| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2023 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. |
| */ |
| |
| /** |
| * \file SDL_mouse.h |
| * |
| * \brief Include file for SDL mouse event handling. |
| */ |
| |
| #ifndef SDL_mouse_h_ |
| #define SDL_mouse_h_ |
| |
| #include <SDL3/SDL_stdinc.h> |
| #include <SDL3/SDL_error.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 |
| |
| typedef Uint32 SDL_MouseID; |
| |
| typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */ |
| |
| /** |
| * \brief Cursor types for SDL_CreateSystemCursor(). |
| */ |
| typedef enum |
| { |
| SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */ |
| SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */ |
| SDL_SYSTEM_CURSOR_WAIT, /**< Wait */ |
| SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */ |
| SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */ |
| SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */ |
| SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */ |
| SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */ |
| SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */ |
| SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */ |
| SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */ |
| SDL_SYSTEM_CURSOR_HAND, /**< Hand */ |
| SDL_NUM_SYSTEM_CURSORS |
| } SDL_SystemCursor; |
| |
| /** |
| * \brief Scroll direction types for the Scroll event |
| */ |
| typedef enum |
| { |
| SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */ |
| SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */ |
| } SDL_MouseWheelDirection; |
| |
| /* Function prototypes */ |
| |
| /** |
| * Get the window which currently has mouse focus. |
| * |
| * \returns the window with mouse focus. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); |
| |
| /** |
| * Retrieve the current state of the mouse. |
| * |
| * The current button state is returned as a button bitmask, which can be |
| * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the |
| * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the |
| * mouse cursor position relative to the focus window. You can pass NULL for |
| * either `x` or `y`. |
| * |
| * \param x the x coordinate of the mouse cursor position relative to the |
| * focus window |
| * \param y the y coordinate of the mouse cursor position relative to the |
| * focus window |
| * \returns a 32-bit button bitmask of the current button state. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetGlobalMouseState |
| * \sa SDL_GetRelativeMouseState |
| * \sa SDL_PumpEvents |
| */ |
| extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(float *x, float *y); |
| |
| /** |
| * Get the current state of the mouse in relation to the desktop. |
| * |
| * This works similarly to SDL_GetMouseState(), but the coordinates will be |
| * reported relative to the top-left of the desktop. This 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. |
| * |
| * Note: SDL_GetMouseState() returns the mouse position as SDL understands it |
| * from the last pump of the event queue. This function, however, queries the |
| * OS for the current mouse position, and as such, might be a slightly less |
| * efficient function. Unless you know what you're doing and have a good |
| * reason to use this function, you probably want SDL_GetMouseState() instead. |
| * |
| * \param x filled in with the current X coord relative to the desktop; can be |
| * NULL |
| * \param y filled in with the current Y coord relative to the desktop; can be |
| * NULL |
| * \returns the current button state as a bitmask which can be tested using |
| * the SDL_BUTTON(X) macros. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CaptureMouse |
| */ |
| extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(float *x, float *y); |
| |
| /** |
| * Retrieve the relative state of the mouse. |
| * |
| * The current button state is returned as a button bitmask, which can be |
| * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the |
| * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the |
| * mouse deltas since the last call to SDL_GetRelativeMouseState() or since |
| * event initialization. You can pass NULL for either `x` or `y`. |
| * |
| * \param x a pointer filled with the last recorded x coordinate of the mouse |
| * \param y a pointer filled with the last recorded y coordinate of the mouse |
| * \returns a 32-bit button bitmask of the relative button state. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetMouseState |
| */ |
| extern DECLSPEC Uint32 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 |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_WarpMouseGlobal |
| */ |
| extern 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 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_WarpMouseInWindow |
| */ |
| extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(float x, float y); |
| |
| /** |
| * Set relative mouse mode. |
| * |
| * While the mouse is in relative mode, the cursor is hidden, and the driver |
| * will try to report continuous motion in the current window. Only relative |
| * motion events will be delivered, the mouse position will not change. |
| * |
| * Note that this function will not be able to provide continuous relative |
| * motion when used over Microsoft Remote Desktop, instead motion is limited |
| * to the bounds of the screen. |
| * |
| * This function will flush any pending mouse motion. |
| * |
| * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetRelativeMouseMode |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); |
| |
| /** |
| * 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_SetRelativeMouseMode() or SDL_SetWindowGrab(), 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 as of SDL 2.0.22, 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 no |
| * longer 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 SDL_TRUE to enable capturing, SDL_FALSE to disable. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetGlobalMouseState |
| */ |
| extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); |
| |
| /** |
| * Query whether relative mouse mode is enabled. |
| * |
| * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetRelativeMouseMode |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); |
| |
| /** |
| * 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, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which |
| * provides twelve 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 location of the upper left corner of the cursor |
| * relative to the actual mouse position |
| * \param hot_y the Y-axis location of the upper left corner of the cursor |
| * relative to the actual mouse position |
| * \returns a new cursor with the specified parameters on success or NULL on |
| * failure; call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_DestroyCursor |
| * \sa SDL_SetCursor |
| */ |
| extern 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. |
| * |
| * \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. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateCursor |
| * \sa SDL_DestroyCursor |
| */ |
| extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, |
| 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. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_DestroyCursor |
| */ |
| extern 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 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateCursor |
| * \sa SDL_GetCursor |
| */ |
| extern DECLSPEC int 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. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_SetCursor |
| */ |
| extern 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 failure. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateSystemCursor |
| */ |
| extern 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 |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateColorCursor |
| * \sa SDL_CreateCursor |
| * \sa SDL_CreateSystemCursor |
| */ |
| extern DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor * cursor); |
| |
| /** |
| * Show the cursor. |
| * |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CursorVisible |
| * \sa SDL_HideCursor |
| */ |
| extern DECLSPEC int SDLCALL SDL_ShowCursor(void); |
| |
| /** |
| * Hide the cursor. |
| * |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CursorVisible |
| * \sa SDL_ShowCursor |
| */ |
| extern DECLSPEC int SDLCALL SDL_HideCursor(void); |
| |
| /** |
| * Return whether the cursor is currently being shown. |
| * |
| * \returns `SDL_TRUE` if the cursor is being shown, or `SDL_FALSE` if the |
| * cursor is hidden. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_HideCursor |
| * \sa SDL_ShowCursor |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_CursorVisible(void); |
| |
| /** |
| * Used as a mask when testing buttons in buttonstate. |
| * |
| * - Button 1: Left mouse button |
| * - Button 2: Middle mouse button |
| * - Button 3: Right mouse button |
| */ |
| #define SDL_BUTTON(X) (1 << ((X)-1)) |
| #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_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) |
| #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) |
| #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) |
| #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) |
| #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_mouse_h_ */ |