Mercurial > sdl-ios-xcode
view docs/man3/SDL_GetMouseState.3 @ 3241:08c5964f2a34
Fixed a few issues compiling with Mac OS X 10.6
Unfortunately the audio and cdrom systems do not build at all, and if you
disable those, SDL still fails to link with these errors:
Undefined symbols:
"_OBJC_IVAR_$_NSScreen._frame", referenced from:
-[NSScreen(NSScreenAccess) setFrame:] in SDL_cocoamodes.o
"_KLGetKeyboardLayoutProperty", referenced from:
_UpdateKeymap in SDL_cocoakeyboard.o
_UpdateKeymap in SDL_cocoakeyboard.o
"_KLGetCurrentKeyboardLayout", referenced from:
_UpdateKeymap in SDL_cocoakeyboard.o
ld: symbol(s) not found
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 05 Sep 2009 07:33:54 +0000 |
parents | 546f7c1eb755 |
children | 1238da4a7112 |
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.TH "SDL_GetMouseState" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference" .SH "NAME" SDL_GetMouseState \- Retrieve the current state of the mouse .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBUint8 \fBSDL_GetMouseState\fP\fR(\fBint *x, int *y\fR); .SH "DESCRIPTION" .PP The current button state is returned as a button bitmask, which can be tested using the \fBSDL_BUTTON(X)\fP macros, and \fBx\fR and \fBy\fR are set to the current mouse cursor position\&. You can pass \fBNULL\fP for either \fBx\fR or \fBy\fR\&. .SH "EXAMPLE" .PP .nf \f(CWSDL_PumpEvents(); if(SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1)) printf("Mouse Button 1(left) is pressed\&. ");\fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL_GetRelativeMouseState\fP\fR, \fI\fBSDL_PumpEvents\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59