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// initialization. Supress IntelliSence CppCoreGuideline
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// "MEMBER_UNINIT" warning. The static ananlyser doesn't like our union
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// initialized only by writing over the whole object with the value of an
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- // SDL_Event. Have toa agree with it on the fact that this is using dark magic
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+ // SDL_Event. Have to agree with it on the fact that this is using dark magic
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// **BUT** we actually **KNOW** what we are doing here, thank you very much
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#if _MSC_VER >= 1910
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#pragma warning(push)
@@ -35,32 +35,32 @@ union Event
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// <SDL2/SDL_events.h>
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public:
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Uint32 type; // /< Event type, shared with all events
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- SDL_CommonEvent common; // /< Common event data
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- SDL_WindowEvent window; // /< Window event data
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+ SDL_CommonEvent common; // /< Common event data
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+ SDL_WindowEvent window; // /< Window event data
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SDL_KeyboardEvent key; // /< Keyboard event data
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SDL_TextEditingEvent edit; // /< Text editing event data
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SDL_TextInputEvent text; // /< Text input event data
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- SDL_MouseMotionEvent motion; // /< Mouse motion event data
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- SDL_MouseButtonEvent button; // /< Mouse button event data
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+ SDL_MouseMotionEvent motion; // /< Mouse motion event data
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+ SDL_MouseButtonEvent button; // /< Mouse button event data
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SDL_MouseWheelEvent wheel; // /< Mouse wheel event data
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SDL_JoyAxisEvent jaxis; // /< Joystick axis event data
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SDL_JoyBallEvent jball; // /< Joystick ball event data
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SDL_JoyHatEvent jhat; // /< Joystick hat event data
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- SDL_JoyButtonEvent jbutton; // /< Joystick button event data
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- SDL_JoyDeviceEvent jdevice; // /< Joystick device change event data
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- SDL_ControllerAxisEvent caxis; // /< Game Controller axis event data
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- SDL_ControllerButtonEvent cbutton; // /< Game Controller button event data
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- SDL_ControllerDeviceEvent cdevice; // /< Game Controller device event data
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- SDL_AudioDeviceEvent adevice; // /< Audio device event data
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+ SDL_JoyButtonEvent jbutton; // /< Joystick button event data
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+ SDL_JoyDeviceEvent jdevice; // /< Joystick device change event data
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+ SDL_ControllerAxisEvent caxis; // /< Game Controller axis event data
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+ SDL_ControllerButtonEvent cbutton; // /< Game Controller button event data
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+ SDL_ControllerDeviceEvent cdevice; // /< Game Controller device event data
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+ SDL_AudioDeviceEvent adevice; // /< Audio device event data
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SDL_QuitEvent quit; // /< Quit request event data
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SDL_UserEvent user; // /< Custom event data
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SDL_SysWMEvent syswm; // /< System dependent window event data
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- SDL_TouchFingerEvent tfinger; // /< Touch finger event data
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- SDL_MultiGestureEvent mgesture; // /< Gesture event data
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- SDL_DollarGestureEvent dgesture; // /< Gesture event data
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+ SDL_TouchFingerEvent tfinger; // /< Touch finger event data
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+ SDL_MultiGestureEvent mgesture; // /< Gesture event data
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+ SDL_DollarGestureEvent dgesture; // /< Gesture event data
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SDL_DropEvent drop; // /< Drag and drop event data
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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- SDL_SensorEvent sensor; // / Sensor event data
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+ SDL_SensorEvent sensor; // / Sensor event data
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SDL_DisplayEvent display; // / Window event data
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#endif
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@@ -324,8 +324,8 @@ union Event
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{
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using func_type = bool (*)(void *, Event&);
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- void * userdata_ = nullptr ;
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- func_type filter_ = nullptr ;
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+ void * userdata_ = nullptr ;
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+ func_type filter_ = nullptr ;
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bool isWatcher_ = false ;
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EventFilter (func_type filter, void * userdata)
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