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authorAlon Zakai <alonzakai@gmail.com>2011-10-06 17:01:54 -0700
committerAlon Zakai <alonzakai@gmail.com>2011-10-06 17:01:54 -0700
commit533c228e4150114c1b826bca109c9d56dca41939 (patch)
tree79619fbcaa1f3d64d3ebfe65c5684c9ab1350813 /system/include/SDL/SDL_mouse.h
parentfc437084c77ad1ab578e3933c3b9f08ea20e2d59 (diff)
SDL 1.3 headers
Diffstat (limited to 'system/include/SDL/SDL_mouse.h')
-rw-r--r--system/include/SDL/SDL_mouse.h213
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diff --git a/system/include/SDL/SDL_mouse.h b/system/include/SDL/SDL_mouse.h
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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2011 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.
+ *
+ * Please note that this ONLY discusses "mice" with the notion of the
+ * desktop GUI. You (usually) have one system cursor, and the OS hides
+ * the hardware details from you. If you plug in 10 mice, all ten move that
+ * one cursor. For many applications and games, this is perfect, and this
+ * API has served hundreds of SDL programs well since its birth.
+ *
+ * It's not the whole picture, though. If you want more lowlevel control,
+ * SDL offers a different API, that gives you visibility into each input
+ * device, multi-touch interfaces, etc.
+ *
+ * Those two APIs are incompatible, and you usually should not use both
+ * at the same time. But for legacy purposes, this API refers to a "mouse"
+ * when it actually means the system pointer and not a physical mouse.
+ *
+ * The other API is in SDL_input.h
+ */
+
+#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
+/* *INDENT-OFF* */
+extern "C" {
+/* *INDENT-ON* */
+#endif
+
+typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
+
+
+/* Function prototypes */
+
+/**
+ * \brief Get the window which currently has mouse focus.
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
+
+/**
+ * \brief 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, and x and y are set to the
+ * mouse cursor position relative to the focus window for the currently
+ * selected mouse. You can pass NULL for either x or y.
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y);
+
+/**
+ * \brief 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, and x and y are set to the
+ * mouse deltas since the last call to SDL_GetRelativeMouseState().
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
+
+/**
+ * \brief Moves the mouse to the given position within the window.
+ *
+ * \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
+ *
+ * \note This function generates a mouse motion event
+ */
+extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
+ int x, int y);
+
+/**
+ * \brief Set relative mouse mode.
+ *
+ * \param enabled Whether or not to enable relative mode
+ *
+ * \return 0 on success, or -1 if relative mode is not supported.
+ *
+ * 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.
+ *
+ * \note This function will flush any pending mouse motion.
+ *
+ * \sa SDL_GetRelativeMouseMode()
+ */
+extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
+
+/**
+ * \brief Query whether relative mouse mode is enabled.
+ *
+ * \sa SDL_SetRelativeMouseMode()
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
+
+/**
+ * \brief Create a cursor, using the specified bitmap data and
+ * mask (in MSB format).
+ *
+ * The cursor width must be a multiple of 8 bits.
+ *
+ * The cursor is created in black and white according to the following:
+ * <table>
+ * <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
+ * <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
+ * <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
+ * <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
+ * <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
+ * if not. </td></tr>
+ * </table>
+ *
+ * \sa SDL_FreeCursor()
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
+ const Uint8 * mask,
+ int w, int h, int hot_x,
+ int hot_y);
+
+/**
+ * \brief Create a color cursor.
+ *
+ * \sa SDL_FreeCursor()
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
+ int hot_x,
+ int hot_y);
+
+/**
+ * \brief Set the active cursor.
+ */
+extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
+
+/**
+ * \brief Return the active cursor.
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
+
+/**
+ * \brief Frees a cursor created with SDL_CreateCursor().
+ *
+ * \sa SDL_CreateCursor()
+ */
+extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
+
+/**
+ * \brief Toggle whether or not the cursor is shown.
+ *
+ * \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
+ * state.
+ *
+ * \return 1 if the cursor is shown, or 0 if the cursor is hidden.
+ */
+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
+/* *INDENT-OFF* */
+}
+/* *INDENT-ON* */
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_mouse_h */
+
+/* vi: set ts=4 sw=4 expandtab: */