view include/SDL_mouse.h @ 4591:1e998db9b597

Implement blending modes for textures. Fix off-screen pixmaps to be ARGB rather than RGB to enable blending across frames. Clear the screen and off-screen pixmaps when the renderer is created.
author Sunny Sachanandani <sunnysachanandani@gmail.com>
date Wed, 14 Jul 2010 19:17:11 +0530
parents f7b03b6838cb
children 3e69e077cb95
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/*
    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.
 */

#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 number of mouse input devices available.
 *  
 *  \sa SDL_SelectMouse()
 */
extern DECLSPEC int SDLCALL SDL_GetNumMice(void);

/**
 *  \brief Gets the name of a mouse with the given index.
 *  
 *  \param index is the index of the mouse, which name is to be returned.
 *  
 *  \return the name of the mouse with the specified index
 */
extern DECLSPEC char *SDLCALL SDL_GetMouseName(int index);

/**
 *  \brief Set the index of the currently selected mouse.
 *  
 *  \return The index of the previously selected mouse.
 *  
 *  \note You can query the currently selected mouse by passing an index of -1.
 *  
 *  \sa SDL_GetNumMice()
 */
extern DECLSPEC int SDLCALL SDL_SelectMouse(int index);

/**
 *  \brief Get the window which currently has focus for the specified mouse.
 */
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocusWindow(int index);

/**
 *  \brief Set relative mouse mode for the specified mouse.
 *  
 *  \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(int index,
                                                     SDL_bool enabled);

/**
 *  \brief Query whether relative mouse mode is enabled for the specified mouse.
 *  
 *  \sa SDL_SetRelativeMouseMode()
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(int index);

/**
 *  \brief Retrieve the current state of the specified 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 state of the specified 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 index, int *x,
                                                        int *y);

/**
 *  \brief Moves the currently selected 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 Create a cursor for the currently selected mouse, 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 for the currently selected mouse.
 *  
 *  \note The cursor must have been created for the selected mouse.
 */
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);

/**
 *  \brief Return the active cursor for the currently selected mouse.
 */
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 for the currently selected 
 *         mouse.
 *  
 *  \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);

/**
 *  \brief Gets the number of cursors a pointing device supports.
 *  
 *  Useful for tablet users. Useful only under Windows.
 *  
 *  \param index is the index of the pointing device, which number of cursors we
 *               want to receive.
 *  
 *  \return the number of cursors supported by the pointing device. On Windows
 *          if a device is a tablet it returns a number >=1. Normal mice always 
 *          return 1.
 *  
 *  On Linux every device reports one cursor.
 */
extern DECLSPEC int SDLCALL SDL_GetCursorsNumber(int index);

/**
 *  \brief Returns the index of the current cursor used by a specific pointing
 *         device.
 *  
 *  Useful only under Windows.
 *  
 *  \param index is the index of the pointing device, which cursor index we want
 *               to receive.
 *  
 *  \return the index of the cursor currently used by a specific pointing 
 *          device.  Always 0 under Linux. On Windows if the device isn't a 
 *          tablet it returns 0.  If the device is the tablet it returns the 
 *          cursor index.  0 - stylus, 1 - eraser, 2 - cursor.
 */
extern DECLSPEC int SDLCALL SDL_GetCurrentCursor(int index);

/**
 *  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 */

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