// This source file is part of HGamer3D, a project to enable 3D game development // in Haskell. For the latest info, see http://www.hgamer3d.org . // // (c) 2011-2014 Peter Althainz // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // HeaderSDLEvents.h // #include "wchar.h" #ifndef _DEFINED_HG3D_HeaderSDLEvents #define _DEFINED_HG3D_HeaderSDLEvents #include "ClassPtr.h" #include "StructSDLEvent.h" // void sdlevts_sdl_PumpEvents(); // void sdlevts_sdl_FlushEvent(unsigned int type_c); // void sdlevts_sdl_FlushEvents(unsigned int minType_c, unsigned int maxType_c); // Polls for currently pending events. void sdlevts_sdl_PollEvent(struct sdlevent_struct * event_c, int * result_c); // Waits indefinitely for the next available event. void sdlevts_sdl_WaitEvent(struct sdlevent_struct * event_c, int * result_c); // Waits until the specified timeout (in milliseconds) for the next available event. void sdlevts_sdl_WaitEventTimeout(struct sdlevent_struct * event_c, int timeout_c, int * result_c); // Add an event to the event queue. void sdlevts_sdl_PushEvent(struct sdlevent_struct * event_c, int * result_c); // void sdlevts_sdl_RegisterEvents(int numevents_c, unsigned int * result_c); #endif