SDL_mouse.h (10505B)
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 38extern "C" { 39#endif 40 41typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */ 42 43/** 44 * \brief Cursor types for SDL_CreateSystemCursor. 45 */ 46typedef 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 */ 68extern 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 */ 78extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); 79 80/** 81 * \brief Get the current state of the mouse, in relation to the desktop 82 * 83 * This works just like SDL_GetMouseState(), but the coordinates will be 84 * reported relative to the top-left of the desktop. This can be useful if 85 * you need to track the mouse outside of a specific window and 86 * SDL_CaptureMouse() doesn't fit your needs. For example, it could be 87 * useful if you need to track the mouse while dragging a window, where 88 * coordinates relative to a window might not be in sync at all times. 89 * 90 * \note SDL_GetMouseState() returns the mouse position as SDL understands 91 * it from the last pump of the event queue. This function, however, 92 * queries the OS for the current mouse position, and as such, might 93 * be a slightly less efficient function. Unless you know what you're 94 * doing and have a good reason to use this function, you probably want 95 * SDL_GetMouseState() instead. 96 * 97 * \param x Returns the current X coord, relative to the desktop. Can be NULL. 98 * \param y Returns the current Y coord, relative to the desktop. Can be NULL. 99 * \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros. 100 * 101 * \sa SDL_GetMouseState 102 */ 103extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y); 104 105/** 106 * \brief Retrieve the relative state of the mouse. 107 * 108 * The current button state is returned as a button bitmask, which can 109 * be tested using the SDL_BUTTON(X) macros, and x and y are set to the 110 * mouse deltas since the last call to SDL_GetRelativeMouseState(). 111 */ 112extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); 113 114/** 115 * \brief Moves the mouse to the given position within the window. 116 * 117 * \param window The window to move the mouse into, or NULL for the current mouse focus 118 * \param x The x coordinate within the window 119 * \param y The y coordinate within the window 120 * 121 * \note This function generates a mouse motion event 122 */ 123extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, 124 int x, int y); 125 126/** 127 * \brief Moves the mouse to the given position in global screen space. 128 * 129 * \param x The x coordinate 130 * \param y The y coordinate 131 * 132 * \note This function generates a mouse motion event 133 */ 134extern DECLSPEC void SDLCALL SDL_WarpMouseGlobal(int x, int y); 135 136/** 137 * \brief Set relative mouse mode. 138 * 139 * \param enabled Whether or not to enable relative mode 140 * 141 * \return 0 on success, or -1 if relative mode is not supported. 142 * 143 * While the mouse is in relative mode, the cursor is hidden, and the 144 * driver will try to report continuous motion in the current window. 145 * Only relative motion events will be delivered, the mouse position 146 * will not change. 147 * 148 * \note This function will flush any pending mouse motion. 149 * 150 * \sa SDL_GetRelativeMouseMode() 151 */ 152extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); 153 154/** 155 * \brief Capture the mouse, to track input outside an SDL window. 156 * 157 * \param enabled Whether or not to enable capturing 158 * 159 * Capturing enables your app to obtain mouse events globally, instead of 160 * just within your window. Not all video targets support this function. 161 * When capturing is enabled, the current window will get all mouse events, 162 * but unlike relative mode, no change is made to the cursor and it is 163 * not restrained to your window. 164 * 165 * This function may also deny mouse input to other windows--both those in 166 * your application and others on the system--so you should use this 167 * function sparingly, and in small bursts. For example, you might want to 168 * track the mouse while the user is dragging something, until the user 169 * releases a mouse button. It is not recommended that you capture the mouse 170 * for long periods of time, such as the entire time your app is running. 171 * 172 * While captured, mouse events still report coordinates relative to the 173 * current (foreground) window, but those coordinates may be outside the 174 * bounds of the window (including negative values). Capturing is only 175 * allowed for the foreground window. If the window loses focus while 176 * capturing, the capture will be disabled automatically. 177 * 178 * While capturing is enabled, the current window will have the 179 * SDL_WINDOW_MOUSE_CAPTURE flag set. 180 * 181 * \return 0 on success, or -1 if not supported. 182 */ 183extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); 184 185/** 186 * \brief Query whether relative mouse mode is enabled. 187 * 188 * \sa SDL_SetRelativeMouseMode() 189 */ 190extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); 191 192/** 193 * \brief Create a cursor, using the specified bitmap data and 194 * mask (in MSB format). 195 * 196 * The cursor width must be a multiple of 8 bits. 197 * 198 * The cursor is created in black and white according to the following: 199 * <table> 200 * <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr> 201 * <tr><td> 0 </td><td> 1 </td><td> White </td></tr> 202 * <tr><td> 1 </td><td> 1 </td><td> Black </td></tr> 203 * <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr> 204 * <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black 205 * if not. </td></tr> 206 * </table> 207 * 208 * \sa SDL_FreeCursor() 209 */ 210extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, 211 const Uint8 * mask, 212 int w, int h, int hot_x, 213 int hot_y); 214 215/** 216 * \brief Create a color cursor. 217 * 218 * \sa SDL_FreeCursor() 219 */ 220extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, 221 int hot_x, 222 int hot_y); 223 224/** 225 * \brief Create a system cursor. 226 * 227 * \sa SDL_FreeCursor() 228 */ 229extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); 230 231/** 232 * \brief Set the active cursor. 233 */ 234extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); 235 236/** 237 * \brief Return the active cursor. 238 */ 239extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); 240 241/** 242 * \brief Return the default cursor. 243 */ 244extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); 245 246/** 247 * \brief Frees a cursor created with SDL_CreateCursor(). 248 * 249 * \sa SDL_CreateCursor() 250 */ 251extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); 252 253/** 254 * \brief Toggle whether or not the cursor is shown. 255 * 256 * \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current 257 * state. 258 * 259 * \return 1 if the cursor is shown, or 0 if the cursor is hidden. 260 */ 261extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); 262 263/** 264 * Used as a mask when testing buttons in buttonstate. 265 * - Button 1: Left mouse button 266 * - Button 2: Middle mouse button 267 * - Button 3: Right mouse button 268 */ 269#define SDL_BUTTON(X) (1 << ((X)-1)) 270#define SDL_BUTTON_LEFT 1 271#define SDL_BUTTON_MIDDLE 2 272#define SDL_BUTTON_RIGHT 3 273#define SDL_BUTTON_X1 4 274#define SDL_BUTTON_X2 5 275#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) 276#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) 277#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) 278#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) 279#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) 280 281 282/* Ends C function definitions when using C++ */ 283#ifdef __cplusplus 284} 285#endif 286#include "close_code.h" 287 288#endif /* _SDL_mouse_h */ 289 290/* vi: set ts=4 sw=4 expandtab: */