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424 lines
15 KiB
C
424 lines
15 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_mouse.h
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*
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* Include file for SDL mouse event handling.
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*/
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#ifndef SDL_mouse_h_
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#define SDL_mouse_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
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/**
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* \brief Cursor types for SDL_CreateSystemCursor().
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*/
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typedef enum
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{
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SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
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SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
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SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
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SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
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SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
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SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
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SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
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SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
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SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
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SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
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SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
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SDL_SYSTEM_CURSOR_HAND, /**< Hand */
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SDL_NUM_SYSTEM_CURSORS
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} SDL_SystemCursor;
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/**
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* \brief Scroll direction types for the Scroll event
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*/
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typedef enum
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{
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SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
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SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
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} SDL_MouseWheelDirection;
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/* Function prototypes */
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/**
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* Get the window which currently has mouse focus.
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*
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* \returns the window with mouse focus.
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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/**
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* Retrieve the current state of the mouse.
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*
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* The current button state is returned as a button bitmask, which can be
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* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
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* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
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* mouse cursor position relative to the focus window. You can pass NULL for
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* either `x` or `y`.
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*
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* \param x the x coordinate of the mouse cursor position relative to the
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* focus window
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* \param y the y coordinate of the mouse cursor position relative to the
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* focus window
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* \returns a 32-bit button bitmask of the current button state.
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*
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* \sa SDL_GetGlobalMouseState
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* \sa SDL_GetRelativeMouseState
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* \sa SDL_PumpEvents
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
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/**
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* Get the current state of the mouse in relation to the desktop.
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*
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* This works similarly to SDL_GetMouseState(), but the coordinates will be
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* reported relative to the top-left of the desktop. This can be useful if you
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* need to track the mouse outside of a specific window and SDL_CaptureMouse()
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* doesn't fit your needs. For example, it could be useful if you need to
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* track the mouse while dragging a window, where coordinates relative to a
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* window might not be in sync at all times.
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*
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* Note: SDL_GetMouseState() returns the mouse position as SDL understands it
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* from the last pump of the event queue. This function, however, queries
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* the OS for the current mouse position, and as such, might be a slightly
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* less efficient function. Unless you know what you're doing and have a good
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* reason to use this function, you probably want SDL_GetMouseState() instead.
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*
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* \param x filled in with the current X coord relative to the desktop; can be
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* NULL
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* \param y filled in with the current Y coord relative to the desktop; can be
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* NULL
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* \returns the current button state as a bitmask which can be tested using
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* the SDL_BUTTON(X) macros.
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*
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* \since This function is available since SDL 2.0.4.
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*
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* \sa SDL_CaptureMouse
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
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/**
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* Retrieve the relative state of the mouse.
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*
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* The current button state is returned as a button bitmask, which can be
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* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
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* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
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* mouse deltas since the last call to SDL_GetRelativeMouseState() or since
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* event initialization. You can pass NULL for either `x` or `y`.
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*
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* \param x a pointer filled with the last recorded x coordinate of the mouse
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* \param y a pointer filled with the last recorded y coordinate of the mouse
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* \returns a 32-bit button bitmask of the relative button state.
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*
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* \sa SDL_GetMouseState
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
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/**
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* Move the mouse cursor to the given position within the window.
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*
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* This function generates a mouse motion event.
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*
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* \param window the window to move the mouse into, or NULL for the current
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* mouse focus
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* \param x the x coordinate within the window
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* \param y the y coordinate within the window
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*
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* \sa SDL_WarpMouseGlobal
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*/
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extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
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int x, int y);
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/**
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* Move the mouse to the given position in global screen space.
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*
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* This function generates a mouse motion event.
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*
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* A failure of this function usually means that it is unsupported by a
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* platform.
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*
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* \param x the x coordinate
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* \param y the y coordinate
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 2.0.4.
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*
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* \sa SDL_WarpMouseInWindow
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*/
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extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
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/**
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* Set relative mouse mode.
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*
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* While the mouse is in relative mode, the cursor is hidden, and the driver
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* will try to report continuous motion in the current window. Only relative
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* motion events will be delivered, the mouse position will not change.
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*
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* This function will flush any pending mouse motion.
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*
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* \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* If relative mode is not supported, this returns -1.
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*
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* \sa SDL_GetRelativeMouseMode
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*/
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extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
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/**
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* Capture the mouse and to track input outside an SDL window.
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*
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* Capturing enables your app to obtain mouse events globally, instead of just
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* within your window. Not all video targets support this function. When
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* capturing is enabled, the current window will get all mouse events, but
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* unlike relative mode, no change is made to the cursor and it is not
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* restrained to your window.
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*
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* This function may also deny mouse input to other windows--both those in
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* your application and others on the system--so you should use this function
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* sparingly, and in small bursts. For example, you might want to track the
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* mouse while the user is dragging something, until the user releases a mouse
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* button. It is not recommended that you capture the mouse for long periods
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* of time, such as the entire time your app is running. For that, you should
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* probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
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* on your goals.
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*
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* While captured, mouse events still report coordinates relative to the
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* current (foreground) window, but those coordinates may be outside the
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* bounds of the window (including negative values). Capturing is only allowed
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* for the foreground window. If the window loses focus while capturing, the
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* capture will be disabled automatically.
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*
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* While capturing is enabled, the current window will have the
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* `SDL_WINDOW_MOUSE_CAPTURE` flag set.
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*
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* \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
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* \returns 0 on success or -1 if not supported; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 2.0.4.
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*
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* \sa SDL_GetGlobalMouseState
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*/
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extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
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/**
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* Query whether relative mouse mode is enabled.
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*
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* \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
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*
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* \sa SDL_SetRelativeMouseMode
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
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/**
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* Create a cursor using the specified bitmap data and
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* mask (in MSB format).
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*
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* `mask` has to be in MSB (Most Significant Bit) format.
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*
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* The cursor width (`w`) must be a multiple of 8 bits.
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*
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* The cursor is created in black and white according to the following:
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*
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* - data=0, mask=1: white
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* - data=1, mask=1: black
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* - data=0, mask=1: transparent
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* - data=1, mask=0: inverted color if possible, black if not.
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*
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* Cursors created with this function must be freed with SDL_FreeCursor().
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*
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* If you want to have a color cursor, or create your cursor from an
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* SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
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* hide the cursor and draw your own as part of your game's rendering, but it
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* will be bound to the framerate.
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*
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* Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
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* provides twelve readily available system cursors to pick from.
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*
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* \param data the color value for each pixel of the cursor
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* \param mask the mask value for each pixel of the cursor
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* \param w the width of the cursor
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* \param h the height of the cursor
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* \param hot_x the X-axis location of the upper left corner of the cursor
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* relative to the actual mouse position
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* \param hot_y the Y-axis location of the upper left corner of the cursor
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* relative to the actual mouse position
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* \returns a new cursor with the specified parameters on success or NULL on
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* failure; call SDL_GetError() for more information.
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*
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* \sa SDL_FreeCursor
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* \sa SDL_SetCursor
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* \sa SDL_ShowCursor
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
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const Uint8 * mask,
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int w, int h, int hot_x,
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int hot_y);
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/**
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* Create a color cursor.
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*
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* \param surface an SDL_Surface structure representing the cursor image
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* \param hot_x the x position of the cursor hot spot
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* \param hot_y the y position of the cursor hot spot
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* \returns the new cursor on success or NULL on failure; call SDL_GetError()
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* for more information.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_CreateCursor
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* \sa SDL_FreeCursor
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
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int hot_x,
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int hot_y);
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/**
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* Create a system cursor.
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*
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* \param id an SDL_SystemCursor enum value
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* \returns a cursor on success or NULL on failure; call SDL_GetError() for
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* more information.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_FreeCursor
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
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/**
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* Set the active cursor.
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*
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* This function sets the currently active cursor to the specified one. If the
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* cursor is currently visible, the change will be immediately represented on
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* the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
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* this is desired for any reason.
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*
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* \param cursor a cursor to make active
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*
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* \sa SDL_CreateCursor
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* \sa SDL_GetCursor
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* \sa SDL_ShowCursor
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*/
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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/**
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* Get the active cursor.
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*
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* This function returns a pointer to the current cursor which is owned by the
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* library. It is not necessary to free the cursor with SDL_FreeCursor().
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*
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* \returns the active cursor or NULL if there is no mouse.
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*
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* \sa SDL_SetCursor
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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/**
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* Get the default cursor.
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*
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* \returns the default cursor on success or NULL on failure.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_CreateSystemCursor
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
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/**
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* Free a previously-created cursor.
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*
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* Use this function to free cursor resources created with SDL_CreateCursor(),
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* SDL_CreateColorCursor() or SDL_CreateSystemCursor().
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*
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* \param cursor the cursor to free
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*
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* \sa SDL_CreateColorCursor
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* \sa SDL_CreateCursor
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* \sa SDL_CreateSystemCursor
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*/
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extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
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/**
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* Toggle whether or not the cursor is shown.
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*
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* The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
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* displays the cursor and passing `SDL_DISABLE` hides it.
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*
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* The current state of the mouse cursor can be queried by passing `SDL_QUERY`;
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* either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
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*
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* \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
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* `SDL_QUERY` to query the current state without changing it.
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* \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
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* cursor is hidden, or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \sa SDL_CreateCursor
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* \sa SDL_SetCursor
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*/
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extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
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/**
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* Used as a mask when testing buttons in buttonstate.
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*
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* - Button 1: Left mouse button
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* - Button 2: Middle mouse button
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* - Button 3: Right mouse button
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*/
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#define SDL_BUTTON(X) (1 << ((X)-1))
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#define SDL_BUTTON_LEFT 1
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#define SDL_BUTTON_MIDDLE 2
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#define SDL_BUTTON_RIGHT 3
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#define SDL_BUTTON_X1 4
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#define SDL_BUTTON_X2 5
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#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
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#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
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#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
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#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
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#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* SDL_mouse_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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