comparison docs/man3/SDL_MouseMotionEvent.3 @ 0:74212992fb08

Initial revision
author Sam Lantinga <slouken@lokigames.com>
date Thu, 26 Apr 2001 16:45:43 +0000
parents
children 55f1f1b3e27d
comparison
equal deleted inserted replaced
-1:000000000000 0:74212992fb08
1 .TH "SDL_MouseMotionEvent" "3" "Mon 12 Mar 2001, 01:03" "SDL" "SDL API Reference"
2 .SH "NAME"
3 SDL_MouseMotionEvent\- Mouse motion event structure
4 .SH "STRUCTURE DEFINITION"
5 .PP
6 .nf
7 \f(CWtypedef struct{
8 Uint8 type;
9 Uint8 state;
10 Uint16 x, y;
11 Sint16 xrel, yrel;
12 } SDL_MouseMotionEvent;\fR
13 .fi
14 .PP
15 .SH "STRUCTURE DATA"
16 .TP 20
17 \fBtype\fR
18 \fBSDL_MOUSEMOTION\fP
19 .TP 20
20 \fBstate\fR
21 The current button state
22 .TP 20
23 \fBx\fR, \fBy\fR
24 The X/Y coordinates of the mouse
25 .TP 20
26 \fBxrel\fR, \fByrel\fR
27 Relative motion in the X/Y direction
28 .SH "DESCRIPTION"
29 .PP
30 \fBSDL_MouseMotionEvent\fR is a member of the \fI\fBSDL_Event\fR\fR union and is used when an event of type \fBSDL_MOUSEMOTION\fP is reported\&.
31 .PP
32 Simply put, a \fBSDL_MOUSEMOTION\fP type event occurs when a user moves the mouse within the application window or when \fI\fBSDL_WarpMouse\fP\fR is called\&. Both the absolute (\fBx\fR and \fBy\fR) and relative (\fBxrel\fR and \fByrel\fR) coordinates are reported along with the current button states (\fBstate\fR)\&. The button state can be interpreted using the \fBSDL_BUTTON\fP macro (see \fI\fBSDL_GetMouseState\fP\fR)\&.
33 .PP
34 If the cursor is hidden (\fI\fBSDL_ShowCursor\fP(0)\fR) and the input is grabbed (\fI\fBSDL_WM_GrabInput\fP(SDL_GRAB_ON)\fR), then the mouse will give relative motion events even when the cursor reaches the edge fo the screen\&. This is currently only implemented on Windows and Linux/Unix-a-likes\&.
35 .SH "SEE ALSO"
36 .PP
37 \fI\fBSDL_Event\fR\fR, \fI\fBSDL_MouseButtonEvent\fR\fR
38 ...\" created by instant / docbook-to-man, Mon 12 Mar 2001, 01:03