include/SDL_mouse.h
author Ryan C. Gordon <icculus@icculus.org>
Sat, 24 May 2014 01:30:37 -0400
changeset 8927 be64f5daf64b
parent 8149 681eb46b8ac4
child 8945 04248c700ada
permissions -rw-r--r--
Implemented SDL_CaptureMouse().
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2014 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 
    28 #ifndef _SDL_mouse_h
    29 #define _SDL_mouse_h
    30 
    31 #include "SDL_stdinc.h"
    32 #include "SDL_error.h"
    33 #include "SDL_video.h"
    34 
    35 #include "begin_code.h"
    36 /* Set up for C function definitions, even when using C++ */
    37 #ifdef __cplusplus
    38 extern "C" {
    39 #endif
    40 
    41 typedef struct SDL_Cursor SDL_Cursor;   /* Implementation dependent */
    42 
    43 /**
    44  * \brief Cursor types for SDL_CreateSystemCursor.
    45  */
    46 typedef enum
    47 {
    48     SDL_SYSTEM_CURSOR_ARROW,     /**< Arrow */
    49     SDL_SYSTEM_CURSOR_IBEAM,     /**< I-beam */
    50     SDL_SYSTEM_CURSOR_WAIT,      /**< Wait */
    51     SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
    52     SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
    53     SDL_SYSTEM_CURSOR_SIZENWSE,  /**< Double arrow pointing northwest and southeast */
    54     SDL_SYSTEM_CURSOR_SIZENESW,  /**< Double arrow pointing northeast and southwest */
    55     SDL_SYSTEM_CURSOR_SIZEWE,    /**< Double arrow pointing west and east */
    56     SDL_SYSTEM_CURSOR_SIZENS,    /**< Double arrow pointing north and south */
    57     SDL_SYSTEM_CURSOR_SIZEALL,   /**< Four pointed arrow pointing north, south, east, and west */
    58     SDL_SYSTEM_CURSOR_NO,        /**< Slashed circle or crossbones */
    59     SDL_SYSTEM_CURSOR_HAND,      /**< Hand */
    60     SDL_NUM_SYSTEM_CURSORS
    61 } SDL_SystemCursor;
    62 
    63 /* Function prototypes */
    64 
    65 /**
    66  *  \brief Get the window which currently has mouse focus.
    67  */
    68 extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
    69 
    70 /**
    71  *  \brief Retrieve the current state of the mouse.
    72  *
    73  *  The current button state is returned as a button bitmask, which can
    74  *  be tested using the SDL_BUTTON(X) macros, and x and y are set to the
    75  *  mouse cursor position relative to the focus window for the currently
    76  *  selected mouse.  You can pass NULL for either x or y.
    77  */
    78 extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
    79 
    80 /**
    81  *  \brief Retrieve the relative state of the mouse.
    82  *
    83  *  The current button state is returned as a button bitmask, which can
    84  *  be tested using the SDL_BUTTON(X) macros, and x and y are set to the
    85  *  mouse deltas since the last call to SDL_GetRelativeMouseState().
    86  */
    87 extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
    88 
    89 /**
    90  *  \brief Moves the mouse to the given position within the window.
    91  *
    92  *  \param window The window to move the mouse into, or NULL for the current mouse focus
    93  *  \param x The x coordinate within the window
    94  *  \param y The y coordinate within the window
    95  *
    96  *  \note This function generates a mouse motion event
    97  */
    98 extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
    99                                                    int x, int y);
   100 
   101 /**
   102  *  \brief Set relative mouse mode.
   103  *
   104  *  \param enabled Whether or not to enable relative mode
   105  *
   106  *  \return 0 on success, or -1 if relative mode is not supported.
   107  *
   108  *  While the mouse is in relative mode, the cursor is hidden, and the
   109  *  driver will try to report continuous motion in the current window.
   110  *  Only relative motion events will be delivered, the mouse position
   111  *  will not change.
   112  *
   113  *  \note This function will flush any pending mouse motion.
   114  *
   115  *  \sa SDL_GetRelativeMouseMode()
   116  */
   117 extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
   118 
   119 /**
   120  *  \brief Capture the mouse, to track input outside an SDL window.
   121  *
   122  *  \param enabled Whether or not to enable capturing
   123  *
   124  *  Capturing enables your app to obtain mouse events globally, instead of
   125  *  just within your window. Not all video targets support this function.
   126  *  When capturing is enabled, the current window will get all mouse events,
   127  *  but unlike relative mode, no change is made to the cursor and it is
   128  *  not restrained to your window.
   129  *
   130  *  This function may also deny mouse input to other windows--both those in
   131  *  your application and others on the system--so you should use this
   132  *  function sparingly, and in small bursts. For example, you might want to
   133  *  track the mouse while the user is dragging something, until the user
   134  *  releases a mouse button. It is not recommended that you capture the mouse
   135  *  for long periods of time, such as the entire time your app is running.
   136  *
   137  *  While captured, mouse events still report coordinates relative to the
   138  *  current (foreground) window, but those coordinates may be outside the
   139  *  bounds of the window (including negative values). Capturing is only
   140  *  allowed for the foreground window. If the window loses focus while
   141  *  capturing, the capture will be disabled automatically.
   142  *
   143  *  While capturing is enabled, the current window will have the
   144  *  SDL_WINDOW_MOUSE_CAPTURE flag set.
   145  *
   146  *  \return 0 on success, or -1 if not supported.
   147  */
   148 extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
   149 
   150 /**
   151  *  \brief Query whether relative mouse mode is enabled.
   152  *
   153  *  \sa SDL_SetRelativeMouseMode()
   154  */
   155 extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
   156 
   157 /**
   158  *  \brief Create a cursor, using the specified bitmap data and
   159  *         mask (in MSB format).
   160  *
   161  *  The cursor width must be a multiple of 8 bits.
   162  *
   163  *  The cursor is created in black and white according to the following:
   164  *  <table>
   165  *  <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
   166  *  <tr><td>  0   </td><td>  1   </td><td> White </td></tr>
   167  *  <tr><td>  1   </td><td>  1   </td><td> Black </td></tr>
   168  *  <tr><td>  0   </td><td>  0   </td><td> Transparent </td></tr>
   169  *  <tr><td>  1   </td><td>  0   </td><td> Inverted color if possible, black
   170  *                                         if not. </td></tr>
   171  *  </table>
   172  *
   173  *  \sa SDL_FreeCursor()
   174  */
   175 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
   176                                                      const Uint8 * mask,
   177                                                      int w, int h, int hot_x,
   178                                                      int hot_y);
   179 
   180 /**
   181  *  \brief Create a color cursor.
   182  *
   183  *  \sa SDL_FreeCursor()
   184  */
   185 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
   186                                                           int hot_x,
   187                                                           int hot_y);
   188 
   189 /**
   190  *  \brief Create a system cursor.
   191  *
   192  *  \sa SDL_FreeCursor()
   193  */
   194 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
   195 
   196 /**
   197  *  \brief Set the active cursor.
   198  */
   199 extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
   200 
   201 /**
   202  *  \brief Return the active cursor.
   203  */
   204 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
   205 
   206 /**
   207  *  \brief Return the default cursor.
   208  */
   209 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
   210 
   211 /**
   212  *  \brief Frees a cursor created with SDL_CreateCursor().
   213  *
   214  *  \sa SDL_CreateCursor()
   215  */
   216 extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
   217 
   218 /**
   219  *  \brief Toggle whether or not the cursor is shown.
   220  *
   221  *  \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
   222  *                state.
   223  *
   224  *  \return 1 if the cursor is shown, or 0 if the cursor is hidden.
   225  */
   226 extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
   227 
   228 /**
   229  *  Used as a mask when testing buttons in buttonstate.
   230  *   - Button 1:  Left mouse button
   231  *   - Button 2:  Middle mouse button
   232  *   - Button 3:  Right mouse button
   233  */
   234 #define SDL_BUTTON(X)       (1 << ((X)-1))
   235 #define SDL_BUTTON_LEFT     1
   236 #define SDL_BUTTON_MIDDLE   2
   237 #define SDL_BUTTON_RIGHT    3
   238 #define SDL_BUTTON_X1       4
   239 #define SDL_BUTTON_X2       5
   240 #define SDL_BUTTON_LMASK    SDL_BUTTON(SDL_BUTTON_LEFT)
   241 #define SDL_BUTTON_MMASK    SDL_BUTTON(SDL_BUTTON_MIDDLE)
   242 #define SDL_BUTTON_RMASK    SDL_BUTTON(SDL_BUTTON_RIGHT)
   243 #define SDL_BUTTON_X1MASK   SDL_BUTTON(SDL_BUTTON_X1)
   244 #define SDL_BUTTON_X2MASK   SDL_BUTTON(SDL_BUTTON_X2)
   245 
   246 
   247 /* Ends C function definitions when using C++ */
   248 #ifdef __cplusplus
   249 }
   250 #endif
   251 #include "close_code.h"
   252 
   253 #endif /* _SDL_mouse_h */
   254 
   255 /* vi: set ts=4 sw=4 expandtab: */