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SDL_mouse.h
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2006 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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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
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Lesser General Public License for more details.
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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
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Sam Lantinga
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slouken@libsdl.org
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*/
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/**
* \file SDL_mouse.h
*
* Include file for SDL mouse event handling
*/
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#ifndef _SDL_mouse_h
#define _SDL_mouse_h
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
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/* Function prototypes */
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/* \fn int SDL_GetNumMice(void)
*
* \brief Get the number of mouse input devices available.
*
* \sa SDL_SelectMouse()
*/
extern DECLSPEC int SDLCALL SDL_GetNumMice(void);
/* \fn int SDL_SelectMouse(int index)
*
* \brief Set the index of the currently selected mouse.
*
* \return The index of the currently selected mouse.
*
* \note You can query the currently selected mouse by passing an index of -1.
*
* \sa SDL_GetNumMice()
*/
extern DECLSPEC int SDLCALL SDL_SelectMouse(int index);
/* \fn SDL_WindowID SDL_GetMouseFocusWindow(void)
*
* \brief Get the window which currently has focus for the currently selected mouse.
*/
extern DECLSPEC SDL_WindowID SDLCALL SDL_GetMouseFocusWindow(void);
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/*
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* \fn Uint8 SDL_GetMouseState(int *x, int *y)
*
* \brief Retrieve the current state of the mouse.
*
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* 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
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* mouse cursor position relative to the focus window for the currently
* selected mouse. You can pass NULL for either x or y.
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*/
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extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y);
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/*
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* \fn Uint8 SDL_GetRelativeMouseState(int *x, int *y)
*
* \brief Retrieve the current state of the mouse.
*
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* 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().
*/
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extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
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/*
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* \fn void SDL_WarpMouseInWindow(SDL_WindowID windowID, int x, int y)
*
* \brief Moves the currently selected mouse to the given position within the window.
*
* \param windowID The window to move the mouse into, or 0 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
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*/
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extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_WindowID windowID,
int x, int y);
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/*
* Create a cursor using the specified 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:
* data mask resulting pixel on screen
* 0 1 White
* 1 1 Black
* 0 0 Transparent
* 1 0 Inverted color if possible, black if not.
*
* Cursors created with this function must be freed with SDL_FreeCursor().
*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor
(Uint8 * data, Uint8 * mask, int w, int h, int hot_x, int hot_y);
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/*
* Set the currently active cursor to the specified one.
* If the cursor is currently visible, the change will be immediately
* represented on the display.
*/
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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/*
* Returns the currently active cursor.
*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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/*
* Deallocates a cursor created with SDL_CreateCursor().
*/
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extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
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/*
* Toggle whether or not the cursor is shown on the screen.
* The cursor start off displayed, but can be turned off.
* SDL_ShowCursor() returns 1 if the cursor was being displayed
* before the call, or 0 if it was not. You can query the current
* state by passing a 'toggle' value of -1.
*/
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extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
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/* Used as a mask when testing buttons in buttonstate
Button 1: Left mouse button
Button 2: Middle mouse button
Button 3: Right mouse button
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Button 4: Mouse wheel up (may also be a real button)
Button 5: Mouse wheel down (may also be a real button)
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*/
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#define SDL_BUTTON(X) (1 << ((X)-1))
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#define SDL_BUTTON_LEFT 1
#define SDL_BUTTON_MIDDLE 2
#define SDL_BUTTON_RIGHT 3
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#define SDL_BUTTON_WHEELUP 4
#define SDL_BUTTON_WHEELDOWN 5
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#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)
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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#endif
#include "close_code.h"
#endif /* _SDL_mouse_h */
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/* vi: set ts=4 sw=4 expandtab: */