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SDL_mouse.h

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274 lines (242 loc) · 8.46 KB
 
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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);
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/**
* \fn char* SDL_GetMouseName(int index)
*
* \brief Gets the name of a mouse with the given index.
*
* \param index is the index of the mouse, which name is to be returned.
*
* \return the name of the mouse with the specified index
*/
extern DECLSPEC char *SDLCALL SDL_GetMouseName(int index);
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/**
* \fn int SDL_SelectMouse(int index)
*
* \brief Set the index of the currently selected mouse.
*
* \return The index of the previously 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.
*/
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extern DECLSPEC SDL_WindowID SDLCALL SDL_GetMouseFocusWindow(int index);
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/**
* \fn int SDL_SetRelativeMouseMode(SDL_bool enabled)
*
* \brief Set relative mouse mode for the currently selected mouse.
*
* \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()
*/
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extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(int index,
SDL_bool enabled);
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/**
* \fn SDL_bool SDL_GetRelativeMouseMode()
*
* \brief Query whether relative mouse mode is enabled for the currently selected mouse.
*
* \sa SDL_SetRelativeMouseMode()
*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(int index);
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/**
* \fn Uint8 SDL_GetMouseState(int *x, int *y)
*
* \brief Retrieve the current state of the currently selected 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 index, int *x, int *y);
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/**
* \fn Uint8 SDL_GetRelativeMouseState(int *x, int *y)
*
* \brief Retrieve the state of the currently selected 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 index, int *x,
int *y);
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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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/**
* \fn SDL_Cursor *SDL_CreateCursor (const Uint8 * data, const Uint8 * mask, int w, int h, int hot_x, int hot_y)
*
* \brief Create a cursor for the currently selected mouse, using the
* specified bitmap data and mask (in MSB format).
*
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* 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.
*
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* \sa SDL_FreeCursor()
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
const Uint8 * mask,
int w, int h, int hot_x,
int hot_y);
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/**
* \fn void SDL_SetCursor(SDL_Cursor * cursor)
*
* \brief Set the active cursor for the currently selected mouse.
*
* \note The cursor must have been created for the selected mouse.
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*/
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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/**
* \fn SDL_Cursor *SDL_GetCursor(void)
*
* \brief Return the active cursor for the currently selected mouse.
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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/**
* \fn void SDL_FreeCursor(SDL_Cursor * cursor)
*
* \brief Frees a cursor created with SDL_CreateCursor().
*
* \sa SDL_CreateCursor()
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*/
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extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
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/**
* \fn int SDL_ShowCursor(int toggle)
*
* \brief Toggle whether or not the cursor is shown for the currently selected mouse.
*
* \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.
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*/
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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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/**
* \fn int SDL_GetCursorsNumber(int index)
*
* \brief Gets the number of cursors a pointing device supports.
* Useful for tablet users. Useful only under Windows.
*
* \param index is the index of the pointing device, which number of cursors we
* want to receive.
*
* \return the number of cursors supported by the pointing device. On Windows
* if a device is a tablet it returns a number >=1. Normal mice always return 1.
* On Linux every device reports one cursor.
*/
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extern DECLSPEC int SDLCALL SDL_GetCursorsNumber(int index);
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/**
* \fn int SDL_GetCurrentCursor(int index)
*
* \brief Returns the index of the current cursor used by a specific pointing
* device. Useful only under Windows.
*
* \param index is the index of the pointing device, which cursor index we want
* to receive.
*
* \return the index of the cursor currently used by a specific pointing device.
* Always 0 under Linux. On Windows if the device isn't a tablet it returns 0.
* If the device is the tablet it returns the cursor index.
* 0 - stylus, 1 - eraser, 2 - cursor.
*/
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extern DECLSPEC int SDLCALL SDL_GetCurrentCursor(int index);
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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_X1 4
#define SDL_BUTTON_X2 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)
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#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
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/* 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: */