2.0.
670  */
671 struct SDL_AudioDeviceEvent {
672     SDL_EventType type; /**< SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */
673     Uint32 reserved;
674     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
675     SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */
676     bool recording; /**< false if a playback device, true if a recording device. */
677     Uint8 padding1;
678     Uint8 padding2;
679     Uint8 padding3;
680 }
681 
682 /**
683  * Camera device event structure (event.cdevice.*)
684  *
685  * \since This struct is available since SDL 3.2.0.
686  */
687 struct SDL_CameraDeviceEvent {
688     SDL_EventType type; /**< SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED */
689     Uint32 reserved;
690     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
691     SDL_CameraID which; /**< SDL_CameraID for the device being added or removed or changing */
692 }
693 
694 /**
695  * Renderer event structure (event.render.*)
696  *
697  * \since This struct is available since SDL 3.2.0.
698  */
699 struct SDL_RenderEvent {
700     SDL_EventType type; /**< SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST */
701     Uint32 reserved;
702     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
703     SDL_WindowID windowID; /**< The window containing the renderer in question. */
704 }
705 
706 /**
707  * Touch finger event structure (event.tfinger.*)
708  *
709  * Coordinates in this event are normalized. `x` and `y` are normalized to a
710  * range between 0.0f and 1.0f, relative to the window, so (0,0) is the top
711  * left and (1,1) is the bottom right. Delta coordinates `dx` and `dy` are
712  * normalized in the ranges of -1.0f (traversed all the way from the bottom or
713  * right to all the way up or left) to 1.0f (traversed all the way from the
714  * top or left to all the way down or right).
715  *
716  * Note that while the coordinates are _normalized_, they are not _clamped_,
717  * which means in some circumstances you can get a value outside of this
718  * range. For example, a renderer using logical presentation might give a
719  * negative value when the touch is in the letterboxing. Some platforms might
720  * report a touch outside of the window, which will also be outside of the
721  * range.
722  *
723  * \since This struct is available since SDL 3.2.0.
724  */
725 struct SDL_TouchFingerEvent {
726     SDL_EventType type; /**< SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, or SDL_EVENT_FINGER_CANCELED */
727     Uint32 reserved;
728     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
729     SDL_TouchID touchID; /**< The touch device id */
730     SDL_FingerID fingerID;
731     float x; /**< Normalized in the range 0...1 */
732     float y; /**< Normalized in the range 0...1 */
733     float dx; /**< Normalized in the range -1...1 */
734     float dy; /**< Normalized in the range -1...1 */
735     float pressure; /**< Normalized in the range 0...1 */
736     SDL_WindowID windowID; /**< The window underneath the finger, if any */
737 }
738 
739 /**
740  * Pressure-sensitive pen proximity event structure (event.pmotion.*)
741  *
742  * When a pen becomes visible to the system (it is close enough to a tablet,
743  * etc), SDL will send an SDL_EVENT_PEN_PROXIMITY_IN event with the new pen's
744  * ID. This ID is valid until the pen leaves proximity again (has been removed
745  * from the tablet's area, the tablet has been unplugged, etc). If the same
746  * pen reenters proximity again, it will be given a new ID.
747  *
748  * Note that "proximity" means "close enough for the tablet to know the tool
749  * is there." The pen touching and lifting off from the tablet while not
750  * leaving the area are handled by SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP.
751  *
752  * \since This struct is available since SDL 3.2.0.
753  */
754 struct SDL_PenProximityEvent {
755     SDL_EventType type; /**< SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT */
756     Uint32 reserved;
757     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
758     SDL_WindowID windowID; /**< The window with pen focus, if any */
759     SDL_PenID which; /**< The pen instance id */
760 }
761 
762 /**
763  * Pressure-sensitive pen motion event structure (event.pmotion.*)
764  *
765  * Depending on the hardware, you may get motion events when the pen is not
766  * touching a tablet, for tracking a pen even when it isn't drawing. You
767  * should listen for SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP events, or check
768  * `pen_state & SDL_PEN_INPUT_DOWN` to decide if a pen is "drawing" when
769  * dealing with pen motion.
770  *
771  * \since This struct is available since SDL 3.2.0.
772  */
773 struct SDL_PenMotionEvent {
774     SDL_EventType type; /**< SDL_EVENT_PEN_MOTION */
775     Uint32 reserved;
776     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
777     SDL_WindowID windowID; /**< The window with pen focus, if any */
778     SDL_PenID which; /**< The pen instance id */
779     SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
780     float x; /**< X coordinate, relative to window */
781     float y; /**< Y coordinate, relative to window */
782 }
783 
784 /**
785  * Pressure-sensitive pen touched event structure (event.ptouch.*)
786  *
787  * These events come when a pen touches a surface (a tablet, etc), or lifts
788  * off from one.
789  *
790  * \since This struct is available since SDL 3.2.0.
791  */
792 struct SDL_PenTouchEvent {
793     SDL_EventType type; /**< SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP */
794     Uint32 reserved;
795     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
796     SDL_WindowID windowID; /**< The window with pen focus, if any */
797     SDL_PenID which; /**< The pen instance id */
798     SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
799     float x; /**< X coordinate, relative to window */
800     float y; /**< Y coordinate, relative to window */
801     bool eraser; /**< true if eraser end is used (not all pens support this). */
802     bool down; /**< true if the pen is touching or false if the pen is lifted off */
803 }
804 
805 /**
806  * Pressure-sensitive pen button event structure (event.pbutton.*)
807  *
808  * This is for buttons on the pen itself that the user might click. The pen
809  * itself pressing down to draw triggers a SDL_EVENT_PEN_DOWN event instead.
810  *
811  * \since This struct is available since SDL 3.2.0.
812  */
813 struct SDL_PenButtonEvent {
814     SDL_EventType type; /**< SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP */
815     Uint32 reserved;
816     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
817     SDL_WindowID windowID; /**< The window with mouse focus, if any */
818     SDL_PenID which; /**< The pen instance id */
819     SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
820     float x; /**< X coordinate, relative to window */
821     float y; /**< Y coordinate, relative to window */
822     Uint8 button; /**< The pen button index (first button is 1). */
823     bool down; /**< true if the button is pressed */
824 }
825 
826 /**
827  * Pressure-sensitive pen pressure / angle event structure (event.paxis.*)
828  *
829  * You might get some of these events even if the pen isn't touching the
830  * tablet.
831  *
832  * \since This struct is available since SDL 3.2.0.
833  */
834 struct SDL_PenAxisEvent {
835     SDL_EventType type; /**< SDL_EVENT_PEN_AXIS */
836     Uint32 reserved;
837     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
838     SDL_WindowID windowID; /**< The window with pen focus, if any */
839     SDL_PenID which; /**< The pen instance id */
840     SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */
841     float x; /**< X coordinate, relative to window */
842     float y; /**< Y coordinate, relative to window */
843     SDL_PenAxis axis; /**< Axis that has changed */
844     float value; /**< New value of axis */
845 }
846 
847 /**
848  * An event used to drop text or request a file open by the system
849  * (event.drop.*)
850  *
851  * \since This struct is available since SDL 3.2.0.
852  */
853 struct SDL_DropEvent {
854     SDL_EventType type; /**< SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION */
855     Uint32 reserved;
856     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
857     SDL_WindowID windowID; /**< The window that was dropped on, if any */
858     float x; /**< X coordinate, relative to window (not on begin) */
859     float y; /**< Y coordinate, relative to window (not on begin) */
860     const(char)* source; /**< The source app that sent this drop event, or NULL if that isn't available */
861     const(char)* data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
862 }
863 
864 /**
865  * An event triggered when the clipboard contents have changed
866  * (event.clipboard.*)
867  *
868  * \since This struct is available since SDL 3.2.0.
869  */
870 struct SDL_ClipboardEvent {
871     SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */
872     Uint32 reserved;
873     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
874     bool owner; /**< are we owning the clipboard (internal update) */
875     Sint32 num_mime_types; /**< number of mime types */
876     const(char)** mime_types; /**< current mime types */
877 }
878 
879 /**
880  * Sensor event structure (event.sensor.*)
881  *
882  * \since This struct is available since SDL 3.2.0.
883  */
884 struct SDL_SensorEvent {
885     SDL_EventType type; /**< SDL_EVENT_SENSOR_UPDATE */
886     Uint32 reserved;
887     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
888     SDL_SensorID which; /**< The instance ID of the sensor */
889     float[6] data; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
890     Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
891 }
892 
893 /**
894  * The "quit requested" event
895  *
896  * \since This struct is available since SDL 3.2.0.
897  */
898 struct SDL_QuitEvent {
899     SDL_EventType type; /**< SDL_EVENT_QUIT */
900     Uint32 reserved;
901     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
902 }
903 
904 /**
905  * A user-defined event type (event.user.*)
906  *
907  * This event is unique; it is never created by SDL, but only by the
908  * application. The event can be pushed onto the event queue using
909  * SDL_PushEvent(). The contents of the structure members are completely up to
910  * the programmer; the only requirement is that '''type''' is a value obtained
911  * from SDL_RegisterEvents().
912  *
913  * \since This struct is available since SDL 3.2.0.
914  */
915 struct SDL_UserEvent {
916     Uint32 type; /**< SDL_EVENT_USER through SDL_EVENT_LAST-1, Uint32 because these are not in the SDL_EventType enumeration */
917     Uint32 reserved;
918     Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
919     SDL_WindowID windowID; /**< The associated window if any */
920     Sint32 code; /**< User defined event code */
921     void* data1; /**< User defined data pointer */
922     void* data2; /**< User defined data pointer */
923 }
924 
925 /**
926  * The structure for all events in SDL.
927  *
928  * The SDL_Event structure is the core of all event handling in SDL. SDL_Event
929  * is a union of all event structures used in SDL.
930  *
931  * \since This struct is available since SDL 3.2.0.
932  */
933 union SDL_Event {
934     Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
935     SDL_CommonEvent common; /**< Common event data */
936     SDL_DisplayEvent display; /**< Display event data */
937     SDL_WindowEvent window; /**< Window event data */
938     SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */
939     SDL_KeyboardEvent key; /**< Keyboard event data */
940     SDL_TextEditingEvent edit; /**< Text editing event data */
941     SDL_TextEditingCandidatesEvent edit_candidates; /**< Text editing candidates event data */
942     SDL_TextInputEvent text; /**< Text input event data */
943     SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */
944     SDL_MouseMotionEvent motion; /**< Mouse motion event data */
945     SDL_MouseButtonEvent button; /**< Mouse button event data */
946     SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */
947     SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */
948     SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */
949     SDL_JoyBallEvent jball; /**< Joystick ball event data */
950     SDL_JoyHatEvent jhat; /**< Joystick hat event data */
951     SDL_JoyButtonEvent jbutton; /**< Joystick button event data */
952     SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */
953     SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */
954     SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */
955     SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */
956     SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */
957     SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */
958     SDL_AudioDeviceEvent adevice; /**< Audio device event data */
959     SDL_CameraDeviceEvent cdevice; /**< Camera device event data */
960     SDL_SensorEvent sensor; /**< Sensor event data */
961     SDL_QuitEvent quit; /**< Quit request event data */
962     SDL_UserEvent user; /**< Custom event data */
963     SDL_TouchFingerEvent tfinger; /**< Touch finger event data */
964     SDL_PenProximityEvent pproximity; /**< Pen proximity event data */
965     SDL_PenTouchEvent ptouch; /**< Pen tip touching event data */
966     SDL_PenMotionEvent pmotion; /**< Pen motion event data */
967     SDL_PenButtonEvent pbutton; /**< Pen button event data */
968     SDL_PenAxisEvent paxis; /**< Pen axis event data */
969     SDL_RenderEvent render; /**< Render event data */
970     SDL_DropEvent drop; /**< Drag and drop event data */
971     SDL_ClipboardEvent clipboard; /**< Clipboard event data */
972 
973     /* This is necessary for ABI compatibility between Visual C++ and GCC.
974        Visual C++ will respect the push pack pragma and use 52 bytes (size of
975        SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
976        architectures) for this union, and GCC will use the alignment of the
977        largest datatype within the union, which is 8 bytes on 64-bit
978        architectures.
979 
980        So... we'll add padding to force the size to be the same for both.
981 
982        On architectures where pointers are 16 bytes, this needs rounding up to
983        the next multiple of 16, 64, and on architectures where pointers are
984        even larger the size of SDL_UserEvent will dominate as being 3 pointers.
985     */
986     Uint8[128] padding;
987 }
988 
989 static assert(
990     SDL_Event.sizeof == (cast(SDL_Event*) null).padding.sizeof,
991     "Binary compatibility was broken for SDL_Event!"
992 );
993 
994 /* Function prototypes */
995 
996 /**
997  * Pump the event loop, gathering events from the input devices.
998  *
999  * This function updates the event queue and internal input device state.
1000  *
1001  * SDL_PumpEvents() gathers all the pending input information from devices and
1002  * places it in the event queue. Without calls to SDL_PumpEvents() no events
1003  * would ever be placed on the queue. Often the need for calls to
1004  * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
1005  * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
1006  * polling or waiting for events (e.g. you are filtering them), then you must
1007  * call SDL_PumpEvents() to force an event queue update.
1008  *
1009  * \threadsafety This function should only be called on the main thread.
1010  *
1011  * \since This function is available since SDL 3.2.0.
1012  *
1013  * \sa SDL_PollEvent
1014  * \sa SDL_WaitEvent
1015  */
1016 extern void SDL_PumpEvents();
1017 
1018 /* @{ */
1019 
1020 /**
1021  * The type of action to request from SDL_PeepEvents().
1022  *
1023  * \since This enum is available since SDL 3.2.0.
1024  */
1025 enum SDL_EventAction {
1026     SDL_ADDEVENT, /**< Add events to the back of the queue. */
1027     SDL_PEEKEVENT, /**< Check but don't remove events from the queue front. */
1028     SDL_GETEVENT /**< Retrieve/remove events from the front of the queue. */
1029 }
1030 
1031 /**
1032  * Check the event queue for messages and optionally return them.
1033  *
1034  * `action` may be any of the following:
1035  *
1036  * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
1037  *   event queue.
1038  * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
1039  *   within the specified minimum and maximum type, will be returned to the
1040  *   caller and will _not_ be removed from the queue. If you pass NULL for
1041  *   `events`, then `numevents` is ignored and the total number of matching
1042  *   events will be returned.
1043  * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
1044  *   within the specified minimum and maximum type, will be returned to the
1045  *   caller and will be removed from the queue.
1046  *
1047  * You may have to call SDL_PumpEvents() before calling this function.
1048  * Otherwise, the events may not be ready to be filtered when you call
1049  * SDL_PeepEvents().
1050  *
1051  * \param events destination buffer for the retrieved events, may be NULL to
1052  *               leave the events in the queue and return the number of events
1053  *               that would have been stored.
1054  * \param numevents if action is SDL_ADDEVENT, the number of events to add
1055  *                  back to the event queue; if action is SDL_PEEKEVENT or
1056  *                  SDL_GETEVENT, the maximum number of events to retrieve.
1057  * \param action action to take; see [[#action|Remarks]] for details.
1058  * \param minType minimum value of the event type to be considered;
1059  *                SDL_EVENT_FIRST is a safe choice.
1060  * \param maxType maximum value of the event type to be considered;
1061  *                SDL_EVENT_LAST is a safe choice.
1062  * \returns the number of events actually stored or -1 on failure; call
1063  *          SDL_GetError() for more information.
1064  *
1065  * \threadsafety It is safe to call this function from any thread.
1066  *
1067  * \since This function is available since SDL 3.2.0.
1068  *
1069  * \sa SDL_PollEvent
1070  * \sa SDL_PumpEvents
1071  * \sa SDL_PushEvent
1072  */
1073 extern int SDL_PeepEvents(SDL_Event* events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType);
1074 /* @} */
1075 
1076 /**
1077  * Check for the existence of a certain event type in the event queue.
1078  *
1079  * If you need to check for a range of event types, use SDL_HasEvents()
1080  * instead.
1081  *
1082  * \param type the type of event to be queried; see SDL_EventType for details.
1083  * \returns true if events matching `type` are present, or false if events
1084  *          matching `type` are not present.
1085  *
1086  * \threadsafety It is safe to call this function from any thread.
1087  *
1088  * \since This function is available since SDL 3.2.0.
1089  *
1090  * \sa SDL_HasEvents
1091  */
1092 extern bool SDL_HasEvent(Uint32 type);
1093 
1094 /**
1095  * Check for the existence of certain event types in the event queue.
1096  *
1097  * If you need to check for a single event type, use SDL_HasEvent() instead.
1098  *
1099  * \param minType the low end of event type to be queried, inclusive; see
1100  *                SDL_EventType for details.
1101  * \param maxType the high end of event type to be queried, inclusive; see
1102  *                SDL_EventType for details.
1103  * \returns true if events with type >= `minType` and <= `maxType` are
1104  *          present, or false if not.
1105  *
1106  * \threadsafety It is safe to call this function from any thread.
1107  *
1108  * \since This function is available since SDL 3.2.0.
1109  *
1110  * \sa SDL_HasEvents
1111  */
1112 extern bool SDL_HasEvents(Uint32 minType, Uint32 maxType);
1113 
1114 /**
1115  * Clear events of a specific type from the event queue.
1116  *
1117  * This will unconditionally remove any events from the queue that match
1118  * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
1119  * instead.
1120  *
1121  * It's also normal to just ignore events you don't care about in your event
1122  * loop without calling this function.
1123  *
1124  * This function only affects currently queued events. If you want to make
1125  * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
1126  * on the main thread immediately before the flush call.
1127  *
1128  * If you have user events with custom data that needs to be freed, you should
1129  * use SDL_PeepEvents() to remove and clean up those events before calling
1130  * this function.
1131  *
1132  * \param type the type of event to be cleared; see SDL_EventType for details.
1133  *
1134  * \threadsafety It is safe to call this function from any thread.
1135  *
1136  * \since This function is available since SDL 3.2.0.
1137  *
1138  * \sa SDL_FlushEvents
1139  */
1140 extern void SDL_FlushEvent(Uint32 type);
1141 
1142 /**
1143  * Clear events of a range of types from the event queue.
1144  *
1145  * This will unconditionally remove any events from the queue that are in the
1146  * range of `minType` to `maxType`, inclusive. If you need to remove a single
1147  * event type, use SDL_FlushEvent() instead.
1148  *
1149  * It's also normal to just ignore events you don't care about in your event
1150  * loop without calling this function.
1151  *
1152  * This function only affects currently queued events. If you want to make
1153  * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
1154  * on the main thread immediately before the flush call.
1155  *
1156  * \param minType the low end of event type to be cleared, inclusive; see
1157  *                SDL_EventType for details.
1158  * \param maxType the high end of event type to be cleared, inclusive; see
1159  *                SDL_EventType for details.
1160  *
1161  * \threadsafety It is safe to call this function from any thread.
1162  *
1163  * \since This function is available since SDL 3.2.0.
1164  *
1165  * \sa SDL_FlushEvent
1166  */
1167 extern void SDL_FlushEvents(Uint32 minType, Uint32 maxType);
1168 
1169 /**
1170  * Poll for currently pending events.
1171  *
1172  * If `event` is not NULL, the next event is removed from the queue and stored
1173  * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
1174  * this event, immediately stored in the SDL Event structure -- not an event
1175  * to follow.
1176  *
1177  * If `event` is NULL, it simply returns 1 if there is an event in the queue,
1178  * but will not remove it from the queue.
1179  *
1180  * As this function may implicitly call SDL_PumpEvents(), you can only call
1181  * this function in the thread that set the video mode.
1182  *
1183  * SDL_PollEvent() is the favored way of receiving system events since it can
1184  * be done from the main loop and does not suspend the main loop while waiting
1185  * on an event to be posted.
1186  *
1187  * The common practice is to fully process the event queue once every frame,
1188  * usually as a first step before updating the game's state:
1189  *
1190  * ```c
1191  * while (game_is_still_running) {
1192  *     SDL_Event event;
1193  *     while (SDL_PollEvent(&event)) {  // poll until all events are handled!
1194  *         // decide what to do with this event.
1195  *     }
1196  *
1197  *     // update game state, draw the current frame
1198  * }
1199  * ```
1200  *
1201  * \param event the SDL_Event structure to be filled with the next event from
1202  *              the queue, or NULL.
1203  * \returns true if this got an event or false if there are none available.
1204  *
1205  * \threadsafety This function should only be called on the main thread.
1206  *
1207  * \since This function is available since SDL 3.2.0.
1208  *
1209  * \sa SDL_PushEvent
1210  * \sa SDL_WaitEvent
1211  * \sa SDL_WaitEventTimeout
1212  */
1213 extern bool SDL_PollEvent(SDL_Event* event);
1214 
1215 /**
1216  * Wait indefinitely for the next available event.
1217  *
1218  * If `event` is not NULL, the next event is removed from the queue and stored
1219  * in the SDL_Event structure pointed to by `event`.
1220  *
1221  * As this function may implicitly call SDL_PumpEvents(), you can only call
1222  * this function in the thread that initialized the video subsystem.
1223  *
1224  * \param event the SDL_Event structure to be filled in with the next event
1225  *              from the queue, or NULL.
1226  * \returns true on success or false if there was an error while waiting for
1227  *          events; call SDL_GetError() for more information.
1228  *
1229  * \threadsafety This function should only be called on the main thread.
1230  *
1231  * \since This function is available since SDL 3.2.0.
1232  *
1233  * \sa SDL_PollEvent
1234  * \sa SDL_PushEvent
1235  * \sa SDL_WaitEventTimeout
1236  */
1237 extern bool SDL_WaitEvent(SDL_Event* event);
1238 
1239 /**
1240  * Wait until the specified timeout (in milliseconds) for the next available
1241  * event.
1242  *
1243  * If `event` is not NULL, the next event is removed from the queue and stored
1244  * in the SDL_Event structure pointed to by `event`.
1245  *
1246  * As this function may implicitly call SDL_PumpEvents(), you can only call
1247  * this function in the thread that initialized the video subsystem.
1248  *
1249  * The timeout is not guaranteed, the actual wait time could be longer due to
1250  * system scheduling.
1251  *
1252  * \param event the SDL_Event structure to be filled in with the next event
1253  *              from the queue, or NULL.
1254  * \param timeoutMS the maximum number of milliseconds to wait for the next
1255  *                  available event.
1256  * \returns true if this got an event or false if the timeout elapsed without
1257  *          any events available.
1258  *
1259  * \threadsafety This function should only be called on the main thread.
1260  *
1261  * \since This function is available since SDL 3.2.0.
1262  *
1263  * \sa SDL_PollEvent
1264  * \sa SDL_PushEvent
1265  * \sa SDL_WaitEvent
1266  */
1267 extern bool SDL_WaitEventTimeout(SDL_Event* event, Sint32 timeoutMS);
1268 
1269 /**
1270  * Add an event to the event queue.
1271  *
1272  * The event queue can actually be used as a two way communication channel.
1273  * Not only can events be read from the queue, but the user can also push
1274  * their own events onto it. `event` is a pointer to the event structure you
1275  * wish to push onto the queue. The event is copied into the queue, and the
1276  * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
1277  *
1278  * Note: Pushing device input events onto the queue doesn't modify the state
1279  * of the device within SDL.
1280  *
1281  * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
1282  * the event filter but events added with SDL_PeepEvents() do not.
1283  *
1284  * For pushing application-specific events, please use SDL_RegisterEvents() to
1285  * get an event type that does not conflict with other code that also wants
1286  * its own custom event types.
1287  *
1288  * \param event the SDL_Event to be added to the queue.
1289  * \returns true on success, false if the event was filtered or on failure;
1290  *          call SDL_GetError() for more information. A common reason for
1291  *          error is the event queue being full.
1292  *
1293  * \threadsafety It is safe to call this function from any thread.
1294  *
1295  * \since This function is available since SDL 3.2.0.
1296  *
1297  * \sa SDL_PeepEvents
1298  * \sa SDL_PollEvent
1299  * \sa SDL_RegisterEvents
1300  */
1301 extern bool SDL_PushEvent(SDL_Event* event);
1302 
1303 /**
1304  * A function pointer used for callbacks that watch the event queue.
1305  *
1306  * \param userdata what was passed as `userdata` to SDL_SetEventFilter() or
1307  *                 SDL_AddEventWatch, etc.
1308  * \param event the event that triggered the callback.
1309  * \returns true to permit event to be added to the queue, and false to
1310  *          disallow it. When used with SDL_AddEventWatch, the return value is
1311  *          ignored.
1312  *
1313  * \threadsafety SDL may call this callback at any time from any thread; the
1314  *               application is responsible for locking resources the callback
1315  *               touches that need to be protected.
1316  *
1317  * \since This datatype is available since SDL 3.2.0.
1318  *
1319  * \sa SDL_SetEventFilter
1320  * \sa SDL_AddEventWatch
1321  */
1322 alias SDL_EventFilter = bool function(void* userdata, SDL_Event* event);
1323 
1324 /**
1325  * Set up a filter to process all events before they are added to the internal
1326  * event queue.
1327  *
1328  * If you just want to see events without modifying them or preventing them
1329  * from being queued, you should use SDL_AddEventWatch() instead.
1330  *
1331  * If the filter function returns true when called, then the event will be
1332  * added to the internal queue. If it returns false, then the event will be
1333  * dropped from the queue, but the internal state will still be updated. This
1334  * allows selective filtering of dynamically arriving events.
1335  *
1336  * **WARNING**: Be very careful of what you do in the event filter function,
1337  * as it may run in a different thread!
1338  *
1339  * On platforms that support it, if the quit event is generated by an
1340  * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
1341  * application at the next event poll.
1342  *
1343  * Note: Disabled events never make it to the event filter function; see
1344  * SDL_SetEventEnabled().
1345  *
1346  * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
1347  * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
1348  * not.
1349  *
1350  * \param filter an SDL_EventFilter function to call when an event happens.
1351  * \param userdata a pointer that is passed to `filter`.
1352  *
1353  * \threadsafety It is safe to call this function from any thread.
1354  *
1355  * \since This function is available since SDL 3.2.0.
1356  *
1357  * \sa SDL_AddEventWatch
1358  * \sa SDL_SetEventEnabled
1359  * \sa SDL_GetEventFilter
1360  * \sa SDL_PeepEvents
1361  * \sa SDL_PushEvent
1362  */
1363 extern void SDL_SetEventFilter(SDL_EventFilter filter, void* userdata);
1364 
1365 /**
1366  * Query the current event filter.
1367  *
1368  * This function can be used to "chain" filters, by saving the existing filter
1369  * before replacing it with a function that will call that saved filter.
1370  *
1371  * \param filter the current callback function will be stored here.
1372  * \param userdata the pointer that is passed to the current event filter will
1373  *                 be stored here.
1374  * \returns true on success or false if there is no event filter set.
1375  *
1376  * \threadsafety It is safe to call this function from any thread.
1377  *
1378  * \since This function is available since SDL 3.2.0.
1379  *
1380  * \sa SDL_SetEventFilter
1381  */
1382 extern bool SDL_GetEventFilter(SDL_EventFilter filter, void** userdata);
1383 
1384 /**
1385  * Add a callback to be triggered when an event is added to the event queue.
1386  *
1387  * `filter` will be called when an event happens, and its return value is
1388  * ignored.
1389  *
1390  * **WARNING**: Be very careful of what you do in the event filter function,
1391  * as it may run in a different thread!
1392  *
1393  * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
1394  * the internal queue and be delivered to the watch callback immediately, and
1395  * arrive at the next event poll.
1396  *
1397  * Note: the callback is called for events posted by the user through
1398  * SDL_PushEvent(), but not for disabled events, nor for events by a filter
1399  * callback set with SDL_SetEventFilter(), nor for events posted by the user
1400  * through SDL_PeepEvents().
1401  *
1402  * \param filter an SDL_EventFilter function to call when an event happens.
1403  * \param userdata a pointer that is passed to `filter`.
1404  * \returns true on success or false on failure; call SDL_GetError() for more
1405  *          information.
1406  *
1407  * \threadsafety It is safe to call this function from any thread.
1408  *
1409  * \since This function is available since SDL 3.2.0.
1410  *
1411  * \sa SDL_RemoveEventWatch
1412  * \sa SDL_SetEventFilter
1413  */
1414 extern bool SDL_AddEventWatch(SDL_EventFilter filter, void* userdata);
1415 
1416 /**
1417  * Remove an event watch callback added with SDL_AddEventWatch().
1418  *
1419  * This function takes the same input as SDL_AddEventWatch() to identify and
1420  * delete the corresponding callback.
1421  *
1422  * \param filter the function originally passed to SDL_AddEventWatch().
1423  * \param userdata the pointer originally passed to SDL_AddEventWatch().
1424  *
1425  * \threadsafety It is safe to call this function from any thread.
1426  *
1427  * \since This function is available since SDL 3.2.0.
1428  *
1429  * \sa SDL_AddEventWatch
1430  */
1431 extern void SDL_RemoveEventWatch(SDL_EventFilter filter, void* userdata);
1432 
1433 /**
1434  * Run a specific filter function on the current event queue, removing any
1435  * events for which the filter returns false.
1436  *
1437  * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
1438  * this function does not change the filter permanently, it only uses the
1439  * supplied filter until this function returns.
1440  *
1441  * \param filter the SDL_EventFilter function to call when an event happens.
1442  * \param userdata a pointer that is passed to `filter`.
1443  *
1444  * \threadsafety It is safe to call this function from any thread.
1445  *
1446  * \since This function is available since SDL 3.2.0.
1447  *
1448  * \sa SDL_GetEventFilter
1449  * \sa SDL_SetEventFilter
1450  */
1451 extern void SDL_FilterEvents(SDL_EventFilter filter, void* userdata);
1452 
1453 /**
1454  * Set the state of processing events by type.
1455  *
1456  * \param type the type of event; see SDL_EventType for details.
1457  * \param enabled whether to process the event or not.
1458  *
1459  * \threadsafety It is safe to call this function from any thread.
1460  *
1461  * \since This function is available since SDL 3.2.0.
1462  *
1463  * \sa SDL_EventEnabled
1464  */
1465 extern void SDL_SetEventEnabled(Uint32 type, bool enabled);
1466 
1467 /**
1468  * Query the state of processing events by type.
1469  *
1470  * \param type the type of event; see SDL_EventType for details.
1471  * \returns true if the event is being processed, false otherwise.
1472  *
1473  * \threadsafety It is safe to call this function from any thread.
1474  *
1475  * \since This function is available since SDL 3.2.0.
1476  *
1477  * \sa SDL_SetEventEnabled
1478  */
1479 extern bool SDL_EventEnabled(Uint32 type);
1480 
1481 /**
1482  * Allocate a set of user-defined events, and return the beginning event
1483  * number for that set of events.
1484  *
1485  * \param numevents the number of events to be allocated.
1486  * \returns the beginning event number, or 0 if numevents is invalid or if
1487  *          there are not enough user-defined events left.
1488  *
1489  * \threadsafety It is safe to call this function from any thread.
1490  *
1491  * \since This function is available since SDL 3.2.0.
1492  *
1493  * \sa SDL_PushEvent
1494  */
1495 extern Uint32 SDL_RegisterEvents(int numevents);
1496 
1497 /**
1498  * Get window associated with an event.
1499  *
1500  * \param event an event containing a `windowID`.
1501  * \returns the associated window on success or NULL if there is none.
1502  *
1503  * \threadsafety It is safe to call this function from any thread.
1504  *
1505  * \since This function is available since SDL 3.2.0.
1506  *
1507  * \sa SDL_PollEvent
1508  * \sa SDL_WaitEvent
1509  * \sa SDL_WaitEventTimeout
1510  */
1511 extern SDL_Window* SDL_GetWindowFromEvent(const SDL_Event* event);