forked from etc/pineapple-src
423 lines
15 KiB
C
Executable file
423 lines
15 KiB
C
Executable file
/*
|
|
Simple DirectMedia Layer
|
|
Copyright (C) 1997-2021 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.
|
|
*/
|
|
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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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
|
|
*
|
|
* \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.
|
|
*
|
|
* \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, 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.
|
|
*
|
|
* 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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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.
|
|
*
|
|
* \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=1: 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.
|
|
*
|
|
* \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
|
|
*
|
|
* \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.
|
|
*
|
|
* \sa SDL_SetCursor
|
|
*/
|
|
extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
|
|
|
|
/**
|
|
* Get the default cursor.
|
|
*
|
|
* \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
|
|
*
|
|
* \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.
|
|
*
|
|
* \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: */
|