#include <SdlEventLoop.h>
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void | dispatchEvent (PlatformEventHandler *eventHandler, const SDL_Event *event) |
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void | dispatchEvent (PlatformEventHandler *eventHandler, const PlatformEvent *event) |
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void | dispatchNativeEvent (PlatformEventHandler *eventHandler, const SDL_Event *event) |
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void | dispatchQuitEvent (PlatformEventHandler *eventHandler, const SDL_QuitEvent *event) |
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void | dispatchKeyEvent (PlatformEventHandler *eventHandler, const SDL_KeyboardEvent *event) |
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void | dispatchMouseMoveEvent (PlatformEventHandler *eventHandler, const SDL_MouseMotionEvent *event) |
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void | dispatchMouseButtonEvent (PlatformEventHandler *eventHandler, const SDL_MouseButtonEvent *event) |
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void | dispatchMouseWheelEvent (PlatformEventHandler *eventHandler, const SDL_MouseWheelEvent *event) |
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void | dispatchTouchFingerEvent (PlatformEventHandler *eventHandler, const SDL_TouchFingerEvent *event) |
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void | dispatchWindowEvent (PlatformEventHandler *eventHandler, const SDL_WindowEvent *event) |
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void | dispatchWindowMoveEvent (PlatformEventHandler *eventHandler, const SDL_WindowEvent *event) |
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void | dispatchWindowResizeEvent (PlatformEventHandler *eventHandler, const SDL_WindowEvent *event) |
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void | dispatchGamepadConnectedEvent (PlatformEventHandler *eventHandler, const SDL_ControllerDeviceEvent *event) |
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void | dispatchGamepadDisconnectedEvent (PlatformEventHandler *eventHandler, const SDL_ControllerDeviceEvent *event) |
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void | dispatchGamepadButtonEvent (PlatformEventHandler *eventHandler, const SDL_ControllerButtonEvent *event) |
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void | dispatchGamepadAxisEvent (PlatformEventHandler *eventHandler, const SDL_ControllerAxisEvent *event) |
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void | dispatchTextInputEvent (PlatformEventHandler *eventHandler, const SDL_TextInputEvent *event) |
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◆ SdlEventLoop()
◆ ~SdlEventLoop()
SdlEventLoop::~SdlEventLoop |
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◆ dispatchEvent() [1/2]
◆ dispatchEvent() [2/2]
◆ dispatchGamepadAxisEvent()
void SdlEventLoop::dispatchGamepadAxisEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_ControllerAxisEvent * |
event |
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◆ dispatchGamepadButtonEvent()
void SdlEventLoop::dispatchGamepadButtonEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_ControllerButtonEvent * |
event |
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◆ dispatchGamepadConnectedEvent()
void SdlEventLoop::dispatchGamepadConnectedEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_ControllerDeviceEvent * |
event |
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◆ dispatchGamepadDisconnectedEvent()
void SdlEventLoop::dispatchGamepadDisconnectedEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_ControllerDeviceEvent * |
event |
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◆ dispatchKeyEvent()
void SdlEventLoop::dispatchKeyEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_KeyboardEvent * |
event |
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◆ dispatchMouseButtonEvent()
void SdlEventLoop::dispatchMouseButtonEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_MouseButtonEvent * |
event |
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◆ dispatchMouseMoveEvent()
void SdlEventLoop::dispatchMouseMoveEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_MouseMotionEvent * |
event |
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◆ dispatchMouseWheelEvent()
void SdlEventLoop::dispatchMouseWheelEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_MouseWheelEvent * |
event |
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◆ dispatchNativeEvent()
void SdlEventLoop::dispatchNativeEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_Event * |
event |
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◆ dispatchQuitEvent()
void SdlEventLoop::dispatchQuitEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_QuitEvent * |
event |
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◆ dispatchTextInputEvent()
void SdlEventLoop::dispatchTextInputEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_TextInputEvent * |
event |
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◆ dispatchTouchFingerEvent()
void SdlEventLoop::dispatchTouchFingerEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_TouchFingerEvent * |
event |
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◆ dispatchWindowEvent()
void SdlEventLoop::dispatchWindowEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_WindowEvent * |
event |
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◆ dispatchWindowMoveEvent()
void SdlEventLoop::dispatchWindowMoveEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_WindowEvent * |
event |
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◆ dispatchWindowResizeEvent()
void SdlEventLoop::dispatchWindowResizeEvent |
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PlatformEventHandler * |
eventHandler, |
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const SDL_WindowEvent * |
event |
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◆ exec()
Starts this event loop.
This function blocks until either quit
is called from inside the event handler code, or an application is closed by the user (e.g. after the last window is closed, or Command+Q
is pressed on Mac).
- Parameters
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eventHandler | Callback for event processing. |
Implements PlatformEventLoop.
◆ processMessages()
Processes the messages that are currently in the message queue, and returns. Returns immediately if there are no messages in the message queue.
- Parameters
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eventHandler | Callback for event processing. |
count | Maximum number of messages to process, -1 means unlimited. |
Implements PlatformEventLoop.
◆ quit()
void SdlEventLoop::quit |
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Tells this event loop to exit. Does nothing if the event loop is not running.
Implements PlatformEventLoop.
◆ waitForMessages()
void SdlEventLoop::waitForMessages |
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Blocks until at least one message is delivered to the queue, and returns.
Implements PlatformEventLoop.
◆ _quitRequested
bool SdlEventLoop::_quitRequested = false |
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◆ _state
The documentation for this class was generated from the following files: