diff SDL3/SDL_events.h @ 1:20d02a178406 default tip

*: check in everything else yay
author Paper <paper@tflc.us>
date Mon, 05 Jan 2026 02:15:46 -0500
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/SDL3/SDL_events.h	Mon Jan 05 02:15:46 2026 -0500
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+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * # CategoryEvents
+ *
+ * Event queue management.
+ *
+ * It's extremely common--often required--that an app deal with SDL's event
+ * queue. Almost all useful information about interactions with the real world
+ * flow through here: the user interacting with the computer and app, hardware
+ * coming and going, the system changing in some way, etc.
+ *
+ * An app generally takes a moment, perhaps at the start of a new frame, to
+ * examine any events that have occurred since the last time and process or
+ * ignore them. This is generally done by calling SDL_PollEvent() in a loop
+ * until it returns false (or, if using the main callbacks, events are
+ * provided one at a time in calls to SDL_AppEvent() before the next call to
+ * SDL_AppIterate(); in this scenario, the app does not call SDL_PollEvent()
+ * at all).
+ *
+ * There is other forms of control, too: SDL_PeepEvents() has more
+ * functionality at the cost of more complexity, and SDL_WaitEvent() can block
+ * the process until something interesting happens, which might be beneficial
+ * for certain types of programs on low-power hardware. One may also call
+ * SDL_AddEventWatch() to set a callback when new events arrive.
+ *
+ * The app is free to generate their own events, too: SDL_PushEvent allows the
+ * app to put events onto the queue for later retrieval; SDL_RegisterEvents
+ * can guarantee that these events have a type that isn't in use by other
+ * parts of the system.
+ */
+
+#ifndef SDL_events_h_
+#define SDL_events_h_
+
+#include <SDL3/SDL_stdinc.h>
+#include <SDL3/SDL_audio.h>
+#include <SDL3/SDL_camera.h>
+#include <SDL3/SDL_error.h>
+#include <SDL3/SDL_gamepad.h>
+#include <SDL3/SDL_joystick.h>
+#include <SDL3/SDL_keyboard.h>
+#include <SDL3/SDL_keycode.h>
+#include <SDL3/SDL_mouse.h>
+#include <SDL3/SDL_pen.h>
+#include <SDL3/SDL_power.h>
+#include <SDL3/SDL_sensor.h>
+#include <SDL3/SDL_scancode.h>
+#include <SDL3/SDL_touch.h>
+#include <SDL3/SDL_video.h>
+
+#include <SDL3/SDL_begin_code.h>
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* General keyboard/mouse/pen state definitions */
+
+/**
+ * The types of events that can be delivered.
+ *
+ * \since This enum is available since SDL 3.2.0.
+ */
+typedef enum SDL_EventType
+{
+    SDL_EVENT_FIRST     = 0,     /**< Unused (do not remove) */
+
+    /* Application events */
+    SDL_EVENT_QUIT           = 0x100, /**< User-requested quit */
+
+    /* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */
+    SDL_EVENT_TERMINATING,      /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch().
+                                     Called on iOS in applicationWillTerminate()
+                                     Called on Android in onDestroy()
+                                */
+    SDL_EVENT_LOW_MEMORY,       /**< The application is low on memory, free memory if possible. This event must be handled in a callback set with SDL_AddEventWatch().
+                                     Called on iOS in applicationDidReceiveMemoryWarning()
+                                     Called on Android in onTrimMemory()
+                                */
+    SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background. This event must be handled in a callback set with SDL_AddEventWatch().
+                                     Called on iOS in applicationWillResignActive()
+                                     Called on Android in onPause()
+                                */
+    SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time. This event must be handled in a callback set with SDL_AddEventWatch().
+                                     Called on iOS in applicationDidEnterBackground()
+                                     Called on Android in onPause()
+                                */
+    SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground. This event must be handled in a callback set with SDL_AddEventWatch().
+                                     Called on iOS in applicationWillEnterForeground()
+                                     Called on Android in onResume()
+                                */
+    SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch().
+                                     Called on iOS in applicationDidBecomeActive()
+                                     Called on Android in onResume()
+                                */
+
+    SDL_EVENT_LOCALE_CHANGED,  /**< The user's locale preferences have changed. */
+
+    SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */
+
+    /* Display events */
+    /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */
+    SDL_EVENT_DISPLAY_ORIENTATION = 0x151,   /**< Display orientation has changed to data1 */
+    SDL_EVENT_DISPLAY_ADDED,                 /**< Display has been added to the system */
+    SDL_EVENT_DISPLAY_REMOVED,               /**< Display has been removed from the system */
+    SDL_EVENT_DISPLAY_MOVED,                 /**< Display has changed position */
+    SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED,  /**< Display has changed desktop mode */
+    SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED,  /**< Display has changed current mode */
+    SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */
+    SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED, /**< Display has changed usable bounds */
+    SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION,
+    SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED,
+
+    /* Window events */
+    /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */
+    /* 0x201 was SDL_SYSWMEVENT, reserve the number for sdl2-compat */
+    SDL_EVENT_WINDOW_SHOWN = 0x202,     /**< Window has been shown */
+    SDL_EVENT_WINDOW_HIDDEN,            /**< Window has been hidden */
+    SDL_EVENT_WINDOW_EXPOSED,           /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event.
+                                             data1 is 1 for live-resize expose events, 0 otherwise. */
+    SDL_EVENT_WINDOW_MOVED,             /**< Window has been moved to data1, data2 */
+    SDL_EVENT_WINDOW_RESIZED,           /**< Window has been resized to data1xdata2 */
+    SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */
+    SDL_EVENT_WINDOW_METAL_VIEW_RESIZED,/**< The pixel size of a Metal view associated with the window has changed */
+    SDL_EVENT_WINDOW_MINIMIZED,         /**< Window has been minimized */
+    SDL_EVENT_WINDOW_MAXIMIZED,         /**< Window has been maximized */
+    SDL_EVENT_WINDOW_RESTORED,          /**< Window has been restored to normal size and position */
+    SDL_EVENT_WINDOW_MOUSE_ENTER,       /**< Window has gained mouse focus */
+    SDL_EVENT_WINDOW_MOUSE_LEAVE,       /**< Window has lost mouse focus */
+    SDL_EVENT_WINDOW_FOCUS_GAINED,      /**< Window has gained keyboard focus */
+    SDL_EVENT_WINDOW_FOCUS_LOST,        /**< Window has lost keyboard focus */
+    SDL_EVENT_WINDOW_CLOSE_REQUESTED,   /**< The window manager requests that the window be closed */
+    SDL_EVENT_WINDOW_HIT_TEST,          /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */
+    SDL_EVENT_WINDOW_ICCPROF_CHANGED,   /**< The ICC profile of the window's display has changed */
+    SDL_EVENT_WINDOW_DISPLAY_CHANGED,   /**< Window has been moved to display data1 */
+    SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */
+    SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */
+    SDL_EVENT_WINDOW_OCCLUDED,          /**< The window has been occluded */
+    SDL_EVENT_WINDOW_ENTER_FULLSCREEN,  /**< The window has entered fullscreen mode */
+    SDL_EVENT_WINDOW_LEAVE_FULLSCREEN,  /**< The window has left fullscreen mode */
+    SDL_EVENT_WINDOW_DESTROYED,         /**< The window with the associated ID is being or has been destroyed. If this message is being handled
+                                             in an event watcher, the window handle is still valid and can still be used to retrieve any properties
+                                             associated with the window. Otherwise, the handle has already been destroyed and all resources
+                                             associated with it are invalid */
+    SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */
+    SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN,
+    SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED,
+
+    /* Keyboard events */
+    SDL_EVENT_KEY_DOWN        = 0x300, /**< Key pressed */
+    SDL_EVENT_KEY_UP,                  /**< Key released */
+    SDL_EVENT_TEXT_EDITING,            /**< Keyboard text editing (composition) */
+    SDL_EVENT_TEXT_INPUT,              /**< Keyboard text input */
+    SDL_EVENT_KEYMAP_CHANGED,          /**< Keymap changed due to a system event such as an
+                                            input language or keyboard layout change. */
+    SDL_EVENT_KEYBOARD_ADDED,          /**< A new keyboard has been inserted into the system */
+    SDL_EVENT_KEYBOARD_REMOVED,        /**< A keyboard has been removed */
+    SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */
+    SDL_EVENT_SCREEN_KEYBOARD_SHOWN,   /**< The on-screen keyboard has been shown */
+    SDL_EVENT_SCREEN_KEYBOARD_HIDDEN,  /**< The on-screen keyboard has been hidden */
+
+    /* Mouse events */
+    SDL_EVENT_MOUSE_MOTION    = 0x400, /**< Mouse moved */
+    SDL_EVENT_MOUSE_BUTTON_DOWN,       /**< Mouse button pressed */
+    SDL_EVENT_MOUSE_BUTTON_UP,         /**< Mouse button released */
+    SDL_EVENT_MOUSE_WHEEL,             /**< Mouse wheel motion */
+    SDL_EVENT_MOUSE_ADDED,             /**< A new mouse has been inserted into the system */
+    SDL_EVENT_MOUSE_REMOVED,           /**< A mouse has been removed */
+
+    /* Joystick events */
+    SDL_EVENT_JOYSTICK_AXIS_MOTION  = 0x600, /**< Joystick axis motion */
+    SDL_EVENT_JOYSTICK_BALL_MOTION,          /**< Joystick trackball motion */
+    SDL_EVENT_JOYSTICK_HAT_MOTION,           /**< Joystick hat position change */
+    SDL_EVENT_JOYSTICK_BUTTON_DOWN,          /**< Joystick button pressed */
+    SDL_EVENT_JOYSTICK_BUTTON_UP,            /**< Joystick button released */
+    SDL_EVENT_JOYSTICK_ADDED,                /**< A new joystick has been inserted into the system */
+    SDL_EVENT_JOYSTICK_REMOVED,              /**< An opened joystick has been removed */
+    SDL_EVENT_JOYSTICK_BATTERY_UPDATED,      /**< Joystick battery level change */
+    SDL_EVENT_JOYSTICK_UPDATE_COMPLETE,      /**< Joystick update is complete */
+
+    /* Gamepad events */
+    SDL_EVENT_GAMEPAD_AXIS_MOTION  = 0x650, /**< Gamepad axis motion */
+    SDL_EVENT_GAMEPAD_BUTTON_DOWN,          /**< Gamepad button pressed */
+    SDL_EVENT_GAMEPAD_BUTTON_UP,            /**< Gamepad button released */
+    SDL_EVENT_GAMEPAD_ADDED,                /**< A new gamepad has been inserted into the system */
+    SDL_EVENT_GAMEPAD_REMOVED,              /**< A gamepad has been removed */
+    SDL_EVENT_GAMEPAD_REMAPPED,             /**< The gamepad mapping was updated */
+    SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN,        /**< Gamepad touchpad was touched */
+    SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION,      /**< Gamepad touchpad finger was moved */
+    SDL_EVENT_GAMEPAD_TOUCHPAD_UP,          /**< Gamepad touchpad finger was lifted */
+    SDL_EVENT_GAMEPAD_SENSOR_UPDATE,        /**< Gamepad sensor was updated */
+    SDL_EVENT_GAMEPAD_UPDATE_COMPLETE,      /**< Gamepad update is complete */
+    SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED,  /**< Gamepad Steam handle has changed */
+
+    /* Touch events */
+    SDL_EVENT_FINGER_DOWN      = 0x700,
+    SDL_EVENT_FINGER_UP,
+    SDL_EVENT_FINGER_MOTION,
+    SDL_EVENT_FINGER_CANCELED,
+
+    /* Pinch events */
+    SDL_EVENT_PINCH_BEGIN      = 0x710,     /**< Pinch gesture started */
+    SDL_EVENT_PINCH_UPDATE,                 /**< Pinch gesture updated */
+    SDL_EVENT_PINCH_END,                    /**< Pinch gesture ended */
+
+    /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */
+
+    /* Clipboard events */
+    SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard changed */
+
+    /* Drag and drop events */
+    SDL_EVENT_DROP_FILE        = 0x1000, /**< The system requests a file open */
+    SDL_EVENT_DROP_TEXT,                 /**< text/plain drag-and-drop event */
+    SDL_EVENT_DROP_BEGIN,                /**< A new set of drops is beginning (NULL filename) */
+    SDL_EVENT_DROP_COMPLETE,             /**< Current set of drops is now complete (NULL filename) */
+    SDL_EVENT_DROP_POSITION,             /**< Position while moving over the window */
+
+    /* Audio hotplug events */
+    SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100,  /**< A new audio device is available */
+    SDL_EVENT_AUDIO_DEVICE_REMOVED,         /**< An audio device has been removed. */
+    SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED,  /**< An audio device's format has been changed by the system. */
+
+    /* Sensor events */
+    SDL_EVENT_SENSOR_UPDATE = 0x1200,     /**< A sensor was updated */
+
+    /* Pressure-sensitive pen events */
+    SDL_EVENT_PEN_PROXIMITY_IN = 0x1300,  /**< Pressure-sensitive pen has become available */
+    SDL_EVENT_PEN_PROXIMITY_OUT,          /**< Pressure-sensitive pen has become unavailable */
+    SDL_EVENT_PEN_DOWN,                   /**< Pressure-sensitive pen touched drawing surface */
+    SDL_EVENT_PEN_UP,                     /**< Pressure-sensitive pen stopped touching drawing surface */
+    SDL_EVENT_PEN_BUTTON_DOWN,            /**< Pressure-sensitive pen button pressed */
+    SDL_EVENT_PEN_BUTTON_UP,              /**< Pressure-sensitive pen button released */
+    SDL_EVENT_PEN_MOTION,                 /**< Pressure-sensitive pen is moving on the tablet */
+    SDL_EVENT_PEN_AXIS,                   /**< Pressure-sensitive pen angle/pressure/etc changed */
+
+    /* Camera hotplug events */
+    SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400,  /**< A new camera device is available */
+    SDL_EVENT_CAMERA_DEVICE_REMOVED,         /**< A camera device has been removed. */
+    SDL_EVENT_CAMERA_DEVICE_APPROVED,        /**< A camera device has been approved for use by the user. */
+    SDL_EVENT_CAMERA_DEVICE_DENIED,          /**< A camera device has been denied for use by the user. */
+
+    /* Render events */
+    SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
+    SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
+    SDL_EVENT_RENDER_DEVICE_LOST, /**< The device has been lost and can't be recovered. */
+
+    /* Reserved events for private platforms */
+    SDL_EVENT_PRIVATE0 = 0x4000,
+    SDL_EVENT_PRIVATE1,
+    SDL_EVENT_PRIVATE2,
+    SDL_EVENT_PRIVATE3,
+
+    /* Internal events */
+    SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */
+
+    /** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use,
+     *  and should be allocated with SDL_RegisterEvents()
+     */
+    SDL_EVENT_USER    = 0x8000,
+
+    /**
+     *  This last event is only for bounding internal arrays
+     */
+    SDL_EVENT_LAST    = 0xFFFF,
+
+    /* This just makes sure the enum is the size of Uint32 */
+    SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF
+
+} SDL_EventType;
+
+/**
+ * Fields shared by every event
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_CommonEvent
+{
+    Uint32 type;        /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+} SDL_CommonEvent;
+
+/**
+ * Display state change event data (event.display.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_DisplayEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_DISPLAY_* */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_DisplayID displayID;/**< The associated display */
+    Sint32 data1;       /**< event dependent data */
+    Sint32 data2;       /**< event dependent data */
+} SDL_DisplayEvent;
+
+/**
+ * Window state change event data (event.window.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_WindowEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_WINDOW_* */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID; /**< The associated window */
+    Sint32 data1;       /**< event dependent data */
+    Sint32 data2;       /**< event dependent data */
+} SDL_WindowEvent;
+
+/**
+ * Keyboard device event structure (event.kdevice.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_KeyboardDeviceEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_KeyboardID which;   /**< The keyboard instance id */
+} SDL_KeyboardDeviceEvent;
+
+/**
+ * Keyboard button event structure (event.key.*)
+ *
+ * The `key` is the base SDL_Keycode generated by pressing the `scancode`
+ * using the current keyboard layout, applying any options specified in
+ * SDL_HINT_KEYCODE_OPTIONS. You can get the SDL_Keycode corresponding to the
+ * event scancode and modifiers directly from the keyboard layout, bypassing
+ * SDL_HINT_KEYCODE_OPTIONS, by calling SDL_GetKeyFromScancode().
+ *
+ * \since This struct is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetKeyFromScancode
+ * \sa SDL_HINT_KEYCODE_OPTIONS
+ */
+typedef struct SDL_KeyboardEvent
+{
+    SDL_EventType type;     /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */
+    Uint32 reserved;
+    Uint64 timestamp;       /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID;  /**< The window with keyboard focus, if any */
+    SDL_KeyboardID which;   /**< The keyboard instance id, or 0 if unknown or virtual */
+    SDL_Scancode scancode;  /**< SDL physical key code */
+    SDL_Keycode key;        /**< SDL virtual key code */
+    SDL_Keymod mod;         /**< current key modifiers */
+    Uint16 raw;             /**< The platform dependent scancode for this event */
+    bool down;              /**< true if the key is pressed */
+    bool repeat;            /**< true if this is a key repeat */
+} SDL_KeyboardEvent;
+
+/**
+ * Keyboard text editing event structure (event.edit.*)
+ *
+ * The start cursor is the position, in UTF-8 characters, where new typing
+ * will be inserted into the editing text. The length is the number of UTF-8
+ * characters that will be replaced by new typing.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_TextEditingEvent
+{
+    SDL_EventType type;         /**< SDL_EVENT_TEXT_EDITING */
+    Uint32 reserved;
+    Uint64 timestamp;           /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID;      /**< The window with keyboard focus, if any */
+    const char *text;           /**< The editing text */
+    Sint32 start;               /**< The start cursor of selected editing text, or -1 if not set */
+    Sint32 length;              /**< The length of selected editing text, or -1 if not set */
+} SDL_TextEditingEvent;
+
+/**
+ * Keyboard IME candidates event structure (event.edit_candidates.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_TextEditingCandidatesEvent
+{
+    SDL_EventType type;         /**< SDL_EVENT_TEXT_EDITING_CANDIDATES */
+    Uint32 reserved;
+    Uint64 timestamp;           /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID;      /**< The window with keyboard focus, if any */
+    const char * const *candidates;    /**< The list of candidates, or NULL if there are no candidates available */
+    Sint32 num_candidates;      /**< The number of strings in `candidates` */
+    Sint32 selected_candidate;  /**< The index of the selected candidate, or -1 if no candidate is selected */
+    bool horizontal;          /**< true if the list is horizontal, false if it's vertical */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+} SDL_TextEditingCandidatesEvent;
+
+/**
+ * Keyboard text input event structure (event.text.*)
+ *
+ * This event will never be delivered unless text input is enabled by calling
+ * SDL_StartTextInput(). Text input is disabled by default!
+ *
+ * \since This struct is available since SDL 3.2.0.
+ *
+ * \sa SDL_StartTextInput
+ * \sa SDL_StopTextInput
+ */
+typedef struct SDL_TextInputEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID; /**< The window with keyboard focus, if any */
+    const char *text;   /**< The input text, UTF-8 encoded */
+} SDL_TextInputEvent;
+
+/**
+ * Mouse device event structure (event.mdevice.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_MouseDeviceEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_MouseID which;  /**< The mouse instance id */
+} SDL_MouseDeviceEvent;
+
+/**
+ * Mouse motion event structure (event.motion.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_MouseMotionEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID; /**< The window with mouse focus, if any */
+    SDL_MouseID which;  /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */
+    SDL_MouseButtonFlags state;       /**< The current button state */
+    float x;            /**< X coordinate, relative to window */
+    float y;            /**< Y coordinate, relative to window */
+    float xrel;         /**< The relative motion in the X direction */
+    float yrel;         /**< The relative motion in the Y direction */
+} SDL_MouseMotionEvent;
+
+/**
+ * Mouse button event structure (event.button.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_MouseButtonEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID; /**< The window with mouse focus, if any */
+    SDL_MouseID which;  /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */
+    Uint8 button;       /**< The mouse button index */
+    bool down;          /**< true if the button is pressed */
+    Uint8 clicks;       /**< 1 for single-click, 2 for double-click, etc. */
+    Uint8 padding;
+    float x;            /**< X coordinate, relative to window */
+    float y;            /**< Y coordinate, relative to window */
+} SDL_MouseButtonEvent;
+
+/**
+ * Mouse wheel event structure (event.wheel.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_MouseWheelEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_MOUSE_WHEEL */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID; /**< The window with mouse focus, if any */
+    SDL_MouseID which;  /**< The mouse instance id in relative mode or 0 */
+    float x;            /**< The amount scrolled horizontally, positive to the right and negative to the left */
+    float y;            /**< The amount scrolled vertically, positive away from the user and negative toward the user */
+    SDL_MouseWheelDirection direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */
+    float mouse_x;      /**< X coordinate, relative to window */
+    float mouse_y;      /**< Y coordinate, relative to window */
+    Sint32 integer_x;   /**< The amount scrolled horizontally, accumulated to whole scroll "ticks" (added in 3.2.12) */
+    Sint32 integer_y;   /**< The amount scrolled vertically, accumulated to whole scroll "ticks" (added in 3.2.12) */
+} SDL_MouseWheelEvent;
+
+/**
+ * Joystick axis motion event structure (event.jaxis.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_JoyAxisEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_JOYSTICK_AXIS_MOTION */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    Uint8 axis;         /**< The joystick axis index */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
+    Uint16 padding4;
+} SDL_JoyAxisEvent;
+
+/**
+ * Joystick trackball motion event structure (event.jball.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_JoyBallEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BALL_MOTION */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    Uint8 ball;         /**< The joystick trackball index */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+    Sint16 xrel;        /**< The relative motion in the X direction */
+    Sint16 yrel;        /**< The relative motion in the Y direction */
+} SDL_JoyBallEvent;
+
+/**
+ * Joystick hat position change event structure (event.jhat.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_JoyHatEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_JOYSTICK_HAT_MOTION */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    Uint8 hat;          /**< The joystick hat index */
+    Uint8 value;        /**< The hat position value.
+                         *   \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP
+                         *   \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT
+                         *   \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN
+                         *
+                         *   Note that zero means the POV is centered.
+                         */
+    Uint8 padding1;
+    Uint8 padding2;
+} SDL_JoyHatEvent;
+
+/**
+ * Joystick button event structure (event.jbutton.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_JoyButtonEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    Uint8 button;       /**< The joystick button index */
+    bool down;      /**< true if the button is pressed */
+    Uint8 padding1;
+    Uint8 padding2;
+} SDL_JoyButtonEvent;
+
+/**
+ * Joystick device event structure (event.jdevice.*)
+ *
+ * SDL will send JOYSTICK_ADDED events for devices that are already plugged in
+ * during SDL_Init.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ *
+ * \sa SDL_GamepadDeviceEvent
+ */
+typedef struct SDL_JoyDeviceEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which;       /**< The joystick instance id */
+} SDL_JoyDeviceEvent;
+
+/**
+ * Joystick battery level change event structure (event.jbattery.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_JoyBatteryEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BATTERY_UPDATED */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    SDL_PowerState state; /**< The joystick battery state */
+    int percent;          /**< The joystick battery percent charge remaining */
+} SDL_JoyBatteryEvent;
+
+/**
+ * Gamepad axis motion event structure (event.gaxis.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_GamepadAxisEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_GAMEPAD_AXIS_MOTION */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    Uint8 axis;         /**< The gamepad axis (SDL_GamepadAxis) */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+    Sint16 value;       /**< The axis value (range: -32768 to 32767) */
+    Uint16 padding4;
+} SDL_GamepadAxisEvent;
+
+
+/**
+ * Gamepad button event structure (event.gbutton.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_GamepadButtonEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    Uint8 button;       /**< The gamepad button (SDL_GamepadButton) */
+    bool down;      /**< true if the button is pressed */
+    Uint8 padding1;
+    Uint8 padding2;
+} SDL_GamepadButtonEvent;
+
+
+/**
+ * Gamepad device event structure (event.gdevice.*)
+ *
+ * Joysticks that are supported gamepads receive both an SDL_JoyDeviceEvent
+ * and an SDL_GamepadDeviceEvent.
+ *
+ * SDL will send GAMEPAD_ADDED events for joysticks that are already plugged
+ * in during SDL_Init() and are recognized as gamepads. It will also send
+ * events for joysticks that get gamepad mappings at runtime.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ *
+ * \sa SDL_JoyDeviceEvent
+ */
+typedef struct SDL_GamepadDeviceEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which;       /**< The joystick instance id */
+} SDL_GamepadDeviceEvent;
+
+/**
+ * Gamepad touchpad event structure (event.gtouchpad.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_GamepadTouchpadEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    Sint32 touchpad;    /**< The index of the touchpad */
+    Sint32 finger;      /**< The index of the finger on the touchpad */
+    float x;            /**< Normalized in the range 0...1 with 0 being on the left */
+    float y;            /**< Normalized in the range 0...1 with 0 being at the top */
+    float pressure;     /**< Normalized in the range 0...1 */
+} SDL_GamepadTouchpadEvent;
+
+/**
+ * Gamepad sensor event structure (event.gsensor.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_GamepadSensorEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_GAMEPAD_SENSOR_UPDATE */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_JoystickID which; /**< The joystick instance id */
+    Sint32 sensor;      /**< The type of the sensor, one of the values of SDL_SensorType */
+    float data[3];      /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */
+    Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
+} SDL_GamepadSensorEvent;
+
+/**
+ * Audio device event structure (event.adevice.*)
+ *
+ * Note that SDL will send a SDL_EVENT_AUDIO_DEVICE_ADDED event for every
+ * device it discovers during initialization. After that, this event will only
+ * arrive when a device is hotplugged during the program's run.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_AudioDeviceEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_AudioDeviceID which;       /**< SDL_AudioDeviceID for the device being added or removed or changing */
+    bool recording; /**< false if a playback device, true if a recording device. */
+    Uint8 padding1;
+    Uint8 padding2;
+    Uint8 padding3;
+} SDL_AudioDeviceEvent;
+
+/**
+ * Camera device event structure (event.cdevice.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_CameraDeviceEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_CameraID which;       /**< SDL_CameraID for the device being added or removed or changing */
+} SDL_CameraDeviceEvent;
+
+
+/**
+ * Renderer event structure (event.render.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_RenderEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID; /**< The window containing the renderer in question. */
+} SDL_RenderEvent;
+
+
+/**
+ * Touch finger event structure (event.tfinger.*)
+ *
+ * Coordinates in this event are normalized. `x` and `y` are normalized to a
+ * range between 0.0f and 1.0f, relative to the window, so (0,0) is the top
+ * left and (1,1) is the bottom right. Delta coordinates `dx` and `dy` are
+ * normalized in the ranges of -1.0f (traversed all the way from the bottom or
+ * right to all the way up or left) to 1.0f (traversed all the way from the
+ * top or left to all the way down or right).
+ *
+ * Note that while the coordinates are _normalized_, they are not _clamped_,
+ * which means in some circumstances you can get a value outside of this
+ * range. For example, a renderer using logical presentation might give a
+ * negative value when the touch is in the letterboxing. Some platforms might
+ * report a touch outside of the window, which will also be outside of the
+ * range.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_TouchFingerEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, or SDL_EVENT_FINGER_CANCELED */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_TouchID touchID; /**< The touch device id */
+    SDL_FingerID fingerID;
+    float x;            /**< Normalized in the range 0...1 */
+    float y;            /**< Normalized in the range 0...1 */
+    float dx;           /**< Normalized in the range -1...1 */
+    float dy;           /**< Normalized in the range -1...1 */
+    float pressure;     /**< Normalized in the range 0...1 */
+    SDL_WindowID windowID; /**< The window underneath the finger, if any */
+} SDL_TouchFingerEvent;
+
+/**
+ * Pinch event structure (event.pinch.*)
+ */
+typedef struct SDL_PinchFingerEvent
+{
+    SDL_EventType type; /**< ::SDL_EVENT_PINCH_BEGIN or ::SDL_EVENT_PINCH_UPDATE or ::SDL_EVENT_PINCH_END */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    float scale;        /**< The scale change since the last SDL_EVENT_PINCH_UPDATE. Scale < 1 is "zoom out". Scale > 1 is "zoom in". */
+    SDL_WindowID windowID; /**< The window underneath the finger, if any */
+} SDL_PinchFingerEvent;
+
+/**
+ * Pressure-sensitive pen proximity event structure (event.pproximity.*)
+ *
+ * When a pen becomes visible to the system (it is close enough to a tablet,
+ * etc), SDL will send an SDL_EVENT_PEN_PROXIMITY_IN event with the new pen's
+ * ID. This ID is valid until the pen leaves proximity again (has been removed
+ * from the tablet's area, the tablet has been unplugged, etc). If the same
+ * pen reenters proximity again, it will be given a new ID.
+ *
+ * Note that "proximity" means "close enough for the tablet to know the tool
+ * is there." The pen touching and lifting off from the tablet while not
+ * leaving the area are handled by SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP.
+ *
+ * Not all platforms have a window associated with the pen during proximity
+ * events. Some wait until motion/button/etc events to offer this info.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_PenProximityEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID; /**< The window with pen focus, if any */
+    SDL_PenID which;        /**< The pen instance id */
+} SDL_PenProximityEvent;
+
+/**
+ * Pressure-sensitive pen motion event structure (event.pmotion.*)
+ *
+ * Depending on the hardware, you may get motion events when the pen is not
+ * touching a tablet, for tracking a pen even when it isn't drawing. You
+ * should listen for SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP events, or check
+ * `pen_state & SDL_PEN_INPUT_DOWN` to decide if a pen is "drawing" when
+ * dealing with pen motion.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_PenMotionEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_PEN_MOTION */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID; /**< The window with pen focus, if any */
+    SDL_PenID which;        /**< The pen instance id */
+    SDL_PenInputFlags pen_state;   /**< Complete pen input state at time of event */
+    float x;                /**< X coordinate, relative to window */
+    float y;                /**< Y coordinate, relative to window */
+} SDL_PenMotionEvent;
+
+/**
+ * Pressure-sensitive pen touched event structure (event.ptouch.*)
+ *
+ * These events come when a pen touches a surface (a tablet, etc), or lifts
+ * off from one.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_PenTouchEvent
+{
+    SDL_EventType type;     /**< SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP */
+    Uint32 reserved;
+    Uint64 timestamp;       /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID;  /**< The window with pen focus, if any */
+    SDL_PenID which;        /**< The pen instance id */
+    SDL_PenInputFlags pen_state;   /**< Complete pen input state at time of event */
+    float x;                /**< X coordinate, relative to window */
+    float y;                /**< Y coordinate, relative to window */
+    bool eraser;        /**< true if eraser end is used (not all pens support this). */
+    bool down;          /**< true if the pen is touching or false if the pen is lifted off */
+} SDL_PenTouchEvent;
+
+/**
+ * Pressure-sensitive pen button event structure (event.pbutton.*)
+ *
+ * This is for buttons on the pen itself that the user might click. The pen
+ * itself pressing down to draw triggers a SDL_EVENT_PEN_DOWN event instead.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_PenButtonEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID; /**< The window with mouse focus, if any */
+    SDL_PenID which;        /**< The pen instance id */
+    SDL_PenInputFlags pen_state;   /**< Complete pen input state at time of event */
+    float x;                /**< X coordinate, relative to window */
+    float y;                /**< Y coordinate, relative to window */
+    Uint8 button;       /**< The pen button index (first button is 1). */
+    bool down;      /**< true if the button is pressed */
+} SDL_PenButtonEvent;
+
+/**
+ * Pressure-sensitive pen pressure / angle event structure (event.paxis.*)
+ *
+ * You might get some of these events even if the pen isn't touching the
+ * tablet.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_PenAxisEvent
+{
+    SDL_EventType type;     /**< SDL_EVENT_PEN_AXIS */
+    Uint32 reserved;
+    Uint64 timestamp;       /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID;  /**< The window with pen focus, if any */
+    SDL_PenID which;        /**< The pen instance id */
+    SDL_PenInputFlags pen_state;   /**< Complete pen input state at time of event */
+    float x;                /**< X coordinate, relative to window */
+    float y;                /**< Y coordinate, relative to window */
+    SDL_PenAxis axis;       /**< Axis that has changed */
+    float value;            /**< New value of axis */
+} SDL_PenAxisEvent;
+
+/**
+ * An event used to drop text or request a file open by the system
+ * (event.drop.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_DropEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID;    /**< The window that was dropped on, if any */
+    float x;            /**< X coordinate, relative to window (not on begin) */
+    float y;            /**< Y coordinate, relative to window (not on begin) */
+    const char *source; /**< The source app that sent this drop event, or NULL if that isn't available */
+    const char *data;   /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */
+} SDL_DropEvent;
+
+/**
+ * An event triggered when the clipboard contents have changed
+ * (event.clipboard.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_ClipboardEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    bool owner;         /**< are we owning the clipboard (internal update) */
+    Sint32 num_mime_types;   /**< number of mime types */
+    const char **mime_types; /**< current mime types */
+} SDL_ClipboardEvent;
+
+/**
+ * Sensor event structure (event.sensor.*)
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_SensorEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_SENSOR_UPDATE */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_SensorID which; /**< The instance ID of the sensor */
+    float data[6];      /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */
+    Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */
+} SDL_SensorEvent;
+
+/**
+ * The "quit requested" event
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_QuitEvent
+{
+    SDL_EventType type; /**< SDL_EVENT_QUIT */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+} SDL_QuitEvent;
+
+/**
+ * A user-defined event type (event.user.*)
+ *
+ * This event is unique; it is never created by SDL, but only by the
+ * application. The event can be pushed onto the event queue using
+ * SDL_PushEvent(). The contents of the structure members are completely up to
+ * the programmer; the only requirement is that '''type''' is a value obtained
+ * from SDL_RegisterEvents().
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_UserEvent
+{
+    Uint32 type;        /**< SDL_EVENT_USER through SDL_EVENT_LAST, Uint32 because these are not in the SDL_EventType enumeration */
+    Uint32 reserved;
+    Uint64 timestamp;   /**< In nanoseconds, populated using SDL_GetTicksNS() */
+    SDL_WindowID windowID; /**< The associated window if any */
+    Sint32 code;        /**< User defined event code */
+    void *data1;        /**< User defined data pointer */
+    void *data2;        /**< User defined data pointer */
+} SDL_UserEvent;
+
+
+/**
+ * The structure for all events in SDL.
+ *
+ * The SDL_Event structure is the core of all event handling in SDL. SDL_Event
+ * is a union of all event structures used in SDL.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef union SDL_Event
+{
+    Uint32 type;                            /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */
+    SDL_CommonEvent common;                 /**< Common event data */
+    SDL_DisplayEvent display;               /**< Display event data */
+    SDL_WindowEvent window;                 /**< Window event data */
+    SDL_KeyboardDeviceEvent kdevice;        /**< Keyboard device change event data */
+    SDL_KeyboardEvent key;                  /**< Keyboard event data */
+    SDL_TextEditingEvent edit;              /**< Text editing event data */
+    SDL_TextEditingCandidatesEvent edit_candidates; /**< Text editing candidates event data */
+    SDL_TextInputEvent text;                /**< Text input event data */
+    SDL_MouseDeviceEvent mdevice;           /**< Mouse device change event data */
+    SDL_MouseMotionEvent motion;            /**< Mouse motion event data */
+    SDL_MouseButtonEvent button;            /**< Mouse button event data */
+    SDL_MouseWheelEvent wheel;              /**< Mouse wheel event data */
+    SDL_JoyDeviceEvent jdevice;             /**< Joystick device change event data */
+    SDL_JoyAxisEvent jaxis;                 /**< Joystick axis event data */
+    SDL_JoyBallEvent jball;                 /**< Joystick ball event data */
+    SDL_JoyHatEvent jhat;                   /**< Joystick hat event data */
+    SDL_JoyButtonEvent jbutton;             /**< Joystick button event data */
+    SDL_JoyBatteryEvent jbattery;           /**< Joystick battery event data */
+    SDL_GamepadDeviceEvent gdevice;         /**< Gamepad device event data */
+    SDL_GamepadAxisEvent gaxis;             /**< Gamepad axis event data */
+    SDL_GamepadButtonEvent gbutton;         /**< Gamepad button event data */
+    SDL_GamepadTouchpadEvent gtouchpad;     /**< Gamepad touchpad event data */
+    SDL_GamepadSensorEvent gsensor;         /**< Gamepad sensor event data */
+    SDL_AudioDeviceEvent adevice;           /**< Audio device event data */
+    SDL_CameraDeviceEvent cdevice;          /**< Camera device event data */
+    SDL_SensorEvent sensor;                 /**< Sensor event data */
+    SDL_QuitEvent quit;                     /**< Quit request event data */
+    SDL_UserEvent user;                     /**< Custom event data */
+    SDL_TouchFingerEvent tfinger;           /**< Touch finger event data */
+    SDL_PinchFingerEvent pinch;             /**< Pinch event data */
+    SDL_PenProximityEvent pproximity;       /**< Pen proximity event data */
+    SDL_PenTouchEvent ptouch;               /**< Pen tip touching event data */
+    SDL_PenMotionEvent pmotion;             /**< Pen motion event data */
+    SDL_PenButtonEvent pbutton;             /**< Pen button event data */
+    SDL_PenAxisEvent paxis;                 /**< Pen axis event data */
+    SDL_RenderEvent render;                 /**< Render event data */
+    SDL_DropEvent drop;                     /**< Drag and drop event data */
+    SDL_ClipboardEvent clipboard;           /**< Clipboard event data */
+
+    /* This is necessary for ABI compatibility between Visual C++ and GCC.
+       Visual C++ will respect the push pack pragma and use 52 bytes (size of
+       SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit
+       architectures) for this union, and GCC will use the alignment of the
+       largest datatype within the union, which is 8 bytes on 64-bit
+       architectures.
+
+       So... we'll add padding to force the size to be the same for both.
+
+       On architectures where pointers are 16 bytes, this needs rounding up to
+       the next multiple of 16, 64, and on architectures where pointers are
+       even larger the size of SDL_UserEvent will dominate as being 3 pointers.
+    */
+    Uint8 padding[128];
+} SDL_Event;
+
+/* Make sure we haven't broken binary compatibility */
+SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof((SDL_static_cast(SDL_Event *, NULL))->padding));
+
+
+/* Function prototypes */
+
+/**
+ * Pump the event loop, gathering events from the input devices.
+ *
+ * This function updates the event queue and internal input device state.
+ *
+ * SDL_PumpEvents() gathers all the pending input information from devices and
+ * places it in the event queue. Without calls to SDL_PumpEvents() no events
+ * would ever be placed on the queue. Often the need for calls to
+ * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and
+ * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not
+ * polling or waiting for events (e.g. you are filtering them), then you must
+ * call SDL_PumpEvents() to force an event queue update.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_WaitEvent
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_PumpEvents(void);
+
+/* @{ */
+
+/**
+ * The type of action to request from SDL_PeepEvents().
+ *
+ * \since This enum is available since SDL 3.2.0.
+ */
+typedef enum SDL_EventAction
+{
+    SDL_ADDEVENT,  /**< Add events to the back of the queue. */
+    SDL_PEEKEVENT, /**< Check but don't remove events from the queue front. */
+    SDL_GETEVENT   /**< Retrieve/remove events from the front of the queue. */
+} SDL_EventAction;
+
+/**
+ * Check the event queue for messages and optionally return them.
+ *
+ * `action` may be any of the following:
+ *
+ * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the
+ *   event queue.
+ * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue,
+ *   within the specified minimum and maximum type, will be returned to the
+ *   caller and will _not_ be removed from the queue. If you pass NULL for
+ *   `events`, then `numevents` is ignored and the total number of matching
+ *   events will be returned.
+ * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue,
+ *   within the specified minimum and maximum type, will be returned to the
+ *   caller and will be removed from the queue.
+ *
+ * You may have to call SDL_PumpEvents() before calling this function.
+ * Otherwise, the events may not be ready to be filtered when you call
+ * SDL_PeepEvents().
+ *
+ * \param events destination buffer for the retrieved events, may be NULL to
+ *               leave the events in the queue and return the number of events
+ *               that would have been stored.
+ * \param numevents if action is SDL_ADDEVENT, the number of events to add
+ *                  back to the event queue; if action is SDL_PEEKEVENT or
+ *                  SDL_GETEVENT, the maximum number of events to retrieve.
+ * \param action action to take; see [Remarks](#remarks) for details.
+ * \param minType minimum value of the event type to be considered;
+ *                SDL_EVENT_FIRST is a safe choice.
+ * \param maxType maximum value of the event type to be considered;
+ *                SDL_EVENT_LAST is a safe choice.
+ * \returns the number of events actually stored or -1 on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PumpEvents
+ * \sa SDL_PushEvent
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType);
+/* @} */
+
+/**
+ * Check for the existence of a certain event type in the event queue.
+ *
+ * If you need to check for a range of event types, use SDL_HasEvents()
+ * instead.
+ *
+ * \param type the type of event to be queried; see SDL_EventType for details.
+ * \returns true if events matching `type` are present, or false if events
+ *          matching `type` are not present.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_HasEvents
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_HasEvent(Uint32 type);
+
+
+/**
+ * Check for the existence of certain event types in the event queue.
+ *
+ * If you need to check for a single event type, use SDL_HasEvent() instead.
+ *
+ * \param minType the low end of event type to be queried, inclusive; see
+ *                SDL_EventType for details.
+ * \param maxType the high end of event type to be queried, inclusive; see
+ *                SDL_EventType for details.
+ * \returns true if events with type >= `minType` and <= `maxType` are
+ *          present, or false if not.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_HasEvents
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType);
+
+/**
+ * Clear events of a specific type from the event queue.
+ *
+ * This will unconditionally remove any events from the queue that match
+ * `type`. If you need to remove a range of event types, use SDL_FlushEvents()
+ * instead.
+ *
+ * It's also normal to just ignore events you don't care about in your event
+ * loop without calling this function.
+ *
+ * This function only affects currently queued events. If you want to make
+ * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
+ * on the main thread immediately before the flush call.
+ *
+ * If you have user events with custom data that needs to be freed, you should
+ * use SDL_PeepEvents() to remove and clean up those events before calling
+ * this function.
+ *
+ * \param type the type of event to be cleared; see SDL_EventType for details.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_FlushEvents
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type);
+
+/**
+ * Clear events of a range of types from the event queue.
+ *
+ * This will unconditionally remove any events from the queue that are in the
+ * range of `minType` to `maxType`, inclusive. If you need to remove a single
+ * event type, use SDL_FlushEvent() instead.
+ *
+ * It's also normal to just ignore events you don't care about in your event
+ * loop without calling this function.
+ *
+ * This function only affects currently queued events. If you want to make
+ * sure that all pending OS events are flushed, you can call SDL_PumpEvents()
+ * on the main thread immediately before the flush call.
+ *
+ * \param minType the low end of event type to be cleared, inclusive; see
+ *                SDL_EventType for details.
+ * \param maxType the high end of event type to be cleared, inclusive; see
+ *                SDL_EventType for details.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_FlushEvent
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType);
+
+/**
+ * Poll for currently pending events.
+ *
+ * If `event` is not NULL, the next event is removed from the queue and stored
+ * in the SDL_Event structure pointed to by `event`. The 1 returned refers to
+ * this event, immediately stored in the SDL Event structure -- not an event
+ * to follow.
+ *
+ * If `event` is NULL, it simply returns 1 if there is an event in the queue,
+ * but will not remove it from the queue.
+ *
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
+ * this function in the thread that set the video mode.
+ *
+ * SDL_PollEvent() is the favored way of receiving system events since it can
+ * be done from the main loop and does not suspend the main loop while waiting
+ * on an event to be posted.
+ *
+ * The common practice is to fully process the event queue once every frame,
+ * usually as a first step before updating the game's state:
+ *
+ * ```c
+ * while (game_is_still_running) {
+ *     SDL_Event event;
+ *     while (SDL_PollEvent(&event)) {  // poll until all events are handled!
+ *         // decide what to do with this event.
+ *     }
+ *
+ *     // update game state, draw the current frame
+ * }
+ * ```
+ *
+ * Note that Windows (and possibly other platforms) has a quirk about how it
+ * handles events while dragging/resizing a window, which can cause this
+ * function to block for significant amounts of time. Technical explanations
+ * and solutions are discussed on the wiki:
+ *
+ * https://wiki.libsdl.org/SDL3/AppFreezeDuringDrag
+ *
+ * \param event the SDL_Event structure to be filled with the next event from
+ *              the queue, or NULL.
+ * \returns true if this got an event or false if there are none available.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_PushEvent
+ * \sa SDL_WaitEvent
+ * \sa SDL_WaitEventTimeout
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_PollEvent(SDL_Event *event);
+
+/**
+ * Wait indefinitely for the next available event.
+ *
+ * If `event` is not NULL, the next event is removed from the queue and stored
+ * in the SDL_Event structure pointed to by `event`.
+ *
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
+ * this function in the thread that initialized the video subsystem.
+ *
+ * \param event the SDL_Event structure to be filled in with the next event
+ *              from the queue, or NULL.
+ * \returns true on success or false if there was an error while waiting for
+ *          events; call SDL_GetError() for more information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PushEvent
+ * \sa SDL_WaitEventTimeout
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_WaitEvent(SDL_Event *event);
+
+/**
+ * Wait until the specified timeout (in milliseconds) for the next available
+ * event.
+ *
+ * If `event` is not NULL, the next event is removed from the queue and stored
+ * in the SDL_Event structure pointed to by `event`.
+ *
+ * As this function may implicitly call SDL_PumpEvents(), you can only call
+ * this function in the thread that initialized the video subsystem.
+ *
+ * The timeout is not guaranteed, the actual wait time could be longer due to
+ * system scheduling.
+ *
+ * \param event the SDL_Event structure to be filled in with the next event
+ *              from the queue, or NULL.
+ * \param timeoutMS the maximum number of milliseconds to wait for the next
+ *                  available event.
+ * \returns true if this got an event or false if the timeout elapsed without
+ *          any events available.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_PushEvent
+ * \sa SDL_WaitEvent
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS);
+
+/**
+ * Add an event to the event queue.
+ *
+ * The event queue can actually be used as a two way communication channel.
+ * Not only can events be read from the queue, but the user can also push
+ * their own events onto it. `event` is a pointer to the event structure you
+ * wish to push onto the queue. The event is copied into the queue, and the
+ * caller may dispose of the memory pointed to after SDL_PushEvent() returns.
+ *
+ * Note: Pushing device input events onto the queue doesn't modify the state
+ * of the device within SDL.
+ *
+ * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
+ * the event filter but events added with SDL_PeepEvents() do not.
+ *
+ * For pushing application-specific events, please use SDL_RegisterEvents() to
+ * get an event type that does not conflict with other code that also wants
+ * its own custom event types.
+ *
+ * \param event the SDL_Event to be added to the queue.
+ * \returns true on success, false if the event was filtered or on failure;
+ *          call SDL_GetError() for more information. A common reason for
+ *          error is the event queue being full.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_PeepEvents
+ * \sa SDL_PollEvent
+ * \sa SDL_RegisterEvents
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_PushEvent(SDL_Event *event);
+
+/**
+ * A function pointer used for callbacks that watch the event queue.
+ *
+ * \param userdata what was passed as `userdata` to SDL_SetEventFilter() or
+ *                 SDL_AddEventWatch, etc.
+ * \param event the event that triggered the callback.
+ * \returns true to permit event to be added to the queue, and false to
+ *          disallow it. When used with SDL_AddEventWatch, the return value is
+ *          ignored.
+ *
+ * \threadsafety SDL may call this callback at any time from any thread; the
+ *               application is responsible for locking resources the callback
+ *               touches that need to be protected.
+ *
+ * \since This datatype is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetEventFilter
+ * \sa SDL_AddEventWatch
+ */
+typedef bool (SDLCALL *SDL_EventFilter)(void *userdata, SDL_Event *event);
+
+/**
+ * Set up a filter to process all events before they are added to the internal
+ * event queue.
+ *
+ * If you just want to see events without modifying them or preventing them
+ * from being queued, you should use SDL_AddEventWatch() instead.
+ *
+ * If the filter function returns true when called, then the event will be
+ * added to the internal queue. If it returns false, then the event will be
+ * dropped from the queue, but the internal state will still be updated. This
+ * allows selective filtering of dynamically arriving events.
+ *
+ * **WARNING**: Be very careful of what you do in the event filter function,
+ * as it may run in a different thread! The exception is handling of
+ * SDL_EVENT_WINDOW_EXPOSED, which is guaranteed to be sent from the OS on the
+ * main thread and you are expected to redraw your window in response to this
+ * event.
+ *
+ * On platforms that support it, if the quit event is generated by an
+ * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the
+ * application at the next event poll.
+ *
+ * Note: Disabled events never make it to the event filter function; see
+ * SDL_SetEventEnabled().
+ *
+ * Note: Events pushed onto the queue with SDL_PushEvent() get passed through
+ * the event filter, but events pushed onto the queue with SDL_PeepEvents() do
+ * not.
+ *
+ * \param filter a function to call when an event happens.
+ * \param userdata a pointer that is passed to `filter`.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_AddEventWatch
+ * \sa SDL_SetEventEnabled
+ * \sa SDL_GetEventFilter
+ * \sa SDL_PeepEvents
+ * \sa SDL_PushEvent
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata);
+
+/**
+ * Query the current event filter.
+ *
+ * This function can be used to "chain" filters, by saving the existing filter
+ * before replacing it with a function that will call that saved filter.
+ *
+ * \param filter the current callback function will be stored here.
+ * \param userdata the pointer that is passed to the current event filter will
+ *                 be stored here.
+ * \returns true on success or false if there is no event filter set.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetEventFilter
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata);
+
+/**
+ * Add a callback to be triggered when an event is added to the event queue.
+ *
+ * `filter` will be called when an event happens, and its return value is
+ * ignored.
+ *
+ * **WARNING**: Be very careful of what you do in the event filter function,
+ * as it may run in a different thread!
+ *
+ * If the quit event is generated by a signal (e.g. SIGINT), it will bypass
+ * the internal queue and be delivered to the watch callback immediately, and
+ * arrive at the next event poll.
+ *
+ * Note: the callback is called for events posted by the user through
+ * SDL_PushEvent(), but not for disabled events, nor for events by a filter
+ * callback set with SDL_SetEventFilter(), nor for events posted by the user
+ * through SDL_PeepEvents().
+ *
+ * \param filter an SDL_EventFilter function to call when an event happens.
+ * \param userdata a pointer that is passed to `filter`.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RemoveEventWatch
+ * \sa SDL_SetEventFilter
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, void *userdata);
+
+/**
+ * Remove an event watch callback added with SDL_AddEventWatch().
+ *
+ * This function takes the same input as SDL_AddEventWatch() to identify and
+ * delete the corresponding callback.
+ *
+ * \param filter the function originally passed to SDL_AddEventWatch().
+ * \param userdata the pointer originally passed to SDL_AddEventWatch().
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_AddEventWatch
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_RemoveEventWatch(SDL_EventFilter filter, void *userdata);
+
+/**
+ * Run a specific filter function on the current event queue, removing any
+ * events for which the filter returns false.
+ *
+ * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(),
+ * this function does not change the filter permanently, it only uses the
+ * supplied filter until this function returns.
+ *
+ * \param filter the SDL_EventFilter function to call when an event happens.
+ * \param userdata a pointer that is passed to `filter`.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetEventFilter
+ * \sa SDL_SetEventFilter
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata);
+
+/**
+ * Set the state of processing events by type.
+ *
+ * \param type the type of event; see SDL_EventType for details.
+ * \param enabled whether to process the event or not.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_EventEnabled
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, bool enabled);
+
+/**
+ * Query the state of processing events by type.
+ *
+ * \param type the type of event; see SDL_EventType for details.
+ * \returns true if the event is being processed, false otherwise.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetEventEnabled
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_EventEnabled(Uint32 type);
+
+/**
+ * Allocate a set of user-defined events, and return the beginning event
+ * number for that set of events.
+ *
+ * \param numevents the number of events to be allocated.
+ * \returns the beginning event number, or 0 if numevents is invalid or if
+ *          there are not enough user-defined events left.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_PushEvent
+ */
+extern SDL_DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents);
+
+/**
+ * Get window associated with an event.
+ *
+ * \param event an event containing a `windowID`.
+ * \returns the associated window on success or NULL if there is none.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_PollEvent
+ * \sa SDL_WaitEvent
+ * \sa SDL_WaitEventTimeout
+ */
+extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromEvent(const SDL_Event *event);
+
+/**
+ * Generate an English description of an event.
+ *
+ * This will fill `buf` with a null-terminated string that might look
+ * something like this:
+ *
+ * ```
+ * SDL_EVENT_MOUSE_MOTION (timestamp=1140256324 windowid=2 which=0 state=0 x=492.99 y=139.09 xrel=52 yrel=6)
+ * ```
+ *
+ * The exact format of the string is not guaranteed; it is intended for
+ * logging purposes, to be read by a human, and not parsed by a computer.
+ *
+ * The returned value follows the same rules as SDL_snprintf(): `buf` will
+ * always be NULL-terminated (unless `buflen` is zero), and will be truncated
+ * if `buflen` is too small. The return code is the number of bytes needed for
+ * the complete string, not counting the NULL-terminator, whether the string
+ * was truncated or not. Unlike SDL_snprintf(), though, this function never
+ * returns -1.
+ *
+ * \param event an event to describe. May be NULL.
+ * \param buf the buffer to fill with the description string. May be NULL.
+ * \param buflen the maximum bytes that can be written to `buf`.
+ * \returns number of bytes needed for the full string, not counting the
+ *          null-terminator byte.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.4.0.
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_GetEventDescription(const SDL_Event *event, char *buf, int buflen);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include <SDL3/SDL_close_code.h>
+
+#endif /* SDL_events_h_ */