annotate include/SDL_mouse.h @ 3485:e77a69aae239

Mason Wheeler to sdl I updated SDL, and suddenly my SDL frames stopped working. They'd "initialize" full of gibberish, and I couldn't render anything to them. After a bit of digging, I found a problem: the renderer initialization routine in my SDL frame code wasn't getting called anymore. procedure TSdlFrame.Paint; begin if SDL_SelectRenderer(FWindowID) = -1 then CreateRenderer; SDL_RenderPresent; end; function TSdlFrame.CreateRenderer: boolean; const pf: tagPIXELFORMATDESCRIPTOR = (nSize: sizeof(pf); nVersion: 1; dwFlags: PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER; iPixelType: PFD_TYPE_RGBA; cColorBits: 24; cAlphaBits: 8; iLayerType: PFD_MAIN_PLANE); RENDERERS: array[TRendererType] of AnsiString = ('software', 'gdi', 'opengl', 'd3d'); var pFormat: integer; begin if (SDL_SelectRenderer(FWindowID) = 0) then begin result := true; Exit; end; if FRendererType = rtOpenGL then begin pFormat := ChoosePixelFormat(canvas.Handle, @pf); if not SetPixelFormat(canvas.Handle, pFormat, @pf) then outputDebugString(PChar(SysErrorMessage(GetLastError))); if wglCreateContext(canvas.Handle) = 0 then outputDebugString(PChar(SysErrorMessage(GetLastError))); end; if (SDL_CreateRenderer(FWindowID, SDL_RendererIndex(RENDERERS[FRendererType]), [sdlrPresentFlip3, sdlrAccelerated]) = 0) then begin SDL_ShowWindow(FWindowID); assert(SDL_SetRenderDrawColor(0, 0, 0, 255) = 0); FFlags := SDL_GetWindowFlags(FWindowID); if assigned(FOnAvailable) then FOnAvailable(self); end else outputDebugString(pChar(format('SDL_CreateRenderer failed: %s', [sdl_GetError]))); result := SDL_SelectRenderer(FWindowID) = 0; end; This is a critical issue. The Paint method gets called when the control receives a WM_PAINT message from Windows. I can't create the renderer before then, or it will fail and cause trouble. And when I do create it, it needs to be created with certain parameters. So imagine my surprise when I started debugging into the DLL and found that SDL_SelectRenderer was trying to be "helpful" by creating the renderer for me if it didn't already exist! Now not only does my initialization code not get called, I end up with the wrong renderer and so things don't render as expected when I try to use the window.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 24 Nov 2009 04:48:12 +0000
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children f8816ffa210b
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 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
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29 #ifndef _SDL_mouse_h
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30 #define _SDL_mouse_h
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31
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32 #include "SDL_stdinc.h"
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33 #include "SDL_error.h"
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34 #include "SDL_video.h"
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35
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36 #include "begin_code.h"
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37 /* Set up for C function definitions, even when using C++ */
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38 #ifdef __cplusplus
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39 /* *INDENT-OFF* */
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40 extern "C" {
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41 /* *INDENT-ON* */
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42 #endif
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43
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44 typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
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45
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46 /* Function prototypes */
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47
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48 /**
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49 * \brief Get the number of mouse input devices available.
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50 *
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51 * \sa SDL_SelectMouse()
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52 */
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53 extern DECLSPEC int SDLCALL SDL_GetNumMice(void);
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54
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55 /**
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56 * \brief Gets the name of a mouse with the given index.
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57 *
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58 * \param index is the index of the mouse, which name is to be returned.
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59 *
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60 * \return the name of the mouse with the specified index
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61 */
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62 extern DECLSPEC char *SDLCALL SDL_GetMouseName(int index);
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63
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64 /**
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65 * \brief Set the index of the currently selected mouse.
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66 *
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67 * \return The index of the previously selected mouse.
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68 *
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69 * \note You can query the currently selected mouse by passing an index of -1.
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70 *
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71 * \sa SDL_GetNumMice()
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72 */
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73 extern DECLSPEC int SDLCALL SDL_SelectMouse(int index);
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75 /**
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76 * \brief Get the window which currently has focus for the specified mouse.
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77 */
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78 extern DECLSPEC SDL_WindowID SDLCALL SDL_GetMouseFocusWindow(int index);
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79
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80 /**
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81 * \brief Set relative mouse mode for the specified mouse.
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82 *
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83 * \param enabled Whether or not to enable relative mode
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84 *
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85 * \return 0 on success, or -1 if relative mode is not supported.
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86 *
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87 * While the mouse is in relative mode, the cursor is hidden, and the
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88 * driver will try to report continuous motion in the current window.
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89 * Only relative motion events will be delivered, the mouse position
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90 * will not change.
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91 *
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92 * \note This function will flush any pending mouse motion.
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93 *
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94 * \sa SDL_GetRelativeMouseMode()
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95 */
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96 extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(int index,
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97 SDL_bool enabled);
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98
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99 /**
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100 * \brief Query whether relative mouse mode is enabled for the specified mouse.
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101 *
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102 * \sa SDL_SetRelativeMouseMode()
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103 */
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104 extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(int index);
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105
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106 /**
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107 * \brief Retrieve the current state of the specified mouse.
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108 *
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109 * The current button state is returned as a button bitmask, which can
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110 * be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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111 * mouse cursor position relative to the focus window for the currently
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112 * selected mouse. You can pass NULL for either x or y.
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113 */
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114 extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int index, int *x, int *y);
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115
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116 /**
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117 * \brief Retrieve the state of the specified mouse.
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118 *
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119 * The current button state is returned as a button bitmask, which can
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120 * be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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121 * mouse deltas since the last call to SDL_GetRelativeMouseState().
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122 */
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123 extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int index, int *x,
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124 int *y);
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125
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126 /**
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127 * \brief Moves the currently selected mouse to the given position within the window.
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128 *
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129 * \param windowID The window to move the mouse into, or 0 for the current mouse focus
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130 * \param x The x coordinate within the window
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131 * \param y The y coordinate within the window
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132 *
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133 * \note This function generates a mouse motion event
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134 */
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135 extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_WindowID windowID,
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136 int x, int y);
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137
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138 /**
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139 * \brief Create a cursor for the currently selected mouse, using the
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140 * specified bitmap data and mask (in MSB format).
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141 *
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142 * The cursor width must be a multiple of 8 bits.
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143 *
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144 * The cursor is created in black and white according to the following:
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145 * <table>
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146 * <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
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147 * <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
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148 * <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
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149 * <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
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150 * <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
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151 if not. </td></tr>
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152 * </table>
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153 *
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154 * \sa SDL_FreeCursor()
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155 */
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156 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
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157 const Uint8 * mask,
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158 int w, int h, int hot_x,
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159 int hot_y);
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160
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161 /**
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162 * \brief Set the active cursor for the currently selected mouse.
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163 *
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164 * \note The cursor must have been created for the selected mouse.
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165 */
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166 extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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167
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168 /**
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169 * \brief Return the active cursor for the currently selected mouse.
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170 */
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171 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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172
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173 /**
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174 * \brief Frees a cursor created with SDL_CreateCursor().
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175 *
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176 * \sa SDL_CreateCursor()
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177 */
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178 extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
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179
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180 /**
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181 * \brief Toggle whether or not the cursor is shown for the currently selected
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182 * mouse.
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183 *
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184 * \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
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185 * state.
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186 *
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187 * \return 1 if the cursor is shown, or 0 if the cursor is hidden.
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188 */
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189 extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
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190
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191 /**
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192 * \brief Gets the number of cursors a pointing device supports.
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193 *
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194 * Useful for tablet users. Useful only under Windows.
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195 *
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196 * \param index is the index of the pointing device, which number of cursors we
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197 * want to receive.
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198 *
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199 * \return the number of cursors supported by the pointing device. On Windows
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200 * if a device is a tablet it returns a number >=1. Normal mice always
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201 * return 1.
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202 *
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203 * On Linux every device reports one cursor.
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204 */
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205 extern DECLSPEC int SDLCALL SDL_GetCursorsNumber(int index);
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206
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207 /**
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208 * \brief Returns the index of the current cursor used by a specific pointing
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209 * device.
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210 *
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211 * Useful only under Windows.
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212 *
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213 * \param index is the index of the pointing device, which cursor index we want
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214 * to receive.
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215 *
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216 * \return the index of the cursor currently used by a specific pointing
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217 * device. Always 0 under Linux. On Windows if the device isn't a
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218 * tablet it returns 0. If the device is the tablet it returns the
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219 * cursor index. 0 - stylus, 1 - eraser, 2 - cursor.
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220 */
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221 extern DECLSPEC int SDLCALL SDL_GetCurrentCursor(int index);
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222
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223 /**
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224 * Used as a mask when testing buttons in buttonstate.
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225 * - Button 1: Left mouse button
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226 * - Button 2: Middle mouse button
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227 * - Button 3: Right mouse button
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228 */
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229 #define SDL_BUTTON(X) (1 << ((X)-1))
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230 #define SDL_BUTTON_LEFT 1
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231 #define SDL_BUTTON_MIDDLE 2
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232 #define SDL_BUTTON_RIGHT 3
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233 #define SDL_BUTTON_X1 4
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234 #define SDL_BUTTON_X2 5
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235 #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
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236 #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
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237 #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
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238 #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
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239 #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
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240
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241
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242 /* Ends C function definitions when using C++ */
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243 #ifdef __cplusplus
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244 /* *INDENT-OFF* */
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245 }
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246 /* *INDENT-ON* */
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247 #endif
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248 #include "close_code.h"
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249
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250 #endif /* _SDL_mouse_h */
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251
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252 /* vi: set ts=4 sw=4 expandtab: */