5 # Copyright (C) 2005 David J. Goehrig <dgoehrig@cpan.org>
7 # ------------------------------------------------------------------------------
9 # This library is free software; you can redistribute it and/or
10 # modify it under the terms of the GNU Lesser General Public
11 # License as published by the Free Software Foundation; either
12 # version 2.1 of the License, or (at your option) any later version.
14 # This library is distributed in the hope that it will be useful,
15 # but WITHOUT ANY WARRANTY; without even the implied warranty of
16 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 # Lesser General Public License for more details.
19 # You should have received a copy of the GNU Lesser General Public
20 # License along with this library; if not, write to the Free Software
21 # Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
23 # ------------------------------------------------------------------------------
25 # Please feel free to send questions, suggestions or improvements to:
41 my $class = ref($proto) || $proto;
43 $self = \SDL::NewEvent();
50 SDL::FreeEvent($$self);
56 SDL::SetEventType($$self,$_[0]);
58 return SDL::EventType($$self);
67 return SDL::PollEvent($$self);
72 return SDL::PushEvent($$self);
77 return SDL::WaitEvent($$self);
83 return SDL::EventState($self->type(),$state);
89 return SDL::EnableUnicode($toggle);
96 return SDL::EnableKeyRepeat($delay,$interval);
101 return SDL::ActiveEventGain($$self);
106 return SDL::ActiveEventState($$self);
111 return SDL::KeyEventState($$self);
116 return SDL::KeyEventSym($$self);
121 return SDL::GetKeyName(SDL::KeyEventSym($$self));
126 return SDL::KeyEventMod($$self);
131 return SDL::KeyEventUnicode($$self);
136 return SDL::KeyEventScanCode($$self);
141 return SDL::MouseMotionState($$self);
146 return SDL::MouseMotionX($$self);
151 return SDL::MouseMotionY($$self);
156 return SDL::MouseMotionXrel($$self);
161 return SDL::MouseMotionYrel($$self);
166 return SDL::MouseButtonState($$self);
171 return SDL::MouseButtonX($$self);
176 return SDL::MouseButtonY($$self);
181 return SDL::MouseButton($$self);
186 SDL::ResizeEventW($$self);
191 SDL::ResizeEventH($$self);
202 SDL::Event - a SDL perl extension
207 my $event = new SDL::Event; # create a new event
208 $event->pump(); # pump all events from SDL Event Queue
209 $event->poll(); # Get the top one from the queue
210 while ($event->wait()) {
211 my $type = $event->type(); # get event type
213 exit if $type == SDL_QUIT;
218 C<SDL::Event> offers an object-oriented approach to SDL events. By creating
219 an instance of SDL::Event via new() you can wait for events, and then determine
220 the type of the event and take an appropriate action.
224 Here is an example of a simple event handler loop routine.
225 See also L<SDL::App::loop>.
228 my ($self,$href) = @_;
229 my $event = new SDL::Event;
230 while ( $event->wait() ) {
231 # ... insert here your event handling like:
232 if ( ref($$href{$event->type()}) eq "CODE" ) {
233 &{$$href{$event->type()}}($event);
243 Create a new event object.It returns a SDL::Event.
247 Returns the type of the event, see list of exported symbols for which are
252 SDL::Events::pump gathers all the pending input information from devices and places
253 it on the event queue.
254 Without calls to pump no events would ever be placed on the queue.
255 Often the need for calls to pump is hidden from the user
256 since C</SDL::Events::poll> and C<SDL::Events::wait_event implicitly call pump.
257 However, if you are not polling or waiting for events (e.g. you are filtering them),
258 then you must call pump force an event queue update.
259 pump doesn't return any value and doesn't take any parameters.
261 Note: You can only call this function in the thread that set the video mode.
266 Polls for currently pending events.
267 If event is not undef, the next event is removed from the queue and returned as a C< SDL::Event>.
268 As this function implicitly calls C<SDL::Events::pump>, you can only call this function in the thread that set the video mode.
269 it take a SDL::Event as first parameter.
273 Waits indefinitely for the next available event, returning undef if there was an error while waiting for events,
274 a L< SDL::Event> otherwise.
275 If event is not NULL, the next event is removed.
276 As this function implicitly calls L<SDL::Events::pump>, you can only call this function in the thread that set the video mode.
277 WaitEvent take a SDL::Event as first parameter.
279 =head2 set( type, state )
281 Set the state for all events of the given event's type
283 =head2 set_unicode( toggle )
285 Toggle unicode on the event.
287 =head2 set_key_repeat( delay, interval)
289 Sets the delay and intervall of the key repeat rate (e.g. when a user
290 holds down a key on the keyboard).
292 =head2 active_gain(event)
294 active_gain return the active gain from the SDL::Event given as first parameter.
296 =head2 active_state(event)
298 active_state return the active state from the SDL::Event given as first parameter.
300 =head2 key_state(event)
302 key_state return the active key state from the SDL::Event given as first parameter.
307 key_sym return the key pressed/released information from the SDL::Event given as first parameter.
309 =head2 get_key_name(key)
311 get_key_name get the name of an SDL virtual keysym.
312 it returns the key name.
314 =head2 key_mod(event)
316 key_mod return the mod keys pressed information from the SDL::Event given as first parameter.
318 =head2 key_unicode(event)
320 key_unicode return the unicode translated keys pressed/released information from the SDL::Event given as first parameter.
322 =head2 key_scancode(event) * to move in SDL::Game::Keyboard
324 key_scancode return the hardware specific keyboard scan code from the SDL::Event given as first parameter.
326 =head2 motion_state(event) * to move in SDL::Game::Mouse
328 motion_state return the state of the mouse button from the SDL::Event given as first parameter.
330 =head2 motion_x(event) * to move in SDL::Game::Mouse
332 Returns the motion of the mouse in X direction as an absolute value.
333 It take a SDL::Event as first parameter.
335 =head2 motion_y(event) * to move in SDL::Game::Mouse
337 Returns the motion of the mouse in Y direction as an absolute value.
338 It take a SDL::Event as first parameter.
340 =head2 motion_xrel(event) * to move in SDL::Game::Mouse
342 Returns the motion of the mouse in X direction as a relative value.
343 It take a SDL::Event as first parameter.
345 =head2 motion_yrel(event) * to move in SDL::Game::Mouse
347 Returns the motion of the mouse in Y direction as a relative value.
348 It take a SDL::Event as first parameter.
350 =head2 button_state(event) * to move in SDL::Game::Mouse
352 Returns the state of the mouse buttons.
353 It take a SDL::Event as first parameter.
355 =head2 button_x(event) * to move in SDL::Game::Mouse
357 Return the X position of the mouse at keypress.it take a SDL::Event as first parameter.
359 =head2 button_y(event) * to move in SDL::Game::Mouse
361 Return the Y position of the mouse at keypress.it take a SDL::Event as first parameter.
363 =head2 button(event) * to move in SDL::Game::Mouse
365 Return the mouse button index (SDL_BUTTON_LEFT, SDL_BUTTON_MIDDLE, SDL_BUTTON_RIGHT, SDL_BUTTON_WHEELUP, SDL_BUTTON_WHEELDOWN)
370 Documentation by Tels <http://bloodgate.com/>