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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * \file SDL_mouse.h
- *
- * Include file for SDL mouse event handling.
- */
- #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
- extern "C" {
- #endif
- typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
- /**
- * \brief Cursor types for SDL_CreateSystemCursor().
- */
- typedef enum
- {
- SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
- SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
- SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
- SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
- SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
- SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
- SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
- SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
- SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
- SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
- SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
- SDL_SYSTEM_CURSOR_HAND, /**< Hand */
- SDL_NUM_SYSTEM_CURSORS
- } SDL_SystemCursor;
- /**
- * \brief Scroll direction types for the Scroll event
- */
- typedef enum
- {
- SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
- SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
- } SDL_MouseWheelDirection;
- /* 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 Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
- /**
- * \brief Get the current state of the mouse, in relation to the desktop
- *
- * This works just like SDL_GetMouseState(), but the coordinates will be
- * reported relative to the top-left of the desktop. This can be useful if
- * you need to track the mouse outside of a specific window and
- * SDL_CaptureMouse() doesn't fit your needs. For example, it could be
- * useful if you need to track the mouse while dragging a window, where
- * coordinates relative to a window might not be in sync at all times.
- *
- * \note SDL_GetMouseState() returns the mouse position as SDL understands
- * it from the last pump of the event queue. This function, however,
- * queries the OS for the current mouse position, and as such, might
- * be a slightly less efficient function. Unless you know what you're
- * doing and have a good reason to use this function, you probably want
- * SDL_GetMouseState() instead.
- *
- * \param x Returns the current X coord, relative to the desktop. Can be NULL.
- * \param y Returns the current Y coord, relative to the desktop. Can be NULL.
- * \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
- *
- * \sa SDL_GetMouseState
- */
- extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(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 Uint32 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 Moves the mouse to the given position in global screen space.
- *
- * \param x The x coordinate
- * \param y The y coordinate
- * \return 0 on success, -1 on error (usually: unsupported by a platform).
- *
- * \note This function generates a mouse motion event
- */
- extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(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 Capture the mouse, to track input outside an SDL window.
- *
- * \param enabled Whether or not to enable capturing
- *
- * Capturing enables your app to obtain mouse events globally, instead of
- * just within your window. Not all video targets support this function.
- * When capturing is enabled, the current window will get all mouse events,
- * but unlike relative mode, no change is made to the cursor and it is
- * not restrained to your window.
- *
- * This function may also deny mouse input to other windows--both those in
- * your application and others on the system--so you should use this
- * function sparingly, and in small bursts. For example, you might want to
- * track the mouse while the user is dragging something, until the user
- * releases a mouse button. It is not recommended that you capture the mouse
- * for long periods of time, such as the entire time your app is running.
- *
- * While captured, mouse events still report coordinates relative to the
- * current (foreground) window, but those coordinates may be outside the
- * bounds of the window (including negative values). Capturing is only
- * allowed for the foreground window. If the window loses focus while
- * capturing, the capture will be disabled automatically.
- *
- * While capturing is enabled, the current window will have the
- * SDL_WINDOW_MOUSE_CAPTURE flag set.
- *
- * \return 0 on success, or -1 if not supported.
- */
- extern DECLSPEC int SDLCALL SDL_CaptureMouse(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:
- * <table>
- * <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
- * <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
- * <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
- * <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
- * <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
- * if not. </td></tr>
- * </table>
- *
- * \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 Create a color cursor.
- *
- * \sa SDL_FreeCursor()
- */
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
- int hot_x,
- int hot_y);
- /**
- * \brief Create a system cursor.
- *
- * \sa SDL_FreeCursor()
- */
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
- /**
- * \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 Return the default cursor.
- */
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
- /**
- * \brief Frees a cursor created with SDL_CreateCursor() or similar functions.
- *
- * \sa SDL_CreateCursor()
- * \sa SDL_CreateColorCursor()
- * \sa SDL_CreateSystemCursor()
- */
- 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
- }
- #endif
- #include "close_code.h"
- #endif /* SDL_mouse_h_ */
- /* vi: set ts=4 sw=4 expandtab: */
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