Mercurial > sdl-ios-xcode
annotate include/SDL_mouse.h @ 5284:96a22141cf86 tip
Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
author | Eric Wing <ewing . public |-at-| gmail . com> |
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date | Sat, 12 Feb 2011 21:52:30 -0800 |
parents | b530ef003506 |
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rev | line source |
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0 | 1 /* |
2 SDL - Simple DirectMedia Layer | |
5267 | 3 Copyright (C) 1997-2011 Sam Lantinga |
0 | 4 |
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 |
0 | 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. |
0 | 9 |
10 This library is distributed in the hope that it will be useful, | |
11 but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
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13 Lesser General Public License for more details. |
0 | 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 |
0 | 18 |
19 Sam Lantinga | |
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20 slouken@libsdl.org |
0 | 21 */ |
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 */ |
0 | 44 |
45 #ifndef _SDL_mouse_h | |
46 #define _SDL_mouse_h | |
47 | |
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48 #include "SDL_stdinc.h" |
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49 #include "SDL_error.h" |
0 | 50 #include "SDL_video.h" |
51 | |
52 #include "begin_code.h" | |
53 /* Set up for C function definitions, even when using C++ */ | |
54 #ifdef __cplusplus | |
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55 /* *INDENT-OFF* */ |
0 | 56 extern "C" { |
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57 /* *INDENT-ON* */ |
0 | 58 #endif |
59 | |
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60 typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */ |
0 | 61 |
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62 |
0 | 63 /* Function prototypes */ |
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64 |
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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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69 |
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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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79 |
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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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88 |
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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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100 |
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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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118 |
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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); |
0 | 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() |
0 | 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); |
0 | 148 |
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149 /** |
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150 * \brief Set the active cursor. |
0 | 151 */ |
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152 extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); |
0 | 153 |
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154 /** |
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155 * \brief Return the active cursor. |
0 | 156 */ |
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157 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); |
0 | 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. |
0 | 173 */ |
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174 extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); |
0 | 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)) |
0 | 183 #define SDL_BUTTON_LEFT 1 |
184 #define SDL_BUTTON_MIDDLE 2 | |
185 #define SDL_BUTTON_RIGHT 3 | |
2284 | 186 #define SDL_BUTTON_X1 4 |
187 #define SDL_BUTTON_X2 5 | |
0 | 188 #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) |
189 #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) | |
190 #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) | |
2284 | 191 #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) |
192 #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) | |
0 | 193 |
194 | |
195 /* Ends C function definitions when using C++ */ | |
196 #ifdef __cplusplus | |
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197 /* *INDENT-OFF* */ |
0 | 198 } |
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199 /* *INDENT-ON* */ |
0 | 200 #endif |
201 #include "close_code.h" | |
202 | |
203 #endif /* _SDL_mouse_h */ | |
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204 |
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205 /* vi: set ts=4 sw=4 expandtab: */ |