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SDLGameEngine
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Low level event handling. More...
Go to the source code of this file.
Data Structures | |
| struct | SGEEVENTSTATEINPUT |
| struct | SGEEVENTSTATE |
Defines | |
| #define | SGEEVENT SDL_Event |
| #define | EVENT_HANDLED 1 |
| #define | EVENT_UNHANDLED 0 |
| #define | MOUSE_LEFT SDL_BUTTON_LEFT |
| #define | MOUSE_RIGHT SDL_BUTTON_RIGHT |
| #define | MOUSE_MIDDLE SDL_BUTTON_MIDDLE |
| #define | MOUSE_WHEEL_UP SDL_BUTTON_WHEELUP |
| #define | MOUSE_WHEEL_DOWN SDL_BUTTON_WHEELDOWN |
| #define | PRESSED 1 |
| #define | RELEASED 2 |
Functions | |
| int | sgeKeyUp (SDL_Event *e, int type) |
| Check if the up button/key is at a certain state. | |
| int | sgeKeyDown (SDL_Event *e, int type) |
| int | sgeKeyLeft (SDL_Event *e, int type) |
| int | sgeKeyRight (SDL_Event *e, int type) |
| int | sgeKeyStart (SDL_Event *e, int type) |
| int | sgeKeySelect (SDL_Event *e, int type) |
| int | sgeKeyFire (SDL_Event *e, int type) |
| int | sgeKeyL1 (SDL_Event *e, int type) |
| int | sgeKeyR1 (SDL_Event *e, int type) |
| int | sgeKeyA (SDL_Event *e, int type) |
| int | sgeKeyB (SDL_Event *e, int type) |
| int | sgeKeyX (SDL_Event *e, int type) |
| int | sgeKeyY (SDL_Event *e, int type) |
| int | sgeKeyVolUp (SDL_Event *e, int type) |
| int | sgeKeyVolDown (SDL_Event *e, int type) |
| void | sgeClearEvents (void) |
| Clear the event queue. | |
| void | sgeEventApply (SGEEVENTSTATE *state, SDL_Event *event) |
| Update the current state of a game controller. | |
| void | sgeEventResetInputs (SGEEVENTSTATE *state) |
| Reset all button states of a game controller. | |
Low level event handling.
Definition in file sgeevent.h.