pcsx2/3rdparty/SDL-1.3.0-5387/include/SDL_mouse.h

206 lines
6.6 KiB
C

/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
/**
* \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 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 */
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