| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2021 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 |
| * |
| * Include file for SDL mouse event handling. |
| */ |
| |
| #ifndef SDL_mouse_h_ |
| #define SDL_mouse_h_ |
| |
| #include "SDL_stdinc.h" |
| #include "SDL_error.h" |
| #include "SDL_video.h" |
| |
| #include "begin_code.h" |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| 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 */ |
| |
| /** |
| * \brief Get the window which currently has mouse focus. |
| */ |
| extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); |
| |
| /** |
| * \brief 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, and x and y are set to the |
| * mouse cursor position relative to the focus window for the currently |
| * selected mouse. You can pass NULL for either x or y. |
| */ |
| extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); |
| |
| /** |
| * \brief Get the current state of the mouse, in relation to the desktop |
| * |
| * This works just like 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 Returns the current X coord, relative to the desktop. Can be NULL. |
| * \param y Returns the current Y coord, relative to the desktop. Can be NULL. |
| * \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros. |
| * |
| * \sa SDL_GetMouseState |
| */ |
| extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y); |
| |
| /** |
| * \brief 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, and x and y are set to the |
| * mouse deltas since the last call to SDL_GetRelativeMouseState(). |
| */ |
| extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); |
| |
| /** |
| * \brief Moves the mouse to the given position within the window. |
| * |
| * \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 |
| * |
| * \note This function generates a mouse motion event |
| */ |
| extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, |
| int x, int y); |
| |
| /** |
| * \brief Moves the mouse to the given position in global screen space. |
| * |
| * \param x The x coordinate |
| * \param y The y coordinate |
| * \return 0 on success, -1 on error (usually: unsupported by a platform). |
| * |
| * \note This function generates a mouse motion event |
| */ |
| extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y); |
| |
| /** |
| * \brief Set relative mouse mode. |
| * |
| * \param enabled Whether or not to enable relative mode |
| * |
| * \return 0 on success, or -1 if relative mode is not supported. |
| * |
| * 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 This function will flush any pending mouse motion. |
| * |
| * \sa SDL_GetRelativeMouseMode() |
| */ |
| extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); |
| |
| /** |
| * \brief Capture the mouse, to track input outside an SDL window. |
| * |
| * \param enabled Whether or not to enable capturing |
| * |
| * 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. |
| * |
| * 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. |
| * |
| * \return 0 on success, or -1 if not supported. |
| */ |
| extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); |
| |
| /** |
| * \brief Query whether relative mouse mode is enabled. |
| * |
| * \sa SDL_SetRelativeMouseMode() |
| */ |
| extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); |
| |
| /** |
| * \brief Create a cursor, using the specified bitmap data and |
| * mask (in MSB format). |
| * |
| * The cursor width must be a multiple of 8 bits. |
| * |
| * The cursor is created in black and white according to the following: |
| * <table> |
| * <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr> |
| * <tr><td> 0 </td><td> 1 </td><td> White </td></tr> |
| * <tr><td> 1 </td><td> 1 </td><td> Black </td></tr> |
| * <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr> |
| * <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black |
| * if not. </td></tr> |
| * </table> |
| * |
| * \sa SDL_FreeCursor() |
| */ |
| extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, |
| const Uint8 * mask, |
| int w, int h, int hot_x, |
| int hot_y); |
| |
| /** |
| * \brief Create a color cursor. |
| * |
| * \sa SDL_FreeCursor() |
| */ |
| extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, |
| int hot_x, |
| int hot_y); |
| |
| /** |
| * \brief Create a system cursor. |
| * |
| * \sa SDL_FreeCursor() |
| */ |
| extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); |
| |
| /** |
| * \brief Set the active cursor. |
| */ |
| extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); |
| |
| /** |
| * \brief Return the active cursor. |
| */ |
| extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); |
| |
| /** |
| * \brief Return the default cursor. |
| */ |
| extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); |
| |
| /** |
| * \brief Frees a cursor created with SDL_CreateCursor() or similar functions. |
| * |
| * \sa SDL_CreateCursor() |
| * \sa SDL_CreateColorCursor() |
| * \sa SDL_CreateSystemCursor() |
| */ |
| extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); |
| |
| /** |
| * \brief Toggle whether or not the cursor is shown. |
| * |
| * \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current |
| * state. |
| * |
| * \return 1 if the cursor is shown, or 0 if the cursor is hidden. |
| */ |
| extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); |
| |
| /** |
| * 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 "close_code.h" |
| |
| #endif /* SDL_mouse_h_ */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |