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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 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 */
-
- /**
- * Get the window which currently has mouse focus.
- *
- * \returns the window with mouse focus.
- *
- * \since This function is available since SDL 2.0.0.
- */
- extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
-
- /**
- * 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 (where `X` is generally 1 for the
- * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
- * mouse cursor position relative to the focus window. You can pass NULL for
- * either `x` or `y`.
- *
- * \param x the x coordinate of the mouse cursor position relative to the
- * focus window
- * \param y the y coordinate of the mouse cursor position relative to the
- * focus window
- * \returns a 32-bit button bitmask of the current button state.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetGlobalMouseState
- * \sa SDL_GetRelativeMouseState
- * \sa SDL_PumpEvents
- */
- extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
-
- /**
- * Get the current state of the mouse in relation to the desktop.
- *
- * This works similarly to 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 filled in with the current X coord relative to the desktop; can be
- * NULL
- * \param y filled in with the current Y coord relative to the desktop; can be
- * NULL
- * \returns the current button state as a bitmask which can be tested using
- * the SDL_BUTTON(X) macros.
- *
- * \since This function is available since SDL 2.0.4.
- *
- * \sa SDL_CaptureMouse
- */
- extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
-
- /**
- * 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 (where `X` is generally 1 for the
- * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
- * mouse deltas since the last call to SDL_GetRelativeMouseState() or since
- * event initialization. You can pass NULL for either `x` or `y`.
- *
- * \param x a pointer filled with the last recorded x coordinate of the mouse
- * \param y a pointer filled with the last recorded y coordinate of the mouse
- * \returns a 32-bit button bitmask of the relative button state.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetMouseState
- */
- extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
-
- /**
- * Move the mouse cursor to the given position within the window.
- *
- * This function generates a mouse motion event if relative mode is not
- * enabled. If relative mode is enabled, you can force mouse events for the
- * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
- *
- * Note that this function will appear to succeed, but not actually move the
- * mouse when used over Microsoft Remote Desktop.
- *
- * \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
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_WarpMouseGlobal
- */
- extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
- int x, int y);
-
- /**
- * Move the mouse to the given position in global screen space.
- *
- * This function generates a mouse motion event.
- *
- * A failure of this function usually means that it is unsupported by a
- * platform.
- *
- * Note that this function will appear to succeed, but not actually move the
- * mouse when used over Microsoft Remote Desktop.
- *
- * \param x the x coordinate
- * \param y the y coordinate
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.4.
- *
- * \sa SDL_WarpMouseInWindow
- */
- extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
-
- /**
- * Set relative mouse mode.
- *
- * While the mouse is in relative mode, the cursor is hidden, the mouse
- * position is constrained to the window, and SDL will report continuous
- * relative mouse motion even if the mouse is at the edge of the window.
- *
- * This function will flush any pending mouse motion.
- *
- * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * If relative mode is not supported, this returns -1.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_GetRelativeMouseMode
- */
- extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
-
- /**
- * Capture the mouse and to track input outside an SDL window.
- *
- * 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. For that, you should
- * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
- * on your goals.
- *
- * 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.
- *
- * Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
- * mouse while the user is pressing a button; this is to try and make mouse
- * behavior more consistent between platforms, and deal with the common case
- * of a user dragging the mouse outside of the window. This means that if you
- * are calling SDL_CaptureMouse() only to deal with this situation, you no
- * longer have to (although it is safe to do so). If this causes problems for
- * your app, you can disable auto capture by setting the
- * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
- *
- * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
- * \returns 0 on success or -1 if not supported; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 2.0.4.
- *
- * \sa SDL_GetGlobalMouseState
- */
- extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
-
- /**
- * Query whether relative mouse mode is enabled.
- *
- * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetRelativeMouseMode
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
-
- /**
- * Create a cursor using the specified bitmap data and mask (in MSB format).
- *
- * `mask` has to be in MSB (Most Significant Bit) format.
- *
- * The cursor width (`w`) must be a multiple of 8 bits.
- *
- * The cursor is created in black and white according to the following:
- *
- * - data=0, mask=1: white
- * - data=1, mask=1: black
- * - data=0, mask=0: transparent
- * - data=1, mask=0: inverted color if possible, black if not.
- *
- * Cursors created with this function must be freed with SDL_FreeCursor().
- *
- * If you want to have a color cursor, or create your cursor from an
- * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
- * hide the cursor and draw your own as part of your game's rendering, but it
- * will be bound to the framerate.
- *
- * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
- * provides twelve readily available system cursors to pick from.
- *
- * \param data the color value for each pixel of the cursor
- * \param mask the mask value for each pixel of the cursor
- * \param w the width of the cursor
- * \param h the height of the cursor
- * \param hot_x the X-axis location of the upper left corner of the cursor
- * relative to the actual mouse position
- * \param hot_y the Y-axis location of the upper left corner of the cursor
- * relative to the actual mouse position
- * \returns a new cursor with the specified parameters on success or NULL on
- * failure; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_FreeCursor
- * \sa SDL_SetCursor
- * \sa SDL_ShowCursor
- */
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
- const Uint8 * mask,
- int w, int h, int hot_x,
- int hot_y);
-
- /**
- * Create a color cursor.
- *
- * \param surface an SDL_Surface structure representing the cursor image
- * \param hot_x the x position of the cursor hot spot
- * \param hot_y the y position of the cursor hot spot
- * \returns the new cursor on success or NULL on failure; call SDL_GetError()
- * for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateCursor
- * \sa SDL_FreeCursor
- */
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
- int hot_x,
- int hot_y);
-
- /**
- * Create a system cursor.
- *
- * \param id an SDL_SystemCursor enum value
- * \returns a cursor on success or NULL on failure; call SDL_GetError() for
- * more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_FreeCursor
- */
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
-
- /**
- * Set the active cursor.
- *
- * This function sets the currently active cursor to the specified one. If the
- * cursor is currently visible, the change will be immediately represented on
- * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
- * this is desired for any reason.
- *
- * \param cursor a cursor to make active
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateCursor
- * \sa SDL_GetCursor
- * \sa SDL_ShowCursor
- */
- extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
-
- /**
- * Get the active cursor.
- *
- * This function returns a pointer to the current cursor which is owned by the
- * library. It is not necessary to free the cursor with SDL_FreeCursor().
- *
- * \returns the active cursor or NULL if there is no mouse.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_SetCursor
- */
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
-
- /**
- * Get the default cursor.
- *
- * You do not have to call SDL_FreeCursor() on the return value, but it is
- * safe to do so.
- *
- * \returns the default cursor on success or NULL on failure.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateSystemCursor
- */
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
-
- /**
- * Free a previously-created cursor.
- *
- * Use this function to free cursor resources created with SDL_CreateCursor(),
- * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
- *
- * \param cursor the cursor to free
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateColorCursor
- * \sa SDL_CreateCursor
- * \sa SDL_CreateSystemCursor
- */
- extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
-
- /**
- * Toggle whether or not the cursor is shown.
- *
- * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
- * displays the cursor and passing `SDL_DISABLE` hides it.
- *
- * The current state of the mouse cursor can be queried by passing
- * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
- *
- * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
- * `SDL_QUERY` to query the current state without changing it.
- * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
- * cursor is hidden, or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 2.0.0.
- *
- * \sa SDL_CreateCursor
- * \sa SDL_SetCursor
- */
- 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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