/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2011 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. 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 Lesser General Public License for more details. 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 Sam Lantinga slouken@libsdl.org */ /** * \file SDL_mouse.h * * Include file for SDL mouse event handling. * * Please note that this ONLY discusses "mice" with the notion of the * desktop GUI. You (usually) have one system cursor, and the OS hides * the hardware details from you. If you plug in 10 mice, all ten move that * one cursor. For many applications and games, this is perfect, and this * API has served hundreds of SDL programs well since its birth. * * It's not the whole picture, though. If you want more lowlevel control, * SDL offers a different API, that gives you visibility into each input * device, multi-touch interfaces, etc. * * Those two APIs are incompatible, and you usually should not use both * at the same time. But for legacy purposes, this API refers to a "mouse" * when it actually means the system pointer and not a physical mouse. * * The other API is in SDL_input.h */ #ifndef _SDL_mouse_h #define _SDL_mouse_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_video.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ extern "C" { /* *INDENT-ON* */ #endif typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */ /* Function prototypes */ /** * \brief Get the window which currently has mouse focus. */ extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); /** * \brief 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, and x and y are set to the * mouse cursor position relative to the focus window for the currently * selected mouse. You can pass NULL for either x or y. */ extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y); /** * \brief 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, and x and y are set to the * mouse deltas since the last call to SDL_GetRelativeMouseState(). */ extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); /** * \brief Moves the mouse to the given position within the window. * * \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 * * \note This function generates a mouse motion event */ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, int x, int y); /** * \brief Set relative mouse mode. * * \param enabled Whether or not to enable relative mode * * \return 0 on success, or -1 if relative mode is not supported. * * 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 This function will flush any pending mouse motion. * * \sa SDL_GetRelativeMouseMode() */ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); /** * \brief Query whether relative mouse mode is enabled. * * \sa SDL_SetRelativeMouseMode() */ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); /** * \brief Create a cursor, using the specified bitmap 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.
* * \sa SDL_FreeCursor() */ extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, const Uint8 * mask, int w, int h, int hot_x, int hot_y); /** * \brief Set the active cursor. */ extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); /** * \brief Return the active cursor. */ extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); /** * \brief Frees a cursor created with SDL_CreateCursor(). * * \sa SDL_CreateCursor() */ extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); /** * \brief Toggle whether or not the cursor is shown. * * \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current * state. * * \return 1 if the cursor is shown, or 0 if the cursor is hidden. */ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); /** * Used as a mask when testing buttons in buttonstate. * - Button 1: Left mouse button * - Button 2: Middle mouse button * - Button 3: Right mouse button */ #define SDL_BUTTON(X) (1 << ((X)-1)) #define SDL_BUTTON_LEFT 1 #define SDL_BUTTON_MIDDLE 2 #define SDL_BUTTON_RIGHT 3 #define SDL_BUTTON_X1 4 #define SDL_BUTTON_X2 5 #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) #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) /* Ends C function definitions when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ } /* *INDENT-ON* */ #endif #include "close_code.h" #endif /* _SDL_mouse_h */ /* vi: set ts=4 sw=4 expandtab: */