| /* |
| 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. |
| */ |
| |
| /** |
| * # CategoryMouse |
| * |
| * Any GUI application has to deal with the mouse, and SDL provides functions |
| * to manage mouse input and the displayed cursor. |
| * |
| * Most interactions with the mouse will come through the event subsystem. |
| * Moving a mouse generates an SDL_EVENT_MOUSE_MOTION event, pushing a button |
| * generates SDL_EVENT_MOUSE_BUTTON_DOWN, etc, but one can also query the |
| * current state of the mouse at any time with SDL_GetMouseState(). |
| * |
| * For certain games, it's useful to disassociate the mouse cursor from mouse |
| * input. An FPS, for example, would not want the player's motion to stop as |
| * the mouse hits the edge of the window. For these scenarios, use |
| * SDL_SetWindowRelativeMouseMode(), which hides the cursor, grabs mouse input |
| * to the window, and reads mouse input no matter how far it moves. |
| * |
| * Games that want the system to track the mouse but want to draw their own |
| * cursor can use SDL_HideCursor() and SDL_ShowCursor(). It might be more |
| * efficient to let the system manage the cursor, if possible, using |
| * SDL_SetCursor() with a custom image made through SDL_CreateColorCursor(), |
| * or perhaps just a specific system cursor from SDL_CreateSystemCursor(). |
| * |
| * SDL can, on many platforms, differentiate between multiple connected mice, |
| * allowing for interesting input scenarios and multiplayer games. They can be |
| * enumerated with SDL_GetMice(), and SDL will send SDL_EVENT_MOUSE_ADDED and |
| * SDL_EVENT_MOUSE_REMOVED events as they are connected and unplugged. |
| * |
| * Since many apps only care about basic mouse input, SDL offers a virtual |
| * mouse device for touch and pen input, which often can make a desktop |
| * application work on a touchscreen phone without any code changes. Apps that |
| * care about touch/pen separately from mouse input should filter out events |
| * with a `which` field of SDL_TOUCH_MOUSEID/SDL_PEN_MOUSEID. |
| */ |
| |
| #ifndef SDL_mouse_h_ |
| #define SDL_mouse_h_ |
| |
| #include <SDL3/SDL_stdinc.h> |
| #include <SDL3/SDL_error.h> |
| #include <SDL3/SDL_surface.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 |
| |
| /** |
| * This is a unique ID for a mouse for the time it is connected to the system, |
| * and is never reused for the lifetime of the application. |
| * |
| * If the mouse is disconnected and reconnected, it will get a new ID. |
| * |
| * The value 0 is an invalid ID. |
| * |
| * \since This datatype is available since SDL 3.2.0. |
| */ |
| typedef Uint32 SDL_MouseID; |
| |
| /** |
| * The structure used to identify an SDL cursor. |
| * |
| * This is opaque data. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| */ |
| typedef struct SDL_Cursor SDL_Cursor; |
| |
| /** |
| * Cursor types for SDL_CreateSystemCursor(). |
| * |
| * \since This enum is available since SDL 3.2.0. |
| */ |
| typedef enum SDL_SystemCursor |
| { |
| SDL_SYSTEM_CURSOR_DEFAULT, /**< Default cursor. Usually an arrow. */ |
| SDL_SYSTEM_CURSOR_TEXT, /**< Text selection. Usually an I-beam. */ |
| SDL_SYSTEM_CURSOR_WAIT, /**< Wait. Usually an hourglass or watch or spinning ball. */ |
| SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair. */ |
| SDL_SYSTEM_CURSOR_PROGRESS, /**< Program is busy but still interactive. Usually it's WAIT with an arrow. */ |
| SDL_SYSTEM_CURSOR_NWSE_RESIZE, /**< Double arrow pointing northwest and southeast. */ |
| SDL_SYSTEM_CURSOR_NESW_RESIZE, /**< Double arrow pointing northeast and southwest. */ |
| SDL_SYSTEM_CURSOR_EW_RESIZE, /**< Double arrow pointing west and east. */ |
| SDL_SYSTEM_CURSOR_NS_RESIZE, /**< Double arrow pointing north and south. */ |
| SDL_SYSTEM_CURSOR_MOVE, /**< Four pointed arrow pointing north, south, east, and west. */ |
| SDL_SYSTEM_CURSOR_NOT_ALLOWED, /**< Not permitted. Usually a slashed circle or crossbones. */ |
| SDL_SYSTEM_CURSOR_POINTER, /**< Pointer that indicates a link. Usually a pointing hand. */ |
| SDL_SYSTEM_CURSOR_NW_RESIZE, /**< Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE. */ |
| SDL_SYSTEM_CURSOR_N_RESIZE, /**< Window resize top. May be NS_RESIZE. */ |
| SDL_SYSTEM_CURSOR_NE_RESIZE, /**< Window resize top-right. May be NESW_RESIZE. */ |
| SDL_SYSTEM_CURSOR_E_RESIZE, /**< Window resize right. May be EW_RESIZE. */ |
| SDL_SYSTEM_CURSOR_SE_RESIZE, /**< Window resize bottom-right. May be NWSE_RESIZE. */ |
| SDL_SYSTEM_CURSOR_S_RESIZE, /**< Window resize bottom. May be NS_RESIZE. */ |
| SDL_SYSTEM_CURSOR_SW_RESIZE, /**< Window resize bottom-left. May be NESW_RESIZE. */ |
| SDL_SYSTEM_CURSOR_W_RESIZE, /**< Window resize left. May be EW_RESIZE. */ |
| SDL_SYSTEM_CURSOR_COUNT |
| } SDL_SystemCursor; |
| |
| /** |
| * Scroll direction types for the Scroll event |
| * |
| * \since This enum is available since SDL 3.2.0. |
| */ |
| typedef enum SDL_MouseWheelDirection |
| { |
| SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */ |
| SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */ |
| } SDL_MouseWheelDirection; |
| |
| /** |
| * Animated cursor frame info. |
| * |
| * \since This struct is available since SDL 3.4.0. |
| */ |
| typedef struct SDL_CursorFrameInfo |
| { |
| SDL_Surface *surface; /**< The surface data for this frame */ |
| Uint32 duration; /**< The frame duration in milliseconds (a duration of 0 is infinite) */ |
| } SDL_CursorFrameInfo; |
| |
| /** |
| * A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc. |
| * |
| * - Button 1: Left mouse button |
| * - Button 2: Middle mouse button |
| * - Button 3: Right mouse button |
| * - Button 4: Side mouse button 1 |
| * - Button 5: Side mouse button 2 |
| * |
| * \since This datatype is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetMouseState |
| * \sa SDL_GetGlobalMouseState |
| * \sa SDL_GetRelativeMouseState |
| */ |
| typedef Uint32 SDL_MouseButtonFlags; |
| |
| #define SDL_BUTTON_LEFT 1 |
| #define SDL_BUTTON_MIDDLE 2 |
| #define SDL_BUTTON_RIGHT 3 |
| #define SDL_BUTTON_X1 4 |
| #define SDL_BUTTON_X2 5 |
| |
| #define SDL_BUTTON_MASK(X) (1u << ((X)-1)) |
| #define SDL_BUTTON_LMASK SDL_BUTTON_MASK(SDL_BUTTON_LEFT) |
| #define SDL_BUTTON_MMASK SDL_BUTTON_MASK(SDL_BUTTON_MIDDLE) |
| #define SDL_BUTTON_RMASK SDL_BUTTON_MASK(SDL_BUTTON_RIGHT) |
| #define SDL_BUTTON_X1MASK SDL_BUTTON_MASK(SDL_BUTTON_X1) |
| #define SDL_BUTTON_X2MASK SDL_BUTTON_MASK(SDL_BUTTON_X2) |
| |
| /** |
| * A callback used to transform mouse motion delta from raw values. |
| * |
| * This is called during SDL's handling of platform mouse events to scale the |
| * values of the resulting motion delta. |
| * |
| * \param userdata what was passed as `userdata` to |
| * SDL_SetRelativeMouseTransform(). |
| * \param timestamp the associated time at which this mouse motion event was |
| * received. |
| * \param window the associated window to which this mouse motion event was |
| * addressed. |
| * \param mouseID the associated mouse from which this mouse motion event was |
| * emitted. |
| * \param x pointer to a variable that will be treated as the resulting x-axis |
| * motion. |
| * \param y pointer to a variable that will be treated as the resulting y-axis |
| * motion. |
| * |
| * \threadsafety This callback is called by SDL's internal mouse input |
| * processing procedure, which may be a thread separate from the |
| * main event loop that is run at realtime priority. Stalling |
| * this thread with too much work in the callback can therefore |
| * potentially freeze the entire system. Care should be taken |
| * with proper synchronization practices when adding other side |
| * effects beyond mutation of the x and y values. |
| * |
| * \since This datatype is available since SDL 3.4.0. |
| * |
| * \sa SDL_SetRelativeMouseTransform |
| */ |
| typedef void (SDLCALL *SDL_MouseMotionTransformCallback)( |
| void *userdata, |
| Uint64 timestamp, |
| SDL_Window *window, |
| SDL_MouseID mouseID, |
| float *x, float *y |
| ); |
| |
| /* Function prototypes */ |
| |
| /** |
| * Return whether a mouse is currently connected. |
| * |
| * \returns true if a mouse is connected, false otherwise. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetMice |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_HasMouse(void); |
| |
| /** |
| * Get a list of currently connected mice. |
| * |
| * Note that this will include any device or virtual driver that includes |
| * mouse functionality, including some game controllers, KVM switches, etc. |
| * You should wait for input from a device before you consider it actively in |
| * use. |
| * |
| * \param count a pointer filled in with the number of mice returned, may be |
| * NULL. |
| * \returns a 0 terminated array of mouse instance IDs or NULL on failure; |
| * call SDL_GetError() for more information. This should be freed |
| * with SDL_free() when it is no longer needed. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetMouseNameForID |
| * \sa SDL_HasMouse |
| */ |
| extern SDL_DECLSPEC SDL_MouseID * SDLCALL SDL_GetMice(int *count); |
| |
| /** |
| * Get the name of a mouse. |
| * |
| * This function returns "" if the mouse doesn't have a name. |
| * |
| * \param instance_id the mouse instance ID. |
| * \returns the name of the selected mouse, or NULL on failure; 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_GetMice |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetMouseNameForID(SDL_MouseID instance_id); |
| |
| /** |
| * Get the window which currently has mouse focus. |
| * |
| * \returns the window with mouse focus. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); |
| |
| /** |
| * Query SDL's cache for the synchronous mouse button state and the |
| * window-relative SDL-cursor position. |
| * |
| * This function returns the cached synchronous state as SDL understands it |
| * from the last pump of the event queue. |
| * |
| * To query the platform for immediate asynchronous state, use |
| * SDL_GetGlobalMouseState. |
| * |
| * Passing non-NULL pointers to `x` or `y` will write the destination with |
| * respective x or y coordinates relative to the focused window. |
| * |
| * In Relative Mode, the SDL-cursor's position usually contradicts the |
| * platform-cursor's position as manually calculated from |
| * SDL_GetGlobalMouseState() and SDL_GetWindowPosition. |
| * |
| * \param x a pointer to receive the SDL-cursor's x-position from the focused |
| * window's top left corner, can be NULL if unused. |
| * \param y a pointer to receive the SDL-cursor's y-position from the focused |
| * window's top left corner, can be NULL if unused. |
| * \returns a 32-bit bitmask of the button state that can be bitwise-compared |
| * against the SDL_BUTTON_MASK(X) macro. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetGlobalMouseState |
| * \sa SDL_GetRelativeMouseState |
| */ |
| extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetMouseState(float *x, float *y); |
| |
| /** |
| * Query the platform for the asynchronous mouse button state and the |
| * desktop-relative platform-cursor position. |
| * |
| * This function immediately queries the platform for the most recent |
| * asynchronous state, more costly than retrieving SDL's cached state in |
| * SDL_GetMouseState(). |
| * |
| * Passing non-NULL pointers to `x` or `y` will write the destination with |
| * respective x or y coordinates relative to the desktop. |
| * |
| * In Relative Mode, the platform-cursor's position usually contradicts the |
| * SDL-cursor's position as manually calculated from SDL_GetMouseState() and |
| * SDL_GetWindowPosition. |
| * |
| * This function can be useful if you need to track the mouse outside of a |
| * specific window and SDL_CaptureMouse() doesn't fit your needs. For example, |
| * it could be useful if you need to track the mouse while dragging a window, |
| * where coordinates relative to a window might not be in sync at all times. |
| * |
| * \param x a pointer to receive the platform-cursor's x-position from the |
| * desktop's top left corner, can be NULL if unused. |
| * \param y a pointer to receive the platform-cursor's y-position from the |
| * desktop's top left corner, can be NULL if unused. |
| * \returns a 32-bit bitmask of the button state that can be bitwise-compared |
| * against the SDL_BUTTON_MASK(X) macro. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CaptureMouse |
| * \sa SDL_GetMouseState |
| * \sa SDL_GetGlobalMouseState |
| */ |
| extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetGlobalMouseState(float *x, float *y); |
| |
| /** |
| * Query SDL's cache for the synchronous mouse button state and accumulated |
| * mouse delta since last call. |
| * |
| * This function returns the cached synchronous state as SDL understands it |
| * from the last pump of the event queue. |
| * |
| * To query the platform for immediate asynchronous state, use |
| * SDL_GetGlobalMouseState. |
| * |
| * Passing non-NULL pointers to `x` or `y` will write the destination with |
| * respective x or y deltas accumulated since the last call to this function |
| * (or since event initialization). |
| * |
| * This function is useful for reducing overhead by processing relative mouse |
| * inputs in one go per-frame instead of individually per-event, at the |
| * expense of losing the order between events within the frame (e.g. quickly |
| * pressing and releasing a button within the same frame). |
| * |
| * \param x a pointer to receive the x mouse delta accumulated since last |
| * call, can be NULL if unused. |
| * \param y a pointer to receive the y mouse delta accumulated since last |
| * call, can be NULL if unused. |
| * \returns a 32-bit bitmask of the button state that can be bitwise-compared |
| * against the SDL_BUTTON_MASK(X) macro. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetMouseState |
| * \sa SDL_GetGlobalMouseState |
| */ |
| extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetRelativeMouseState(float *x, float *y); |
| |
| /** |
| * Move the mouse cursor to the given position within the window. |
| * |
| * This function generates a mouse motion event if relative mode is not |
| * enabled. If relative mode is enabled, you can force mouse events for the |
| * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint. |
| * |
| * Note that this function will appear to succeed, but not actually move the |
| * mouse when used over Microsoft Remote Desktop. |
| * |
| * \param window the window to move the mouse into, or NULL for the current |
| * mouse focus. |
| * \param x the x coordinate within the window. |
| * \param y the y coordinate within the window. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_WarpMouseGlobal |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window *window, |
| float x, float y); |
| |
| /** |
| * Move the mouse to the given position in global screen space. |
| * |
| * This function generates a mouse motion event. |
| * |
| * A failure of this function usually means that it is unsupported by a |
| * platform. |
| * |
| * Note that this function will appear to succeed, but not actually move the |
| * mouse when used over Microsoft Remote Desktop. |
| * |
| * \param x the x coordinate. |
| * \param y the y coordinate. |
| * \returns true on success or false on failure; 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_WarpMouseInWindow |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_WarpMouseGlobal(float x, float y); |
| |
| /** |
| * Set a user-defined function by which to transform relative mouse inputs. |
| * |
| * This overrides the relative system scale and relative speed scale hints. |
| * Should be called prior to enabling relative mouse mode, fails otherwise. |
| * |
| * \param callback a callback used to transform relative mouse motion, or NULL |
| * for default behavior. |
| * \param userdata a pointer that will be passed to `callback`. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.4.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetRelativeMouseTransform(SDL_MouseMotionTransformCallback callback, void *userdata); |
| |
| /** |
| * Set relative mouse mode for a window. |
| * |
| * While the window has focus and relative mouse mode is enabled, the cursor |
| * is hidden, the mouse position is constrained to the window, and SDL will |
| * report continuous relative mouse motion even if the mouse is at the edge of |
| * the window. |
| * |
| * If you'd like to keep the mouse position fixed while in relative mode you |
| * can use SDL_SetWindowMouseRect(). If you'd like the cursor to be at a |
| * specific location when relative mode ends, you should use |
| * SDL_WarpMouseInWindow() before disabling relative mode. |
| * |
| * This function will flush any pending mouse motion for this window. |
| * |
| * \param window the window to change. |
| * \param enabled true to enable relative mode, false to disable. |
| * \returns true on success or false on failure; 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_GetWindowRelativeMouseMode |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled); |
| |
| /** |
| * Query whether relative mouse mode is enabled for a window. |
| * |
| * \param window the window to query. |
| * \returns true if relative mode is enabled for a window or false otherwise. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetWindowRelativeMouseMode |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowRelativeMouseMode(SDL_Window *window); |
| |
| /** |
| * Capture the mouse and to track input outside an SDL window. |
| * |
| * Capturing enables your app to obtain mouse events globally, instead of just |
| * within your window. Not all video targets support this function. When |
| * capturing is enabled, the current window will get all mouse events, but |
| * unlike relative mode, no change is made to the cursor and it is not |
| * restrained to your window. |
| * |
| * This function may also deny mouse input to other windows--both those in |
| * your application and others on the system--so you should use this function |
| * sparingly, and in small bursts. For example, you might want to track the |
| * mouse while the user is dragging something, until the user releases a mouse |
| * button. It is not recommended that you capture the mouse for long periods |
| * of time, such as the entire time your app is running. For that, you should |
| * probably use SDL_SetWindowRelativeMouseMode() or SDL_SetWindowMouseGrab(), |
| * depending on your goals. |
| * |
| * While captured, mouse events still report coordinates relative to the |
| * current (foreground) window, but those coordinates may be outside the |
| * bounds of the window (including negative values). Capturing is only allowed |
| * for the foreground window. If the window loses focus while capturing, the |
| * capture will be disabled automatically. |
| * |
| * While capturing is enabled, the current window will have the |
| * `SDL_WINDOW_MOUSE_CAPTURE` flag set. |
| * |
| * Please note that SDL will attempt to "auto capture" the mouse while the |
| * user is pressing a button; this is to try and make mouse behavior more |
| * consistent between platforms, and deal with the common case of a user |
| * dragging the mouse outside of the window. This means that if you are |
| * calling SDL_CaptureMouse() only to deal with this situation, you do not |
| * have to (although it is safe to do so). If this causes problems for your |
| * app, you can disable auto capture by setting the |
| * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero. |
| * |
| * \param enabled true to enable capturing, false to disable. |
| * \returns true on success or false on failure; 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_GetGlobalMouseState |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_CaptureMouse(bool enabled); |
| |
| /** |
| * Create a cursor using the specified bitmap data and mask (in MSB format). |
| * |
| * `mask` has to be in MSB (Most Significant Bit) format. |
| * |
| * The cursor width (`w`) must be a multiple of 8 bits. |
| * |
| * The cursor is created in black and white according to the following: |
| * |
| * - data=0, mask=1: white |
| * - data=1, mask=1: black |
| * - data=0, mask=0: transparent |
| * - data=1, mask=0: inverted color if possible, black if not. |
| * |
| * Cursors created with this function must be freed with SDL_DestroyCursor(). |
| * |
| * If you want to have a color cursor, or create your cursor from an |
| * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can |
| * hide the cursor and draw your own as part of your game's rendering, but it |
| * will be bound to the framerate. |
| * |
| * Also, SDL_CreateSystemCursor() is available, which provides several |
| * readily-available system cursors to pick from. |
| * |
| * \param data the color value for each pixel of the cursor. |
| * \param mask the mask value for each pixel of the cursor. |
| * \param w the width of the cursor. |
| * \param h the height of the cursor. |
| * \param hot_x the x-axis offset from the left of the cursor image to the |
| * mouse x position, in the range of 0 to `w` - 1. |
| * \param hot_y the y-axis offset from the top of the cursor image to the |
| * mouse y position, in the range of 0 to `h` - 1. |
| * \returns a new cursor with the specified parameters on success or NULL on |
| * failure; 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_CreateAnimatedCursor |
| * \sa SDL_CreateColorCursor |
| * \sa SDL_CreateSystemCursor |
| * \sa SDL_DestroyCursor |
| * \sa SDL_SetCursor |
| */ |
| extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor(const Uint8 *data, |
| const Uint8 *mask, |
| int w, int h, int hot_x, |
| int hot_y); |
| |
| /** |
| * Create a color cursor. |
| * |
| * If this function is passed a surface with alternate representations added |
| * with SDL_AddSurfaceAlternateImage(), the surface will be interpreted as the |
| * content to be used for 100% display scale, and the alternate |
| * representations will be used for high DPI situations. For example, if the |
| * original surface is 32x32, then on a 2x macOS display or 200% display scale |
| * on Windows, a 64x64 version of the image will be used, if available. If a |
| * matching version of the image isn't available, the closest larger size |
| * image will be downscaled to the appropriate size and be used instead, if |
| * available. Otherwise, the closest smaller image will be upscaled and be |
| * used instead. |
| * |
| * \param surface an SDL_Surface structure representing the cursor image. |
| * \param hot_x the x position of the cursor hot spot. |
| * \param hot_y the y position of the cursor hot spot. |
| * \returns the new cursor on success or NULL on failure; 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_AddSurfaceAlternateImage |
| * \sa SDL_CreateAnimatedCursor |
| * \sa SDL_CreateCursor |
| * \sa SDL_CreateSystemCursor |
| * \sa SDL_DestroyCursor |
| * \sa SDL_SetCursor |
| */ |
| extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, |
| int hot_x, |
| int hot_y); |
| |
| /** |
| * Create an animated color cursor. |
| * |
| * Animated cursors are composed of a sequential array of frames, specified as |
| * surfaces and durations in an array of SDL_CursorFrameInfo structs. The hot |
| * spot coordinates are universal to all frames, and all frames must have the |
| * same dimensions. |
| * |
| * Frame durations are specified in milliseconds. A duration of 0 implies an |
| * infinite frame time, and the animation will stop on that frame. To create a |
| * one-shot animation, set the duration of the last frame in the sequence to |
| * 0. |
| * |
| * If this function is passed surfaces with alternate representations added |
| * with SDL_AddSurfaceAlternateImage(), the surfaces will be interpreted as |
| * the content to be used for 100% display scale, and the alternate |
| * representations will be used for high DPI situations. For example, if the |
| * original surfaces are 32x32, then on a 2x macOS display or 200% display |
| * scale on Windows, a 64x64 version of the image will be used, if available. |
| * If a matching version of the image isn't available, the closest larger size |
| * image will be downscaled to the appropriate size and be used instead, if |
| * available. Otherwise, the closest smaller image will be upscaled and be |
| * used instead. |
| * |
| * If the underlying platform does not support animated cursors, this function |
| * will fall back to creating a static color cursor using the first frame in |
| * the sequence. |
| * |
| * \param frames an array of cursor images composing the animation. |
| * \param frame_count the number of frames in the sequence. |
| * \param hot_x the x position of the cursor hot spot. |
| * \param hot_y the y position of the cursor hot spot. |
| * \returns the new cursor on success or NULL on failure; call SDL_GetError() |
| * for more information. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_AddSurfaceAlternateImage |
| * \sa SDL_CreateCursor |
| * \sa SDL_CreateColorCursor |
| * \sa SDL_CreateSystemCursor |
| * \sa SDL_DestroyCursor |
| * \sa SDL_SetCursor |
| */ |
| extern SDL_DECLSPEC SDL_Cursor *SDLCALL SDL_CreateAnimatedCursor(SDL_CursorFrameInfo *frames, |
| int frame_count, |
| int hot_x, |
| int hot_y); |
| |
| /** |
| * Create a system cursor. |
| * |
| * \param id an SDL_SystemCursor enum value. |
| * \returns a cursor on success or NULL on failure; 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_DestroyCursor |
| */ |
| extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); |
| |
| /** |
| * Set the active cursor. |
| * |
| * This function sets the currently active cursor to the specified one. If the |
| * cursor is currently visible, the change will be immediately represented on |
| * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if |
| * this is desired for any reason. |
| * |
| * \param cursor a cursor to make active. |
| * \returns true on success or false on failure; 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_GetCursor |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetCursor(SDL_Cursor *cursor); |
| |
| /** |
| * Get the active cursor. |
| * |
| * This function returns a pointer to the current cursor which is owned by the |
| * library. It is not necessary to free the cursor with SDL_DestroyCursor(). |
| * |
| * \returns the active cursor or NULL if there is no mouse. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetCursor |
| */ |
| extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void); |
| |
| /** |
| * Get the default cursor. |
| * |
| * You do not have to call SDL_DestroyCursor() on the return value, but it is |
| * safe to do so. |
| * |
| * \returns the default cursor on success or NULL on failuree; 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. |
| */ |
| extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetDefaultCursor(void); |
| |
| /** |
| * Free a previously-created cursor. |
| * |
| * Use this function to free cursor resources created with SDL_CreateCursor(), |
| * SDL_CreateColorCursor() or SDL_CreateSystemCursor(). |
| * |
| * \param cursor the cursor to free. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateAnimatedCursor |
| * \sa SDL_CreateColorCursor |
| * \sa SDL_CreateCursor |
| * \sa SDL_CreateSystemCursor |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor *cursor); |
| |
| /** |
| * Show the cursor. |
| * |
| * \returns true on success or false on failure; 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_CursorVisible |
| * \sa SDL_HideCursor |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_ShowCursor(void); |
| |
| /** |
| * Hide the cursor. |
| * |
| * \returns true on success or false on failure; 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_CursorVisible |
| * \sa SDL_ShowCursor |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_HideCursor(void); |
| |
| /** |
| * Return whether the cursor is currently being shown. |
| * |
| * \returns `true` if the cursor is being shown, or `false` if the cursor is |
| * hidden. |
| * |
| * \threadsafety This function should only be called on the main thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_HideCursor |
| * \sa SDL_ShowCursor |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_CursorVisible(void); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_mouse_h_ */ |