symbian-qemu-0.9.1-12/libsdl-trunk/docs/man3/SDL_Event.3
author martin.trojer@nokia.com
Fri, 31 Jul 2009 15:01:17 +0100
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permissions -rw-r--r--
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.TH "SDL_Event" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference" 
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.SH "NAME"
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SDL_Event \- General event structure
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.SH "STRUCTURE DEFINITION"
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.PP
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.nf
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\f(CWtypedef union{
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  Uint8 type;
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  SDL_ActiveEvent active;
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  SDL_KeyboardEvent key;
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  SDL_MouseMotionEvent motion;
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  SDL_MouseButtonEvent button;
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  SDL_JoyAxisEvent jaxis;
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  SDL_JoyBallEvent jball;
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  SDL_JoyHatEvent jhat;
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  SDL_JoyButtonEvent jbutton;
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  SDL_ResizeEvent resize;
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  SDL_ExposeEvent expose;
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  SDL_QuitEvent quit;
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  SDL_UserEvent user;
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  SDL_SysWMEvent syswm;
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} SDL_Event;\fR
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.fi
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.PP
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.SH "STRUCTURE DATA"
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.TP 20
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\fBtype\fR
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The type of event
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.TP 20
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\fBactive\fR
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\fIActivation event\fR
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.TP 20
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\fBkey\fR
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\fIKeyboard event\fR
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.TP 20
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\fBmotion\fR
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\fIMouse motion event\fR
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.TP 20
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\fBbutton\fR
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\fIMouse button event\fR
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.TP 20
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\fBjaxis\fR
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\fIJoystick axis motion event\fR
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.TP 20
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\fBjball\fR
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\fIJoystick trackball motion event\fR
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.TP 20
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\fBjhat\fR
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\fIJoystick hat motion event\fR
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.TP 20
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\fBjbutton\fR
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\fIJoystick button event\fR
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.TP 20
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\fBresize\fR
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\fIApplication window resize event\fR
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.TP 20
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\fBexpose\fR
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\fIApplication window expose event\fR
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.TP 20
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\fBquit\fR
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\fIApplication quit request event\fR
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.TP 20
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\fBuser\fR
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\fIUser defined event\fR
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.TP 20
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\fBsyswm\fR
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\fIUndefined window manager event\fR
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.SH "DESCRIPTION"
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.PP
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The \fBSDL_Event\fR union is the core to all event handling is SDL, its probably the most important structure after \fBSDL_Surface\fR\&. \fBSDL_Event\fR is a union of all event structures used in SDL, using it is a simple matter of knowing which union member relates to which event \fBtype\fR\&.
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.PP
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.TP 20
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\fBEvent \fBtype\fR\fR
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\fBEvent Structure\fR
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.TP 20
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\fBSDL_ACTIVEEVENT\fP
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\fI\fBSDL_ActiveEvent\fR\fR
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.TP 20
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\fBSDL_KEYDOWN/UP\fP
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\fI\fBSDL_KeyboardEvent\fR\fR
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.TP 20
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\fBSDL_MOUSEMOTION\fP
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\fI\fBSDL_MouseMotionEvent\fR\fR
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.TP 20
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\fBSDL_MOUSEBUTTONDOWN/UP\fP
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\fI\fBSDL_MouseButtonEvent\fR\fR
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.TP 20
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\fBSDL_JOYAXISMOTION\fP
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\fI\fBSDL_JoyAxisEvent\fR\fR
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.TP 20
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\fBSDL_JOYBALLMOTION\fP
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\fI\fBSDL_JoyBallEvent\fR\fR
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.TP 20
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\fBSDL_JOYHATMOTION\fP
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\fI\fBSDL_JoyHatEvent\fR\fR
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.TP 20
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\fBSDL_JOYBUTTONDOWN/UP\fP
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\fI\fBSDL_JoyButtonEvent\fR\fR
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.TP 20
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\fBSDL_QUIT\fP
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\fI\fBSDL_QuitEvent\fR\fR
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.TP 20
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\fBSDL_SYSWMEVENT\fP
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\fI\fBSDL_SysWMEvent\fR\fR
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.TP 20
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\fBSDL_VIDEORESIZE\fP
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\fI\fBSDL_ResizeEvent\fR\fR
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.TP 20
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\fBSDL_VIDEOEXPOSE\fP
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\fI\fBSDL_ExposeEvent\fR\fR
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.TP 20
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\fBSDL_USEREVENT\fP
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\fI\fBSDL_UserEvent\fR\fR
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.SH "USE"
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.PP
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The \fBSDL_Event\fR structure has two uses
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.IP "   \(bu" 6
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Reading events on the event queue
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.IP "   \(bu" 6
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Placing events on the event queue
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.PP
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Reading events from the event queue is done with either \fI\fBSDL_PollEvent\fP\fR or \fI\fBSDL_PeepEvents\fP\fR\&. We\&'ll use \fBSDL_PollEvent\fP and step through an example\&.
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.PP
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First off, we create an empty \fBSDL_Event\fR structure\&. 
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.PP
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.nf
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\f(CWSDL_Event test_event;\fR
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.fi
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.PP
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 \fBSDL_PollEvent\fP removes the next event from the event queue, if there are no events on the queue it returns \fB0\fR otherwise it returns \fB1\fR\&. We use a \fBwhile\fP loop to process each event in turn\&. 
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.PP
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.nf
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\f(CWwhile(SDL_PollEvent(&test_event)) {\fR
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.fi
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.PP
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 The \fBSDL_PollEvent\fP function take a pointer to an \fBSDL_Event\fR structure that is to be filled with event information\&. We know that if \fBSDL_PollEvent\fP removes an event from the queue then the event information will be placed in our \fBtest_event\fR structure, but we also know that the \fItype\fP of event will be placed in the \fBtype\fR member of \fBtest_event\fR\&. So to handle each event \fBtype\fR seperately we use a \fBswitch\fP statement\&. 
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.PP
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.nf
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\f(CW  switch(test_event\&.type) {\fR
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.fi
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.PP
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 We need to know what kind of events we\&'re looking for \fIand\fP the event \fBtype\fR\&'s of those events\&. So lets assume we want to detect where the user is moving the mouse pointer within our application\&. We look through our event types and notice that \fBSDL_MOUSEMOTION\fP is, more than likely, the event we\&'re looking for\&. A little \fImore\fR research tells use that \fBSDL_MOUSEMOTION\fP events are handled within the \fI\fBSDL_MouseMotionEvent\fR\fR structure which is the \fBmotion\fR member of \fBSDL_Event\fR\&. We can check for the \fBSDL_MOUSEMOTION\fP event \fBtype\fR within our \fBswitch\fP statement like so: 
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.PP
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.nf
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\f(CW    case SDL_MOUSEMOTION:\fR
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.fi
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.PP
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 All we need do now is read the information out of the \fBmotion\fR member of \fBtest_event\fR\&. 
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.PP
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.nf
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\f(CW      printf("We got a motion event\&.
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");
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      printf("Current mouse position is: (%d, %d)
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", test_event\&.motion\&.x, test_event\&.motion\&.y);
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      break;
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    default:
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      printf("Unhandled Event!
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");
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      break;
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  }
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}
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printf("Event queue empty\&.
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");\fR
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.fi
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.PP
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.PP
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It is also possible to push events onto the event queue and so use it as a two-way communication path\&. Both \fI\fBSDL_PushEvent\fP\fR and \fI\fBSDL_PeepEvents\fP\fR allow you to place events onto the event queue\&. This is usually used to place a \fBSDL_USEREVENT\fP on the event queue, however you could use it to post fake input events if you wished\&. Creating your own events is a simple matter of choosing the event type you want, setting the \fBtype\fR member and filling the appropriate member structure with information\&. 
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.PP
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.nf
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\f(CWSDL_Event user_event;
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user_event\&.type=SDL_USEREVENT;
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user_event\&.user\&.code=2;
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user_event\&.user\&.data1=NULL;
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user_event\&.user\&.data2=NULL;
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SDL_PushEvent(&user_event);\fR
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.fi
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.PP
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.SH "SEE ALSO"
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.PP
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\fI\fBSDL_PollEvent\fP\fR, \fI\fBSDL_PushEvent\fP\fR, \fI\fBSDL_PeepEvents\fP\fR
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...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59