3 <h3 id="TOP">Index</h3>
5 <ul><li><a href="#NAME">NAME</a>
6 <ul><li><a href="#CATEGORY">CATEGORY</a></li>
9 <li><a href="#SYNOPSIS">SYNOPSIS</a></li>
10 <li><a href="#DESCRIPTION">DESCRIPTION</a></li>
11 <li><a href="#METHODS">METHODS</a>
12 <ul><li><a href="#new">new</a></li>
13 <li><a href="#type">type</a></li>
14 <li><a href="#Application_visibility_events">Application visibility events</a>
15 <ul><li><a href="#active_gain">active_gain</a></li>
16 <li><a href="#active_state">active_state</a></li>
19 <li><a href="#Keyboard_events">Keyboard events</a>
20 <ul><li><a href="#key_state">key_state</a></li>
21 <li><a href="#key_scancode">key_scancode</a></li>
22 <li><a href="#key_sym">key_sym</a></li>
23 <li><a href="#key_mod">key_mod</a></li>
24 <li><a href="#key_unicode">key_unicode</a></li>
27 <li><a href="#Mouse_motion_events">Mouse motion events</a>
28 <ul><li><a href="#motion_state">motion_state</a></li>
29 <li><a href="#motion_x_motion_y">motion_x, motion_y</a></li>
30 <li><a href="#motion_xrel_motion_yrel">motion_xrel, motion_yrel</a></li>
33 <li><a href="#Mouse_button_events">Mouse button events</a>
34 <ul><li><a href="#button_which">button_which</a></li>
35 <li><a href="#button_button">button_button</a></li>
36 <li><a href="#button_state">button_state</a></li>
37 <li><a href="#button_x_button_y">button_x, button_y</a></li>
40 <li><a href="#Joystick_axis_events">Joystick axis events</a>
41 <ul><li><a href="#jaxis_which">jaxis_which</a></li>
42 <li><a href="#jaxis_axis">jaxis_axis</a></li>
43 <li><a href="#jaxis_value">jaxis_value</a></li>
46 <li><a href="#Joystick_button_events">Joystick button events</a>
47 <ul><li><a href="#jbutton_which">jbutton_which</a></li>
48 <li><a href="#jbutton_button">jbutton_button</a></li>
49 <li><a href="#jbutton_state">jbutton_state</a></li>
52 <li><a href="#Joystick_hat_events">Joystick hat events</a>
53 <ul><li><a href="#jhat_which">jhat_which</a></li>
54 <li><a href="#jhat_hat">jhat_hat</a></li>
55 <li><a href="#jhat_value">jhat_value</a></li>
58 <li><a href="#Joystrick_trackball_events">Joystrick trackball events</a>
59 <ul><li><a href="#jball_which">jball_which</a></li>
60 <li><a href="#jball_ball">jball_ball</a></li>
61 <li><a href="#jball_xrel_jball_yrel">jball_xrel, jball_yrel</a></li>
64 <li><a href="#Window_resize_events">Window resize events</a>
65 <ul><li><a href="#resize_w_resize_h">resize_w, resize_h</a></li>
68 <li><a href="#Window_expose_events">Window expose events</a></li>
69 <li><a href="#System_window_manager_events">System window manager events</a>
70 <ul><li><a href="#syswm_msg">syswm_msg</a></li>
73 <li><a href="#User_defined_events">User defined events</a>
74 <ul><li><a href="#user_code">user_code</a></li>
75 <li><a href="#user_data1_user_data2">user_data1, user_data2</a></li>
78 <li><a href="#Quit_event">Quit event</a></li>
81 <li><a href="#AUTHOR">AUTHOR</a></li>
82 <li><a href="#SEE_ALSO">SEE ALSO</a>
87 <h1 id="NAME">NAME</h1><p><a href="#TOP" class="toplink">Top</a></p>
88 <div id="NAME_CONTENT">
89 <p>SDL::Event - General event structure</p>
92 <h2 id="CATEGORY">CATEGORY</h2>
93 <div id="CATEGORY_CONTENT">
94 <p>Core, Events, Structure</p>
97 <h1 id="SYNOPSIS">SYNOPSIS</h1><p><a href="#TOP" class="toplink">Top</a></p>
98 <div id="SYNOPSIS_CONTENT">
99 <pre> use SDL::Event; # for the event object itself
100 use SDL::Events qw(pump_events poll_event); # functions for event queue handling
102 SDL::init(SDL_INIT_VIDEO);
103 my $event = SDL::Event->new();
109 if(poll_event($event))
111 if($event->type == SDL_MOUSEBUTTONDOWN)
113 # now you can handle the details
114 $event->button_which;
115 $event->button_button;
120 last if $event->type == SDL_QUIT;
123 # your screen drawing code will be here
129 <h1 id="DESCRIPTION">DESCRIPTION</h1><p><a href="#TOP" class="toplink">Top</a></p>
130 <div id="DESCRIPTION_CONTENT">
131 <p>Event handling allows your application to receive input from the user.
132 Event handling is initalised (along with video) with a call to:</p>
133 <p><code>SDL::init(SDL_INIT_VIDEO);</code></p>
134 <p>Internally, SDL stores all the events waiting to be handled in an event queue.
135 Using functions like <code>SDL::Events::poll_event()</code>, <code>SDL::Events::peep_events</code>
136 and <code>SDL::Events::wait_event()</code> you can observe and handle waiting input events.</p>
137 <p>The key to event handling in SDL is the <code>SDL::Event</code> union.
138 The event queue itself is composed of a series of <code>SDL::Event</code> unions, one for each waiting event.
139 <code>SDL::Event</code> unions are read from the queue with the <code>SDL::Events::poll_event()</code> function
140 and it is then up to the application to process the information stored with them. </p>
143 <h1 id="METHODS">METHODS</h1><p><a href="#TOP" class="toplink">Top</a></p>
144 <div id="METHODS_CONTENT">
147 <h2 id="new">new</h2>
148 <div id="new_CONTENT">
149 <p><code>new</code> creates an empty event-object, which can be used store information.
150 Either by calling <code>poll_event($event)</code> that transferes one event from the queue into our object
151 or by setting all the needed data manually in order to push the event to the queue.</p>
152 <pre> use SDL::Event;
154 my $event = SDL::Event->new();
159 <h2 id="type">type</h2>
160 <div id="type_CONTENT">
161 <p>SDL::Event is a union of all event structures used in SDL, using it is a simple matter of knowing
162 which union member relates to which event <code>type</code>.</p>
163 <pre> print 'heureka' if $event->type == SDL_MOUSEBUTTONDOWN;
166 <p>Available type constants:</p>
168 <li><a href="#active">SDL_ACTIVEEVENT</a> - Application visibility event structure </li>
169 <li><a href="#active">SDL_KEYDOWN</a> - Keyboard event structure </li>
170 <li><a href="#active">SDL_KEYUP</a> - Keyboard event structure </li>
171 <li><a href="#active">SDL_MOUSEMOTION</a> - Mouse motion event structure </li>
172 <li><a href="#active">SDL_MOUSEBUTTONDOWN</a> - Mouse button event structure </li>
173 <li><a href="#button">SDL_MOUSEBUTTONUP</a> - Mouse button event structure </li>
174 <li><a href="#active">SDL_JOYAXISMOTION</a> - Joystick axis motion event structure </li>
175 <li><a href="#active">SDL_JOYBALLMOTION</a> - Joystick trackball motion event structure </li>
176 <li><a href="#active">SDL_JOYHATMOTION</a> - Joystick hat position change event structure </li>
177 <li><a href="#active">SDL_JOYBUTTONDOWN</a> - Joystick button event structure </li>
178 <li><a href="#active">SDL_JOYBUTTONUP</a> - Joystick button event structure </li>
179 <li><a href="#active">SDL_VIDEORESIZE</a> - Window resize event structure </li>
180 <li><a href="#active">SDL_VIDEOEXPOSE</a> - Window expose event </li>
181 <li><a href="#active">SDL_QUIT</a> - Quit requested event </li>
182 <li><a href="#active">SDL_USEREVENT</a> - A user-defined event type </li>
183 <li><a href="#active">SDL_SYSWMEVENT</a> - Platform-dependent window manager event. </li>
186 <p>Event types are grouped by masks. <code>SDL_EVENTMASK($type)</code> will return the proper mask for the given <code>type</code>.</p>
187 <p>Available event mask constants:</p>
189 <li>SDL_ACTIVEEVENTMASK </li>
190 <li>SDL_KEYDOWNMASK </li>
191 <li>SDL_KEYUPMASK </li>
192 <li>SDL_KEYEVENTMASK </li>
193 <li>SDL_MOUSEMOTIONMASK </li>
194 <li>SDL_MOUSEBUTTONDOWNMASK </li>
195 <li>SDL_MOUSEBUTTONUPMASK </li>
196 <li>SDL_MOUSEEVENTMASK </li>
197 <li>SDL_JOYAXISMOTIONMASK </li>
198 <li>SDL_JOYBALLMOTIONMASK </li>
199 <li>SDL_JOYHATMOTIONMASK </li>
200 <li>SDL_JOYBUTTONDOWNMASK </li>
201 <li>SDL_JOYBUTTONUPMASK </li>
202 <li>SDL_JOYEVENTMASK </li>
203 <li>SDL_VIDEORESIZEMASK </li>
204 <li>SDL_VIDEOEXPOSEMASK </li>
205 <li>SDL_QUITMASK </li>
206 <li>SDL_SYSWMEVENTMASK</li>
209 <p>This way you can check if a given <code>type</code> matches a mask:</p>
210 <pre> (SDL_JOYBUTTONDOWN & SDL_MOUSEEVENTMASK) # is false
211 (SDL_MOUSEBUTTONDOWN & SDL_MOUSEEVENTMASK) # is true
212 (SDL_MOUSEBUTTONUP & SDL_MOUSEEVENTMASK) # is true
213 (SDL_MOUSEMOTION & SDL_MOUSEEVENTMASK) # is true
217 (SDL_MOUSEEVENTMASK == SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)
218 | SDL_EVENTMASK(SDL_MOUSEBUTTONUP)
219 | SDL_EVENTMASK(SDL_MOUSEMOTION))
224 <h2 id="Application_visibility_events">Application visibility events</h2>
225 <div id="Application_visibility_events_CONTEN">
226 <p><code>active</code> is used when an event of type <code>SDL_ACTIVEEVENT</code> is reported.</p>
227 <p>When the mouse leaves or enters the window area a <code>SDL_APPMOUSEFOCUS</code> type activation event occurs,
228 if the mouse entered the window then <strong>gain</strong> will be 1, otherwise <strong>gain</strong> will be 0. </p>
229 <p>A <code>SDL_APPINPUTFOCUS</code> type activation event occurs when the application loses or gains keyboard focus.
230 This usually occurs when another application is made active. </p>
231 <p>Finally, a <code>SDL_APPACTIVE</code> type event occurs when the application is either minimised/iconified (<strong>gain</strong>=0) or restored. </p>
232 <p>A single event can have multiple values set in <strong>state</strong>.</p>
233 <p><strong>Note:</strong> This event does not occur when an application window is first created. </p>
234 <p>A new ActiveEvent (to fake focus loss) will be created like this:</p>
235 <pre> my $event = SDL::Event->new();
236 $event->type(SDL_ACTIVEEVENT);
237 $event->active_gain(0);
238 $event->active_state(SDL_APPMOUSEFOCUS);
240 # I think this is wrong, ->active_type() should get SDL_APPMOUSEFOCUS, but what state gets?
245 <h3 id="active_gain">active_gain</h3>
246 <div id="active_gain_CONTENT">
247 <p>See <code>active</code>. 0 if the event is a loss or 1 if it is a gain.</p>
250 <h3 id="active_state">active_state</h3>
251 <div id="active_state_CONTENT">
252 <p>A bitmask of the following values: SDL_APPMOUSEFOCUS if mouse focus was gained or lost,
253 SDL_APPINPUTFOCUS if input focus was gained or lost, and SDL_APPACTIVE if the application was iconified (gain=0) or restored(gain=1).</p>
256 <h2 id="Keyboard_events">Keyboard events</h2>
257 <div id="Keyboard_events_CONTENT">
258 <p><code>key</code> is used when an event of type <code>SDL_KEYDOWN</code> or <code>SDL_KEYUP</code> is reported.</p>
259 <p>The type and state actually report the same information, they just use different values to do it.
260 A keyboard event generally occurs when a key is released (<code>type=SDL_KEYUP</code> or <code>key_state=SDL_RELEASED</code>)
261 and when a key is pressed (<code>type=SDL_KEYDOWN</code> or <code>key_state=SDL_PRESSED</code>). </p>
262 <p>The <code>SDLK_CAPSLOCK</code> and <code>SDLK_NUMLOCK</code> keys are special cases and report an <code>SDL_KEYDOWN</code> when first pressed,
263 then an <code>SDL_RELEASED</code> when released and pressed again. For these keys <code>KEYUP</code> and <code>KEYDOWN</code> events are therefore
264 analogous to the state of the caps lock and num lock LEDs rather than the keys themselves.
265 These special cases are required for compatibility with Sun workstations.</p>
266 <p><strong>Note:</strong> Repeating <code>SDL_KEYDOWN</code> events will occur if key repeat is enabled (see <code>SDL_EnableKeyRepeat</code>). </p>
269 <h3 id="key_state">key_state</h3>
270 <div id="key_state_CONTENT">
271 <p><code>SDL_PRESSED</code> or <code>SDL_RELEASED</code></p>
274 <h3 id="key_scancode">key_scancode</h3>
275 <div id="key_scancode_CONTENT">
276 <p>The <code>scancode</code> field should generally be left alone, it is the hardware-dependent scancode returned by the keyboard.</p>
279 <h3 id="key_sym">key_sym</h3>
280 <div id="key_sym_CONTENT">
281 <p>The <code>sym</code> field is extremely useful. It is the SDL-defined value of the key (see the keysym definitions in SDLKey).
282 This field is very useful when you are checking for certain key presses, like so: </p>
283 <pre> while(poll_event($event))
285 switch($event->type)
288 move_left() if($event->key_sym == SDLK_LEFT);
299 <h3 id="key_mod">key_mod</h3>
300 <div id="key_mod_CONTENT">
301 <p><code>mod</code> stores the current state of the keyboard modifiers as explained in SDL_GetModState.</p>
304 <h3 id="key_unicode">key_unicode</h3>
305 <div id="key_unicode_CONTENT">
306 <p>The <code>unicode</code> field is only used when UNICODE translation is enabled with SDL_EnableUNICODE.
307 If <code>unicode</code> is non-zero then this is the UNICODE character corresponding to the keypress.
308 If the high 9 bits of the character are 0, then this maps to the equivalent ASCII character:</p>
310 if(($event->key_unicode & 0xFF80) == 0)
312 $char = $event->key_unicode & 0x7F;
316 print("An International Character.\n");
320 <p>UNICODE translation does create a slight overhead so don't enable it unless its needed.</p>
321 <p>NOTE: Key release events (SDL_KEYUP) won't necessarily (ever?) contain unicode information.
322 See <a href="http://lists.libsdl.org/pipermail/sdl-libsdl.org/2005-January/048355.html">http://lists.libsdl.org/pipermail/sdl-libsdl.org/2005-January/048355.html</a></p>
325 <h2 id="Mouse_motion_events">Mouse motion events</h2>
326 <div id="Mouse_motion_events_CONTENT">
327 <p>Simply put, a SDL_MOUSEMOTION type event occurs when a user moves the mouse within the
328 application window or when SDL_WarpMouse is called. Both the absolute (<code>motion_x</code> and <code>motion_y</code>)
329 and relative (<code>motion_xrel</code> and <code>motion_yrel</code>) coordinates are reported along with the current
330 button states (<code>motion_state</code>).</p>
333 <h3 id="motion_state">motion_state</h3>
334 <div id="motion_state_CONTENT">
335 <p>The button state can be interpreted using the <code>SDL_BUTTON</code> macro (see SDL_GetMouseState). </p>
338 <h3 id="motion_x_motion_y">motion_x, motion_y</h3>
339 <div id="motion_x_motion_y_CONTENT">
340 <p>The X/Y coordinates of the mouse</p>
343 <h3 id="motion_xrel_motion_yrel">motion_xrel, motion_yrel</h3>
344 <div id="motion_xrel_motion_yrel_CONTENT">
345 <p>Relative motion in the X/Y direction.</p>
346 <p>If the cursor is hidden (SDL_ShowCursor(0)) and the input is grabbed (SDL_WM_GrabInput(SDL_GRAB_ON)),
347 then the mouse will give relative motion events even when the cursor reaches the edge of the screen.
348 This is currently only implemented on Windows and Linux/Unix-alikes.</p>
351 <h2 id="Mouse_button_events">Mouse button events</h2>
352 <div id="Mouse_button_events_CONTENT">
353 <p>When a mouse button press or release is detected the number of the button pressed (from 1 to 255,
354 with 1 usually being the left button and 2 the right) is placed into <code>button_button</code>, the position of the mouse
355 when this event occured is stored in the <code>button_x</code> and the <code>button_y</code> fields. Like SDL_KeyboardEvent,
356 information on whether the event was a press or a release event is stored in both the <code>button_type</code>
357 and <code>button_state</code> fields, but this should be obvious.</p>
358 <p>Mouse wheel events are reported as buttons 4 (up) and 5 (down). Two events are generated i.e. you get
359 a <code>SDL_MOUSEBUTTONDOWN</code> followed by a <code>SDL_MOUSEBUTTONUP</code> event.</p>
362 <h3 id="button_which">button_which</h3>
363 <div id="button_which_CONTENT">
364 <p>The input device index</p>
367 <h3 id="button_button">button_button</h3>
368 <div id="button_button_CONTENT">
369 <p>The mouse button index (<code>SDL_BUTTON_LEFT</code>, <code>SDL_BUTTON_MIDDLE</code>, <code>SDL_BUTTON_RIGHT</code>, <code>SDL_BUTTON_WHEELUP</code>,
370 <code>SDL_BUTTON_WHEELDOWN</code>)</p>
373 <h3 id="button_state">button_state</h3>
374 <div id="button_state_CONTENT">
375 <p><code>SDL_PRESSED</code> or <code>SDL_RELEASED</code></p>
378 <h3 id="button_x_button_y">button_x, button_y</h3>
379 <div id="button_x_button_y_CONTENT">
380 <p>The X/Y coordinates of the mouse at press/release time</p>
383 <h2 id="Joystick_axis_events">Joystick axis events</h2>
384 <div id="Joystick_axis_events_CONTENT">
385 <p>A <code>SDL_JOYAXISMOTION</code> event occurs whenever a user moves an axis on the joystick.</p>
388 <h3 id="jaxis_which">jaxis_which</h3>
389 <div id="jaxis_which_CONTENT">
390 <p>The field <code>jaxis_which</code> is the index of the joystick that reported the event.</p>
393 <h3 id="jaxis_axis">jaxis_axis</h3>
394 <div id="jaxis_axis_CONTENT">
395 <p>The <code>jaxis_axis</code> is the index of the axis (for a more detailed explaination see the Joystick section).</p>
398 <h3 id="jaxis_value">jaxis_value</h3>
399 <div id="jaxis_value_CONTENT">
400 <p><code>jaxis_value</code> is the current position of the axis (range: -32768 to 32767).</p>
403 <h2 id="Joystick_button_events">Joystick button events</h2>
404 <div id="Joystick_button_events_CONTENT">
405 <p>A <code>SDL_JOYBUTTONDOWN</code> or <code>SDL_JOYBUTTONUP</code> event occurs when ever a user presses
406 or releases a button on a joystick.</p>
409 <h3 id="jbutton_which">jbutton_which</h3>
410 <div id="jbutton_which_CONTENT">
411 <p>The field <code>jbutton_which</code> is the index of the joystick that reported the event.</p>
414 <h3 id="jbutton_button">jbutton_button</h3>
415 <div id="jbutton_button_CONTENT">
416 <p>The <code>jbutton_button</code> is the index of the button (for a more detailed explanation see the Joystick section).</p>
419 <h3 id="jbutton_state">jbutton_state</h3>
420 <div id="jbutton_state_CONTENT">
421 <p><code>jbutton_state</code> is the current state of the button which is either <code>jbutton_SDL_PRESSED</code>
422 or <code>jbutton_SDL_RELEASED</code>. </p>
425 <h2 id="Joystick_hat_events">Joystick hat events</h2>
426 <div id="Joystick_hat_events_CONTENT">
427 <p>A <code>SDL_JOYHATMOTION</code> event occurs when ever a user moves a hat on the joystick. </p>
430 <h3 id="jhat_which">jhat_which</h3>
431 <div id="jhat_which_CONTENT">
432 <p>The field <code>jhat_which</code> is the index of the joystick that reported the event.</p>
435 <h3 id="jhat_hat">jhat_hat</h3>
436 <div id="jhat_hat_CONTENT">
437 <p><code>jhat_hat</code> is the index of the hat (for a more detailed explanation see the Joystick section).</p>
440 <h3 id="jhat_value">jhat_value</h3>
441 <div id="jhat_value_CONTENT">
442 <p><code>jhat_value</code> is the current position of the hat. It is a bitwise OR'd combination of the following
443 values (whose meanings should be pretty obvious):</p>
445 <li><code>SDL_HAT_CENTERED</code> </li>
446 <li><code>SDL_HAT_UP</code> </li>
447 <li><code>SDL_HAT_RIGHT</code> </li>
448 <li><code>SDL_HAT_DOWN</code> </li>
449 <li><code>SDL_HAT_LEFT</code></li>
452 <p>The following defines are also provided:</p>
454 <li><code>SDL_HAT_RIGHTUP</code> </li>
455 <li><code>SDL_HAT_RIGHTDOWN</code> </li>
456 <li><code>SDL_HAT_LEFTUP</code> </li>
457 <li><code>SDL_HAT_LEFTDOWN</code></li>
462 <h2 id="Joystrick_trackball_events">Joystrick trackball events</h2>
463 <div id="Joystrick_trackball_events_CONTENT">
464 <p>A <code>SDL_JOYBALLMOTION</code> event occurs when a user moves a trackball on the joystick.</p>
467 <h3 id="jball_which">jball_which</h3>
468 <div id="jball_which_CONTENT">
469 <p>The field <code>jball_which</code> is the index of the joystick that reported the event.</p>
472 <h3 id="jball_ball">jball_ball</h3>
473 <div id="jball_ball_CONTENT">
474 <p><code>jball_ball</code> is the index of the trackball (for a more detailed explanation see the Joystick section).</p>
477 <h3 id="jball_xrel_jball_yrel">jball_xrel, jball_yrel</h3>
478 <div id="jball_xrel_jball_yrel_CONTENT">
479 <p>Trackballs only return relative motion, this is the change in position on the ball since it was last
480 polled (last cycle of the event loop) and it is stored in <code>jball_xrel</code> and <code>jball_yrel</code>.</p>
483 <h2 id="Window_resize_events">Window resize events</h2>
484 <div id="Window_resize_events_CONTENT">
487 <h3 id="resize_w_resize_h">resize_w, resize_h</h3>
488 <div id="resize_w_resize_h_CONTENT">
489 <p>When <code>SDL_RESIZABLE</code> is passed as a flag to <code>SDL_SetVideoMode</code> the user is allowed to resize the
490 applications window. When the window is resized an <code>SDL_VIDEORESIZE</code> is reported, with the new
491 window width and height values stored in the resize structure's <code>resize_w</code> and <code>resize_h</code>.
492 When an <code>SDL_VIDEORESIZE</code> is received the window should be resized to the new dimensions using
493 SDL_SetVideoMode. </p>
496 <h2 id="Window_expose_events">Window expose events</h2>
497 <div id="Window_expose_events_CONTENT">
498 <p>A <code>VIDEOEXPOSE</code> event is triggered when the screen has been modified outside of the application,
499 usually by the window manager and needs to be redrawn.</p>
502 <h2 id="System_window_manager_events">System window manager events</h2>
503 <div id="System_window_manager_events_CONTENT">
504 <p>The system window manager event contains a system-specific information about unknown window manager
505 events. If you enable this event using <code>SDL_EventState</code>, it will be generated whenever unhandled
506 events are received from the window manager. This can be used, for example, to implement cut-and-paste
507 in your application.</p>
508 <p>If you want to obtain system-specific information about the window manager, you can fill in the
509 version member of a SDL_SysWMinfo structure (details can be found in SDL_syswm.h, which must be included)
510 using the SDL_VERSION() macro found in SDL_version.h, and pass it to the function:</p>
511 <pre> int SDL_GetWMInfo(SDL_SysWMinfo *info);
514 <p>See <a href="http://www.libsdl.org/cgi/docwiki.cgi/SDL_SysWMEvent">http://www.libsdl.org/cgi/docwiki.cgi/SDL_SysWMEvent</a></p>
517 <h3 id="syswm_msg">syswm_msg</h3>
518 <div id="syswm_msg_CONTENT">
521 <h2 id="User_defined_events">User defined events</h2>
522 <div id="User_defined_events_CONTENT">
523 <p>This event is unique, it is never created by SDL but only by the user. The event can be pushed onto
524 the event queue using <code>SDL::Events::push_event</code>. The contents of the structure members are completely up to the
525 programmer, the only requirement is that type is a value from <code>SDL_USEREVENT</code> to <code>SDL_NUMEVENTS-1</code> (inclusive)</p>
526 <pre> my $event = SDL::Event->new();
527 $event->type ( SDL_USEREVENT + 3 );
528 $event->event_code(10);
529 $event->data1('hello event');
531 SDL::Events::push_event($event);
536 <h3 id="user_code">user_code</h3>
537 <div id="user_code_CONTENT">
538 <p>User defined event code (integer).</p>
541 <h3 id="user_data1_user_data2">user_data1, user_data2</h3>
542 <div id="user_data1_user_data2_CONTENT">
543 <p>User defined data.</p>
546 <h2 id="Quit_event">Quit event</h2>
547 <div id="Quit_event_CONTENT">
548 <p>As can be seen, the <code>SDL_QuitEvent</code> structure serves no useful purpose. The event itself, on the other hand,
549 is very important. If you filter out or ignore a quit event then it is impossible for the user to close the
550 window. On the other hand, if you do accept a quit event then the application window will be closed, and
551 screen updates will still report success even though the application will no longer be visible.</p>
552 <p><strong>Note</strong>: The macro SDL_QuitRequested will return non-zero if a quit event is pending </p>
555 <h1 id="AUTHOR">AUTHOR</h1><p><a href="#TOP" class="toplink">Top</a></p>
556 <div id="AUTHOR_CONTENT">
559 <h1 id="SEE_ALSO">SEE ALSO</h1><p><a href="#TOP" class="toplink">Top</a></p>
560 <div id="SEE_ALSO_CONTENT">