//from "sdl_mouse.h" type PPSDL_Cursor = ^PSDL_Cursor; PSDL_Cursor = type Pointer; {**< Implementation dependent *} {** * Cursor types for SDL_CreateSystemCursor. *} type PPSDL_SystemCursor = ^PSDL_SystemCursor; PSDL_SystemCursor = ^TSDL_SystemCursor; TSDL_SystemCursor = type Integer; const SDL_SYSTEM_CURSOR_ARROW = TSDL_SystemCursor(0); // Arrow SDL_SYSTEM_CURSOR_IBEAM = TSDL_SystemCursor(1); // I-beam SDL_SYSTEM_CURSOR_WAIT = TSDL_SystemCursor(2); // Wait SDL_SYSTEM_CURSOR_CROSSHAIR = TSDL_SystemCursor(3); // Crosshair SDL_SYSTEM_CURSOR_WAITARROW = TSDL_SystemCursor(4); // Small wait cursor (or Wait if not available) SDL_SYSTEM_CURSOR_SIZENWSE = TSDL_SystemCursor(5); // Double arrow pointing northwest and southeast SDL_SYSTEM_CURSOR_SIZENESW = TSDL_SystemCursor(6); // Double arrow pointing northeast and southwest SDL_SYSTEM_CURSOR_SIZEWE = TSDL_SystemCursor(7); // Double arrow pointing west and east SDL_SYSTEM_CURSOR_SIZENS = TSDL_SystemCursor(8); // Double arrow pointing north and south SDL_SYSTEM_CURSOR_SIZEALL = TSDL_SystemCursor(9); // Four pointed arrow pointing north, south, east, and west SDL_SYSTEM_CURSOR_NO = TSDL_SystemCursor(10); // Slashed circle or crossbones SDL_SYSTEM_CURSOR_HAND = TSDL_SystemCursor(11); // Hand SDL_NUM_SYSTEM_CURSORS = TSDL_SystemCursor(12); type PPSDL_MouseWheelDirection = ^PSDL_MouseWheelDirection; PSDL_MouseWheelDirection = ^TSDL_MouseWheelDirection; TSDL_MouseWheelDirection = type Integer; const SDL_MOUSEWHEEL_NORMAL = TSDL_MouseWheelDirection(0); {**< The scroll direction is normal *} SDL_MOUSEWHEEL_FLIPPED = TSDL_MouseWheelDirection(1); {**< The scroll direction is flipped / natural *} {* Function prototypes *} {** * Get the window which currently has mouse focus. * * \returns the window with mouse focus. * * \since This function is available since SDL 2.0.0. *} function SDL_GetMouseFocus: PSDL_Window; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetMouseFocus' {$ENDIF}{$ENDIF}; {** * 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 2.0.0. * * \sa SDL_GetGlobalMouseState * \sa SDL_GetRelativeMouseState * \sa SDL_PumpEvents *} function SDL_GetMouseState(x: pcint; y: pcint): cuint32; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetMouseState' {$ENDIF}{$ENDIF}; {** * 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 2.0.4. * * \sa SDL_CaptureMouse *} function SDL_GetGlobalMouseState(x, y: pcint32): cuint32; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetGlobalMouseState' {$ENDIF}{$ENDIF}; {** * 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 2.0.0. * * \sa SDL_GetMouseState *} function SDL_GetRelativeMouseState(x: pcint; y: pcint): cuint32; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetRelativeMouseState' {$ENDIF}{$ENDIF}; {** * 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 2.0.0. * * \sa SDL_WarpMouseGlobal *} procedure SDL_WarpMouseInWindow(window: PSDL_Window; x: cint; y: cint); cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WarpMouseInWindow' {$ENDIF}{$ENDIF}; {** * 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 2.0.4. * * \sa SDL_WarpMouseInWindow *} function SDL_WarpMouseGlobal(x, y: cint): cint; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_WarpMouseGlobal' {$ENDIF}{$ENDIF}; {** * 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. * * If relative mode is not supported, this returns -1. * * \since This function is available since SDL 2.0.0. * * \sa SDL_GetRelativeMouseMode *} function SDL_SetRelativeMouseMode(enabled: TSDL_Bool): cint; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetRelativeMouseMode' {$ENDIF}{$ENDIF}; {** * 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 -1 if not supported; call SDL_GetError() for more * information. * * \since This function is available since SDL 2.0.4. * * \sa SDL_GetGlobalMouseState *} function SDL_CaptureMouse(enabled: TSDL_Bool): cint; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CaptureMouse' {$ENDIF}{$ENDIF}; {** * 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 2.0.0. * * \sa SDL_SetRelativeMouseMode *} function SDL_GetRelativeMouseMode: TSDL_Bool; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetRelativeMouseMode' {$ENDIF}{$ENDIF}; {** * 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_FreeCursor(). * * 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 2.0.0. * * \sa SDL_FreeCursor * \sa SDL_SetCursor * \sa SDL_ShowCursor *} function SDL_CreateCursor( const data: pcuint8; const mask: pcuint8; w: cint; h: cint; hot_x: cint; hot_y: cint): PSDL_Cursor; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CreateCursor' {$ENDIF}{$ENDIF}; {** * 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 2.0.0. * * \sa SDL_CreateCursor * \sa SDL_FreeCursor *} function SDL_CreateColorCursor( surface: PSDL_Surface; hot_x: cint; hot_y: cint): PSDL_Cursor; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CreateColorCursor' {$ENDIF}{$ENDIF}; {** * 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 2.0.0. * * \sa SDL_FreeCursor *} function SDL_CreateSystemCursor(id: TSDL_SystemCursor): PSDL_Cursor; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CreateSystemCursor' {$ENDIF}{$ENDIF}; {** * 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 * * \since This function is available since SDL 2.0.0. * * \sa SDL_CreateCursor * \sa SDL_GetCursor * \sa SDL_ShowCursor *} procedure SDL_SetCursor(cursor: PSDL_Cursor); cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_SetCursor' {$ENDIF}{$ENDIF}; {** * 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_FreeCursor(). * * \returns the active cursor or NULL if there is no mouse. * * \since This function is available since SDL 2.0.0. * * \sa SDL_SetCursor *} function SDL_GetCursor: PSDL_Cursor; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetCursor' {$ENDIF}{$ENDIF}; {** * Get the default cursor. * * \returns the default cursor on success or NULL on failure. * * \since This function is available since SDL 2.0.0. * * \sa SDL_CreateSystemCursor *} function SDL_GetDefaultCursor: PSDL_Cursor; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetDefaultCursor' {$ENDIF}{$ENDIF}; {** * 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 2.0.0. * * \sa SDL_CreateColorCursor * \sa SDL_CreateCursor * \sa SDL_CreateSystemCursor *} procedure SDL_FreeCursor(cursor: PSDL_Cursor); cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_FreeCursor' {$ENDIF}{$ENDIF}; {** * Toggle whether or not the cursor is shown. * * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE` * displays the cursor and passing `SDL_DISABLE` hides it. * * The current state of the mouse cursor can be queried by passing * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned. * * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it, * `SDL_QUERY` to query the current state without changing it. * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the * cursor is hidden, or a negative error code on failure; call * SDL_GetError() for more information. * * \since This function is available since SDL 2.0.0. * * \sa SDL_CreateCursor * \sa SDL_SetCursor *} function SDL_ShowCursor(toggle: cint): cint; cdecl; external {$IFDEF DYNAMIC_LINK}SDL_LibName{$ENDIF} {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ShowCursor' {$ENDIF}{$ENDIF}; {** * Used as a mask when testing buttons in buttonstate. * - Button 1: Left mouse button * - Button 2: Middle mouse button * - Button 3: Right mouse button *} function SDL_Button(X: cint): cint; {$IFNDEF DELPHI} inline; {$ELSE} {$IFDEF DELPHI10UP} inline; {$ENDIF} {$ENDIF} const SDL_BUTTON_LEFT = 1; SDL_BUTTON_MIDDLE = 2; SDL_BUTTON_RIGHT = 3; SDL_BUTTON_X1 = 4; SDL_BUTTON_X2 = 5; { Pascal Conv.: For better performance instead of using the SDL_Button(X) macro, the following defines are implemented directly. } SDL_BUTTON_LMASK = 1 shl ((SDL_BUTTON_LEFT) - 1); SDL_BUTTON_MMASK = 1 shl ((SDL_BUTTON_MIDDLE) - 1); SDL_BUTTON_RMASK = 1 shl ((SDL_BUTTON_RIGHT) - 1); SDL_BUTTON_X1MASK = 1 shl ((SDL_BUTTON_X1) - 1); SDL_BUTTON_X2MASK = 1 shl ((SDL_BUTTON_X2) - 1);