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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * \file SDL_mouse.h
  20. *
  21. * Include file for SDL mouse event handling.
  22. */
  23. #ifndef SDL_mouse_h_
  24. #define SDL_mouse_h_
  25. #include "SDL_stdinc.h"
  26. #include "SDL_error.h"
  27. #include "SDL_video.h"
  28. #include "begin_code.h"
  29. /* Set up for C function definitions, even when using C++ */
  30. #ifdef __cplusplus
  31. extern "C" {
  32. #endif
  33. typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
  34. /**
  35. * \brief Cursor types for SDL_CreateSystemCursor().
  36. */
  37. typedef enum
  38. {
  39. SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
  40. SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
  41. SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
  42. SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
  43. SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
  44. SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
  45. SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
  46. SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
  47. SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
  48. SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
  49. SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
  50. SDL_SYSTEM_CURSOR_HAND, /**< Hand */
  51. SDL_NUM_SYSTEM_CURSORS
  52. } SDL_SystemCursor;
  53. /**
  54. * \brief Scroll direction types for the Scroll event
  55. */
  56. typedef enum
  57. {
  58. SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
  59. SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
  60. } SDL_MouseWheelDirection;
  61. /* Function prototypes */
  62. /**
  63. * Get the window which currently has mouse focus.
  64. *
  65. * \returns the window with mouse focus.
  66. *
  67. * \since This function is available since SDL 2.0.0.
  68. */
  69. extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
  70. /**
  71. * Retrieve the current state of the mouse.
  72. *
  73. * The current button state is returned as a button bitmask, which can be
  74. * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
  75. * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
  76. * mouse cursor position relative to the focus window. You can pass NULL for
  77. * either `x` or `y`.
  78. *
  79. * \param x the x coordinate of the mouse cursor position relative to the
  80. * focus window
  81. * \param y the y coordinate of the mouse cursor position relative to the
  82. * focus window
  83. * \returns a 32-bit button bitmask of the current button state.
  84. *
  85. * \since This function is available since SDL 2.0.0.
  86. *
  87. * \sa SDL_GetGlobalMouseState
  88. * \sa SDL_GetRelativeMouseState
  89. * \sa SDL_PumpEvents
  90. */
  91. extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
  92. /**
  93. * Get the current state of the mouse in relation to the desktop.
  94. *
  95. * This works similarly to SDL_GetMouseState(), but the coordinates will be
  96. * reported relative to the top-left of the desktop. This can be useful if you
  97. * need to track the mouse outside of a specific window and SDL_CaptureMouse()
  98. * doesn't fit your needs. For example, it could be useful if you need to
  99. * track the mouse while dragging a window, where coordinates relative to a
  100. * window might not be in sync at all times.
  101. *
  102. * Note: SDL_GetMouseState() returns the mouse position as SDL understands it
  103. * from the last pump of the event queue. This function, however, queries the
  104. * OS for the current mouse position, and as such, might be a slightly less
  105. * efficient function. Unless you know what you're doing and have a good
  106. * reason to use this function, you probably want SDL_GetMouseState() instead.
  107. *
  108. * \param x filled in with the current X coord relative to the desktop; can be
  109. * NULL
  110. * \param y filled in with the current Y coord relative to the desktop; can be
  111. * NULL
  112. * \returns the current button state as a bitmask which can be tested using
  113. * the SDL_BUTTON(X) macros.
  114. *
  115. * \since This function is available since SDL 2.0.4.
  116. *
  117. * \sa SDL_CaptureMouse
  118. */
  119. extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
  120. /**
  121. * Retrieve the relative state of the mouse.
  122. *
  123. * The current button state is returned as a button bitmask, which can be
  124. * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
  125. * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
  126. * mouse deltas since the last call to SDL_GetRelativeMouseState() or since
  127. * event initialization. You can pass NULL for either `x` or `y`.
  128. *
  129. * \param x a pointer filled with the last recorded x coordinate of the mouse
  130. * \param y a pointer filled with the last recorded y coordinate of the mouse
  131. * \returns a 32-bit button bitmask of the relative button state.
  132. *
  133. * \since This function is available since SDL 2.0.0.
  134. *
  135. * \sa SDL_GetMouseState
  136. */
  137. extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
  138. /**
  139. * Move the mouse cursor to the given position within the window.
  140. *
  141. * This function generates a mouse motion event if relative mode is not
  142. * enabled. If relative mode is enabled, you can force mouse events for the
  143. * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
  144. *
  145. * Note that this function will appear to succeed, but not actually move the
  146. * mouse when used over Microsoft Remote Desktop.
  147. *
  148. * \param window the window to move the mouse into, or NULL for the current
  149. * mouse focus
  150. * \param x the x coordinate within the window
  151. * \param y the y coordinate within the window
  152. *
  153. * \since This function is available since SDL 2.0.0.
  154. *
  155. * \sa SDL_WarpMouseGlobal
  156. */
  157. extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
  158. int x, int y);
  159. /**
  160. * Move the mouse to the given position in global screen space.
  161. *
  162. * This function generates a mouse motion event.
  163. *
  164. * A failure of this function usually means that it is unsupported by a
  165. * platform.
  166. *
  167. * Note that this function will appear to succeed, but not actually move the
  168. * mouse when used over Microsoft Remote Desktop.
  169. *
  170. * \param x the x coordinate
  171. * \param y the y coordinate
  172. * \returns 0 on success or a negative error code on failure; call
  173. * SDL_GetError() for more information.
  174. *
  175. * \since This function is available since SDL 2.0.4.
  176. *
  177. * \sa SDL_WarpMouseInWindow
  178. */
  179. extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
  180. /**
  181. * Set relative mouse mode.
  182. *
  183. * While the mouse is in relative mode, the cursor is hidden, the mouse
  184. * position is constrained to the window, and SDL will report continuous
  185. * relative mouse motion even if the mouse is at the edge of the window.
  186. *
  187. * This function will flush any pending mouse motion.
  188. *
  189. * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
  190. * \returns 0 on success or a negative error code on failure; call
  191. * SDL_GetError() for more information.
  192. *
  193. * If relative mode is not supported, this returns -1.
  194. *
  195. * \since This function is available since SDL 2.0.0.
  196. *
  197. * \sa SDL_GetRelativeMouseMode
  198. */
  199. extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
  200. /**
  201. * Capture the mouse and to track input outside an SDL window.
  202. *
  203. * Capturing enables your app to obtain mouse events globally, instead of just
  204. * within your window. Not all video targets support this function. When
  205. * capturing is enabled, the current window will get all mouse events, but
  206. * unlike relative mode, no change is made to the cursor and it is not
  207. * restrained to your window.
  208. *
  209. * This function may also deny mouse input to other windows--both those in
  210. * your application and others on the system--so you should use this function
  211. * sparingly, and in small bursts. For example, you might want to track the
  212. * mouse while the user is dragging something, until the user releases a mouse
  213. * button. It is not recommended that you capture the mouse for long periods
  214. * of time, such as the entire time your app is running. For that, you should
  215. * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
  216. * on your goals.
  217. *
  218. * While captured, mouse events still report coordinates relative to the
  219. * current (foreground) window, but those coordinates may be outside the
  220. * bounds of the window (including negative values). Capturing is only allowed
  221. * for the foreground window. If the window loses focus while capturing, the
  222. * capture will be disabled automatically.
  223. *
  224. * While capturing is enabled, the current window will have the
  225. * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
  226. *
  227. * Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
  228. * mouse while the user is pressing a button; this is to try and make mouse
  229. * behavior more consistent between platforms, and deal with the common case
  230. * of a user dragging the mouse outside of the window. This means that if you
  231. * are calling SDL_CaptureMouse() only to deal with this situation, you no
  232. * longer have to (although it is safe to do so). If this causes problems for
  233. * your app, you can disable auto capture by setting the
  234. * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
  235. *
  236. * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
  237. * \returns 0 on success or -1 if not supported; call SDL_GetError() for more
  238. * information.
  239. *
  240. * \since This function is available since SDL 2.0.4.
  241. *
  242. * \sa SDL_GetGlobalMouseState
  243. */
  244. extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
  245. /**
  246. * Query whether relative mouse mode is enabled.
  247. *
  248. * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
  249. *
  250. * \since This function is available since SDL 2.0.0.
  251. *
  252. * \sa SDL_SetRelativeMouseMode
  253. */
  254. extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
  255. /**
  256. * Create a cursor using the specified bitmap data and mask (in MSB format).
  257. *
  258. * `mask` has to be in MSB (Most Significant Bit) format.
  259. *
  260. * The cursor width (`w`) must be a multiple of 8 bits.
  261. *
  262. * The cursor is created in black and white according to the following:
  263. *
  264. * - data=0, mask=1: white
  265. * - data=1, mask=1: black
  266. * - data=0, mask=0: transparent
  267. * - data=1, mask=0: inverted color if possible, black if not.
  268. *
  269. * Cursors created with this function must be freed with SDL_FreeCursor().
  270. *
  271. * If you want to have a color cursor, or create your cursor from an
  272. * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
  273. * hide the cursor and draw your own as part of your game's rendering, but it
  274. * will be bound to the framerate.
  275. *
  276. * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
  277. * provides twelve readily available system cursors to pick from.
  278. *
  279. * \param data the color value for each pixel of the cursor
  280. * \param mask the mask value for each pixel of the cursor
  281. * \param w the width of the cursor
  282. * \param h the height of the cursor
  283. * \param hot_x the X-axis location of the upper left corner of the cursor
  284. * relative to the actual mouse position
  285. * \param hot_y the Y-axis location of the upper left corner of the cursor
  286. * relative to the actual mouse position
  287. * \returns a new cursor with the specified parameters on success or NULL on
  288. * failure; call SDL_GetError() for more information.
  289. *
  290. * \since This function is available since SDL 2.0.0.
  291. *
  292. * \sa SDL_FreeCursor
  293. * \sa SDL_SetCursor
  294. * \sa SDL_ShowCursor
  295. */
  296. extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
  297. const Uint8 * mask,
  298. int w, int h, int hot_x,
  299. int hot_y);
  300. /**
  301. * Create a color cursor.
  302. *
  303. * \param surface an SDL_Surface structure representing the cursor image
  304. * \param hot_x the x position of the cursor hot spot
  305. * \param hot_y the y position of the cursor hot spot
  306. * \returns the new cursor on success or NULL on failure; call SDL_GetError()
  307. * for more information.
  308. *
  309. * \since This function is available since SDL 2.0.0.
  310. *
  311. * \sa SDL_CreateCursor
  312. * \sa SDL_FreeCursor
  313. */
  314. extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
  315. int hot_x,
  316. int hot_y);
  317. /**
  318. * Create a system cursor.
  319. *
  320. * \param id an SDL_SystemCursor enum value
  321. * \returns a cursor on success or NULL on failure; call SDL_GetError() for
  322. * more information.
  323. *
  324. * \since This function is available since SDL 2.0.0.
  325. *
  326. * \sa SDL_FreeCursor
  327. */
  328. extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
  329. /**
  330. * Set the active cursor.
  331. *
  332. * This function sets the currently active cursor to the specified one. If the
  333. * cursor is currently visible, the change will be immediately represented on
  334. * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
  335. * this is desired for any reason.
  336. *
  337. * \param cursor a cursor to make active
  338. *
  339. * \since This function is available since SDL 2.0.0.
  340. *
  341. * \sa SDL_CreateCursor
  342. * \sa SDL_GetCursor
  343. * \sa SDL_ShowCursor
  344. */
  345. extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
  346. /**
  347. * Get the active cursor.
  348. *
  349. * This function returns a pointer to the current cursor which is owned by the
  350. * library. It is not necessary to free the cursor with SDL_FreeCursor().
  351. *
  352. * \returns the active cursor or NULL if there is no mouse.
  353. *
  354. * \since This function is available since SDL 2.0.0.
  355. *
  356. * \sa SDL_SetCursor
  357. */
  358. extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
  359. /**
  360. * Get the default cursor.
  361. *
  362. * You do not have to call SDL_FreeCursor() on the return value, but it is
  363. * safe to do so.
  364. *
  365. * \returns the default cursor on success or NULL on failure.
  366. *
  367. * \since This function is available since SDL 2.0.0.
  368. *
  369. * \sa SDL_CreateSystemCursor
  370. */
  371. extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
  372. /**
  373. * Free a previously-created cursor.
  374. *
  375. * Use this function to free cursor resources created with SDL_CreateCursor(),
  376. * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
  377. *
  378. * \param cursor the cursor to free
  379. *
  380. * \since This function is available since SDL 2.0.0.
  381. *
  382. * \sa SDL_CreateColorCursor
  383. * \sa SDL_CreateCursor
  384. * \sa SDL_CreateSystemCursor
  385. */
  386. extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
  387. /**
  388. * Toggle whether or not the cursor is shown.
  389. *
  390. * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
  391. * displays the cursor and passing `SDL_DISABLE` hides it.
  392. *
  393. * The current state of the mouse cursor can be queried by passing
  394. * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
  395. *
  396. * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
  397. * `SDL_QUERY` to query the current state without changing it.
  398. * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
  399. * cursor is hidden, or a negative error code on failure; call
  400. * SDL_GetError() for more information.
  401. *
  402. * \since This function is available since SDL 2.0.0.
  403. *
  404. * \sa SDL_CreateCursor
  405. * \sa SDL_SetCursor
  406. */
  407. extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
  408. /**
  409. * Used as a mask when testing buttons in buttonstate.
  410. *
  411. * - Button 1: Left mouse button
  412. * - Button 2: Middle mouse button
  413. * - Button 3: Right mouse button
  414. */
  415. #define SDL_BUTTON(X) (1 << ((X)-1))
  416. #define SDL_BUTTON_LEFT 1
  417. #define SDL_BUTTON_MIDDLE 2
  418. #define SDL_BUTTON_RIGHT 3
  419. #define SDL_BUTTON_X1 4
  420. #define SDL_BUTTON_X2 5
  421. #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
  422. #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
  423. #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
  424. #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
  425. #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
  426. /* Ends C function definitions when using C++ */
  427. #ifdef __cplusplus
  428. }
  429. #endif
  430. #include "close_code.h"
  431. #endif /* SDL_mouse_h_ */
  432. /* vi: set ts=4 sw=4 expandtab: */