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- /*
- SDL - Simple DirectMedia Layer
- Copyright (C) 1997-2010 Sam Lantinga
- This library is free software; you can redistribute it and/or
- modify it under the terms of the GNU Lesser General Public
- License as published by the Free Software Foundation; either
- version 2.1 of the License, or (at your option) any later version.
- This library is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public
- License along with this library; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- Sam Lantinga
- [email protected]
- */
- /**
- * \file SDL_mouse.h
- *
- * Include file for SDL mouse event handling.
- *
- * Please note that this ONLY discusses "mice" with the notion of the
- * desktop GUI. You (usually) have one system cursor, and the OS hides
- * the hardware details from you. If you plug in 10 mice, all ten move that
- * one cursor. For many applications and games, this is perfect, and this
- * API has served hundreds of SDL programs well since its birth.
- *
- * It's not the whole picture, though. If you want more lowlevel control,
- * SDL offers a different API, that gives you visibility into each input
- * device, multi-touch interfaces, etc.
- *
- * Those two APIs are incompatible, and you usually should not use both
- * at the same time. But for legacy purposes, this API refers to a "mouse"
- * when it actually means the system pointer and not a physical mouse.
- *
- * The other API is in SDL_input.h
- */
- #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
- /* *INDENT-OFF* */
- extern "C" {
- /* *INDENT-ON* */
- #endif
- typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
- /* 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 Uint8 SDLCALL SDL_GetMouseState(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 Uint8 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 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 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 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 Frees a cursor created with SDL_CreateCursor().
- *
- * \sa SDL_CreateCursor()
- */
- 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
- /* *INDENT-OFF* */
- }
- /* *INDENT-ON* */
- #endif
- #include "close_code.h"
- #endif /* _SDL_mouse_h */
- /* vi: set ts=4 sw=4 expandtab: */
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