SDL_KeyboardEvent(3) SDL API Reference SDL_KeyboardEvent(3)NAME
SDL_KeyboardEvent - Keyboard event structure
type SDL_KEYDOWN or SDL_KEYUP
state SDL_PRESSED or SDL_RELEASED
keysym Contains key press information
SDL_KeyboardEvent is a member of the SDL_Event union and 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 occurs when a key is
released (type=SDK_KEYUP or state=SDL_RELEASED) and when a key is pressed (type=SDL_KEYDOWN or state=SDL_PRESSED). The information on what
key was pressed or released is in the keysym structure.
Repeating SDL_KEYDOWN events will occur if key repeat is enabled (see SDL_EnableKeyRepeat).
SDL_Event, SDL_keysym, SDL_EnableKeyRepeat, SDL_EnableUNICODE
SDL Tue 11 Sep 2001, 22:59 SDL_KeyboardEvent(3)
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SDL_Event(3) SDL API Reference SDL_Event(3)NAME
SDL_Event- General event structure
type The type of event
active Activation event
key Keyboard event
motion Mouse motion event
button Mouse button event
jaxis Joystick axis motion event
jball Joystick trackball motion event
jhat Joystick hat motion event
jbutton Joystick button event
resize Application window resize event
expose Application window expose event
quit Application quit request event
user User defined event
syswm Undefined window manager event
The SDL_Event union is the core to all event handling is SDL, its probably the most important structure after SDL_Surface. 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.
Event type Event Structure
The SDL_Event structure has two uses
o Reading events on the event queue
o Placing events on the event queue
Reading events from the event queue is done with either SDL_PollEvent or SDL_PeepEvents. We'll use SDL_PollEvent and step through an exam-
First off, we create an empty SDL_Event structure.
SDL_PollEvent removes the next event from the event queue, if there are no events on the queue it returns 0 otherwise it returns 1. We use
a while loop to process each event in turn.
The SDL_PollEvent function take a pointer to an SDL_Event structure that is to be filled with event information. We know that if
SDL_PollEvent removes an event from the queue then the event information will be placed in our test_event structure, but we also know that
the type of event will be placed in the type member of test_event. So to handle each event type seperately we use a switch statement.
We need to know what kind of events we're looking for and the event type's of those events. So lets assume we want to detect where the
user is moving the mouse pointer within our application. We look through our event types and notice that SDL_MOUSEMOTION is, more than
likely, the event we're looking for. A little more research tells use that SDL_MOUSEMOTION events are handled within the SDL_MouseMotion-
Event structure which is the motion member of SDL_Event. We can check for the SDL_MOUSEMOTION event type within our switch statement like
All we need do now is read the information out of the motion member of test_event.
printf("We got a motion event.
printf("Current mouse position is: (%d, %d)
", test_event.motion.x, test_event.motion.y);
printf("Event queue empty.
It is also possible to push events onto the event queue and so use it as a two-way communication path. Both SDL_PushEvent and SDL_Peep-
Events allow you to place events onto the event queue. This is usually used to place a SDL_USEREVENT on the event queue, however you could
use it to post fake input events if you wished. Creating your own events is a simple matter of choosing the event type you want, setting
the type member and filling the appropriate member structure with information.
SDL_PollEvent, SDL_PushEvent, SDL_PeepEvents
SDL Tue 11 Sep 2001, 22:59 SDL_Event(3)