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pods::SDL::Event(3)   User Contributed Perl Documentation  pods::SDL::Event(3)

NAME
       SDL::Event - General event structure

   CATEGORY
       Core, Events, Structure

SYNOPSIS
	use SDL::Event;	 # for the event object itself
	use SDL::Events; # functions for event queue handling

	SDL::init(SDL_INIT_VIDEO);
	my $event = SDL::Event->new();

	while(1)
	{
	    SDL::Events::pump_events();

	    if(SDL::Events::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 transfers 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_EVENTMASK(SDL_JOYBUTTONDOWN)   & SDL_MOUSEEVENTMASK) # is false
	(SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN) & SDL_MOUSEEVENTMASK) # is true
	(SDL_EVENTMASK(SDL_MOUSEBUTTONUP)   & SDL_MOUSEEVENTMASK) # is true
	(SDL_EVENTMASK(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::Events::enable_key_repeat).

       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::Events::enable_unicode.  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::Events::get_mouse_state).

       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 occurred is stored in the "button_x" and the "button_y"
       fields. Like a keyboard event, 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
       explanation 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"

   Joystick 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->user_code(10);
	   $event->user_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

AUTHORS
       See "AUTHORS" in SDL.

SEE ALSO
       perl

perl v5.18.1			  2013-09-28		   pods::SDL::Event(3)
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