# SDL_EventType

The types of events that can be delivered.

## Header File

Defined in [SDL_events.h](https://github.com/libsdl-org/SDL/blob/SDL2/include/SDL_events.h)

## Syntax

```c
typedef enum SDL_EventType
{
    SDL_FIRSTEVENT     = 0,     /**< Unused (do not remove) */

    /* Application events */
    SDL_QUIT           = 0x100, /**< User-requested quit */

    /* These application events have special meaning on iOS, see README-ios.md for details */
    SDL_APP_TERMINATING,        /**< The application is being terminated by the OS
                                     Called on iOS in applicationWillTerminate()
                                     Called on Android in onDestroy()
                                */
    SDL_APP_LOWMEMORY,          /**< The application is low on memory, free memory if possible.
                                     Called on iOS in applicationDidReceiveMemoryWarning()
                                     Called on Android in onLowMemory()
                                */
    SDL_APP_WILLENTERBACKGROUND, /**< The application is about to enter the background
                                     Called on iOS in applicationWillResignActive()
                                     Called on Android in onPause()
                                */
    SDL_APP_DIDENTERBACKGROUND, /**< The application did enter the background and may not get CPU for some time
                                     Called on iOS in applicationDidEnterBackground()
                                     Called on Android in onPause()
                                */
    SDL_APP_WILLENTERFOREGROUND, /**< The application is about to enter the foreground
                                     Called on iOS in applicationWillEnterForeground()
                                     Called on Android in onResume()
                                */
    SDL_APP_DIDENTERFOREGROUND, /**< The application is now interactive
                                     Called on iOS in applicationDidBecomeActive()
                                     Called on Android in onResume()
                                */

    SDL_LOCALECHANGED,  /**< The user's locale preferences have changed. */

    /* Display events */
    SDL_DISPLAYEVENT   = 0x150,  /**< Display state change */

    /* Window events */
    SDL_WINDOWEVENT    = 0x200, /**< Window state change */
    SDL_SYSWMEVENT,             /**< System specific event */

    /* Keyboard events */
    SDL_KEYDOWN        = 0x300, /**< Key pressed */
    SDL_KEYUP,                  /**< Key released */
    SDL_TEXTEDITING,            /**< Keyboard text editing (composition) */
    SDL_TEXTINPUT,              /**< Keyboard text input */
    SDL_KEYMAPCHANGED,          /**< Keymap changed due to a system event such as an
                                     input language or keyboard layout change.
                                */
    SDL_TEXTEDITING_EXT,       /**< Extended keyboard text editing (composition) */

    /* Mouse events */
    SDL_MOUSEMOTION    = 0x400, /**< Mouse moved */
    SDL_MOUSEBUTTONDOWN,        /**< Mouse button pressed */
    SDL_MOUSEBUTTONUP,          /**< Mouse button released */
    SDL_MOUSEWHEEL,             /**< Mouse wheel motion */

    /* Joystick events */
    SDL_JOYAXISMOTION  = 0x600, /**< Joystick axis motion */
    SDL_JOYBALLMOTION,          /**< Joystick trackball motion */
    SDL_JOYHATMOTION,           /**< Joystick hat position change */
    SDL_JOYBUTTONDOWN,          /**< Joystick button pressed */
    SDL_JOYBUTTONUP,            /**< Joystick button released */
    SDL_JOYDEVICEADDED,         /**< A new joystick has been inserted into the system */
    SDL_JOYDEVICEREMOVED,       /**< An opened joystick has been removed */
    SDL_JOYBATTERYUPDATED,      /**< Joystick battery level change */

    /* Game controller events */
    SDL_CONTROLLERAXISMOTION  = 0x650, /**< Game controller axis motion */
    SDL_CONTROLLERBUTTONDOWN,          /**< Game controller button pressed */
    SDL_CONTROLLERBUTTONUP,            /**< Game controller button released */
    SDL_CONTROLLERDEVICEADDED,         /**< A new Game controller has been inserted into the system */
    SDL_CONTROLLERDEVICEREMOVED,       /**< An opened Game controller has been removed */
    SDL_CONTROLLERDEVICEREMAPPED,      /**< The controller mapping was updated */
    SDL_CONTROLLERTOUCHPADDOWN,        /**< Game controller touchpad was touched */
    SDL_CONTROLLERTOUCHPADMOTION,      /**< Game controller touchpad finger was moved */
    SDL_CONTROLLERTOUCHPADUP,          /**< Game controller touchpad finger was lifted */
    SDL_CONTROLLERSENSORUPDATE,        /**< Game controller sensor was updated */
    SDL_CONTROLLERUPDATECOMPLETE_RESERVED_FOR_SDL3,
    SDL_CONTROLLERSTEAMHANDLEUPDATED,  /**< Game controller Steam handle has changed */

    /* Touch events */
    SDL_FINGERDOWN      = 0x700,
    SDL_FINGERUP,
    SDL_FINGERMOTION,

    /* Gesture events */
    SDL_DOLLARGESTURE   = 0x800,
    SDL_DOLLARRECORD,
    SDL_MULTIGESTURE,

    /* Clipboard events */
    SDL_CLIPBOARDUPDATE = 0x900, /**< The clipboard or primary selection changed */

    /* Drag and drop events */
    SDL_DROPFILE        = 0x1000, /**< The system requests a file open */
    SDL_DROPTEXT,                 /**< text/plain drag-and-drop event */
    SDL_DROPBEGIN,                /**< A new set of drops is beginning (NULL filename) */
    SDL_DROPCOMPLETE,             /**< Current set of drops is now complete (NULL filename) */

    /* Audio hotplug events */
    SDL_AUDIODEVICEADDED = 0x1100, /**< A new audio device is available */
    SDL_AUDIODEVICEREMOVED,        /**< An audio device has been removed. */

    /* Sensor events */
    SDL_SENSORUPDATE = 0x1200,     /**< A sensor was updated */

    /* Render events */
    SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
    SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */

    /* Internal events */
    SDL_POLLSENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */

    /** Events SDL_USEREVENT through SDL_LASTEVENT are for your use,
     *  and should be allocated with SDL_RegisterEvents()
     */
    SDL_USEREVENT    = 0x8000,

    /**
     *  This last event is only for bounding internal arrays
     */
    SDL_LASTEVENT    = 0xFFFF
} SDL_EventType;
```

----
[CategoryAPI](CategoryAPI), [CategoryAPIEnum](CategoryAPIEnum), [CategoryEvents](CategoryEvents)

