annotate include/SDL_mouse.h @ 5227:c66b2a778b7e

Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 07 Feb 2011 17:44:07 -0800
parents 3e69e077cb95
children b530ef003506
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2010 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 /**
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24 * \file SDL_mouse.h
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25 *
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26 * Include file for SDL mouse event handling.
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27 *
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28 * Please note that this ONLY discusses "mice" with the notion of the
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29 * desktop GUI. You (usually) have one system cursor, and the OS hides
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30 * the hardware details from you. If you plug in 10 mice, all ten move that
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31 * one cursor. For many applications and games, this is perfect, and this
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32 * API has served hundreds of SDL programs well since its birth.
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33 *
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34 * It's not the whole picture, though. If you want more lowlevel control,
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35 * SDL offers a different API, that gives you visibility into each input
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36 * device, multi-touch interfaces, etc.
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37 *
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38 * Those two APIs are incompatible, and you usually should not use both
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39 * at the same time. But for legacy purposes, this API refers to a "mouse"
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40 * when it actually means the system pointer and not a physical mouse.
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41 *
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42 * The other API is in SDL_input.h
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43 */
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44
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45 #ifndef _SDL_mouse_h
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46 #define _SDL_mouse_h
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47
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48 #include "SDL_stdinc.h"
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49 #include "SDL_error.h"
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50 #include "SDL_video.h"
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51
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52 #include "begin_code.h"
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53 /* Set up for C function definitions, even when using C++ */
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54 #ifdef __cplusplus
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55 /* *INDENT-OFF* */
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56 extern "C" {
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57 /* *INDENT-ON* */
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58 #endif
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59
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60 typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
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61
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62
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63 /* Function prototypes */
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65 /**
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66 * \brief Get the window which currently has mouse focus.
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67 */
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68 extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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70 /**
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71 * \brief Retrieve the current state of the mouse.
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72 *
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73 * The current button state is returned as a button bitmask, which can
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74 * be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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75 * mouse cursor position relative to the focus window for the currently
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76 * selected mouse. You can pass NULL for either x or y.
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77 */
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78 extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y);
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80 /**
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81 * \brief Retrieve the relative state of the mouse.
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82 *
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83 * The current button state is returned as a button bitmask, which can
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84 * be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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85 * mouse deltas since the last call to SDL_GetRelativeMouseState().
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86 */
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87 extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
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89 /**
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90 * \brief Moves the mouse to the given position within the window.
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91 *
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92 * \param window The window to move the mouse into, or NULL for the current mouse focus
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93 * \param x The x coordinate within the window
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94 * \param y The y coordinate within the window
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95 *
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96 * \note This function generates a mouse motion event
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97 */
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98 extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
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99 int x, int y);
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101 /**
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102 * \brief Set relative mouse mode.
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103 *
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104 * \param enabled Whether or not to enable relative mode
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105 *
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106 * \return 0 on success, or -1 if relative mode is not supported.
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107 *
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108 * While the mouse is in relative mode, the cursor is hidden, and the
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109 * driver will try to report continuous motion in the current window.
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110 * Only relative motion events will be delivered, the mouse position
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111 * will not change.
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112 *
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113 * \note This function will flush any pending mouse motion.
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114 *
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115 * \sa SDL_GetRelativeMouseMode()
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116 */
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117 extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
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119 /**
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120 * \brief Query whether relative mouse mode is enabled.
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121 *
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122 * \sa SDL_SetRelativeMouseMode()
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123 */
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124 extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
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125
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126 /**
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127 * \brief Create a cursor, using the specified bitmap data and
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128 * mask (in MSB format).
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129 *
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130 * The cursor width must be a multiple of 8 bits.
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131 *
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132 * The cursor is created in black and white according to the following:
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133 * <table>
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134 * <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
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135 * <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
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136 * <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
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137 * <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
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138 * <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
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139 * if not. </td></tr>
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140 * </table>
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141 *
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142 * \sa SDL_FreeCursor()
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143 */
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144 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
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145 const Uint8 * mask,
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146 int w, int h, int hot_x,
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147 int hot_y);
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148
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149 /**
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150 * \brief Set the active cursor.
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151 */
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152 extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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153
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154 /**
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155 * \brief Return the active cursor.
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156 */
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157 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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158
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159 /**
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160 * \brief Frees a cursor created with SDL_CreateCursor().
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161 *
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162 * \sa SDL_CreateCursor()
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163 */
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164 extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
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165
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166 /**
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167 * \brief Toggle whether or not the cursor is shown.
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168 *
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169 * \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
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170 * state.
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171 *
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172 * \return 1 if the cursor is shown, or 0 if the cursor is hidden.
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173 */
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174 extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
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175
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176 /**
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177 * Used as a mask when testing buttons in buttonstate.
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178 * - Button 1: Left mouse button
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179 * - Button 2: Middle mouse button
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180 * - Button 3: Right mouse button
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181 */
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182 #define SDL_BUTTON(X) (1 << ((X)-1))
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183 #define SDL_BUTTON_LEFT 1
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184 #define SDL_BUTTON_MIDDLE 2
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185 #define SDL_BUTTON_RIGHT 3
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186 #define SDL_BUTTON_X1 4
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187 #define SDL_BUTTON_X2 5
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188 #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
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189 #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
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190 #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
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191 #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
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192 #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
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193
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194
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195 /* Ends C function definitions when using C++ */
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196 #ifdef __cplusplus
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197 /* *INDENT-OFF* */
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198 }
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199 /* *INDENT-ON* */
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200 #endif
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201 #include "close_code.h"
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202
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203 #endif /* _SDL_mouse_h */
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204
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205 /* vi: set ts=4 sw=4 expandtab: */