include/SDL_mouse.h
author Sam Lantinga <slouken@libsdl.org>
Mon, 12 Nov 2012 12:14:44 -0800
changeset 6673 78f18a929123
parent 6138 4c64952a58fb
child 6675 20f3cdea0fd2
permissions -rw-r--r--
Nobody will EVER use more than 8 buttons. Oh wait... Nobody will EVER use more than 32 buttons...
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 
    22 /**
    23  *  \file SDL_mouse.h
    24  *  
    25  *  Include file for SDL mouse event handling.
    26  *
    27  *  Please note that this ONLY discusses "mice" with the notion of the
    28  *  desktop GUI. You (usually) have one system cursor, and the OS hides
    29  *  the hardware details from you. If you plug in 10 mice, all ten move that
    30  *  one cursor. For many applications and games, this is perfect, and this
    31  *  API has served hundreds of SDL programs well since its birth.
    32  *
    33  *  It's not the whole picture, though. If you want more lowlevel control,
    34  *  SDL offers a different API, that gives you visibility into each input
    35  *  device, multi-touch interfaces, etc.
    36  *
    37  *  Those two APIs are incompatible, and you usually should not use both
    38  *  at the same time. But for legacy purposes, this API refers to a "mouse"
    39  *  when it actually means the system pointer and not a physical mouse.
    40  *
    41  *  The other API is in SDL_input.h
    42  */
    43 
    44 #ifndef _SDL_mouse_h
    45 #define _SDL_mouse_h
    46 
    47 #include "SDL_stdinc.h"
    48 #include "SDL_error.h"
    49 #include "SDL_video.h"
    50 
    51 #include "begin_code.h"
    52 /* Set up for C function definitions, even when using C++ */
    53 #ifdef __cplusplus
    54 /* *INDENT-OFF* */
    55 extern "C" {
    56 /* *INDENT-ON* */
    57 #endif
    58 
    59 typedef struct SDL_Cursor SDL_Cursor;   /* Implementation dependent */
    60 
    61 
    62 /* Function prototypes */
    63 
    64 /**
    65  *  \brief Get the window which currently has mouse focus.
    66  */
    67 extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
    68 
    69 /**
    70  *  \brief Retrieve the current state of the mouse.
    71  *  
    72  *  The current button state is returned as a button bitmask, which can
    73  *  be tested using the SDL_BUTTON(X) macros, and x and y are set to the
    74  *  mouse cursor position relative to the focus window for the currently
    75  *  selected mouse.  You can pass NULL for either x or y.
    76  */
    77 extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
    78 
    79 /**
    80  *  \brief Retrieve the relative state of the mouse.
    81  *
    82  *  The current button state is returned as a button bitmask, which can
    83  *  be tested using the SDL_BUTTON(X) macros, and x and y are set to the
    84  *  mouse deltas since the last call to SDL_GetRelativeMouseState().
    85  */
    86 extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
    87 
    88 /**
    89  *  \brief Moves the mouse to the given position within the window.
    90  *  
    91  *  \param window The window to move the mouse into, or NULL for the current mouse focus
    92  *  \param x The x coordinate within the window
    93  *  \param y The y coordinate within the window
    94  *  
    95  *  \note This function generates a mouse motion event
    96  */
    97 extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
    98                                                    int x, int y);
    99 
   100 /**
   101  *  \brief Set relative mouse mode.
   102  *  
   103  *  \param enabled Whether or not to enable relative mode
   104  *
   105  *  \return 0 on success, or -1 if relative mode is not supported.
   106  *  
   107  *  While the mouse is in relative mode, the cursor is hidden, and the
   108  *  driver will try to report continuous motion in the current window.
   109  *  Only relative motion events will be delivered, the mouse position
   110  *  will not change.
   111  *  
   112  *  \note This function will flush any pending mouse motion.
   113  *  
   114  *  \sa SDL_GetRelativeMouseMode()
   115  */
   116 extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
   117 
   118 /**
   119  *  \brief Query whether relative mouse mode is enabled.
   120  *  
   121  *  \sa SDL_SetRelativeMouseMode()
   122  */
   123 extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
   124 
   125 /**
   126  *  \brief Create a cursor, using the specified bitmap data and
   127  *         mask (in MSB format).
   128  *  
   129  *  The cursor width must be a multiple of 8 bits.
   130  *  
   131  *  The cursor is created in black and white according to the following:
   132  *  <table>
   133  *  <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
   134  *  <tr><td>  0   </td><td>  1   </td><td> White </td></tr>
   135  *  <tr><td>  1   </td><td>  1   </td><td> Black </td></tr>
   136  *  <tr><td>  0   </td><td>  0   </td><td> Transparent </td></tr>
   137  *  <tr><td>  1   </td><td>  0   </td><td> Inverted color if possible, black 
   138  *                                         if not. </td></tr>
   139  *  </table>
   140  *  
   141  *  \sa SDL_FreeCursor()
   142  */
   143 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
   144                                                      const Uint8 * mask,
   145                                                      int w, int h, int hot_x,
   146                                                      int hot_y);
   147 
   148 /**
   149  *  \brief Create a color cursor.
   150  *  
   151  *  \sa SDL_FreeCursor()
   152  */
   153 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
   154                                                           int hot_x,
   155                                                           int hot_y);
   156 
   157 /**
   158  *  \brief Set the active cursor.
   159  */
   160 extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
   161 
   162 /**
   163  *  \brief Return the active cursor.
   164  */
   165 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
   166 
   167 /**
   168  *  \brief Frees a cursor created with SDL_CreateCursor().
   169  *  
   170  *  \sa SDL_CreateCursor()
   171  */
   172 extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
   173 
   174 /**
   175  *  \brief Toggle whether or not the cursor is shown.
   176  *  
   177  *  \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current 
   178  *                state.
   179  *  
   180  *  \return 1 if the cursor is shown, or 0 if the cursor is hidden.
   181  */
   182 extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
   183 
   184 /**
   185  *  Used as a mask when testing buttons in buttonstate.
   186  *   - Button 1:  Left mouse button
   187  *   - Button 2:  Middle mouse button
   188  *   - Button 3:  Right mouse button
   189  */
   190 #define SDL_BUTTON(X)		(1 << ((X)-1))
   191 #define SDL_BUTTON_LEFT		1
   192 #define SDL_BUTTON_MIDDLE	2
   193 #define SDL_BUTTON_RIGHT	3
   194 #define SDL_BUTTON_X1		4
   195 #define SDL_BUTTON_X2		5
   196 #define SDL_BUTTON_LMASK	SDL_BUTTON(SDL_BUTTON_LEFT)
   197 #define SDL_BUTTON_MMASK	SDL_BUTTON(SDL_BUTTON_MIDDLE)
   198 #define SDL_BUTTON_RMASK	SDL_BUTTON(SDL_BUTTON_RIGHT)
   199 #define SDL_BUTTON_X1MASK	SDL_BUTTON(SDL_BUTTON_X1)
   200 #define SDL_BUTTON_X2MASK	SDL_BUTTON(SDL_BUTTON_X2)
   201 
   202 
   203 /* Ends C function definitions when using C++ */
   204 #ifdef __cplusplus
   205 /* *INDENT-OFF* */
   206 }
   207 /* *INDENT-ON* */
   208 #endif
   209 #include "close_code.h"
   210 
   211 #endif /* _SDL_mouse_h */
   212 
   213 /* vi: set ts=4 sw=4 expandtab: */