include/SDL_mouse.h
author Ryan C. Gordon <icculus@icculus.org>
Thu, 05 Jun 2014 00:03:33 -0400
changeset 8945 04248c700ada
parent 8927 be64f5daf64b
child 8952 4bb098814ec4
permissions -rw-r--r--
Implemented SDL_GetAbsoluteMouseState().

X11 only for now, but this should be doable on every platform, I think.
slouken@0
     1
/*
slouken@5535
     2
  Simple DirectMedia Layer
slouken@8149
     3
  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
slouken@0
     4
slouken@5535
     5
  This software is provided 'as-is', without any express or implied
slouken@5535
     6
  warranty.  In no event will the authors be held liable for any damages
slouken@5535
     7
  arising from the use of this software.
slouken@0
     8
slouken@5535
     9
  Permission is granted to anyone to use this software for any purpose,
slouken@5535
    10
  including commercial applications, and to alter it and redistribute it
slouken@5535
    11
  freely, subject to the following restrictions:
slouken@0
    12
slouken@5535
    13
  1. The origin of this software must not be misrepresented; you must not
slouken@5535
    14
     claim that you wrote the original software. If you use this software
slouken@5535
    15
     in a product, an acknowledgment in the product documentation would be
slouken@5535
    16
     appreciated but is not required.
slouken@5535
    17
  2. Altered source versions must be plainly marked as such, and must not be
slouken@5535
    18
     misrepresented as being the original software.
slouken@5535
    19
  3. This notice may not be removed or altered from any source distribution.
slouken@0
    20
*/
slouken@0
    21
slouken@1895
    22
/**
slouken@3407
    23
 *  \file SDL_mouse.h
slouken@7191
    24
 *
slouken@3407
    25
 *  Include file for SDL mouse event handling.
slouken@1895
    26
 */
slouken@0
    27
slouken@0
    28
#ifndef _SDL_mouse_h
slouken@0
    29
#define _SDL_mouse_h
slouken@0
    30
slouken@1356
    31
#include "SDL_stdinc.h"
slouken@1358
    32
#include "SDL_error.h"
slouken@0
    33
#include "SDL_video.h"
slouken@0
    34
slouken@0
    35
#include "begin_code.h"
slouken@0
    36
/* Set up for C function definitions, even when using C++ */
slouken@0
    37
#ifdef __cplusplus
slouken@0
    38
extern "C" {
slouken@0
    39
#endif
slouken@0
    40
slouken@1895
    41
typedef struct SDL_Cursor SDL_Cursor;   /* Implementation dependent */
slouken@0
    42
mikesart@6675
    43
/**
mikesart@6675
    44
 * \brief Cursor types for SDL_CreateSystemCursor.
mikesart@6675
    45
 */
mikesart@6675
    46
typedef enum
mikesart@6675
    47
{
icculus@7067
    48
    SDL_SYSTEM_CURSOR_ARROW,     /**< Arrow */
icculus@7067
    49
    SDL_SYSTEM_CURSOR_IBEAM,     /**< I-beam */
icculus@7067
    50
    SDL_SYSTEM_CURSOR_WAIT,      /**< Wait */
icculus@7067
    51
    SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
icculus@7067
    52
    SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
icculus@7067
    53
    SDL_SYSTEM_CURSOR_SIZENWSE,  /**< Double arrow pointing northwest and southeast */
icculus@7067
    54
    SDL_SYSTEM_CURSOR_SIZENESW,  /**< Double arrow pointing northeast and southwest */
icculus@7067
    55
    SDL_SYSTEM_CURSOR_SIZEWE,    /**< Double arrow pointing west and east */
icculus@7067
    56
    SDL_SYSTEM_CURSOR_SIZENS,    /**< Double arrow pointing north and south */
icculus@7067
    57
    SDL_SYSTEM_CURSOR_SIZEALL,   /**< Four pointed arrow pointing north, south, east, and west */
icculus@7067
    58
    SDL_SYSTEM_CURSOR_NO,        /**< Slashed circle or crossbones */
icculus@7067
    59
    SDL_SYSTEM_CURSOR_HAND,      /**< Hand */
slouken@6677
    60
    SDL_NUM_SYSTEM_CURSORS
mikesart@6675
    61
} SDL_SystemCursor;
slouken@4465
    62
slouken@0
    63
/* Function prototypes */
slouken@1895
    64
slouken@1895
    65
/**
slouken@4465
    66
 *  \brief Get the window which currently has mouse focus.
slouken@1895
    67
 */
slouken@4465
    68
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
slouken@1895
    69
slouken@1895
    70
/**
slouken@4465
    71
 *  \brief Retrieve the current state of the mouse.
slouken@7191
    72
 *
slouken@4465
    73
 *  The current button state is returned as a button bitmask, which can
slouken@4465
    74
 *  be tested using the SDL_BUTTON(X) macros, and x and y are set to the
slouken@4465
    75
 *  mouse cursor position relative to the focus window for the currently
slouken@4465
    76
 *  selected mouse.  You can pass NULL for either x or y.
kazeuser@2718
    77
 */
slouken@6673
    78
extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
kazeuser@2718
    79
kazeuser@2718
    80
/**
icculus@8945
    81
 *  \brief Get the current state of the mouse, in relation to the desktop
icculus@8945
    82
 *
icculus@8945
    83
 *  This works just like SDL_GetMouseState(), but the coordinates will be
icculus@8945
    84
 *  reported relative to the top-left of the desktop. This can be useful if
icculus@8945
    85
 *  you need to track the mouse outside of a specific window and
icculus@8945
    86
 *  SDL_CaptureMouse() doesn't fit your needs. For example, it could be
icculus@8945
    87
 *  useful if you need to track the mouse while dragging a window, where
icculus@8945
    88
 *  coordinates relative to a window might not be in sync at all times.
icculus@8945
    89
 *
icculus@8945
    90
 *  \note SDL_GetMouseState() returns the mouse position as SDL understands
icculus@8945
    91
 *        it from the last pump of the event queue. This function, however,
icculus@8945
    92
 *        queries the OS for the current mouse position, and as such, might
icculus@8945
    93
 *        be a slightly less efficient function. Unless you know what you're
icculus@8945
    94
 *        doing and have a good reason to use this function, you probably want
icculus@8945
    95
 *        SDL_GetMouseState() instead.
icculus@8945
    96
 *
icculus@8945
    97
 *  \param x Returns the current X coord, relative to the desktop. Can be NULL.
icculus@8945
    98
 *  \param y Returns the current Y coord, relative to the desktop. Can be NULL.
icculus@8945
    99
 *  \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
icculus@8945
   100
 *
icculus@8945
   101
 *  \sa SDL_GetMouseState
icculus@8945
   102
 */
icculus@8945
   103
extern DECLSPEC Uint32 SDLCALL SDL_GetAbsoluteMouseState(int *x, int *y);
icculus@8945
   104
icculus@8945
   105
/**
slouken@4465
   106
 *  \brief Retrieve the relative state of the mouse.
slouken@4465
   107
 *
slouken@4465
   108
 *  The current button state is returned as a button bitmask, which can
slouken@4465
   109
 *  be tested using the SDL_BUTTON(X) macros, and x and y are set to the
slouken@4465
   110
 *  mouse deltas since the last call to SDL_GetRelativeMouseState().
slouken@1895
   111
 */
slouken@6673
   112
extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
slouken@1895
   113
slouken@1895
   114
/**
slouken@4465
   115
 *  \brief Moves the mouse to the given position within the window.
slouken@7191
   116
 *
slouken@4465
   117
 *  \param window The window to move the mouse into, or NULL for the current mouse focus
slouken@4465
   118
 *  \param x The x coordinate within the window
slouken@4465
   119
 *  \param y The y coordinate within the window
slouken@7191
   120
 *
slouken@4465
   121
 *  \note This function generates a mouse motion event
slouken@1895
   122
 */
slouken@4465
   123
extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
slouken@4465
   124
                                                   int x, int y);
slouken@1895
   125
slouken@1895
   126
/**
slouken@4465
   127
 *  \brief Set relative mouse mode.
slouken@7191
   128
 *
slouken@3407
   129
 *  \param enabled Whether or not to enable relative mode
slouken@4465
   130
 *
slouken@3407
   131
 *  \return 0 on success, or -1 if relative mode is not supported.
slouken@7191
   132
 *
slouken@3407
   133
 *  While the mouse is in relative mode, the cursor is hidden, and the
slouken@3407
   134
 *  driver will try to report continuous motion in the current window.
slouken@3407
   135
 *  Only relative motion events will be delivered, the mouse position
slouken@3407
   136
 *  will not change.
slouken@7191
   137
 *
slouken@3407
   138
 *  \note This function will flush any pending mouse motion.
slouken@7191
   139
 *
slouken@3407
   140
 *  \sa SDL_GetRelativeMouseMode()
slouken@1895
   141
 */
slouken@4465
   142
extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
slouken@1895
   143
slouken@1895
   144
/**
icculus@8927
   145
 *  \brief Capture the mouse, to track input outside an SDL window.
icculus@8927
   146
 *
icculus@8927
   147
 *  \param enabled Whether or not to enable capturing
icculus@8927
   148
 *
icculus@8927
   149
 *  Capturing enables your app to obtain mouse events globally, instead of
icculus@8927
   150
 *  just within your window. Not all video targets support this function.
icculus@8927
   151
 *  When capturing is enabled, the current window will get all mouse events,
icculus@8927
   152
 *  but unlike relative mode, no change is made to the cursor and it is
icculus@8927
   153
 *  not restrained to your window.
icculus@8927
   154
 *
icculus@8927
   155
 *  This function may also deny mouse input to other windows--both those in
icculus@8927
   156
 *  your application and others on the system--so you should use this
icculus@8927
   157
 *  function sparingly, and in small bursts. For example, you might want to
icculus@8927
   158
 *  track the mouse while the user is dragging something, until the user
icculus@8927
   159
 *  releases a mouse button. It is not recommended that you capture the mouse
icculus@8927
   160
 *  for long periods of time, such as the entire time your app is running.
icculus@8927
   161
 *
icculus@8927
   162
 *  While captured, mouse events still report coordinates relative to the
icculus@8927
   163
 *  current (foreground) window, but those coordinates may be outside the
icculus@8927
   164
 *  bounds of the window (including negative values). Capturing is only
icculus@8927
   165
 *  allowed for the foreground window. If the window loses focus while
icculus@8927
   166
 *  capturing, the capture will be disabled automatically.
icculus@8927
   167
 *
icculus@8927
   168
 *  While capturing is enabled, the current window will have the
icculus@8927
   169
 *  SDL_WINDOW_MOUSE_CAPTURE flag set.
icculus@8927
   170
 *
icculus@8927
   171
 *  \return 0 on success, or -1 if not supported.
icculus@8927
   172
 */
icculus@8927
   173
extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
icculus@8927
   174
icculus@8927
   175
/**
slouken@4465
   176
 *  \brief Query whether relative mouse mode is enabled.
slouken@7191
   177
 *
slouken@3407
   178
 *  \sa SDL_SetRelativeMouseMode()
slouken@1895
   179
 */
slouken@4465
   180
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
slouken@1895
   181
slouken@1895
   182
/**
slouken@4465
   183
 *  \brief Create a cursor, using the specified bitmap data and
slouken@4465
   184
 *         mask (in MSB format).
slouken@7191
   185
 *
slouken@3407
   186
 *  The cursor width must be a multiple of 8 bits.
slouken@7191
   187
 *
slouken@3407
   188
 *  The cursor is created in black and white according to the following:
slouken@3407
   189
 *  <table>
slouken@3407
   190
 *  <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
slouken@3407
   191
 *  <tr><td>  0   </td><td>  1   </td><td> White </td></tr>
slouken@3407
   192
 *  <tr><td>  1   </td><td>  1   </td><td> Black </td></tr>
slouken@3407
   193
 *  <tr><td>  0   </td><td>  0   </td><td> Transparent </td></tr>
slouken@7191
   194
 *  <tr><td>  1   </td><td>  0   </td><td> Inverted color if possible, black
slouken@4465
   195
 *                                         if not. </td></tr>
slouken@3407
   196
 *  </table>
slouken@7191
   197
 *
slouken@3407
   198
 *  \sa SDL_FreeCursor()
slouken@0
   199
 */
slouken@1895
   200
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
slouken@1895
   201
                                                     const Uint8 * mask,
slouken@1895
   202
                                                     int w, int h, int hot_x,
slouken@1895
   203
                                                     int hot_y);
slouken@0
   204
slouken@1895
   205
/**
slouken@5473
   206
 *  \brief Create a color cursor.
slouken@7191
   207
 *
slouken@5473
   208
 *  \sa SDL_FreeCursor()
slouken@5473
   209
 */
slouken@5473
   210
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
slouken@5473
   211
                                                          int hot_x,
slouken@5473
   212
                                                          int hot_y);
slouken@5473
   213
slouken@5473
   214
/**
mikesart@6675
   215
 *  \brief Create a system cursor.
mikesart@6675
   216
 *
mikesart@6675
   217
 *  \sa SDL_FreeCursor()
mikesart@6675
   218
 */
mikesart@6675
   219
extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
mikesart@6675
   220
mikesart@6675
   221
/**
slouken@4465
   222
 *  \brief Set the active cursor.
slouken@0
   223
 */
slouken@1895
   224
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
slouken@0
   225
slouken@1895
   226
/**
slouken@4465
   227
 *  \brief Return the active cursor.
slouken@0
   228
 */
slouken@1895
   229
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
slouken@0
   230
slouken@1895
   231
/**
jorgen@7104
   232
 *  \brief Return the default cursor.
jorgen@7104
   233
 */
jorgen@7104
   234
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
jorgen@7104
   235
jorgen@7104
   236
/**
slouken@3407
   237
 *  \brief Frees a cursor created with SDL_CreateCursor().
slouken@7191
   238
 *
slouken@3407
   239
 *  \sa SDL_CreateCursor()
slouken@0
   240
 */
slouken@1895
   241
extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
slouken@0
   242
slouken@1895
   243
/**
slouken@4465
   244
 *  \brief Toggle whether or not the cursor is shown.
slouken@7191
   245
 *
slouken@7191
   246
 *  \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
slouken@3407
   247
 *                state.
slouken@7191
   248
 *
slouken@3407
   249
 *  \return 1 if the cursor is shown, or 0 if the cursor is hidden.
slouken@0
   250
 */
slouken@337
   251
extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
slouken@0
   252
kazeuser@2718
   253
/**
slouken@3407
   254
 *  Used as a mask when testing buttons in buttonstate.
slouken@3407
   255
 *   - Button 1:  Left mouse button
slouken@3407
   256
 *   - Button 2:  Middle mouse button
slouken@3407
   257
 *   - Button 3:  Right mouse button
slouken@3407
   258
 */
slouken@7191
   259
#define SDL_BUTTON(X)       (1 << ((X)-1))
slouken@7191
   260
#define SDL_BUTTON_LEFT     1
slouken@7191
   261
#define SDL_BUTTON_MIDDLE   2
slouken@7191
   262
#define SDL_BUTTON_RIGHT    3
slouken@7191
   263
#define SDL_BUTTON_X1       4
slouken@7191
   264
#define SDL_BUTTON_X2       5
slouken@7191
   265
#define SDL_BUTTON_LMASK    SDL_BUTTON(SDL_BUTTON_LEFT)
slouken@7191
   266
#define SDL_BUTTON_MMASK    SDL_BUTTON(SDL_BUTTON_MIDDLE)
slouken@7191
   267
#define SDL_BUTTON_RMASK    SDL_BUTTON(SDL_BUTTON_RIGHT)
slouken@7191
   268
#define SDL_BUTTON_X1MASK   SDL_BUTTON(SDL_BUTTON_X1)
slouken@7191
   269
#define SDL_BUTTON_X2MASK   SDL_BUTTON(SDL_BUTTON_X2)
slouken@0
   270
slouken@0
   271
slouken@0
   272
/* Ends C function definitions when using C++ */
slouken@0
   273
#ifdef __cplusplus
slouken@0
   274
}
slouken@0
   275
#endif
slouken@0
   276
#include "close_code.h"
slouken@0
   277
slouken@0
   278
#endif /* _SDL_mouse_h */
slouken@1895
   279
slouken@1895
   280
/* vi: set ts=4 sw=4 expandtab: */