diff touchTest/Iphone Test/touchTestIPhone2/touchTestIPhone/include/SDL_mouse.h @ 4677:31607094315c

Added Iphone project. Iphone multi-touch is now functional.
author jimtla
date Sat, 31 Jul 2010 01:24:50 +0400
parents
children
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/touchTest/Iphone Test/touchTestIPhone2/touchTestIPhone/include/SDL_mouse.h	Sat Jul 31 01:24:50 2010 +0400
@@ -0,0 +1,205 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2010 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 */
+
+/* vi: set ts=4 sw=4 expandtab: */