NAME
SDL::Event - General event structure
CATEGORY
Core, Events, Structure
SYNOPSIS
use SDL::Event; # for the event object itself
use SDL::Events qw(pump_events poll_event); # functions for event queue handling
SDL::init(SDL_INIT_VIDEO);
my $event = SDL::Event->new();
while(1)
{
pump_events();
if(poll_event($event))
{
if($event->type == SDL_MOUSEBUTTONDOWN)
{
# now you can handle the details
$event->button_which;
$event->button_button;
$event->button_x;
$event->button_y;
}
last if $event->type == SDL_QUIT;
}
# your screen drawing code will be here
}
DESCRIPTION
Event handling allows your application to receive input from the user. Event handling is initalised (along with video) with a call to:
SDL::init(SDL_INIT_VIDEO);
Internally, SDL stores all the events waiting to be handled in an event queue. Using functions like SDL::Events::poll_event()
, SDL::Events::peep_events
and SDL::Events::wait_event()
you can observe and handle waiting input events.
The key to event handling in SDL is the SDL::Event
union. The event queue itself is composed of a series of SDL::Event
unions, one for each waiting event. SDL::Event
unions are read from the queue with the SDL::Events::poll_event()
function and it is then up to the application to process the information stored with them.
METHODS
new
new
creates an empty event-object, which can be used store information. Either by calling poll_event($event)
that transferes one event from the queue into our object or by setting all the needed data manually in order to push the event to the queue.
use SDL::Event;
my $event = SDL::Event->new();
type
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
.
print 'heureka' if $event->type == SDL_MOUSEBUTTONDOWN;
Available type constants:
SDL_ACTIVEEVENT - Application visibility event structure
SDL_KEYDOWN - Keyboard event structure
SDL_KEYUP - Keyboard event structure
SDL_MOUSEMOTION - Mouse motion event structure
SDL_MOUSEBUTTONDOWN - Mouse button event structure
SDL_MOUSEBUTTONUP - Mouse button event structure
SDL_JOYAXISMOTION - Joystick axis motion event structure
SDL_JOYBALLMOTION - Joystick trackball motion event structure
SDL_JOYHATMOTION - Joystick hat position change event structure
SDL_JOYBUTTONDOWN - Joystick button event structure
SDL_JOYBUTTONUP - Joystick button event structure
SDL_VIDEORESIZE - Window resize event structure
SDL_VIDEOEXPOSE - Window expose event
SDL_QUIT - Quit requested event
SDL_USEREVENT - A user-defined event type
SDL_SYSWMEVENT - Platform-dependent window manager event.
Event types are grouped by masks. SDL_EVENTMASK($type)
will return the proper mask for the given type
.
Available event mask constants:
SDL_ACTIVEEVENTMASK
SDL_KEYDOWNMASK
SDL_KEYUPMASK
SDL_KEYEVENTMASK
SDL_MOUSEMOTIONMASK
SDL_MOUSEBUTTONDOWNMASK
SDL_MOUSEBUTTONUPMASK
SDL_MOUSEEVENTMASK
SDL_JOYAXISMOTIONMASK
SDL_JOYBALLMOTIONMASK
SDL_JOYHATMOTIONMASK
SDL_JOYBUTTONDOWNMASK
SDL_JOYBUTTONUPMASK
SDL_JOYEVENTMASK
SDL_VIDEORESIZEMASK
SDL_VIDEOEXPOSEMASK
SDL_QUITMASK
SDL_SYSWMEVENTMASK
This way you can check if a given type
matches a mask:
(SDL_JOYBUTTONDOWN & SDL_MOUSEEVENTMASK) # is false
(SDL_MOUSEBUTTONDOWN & SDL_MOUSEEVENTMASK) # is true
(SDL_MOUSEBUTTONUP & SDL_MOUSEEVENTMASK) # is true
(SDL_MOUSEMOTION & SDL_MOUSEEVENTMASK) # is true
# and also true is:
(SDL_MOUSEEVENTMASK == SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)
| SDL_EVENTMASK(SDL_MOUSEBUTTONUP)
| SDL_EVENTMASK(SDL_MOUSEMOTION))
Application visibility events
active
is used when an event of type SDL_ACTIVEEVENT
is reported.
When the mouse leaves or enters the window area a SDL_APPMOUSEFOCUS
type activation event occurs, if the mouse entered the window then gain will be 1, otherwise gain will be 0.
A SDL_APPINPUTFOCUS
type activation event occurs when the application loses or gains keyboard focus. This usually occurs when another application is made active.
Finally, a SDL_APPACTIVE
type event occurs when the application is either minimised/iconified (gain=0) or restored.
A single event can have multiple values set in state.
Note: This event does not occur when an application window is first created.
A new ActiveEvent (to fake focus loss) will be created like this:
my $event = SDL::Event->new();
$event->type(SDL_ACTIVEEVENT);
$event->active_gain(0);
$event->active_state(SDL_APPMOUSEFOCUS);
# I think this is wrong, ->active_type() should get SDL_APPMOUSEFOCUS, but what state gets?
active_gain
See active
. 0 if the event is a loss or 1 if it is a gain.
active_state
A bitmask of the following values: SDL_APPMOUSEFOCUS if mouse focus was gained or lost, SDL_APPINPUTFOCUS if input focus was gained or lost, and SDL_APPACTIVE if the application was iconified (gain=0) or restored(gain=1).
Keyboard events
key
is used when an event of type SDL_KEYDOWN
or SDL_KEYUP
is reported.
The type and state actually report the same information, they just use different values to do it. A keyboard event generally occurs when a key is released (type=SDL_KEYUP
or key_state=SDL_RELEASED
) and when a key is pressed (type=SDL_KEYDOWN
or key_state=SDL_PRESSED
).
The SDLK_CAPSLOCK
and SDLK_NUMLOCK
keys are special cases and report an SDL_KEYDOWN
when first pressed, then an SDL_RELEASED
when released and pressed again. For these keys KEYUP
and KEYDOWN
events are therefore analogous to the state of the caps lock and num lock LEDs rather than the keys themselves. These special cases are required for compatibility with Sun workstations.
Note: Repeating SDL_KEYDOWN
events will occur if key repeat is enabled (see SDL_EnableKeyRepeat
).
key_state
SDL_PRESSED
or SDL_RELEASED
key_scancode
The scancode
field should generally be left alone, it is the hardware-dependent scancode returned by the keyboard.
key_sym
The sym
field is extremely useful. It is the SDL-defined value of the key (see the keysym definitions in SDLKey). This field is very useful when you are checking for certain key presses, like so:
while(poll_event($event))
{
switch($event->type)
{
case SDL_KEYDOWN:
move_left() if($event->key_sym == SDLK_LEFT);
break;
.
.
.
}
}
key_mod
mod
stores the current state of the keyboard modifiers as explained in SDL_GetModState.
key_unicode
The unicode
field is only used when UNICODE translation is enabled with SDL_EnableUNICODE. If unicode
is non-zero then this is the UNICODE character corresponding to the keypress. If the high 9 bits of the character are 0, then this maps to the equivalent ASCII character:
my $char;
if(($event->key_unicode & 0xFF80) == 0)
{
$char = $event->key_unicode & 0x7F;
}
else
{
print("An International Character.\n");
}
UNICODE translation does create a slight overhead so don't enable it unless its needed.
NOTE: Key release events (SDL_KEYUP) won't necessarily (ever?) contain unicode information. See http://lists.libsdl.org/pipermail/sdl-libsdl.org/2005-January/048355.html
Mouse motion events
Simply put, a SDL_MOUSEMOTION type event occurs when a user moves the mouse within the application window or when SDL_WarpMouse is called. Both the absolute (motion_x
and motion_y
) and relative (motion_xrel
and motion_yrel
) coordinates are reported along with the current button states (motion_state
).
motion_state
The button state can be interpreted using the SDL_BUTTON
macro (see SDL_GetMouseState).
motion_x, motion_y
The X/Y coordinates of the mouse
motion_xrel, motion_yrel
Relative motion in the X/Y direction.
If the cursor is hidden (SDL_ShowCursor(0)) and the input is grabbed (SDL_WM_GrabInput(SDL_GRAB_ON)), then the mouse will give relative motion events even when the cursor reaches the edge of the screen. This is currently only implemented on Windows and Linux/Unix-alikes.
Mouse button events
When a mouse button press or release is detected the number of the button pressed (from 1 to 255, with 1 usually being the left button and 2 the right) is placed into button_button
, the position of the mouse when this event occured is stored in the button_x
and the button_y
fields. Like SDL_KeyboardEvent, information on whether the event was a press or a release event is stored in both the button_type
and button_state
fields, but this should be obvious.
Mouse wheel events are reported as buttons 4 (up) and 5 (down). Two events are generated i.e. you get a SDL_MOUSEBUTTONDOWN
followed by a SDL_MOUSEBUTTONUP
event.
button_which
The input device index
button_button
The mouse button index (SDL_BUTTON_LEFT
, SDL_BUTTON_MIDDLE
, SDL_BUTTON_RIGHT
, SDL_BUTTON_WHEELUP
, SDL_BUTTON_WHEELDOWN
)
button_state
SDL_PRESSED
or SDL_RELEASED
button_x, button_y
The X/Y coordinates of the mouse at press/release time
Joystick axis events
A SDL_JOYAXISMOTION
event occurs whenever a user moves an axis on the joystick.
jaxis_which
The field jaxis_which
is the index of the joystick that reported the event.
jaxis_axis
The jaxis_axis
is the index of the axis (for a more detailed explaination see the Joystick section).
jaxis_value
jaxis_value
is the current position of the axis (range: -32768 to 32767).
Joystick button events
A SDL_JOYBUTTONDOWN
or SDL_JOYBUTTONUP
event occurs when ever a user presses or releases a button on a joystick.
jbutton_which
The field jbutton_which
is the index of the joystick that reported the event.
jbutton_button
The jbutton_button
is the index of the button (for a more detailed explanation see the Joystick section).
jbutton_state
jbutton_state
is the current state of the button which is either jbutton_SDL_PRESSED
or jbutton_SDL_RELEASED
.
Joystick hat events
A SDL_JOYHATMOTION
event occurs when ever a user moves a hat on the joystick.
jhat_which
The field jhat_which
is the index of the joystick that reported the event.
jhat_hat
jhat_hat
is the index of the hat (for a more detailed explanation see the Joystick section).
jhat_value
jhat_value
is the current position of the hat. It is a bitwise OR'd combination of the following values (whose meanings should be pretty obvious):
SDL_HAT_CENTERED
SDL_HAT_UP
SDL_HAT_RIGHT
SDL_HAT_DOWN
SDL_HAT_LEFT
The following defines are also provided:
SDL_HAT_RIGHTUP
SDL_HAT_RIGHTDOWN
SDL_HAT_LEFTUP
SDL_HAT_LEFTDOWN
Joystrick trackball events
A SDL_JOYBALLMOTION
event occurs when a user moves a trackball on the joystick.
jball_which
The field jball_which
is the index of the joystick that reported the event.
jball_ball
jball_ball
is the index of the trackball (for a more detailed explanation see the Joystick section).
jball_xrel, jball_yrel
Trackballs only return relative motion, this is the change in position on the ball since it was last polled (last cycle of the event loop) and it is stored in jball_xrel
and jball_yrel
.
Window resize events
resize_w, resize_h
When SDL_RESIZABLE
is passed as a flag to SDL_SetVideoMode
the user is allowed to resize the applications window. When the window is resized an SDL_VIDEORESIZE
is reported, with the new window width and height values stored in the resize structure's resize_w
and resize_h
. When an SDL_VIDEORESIZE
is received the window should be resized to the new dimensions using SDL_SetVideoMode.
Window expose events
A VIDEOEXPOSE
event is triggered when the screen has been modified outside of the application, usually by the window manager and needs to be redrawn.
System window manager events
The system window manager event contains a system-specific information about unknown window manager events. If you enable this event using SDL_EventState
, it will be generated whenever unhandled events are received from the window manager. This can be used, for example, to implement cut-and-paste in your application.
If you want to obtain system-specific information about the window manager, you can fill in the version member of a SDL_SysWMinfo structure (details can be found in SDL_syswm.h, which must be included) using the SDL_VERSION() macro found in SDL_version.h, and pass it to the function:
int SDL_GetWMInfo(SDL_SysWMinfo *info);
See http://www.libsdl.org/cgi/docwiki.cgi/SDL_SysWMEvent
syswm_msg
User defined events
This event is unique, it is never created by SDL but only by the user. The event can be pushed onto the event queue using SDL::Events::push_event
. The contents of the structure members are completely up to the programmer, the only requirement is that type is a value from SDL_USEREVENT
to SDL_NUMEVENTS-1
(inclusive)
my $event = SDL::Event->new();
$event->type ( SDL_USEREVENT + 3 );
$event->event_code(10);
$event->data1('hello event');
SDL::Events::push_event($event);
user_code
User defined event code (integer).
user_data1, user_data2
User defined data.
Quit event
As can be seen, the SDL_QuitEvent
structure serves no useful purpose. The event itself, on the other hand, is very important. If you filter out or ignore a quit event then it is impossible for the user to close the window. On the other hand, if you do accept a quit event then the application window will be closed, and screen updates will still report success even though the application will no longer be visible.
Note: The macro SDL_QuitRequested will return non-zero if a quit event is pending