Mercurial > sdl-ios-xcode
view include/SDL_mouse.h @ 1700:21184e1d04c3 SDL-1.3
Merged dynamic X11 fix from SDL 1.2
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 23 Jun 2006 08:40:46 +0000 |
parents | 624e1412fbba |
children | 5daa04d862f1 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 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 */ /** * \fn int SDL_GetNumMice(void) * * \brief Get the number of mouse input devices available. * * \sa SDL_SelectMouse() */ extern DECLSPEC int SDLCALL SDL_GetNumMice(void); /** * \fn int SDL_SelectMouse(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); /** * \fn SDL_WindowID SDL_GetMouseFocusWindow(void) * * \brief Get the window which currently has focus for the currently selected mouse. */ extern DECLSPEC SDL_WindowID SDLCALL SDL_GetMouseFocusWindow(void); /** * \fn Uint8 SDL_GetMouseState(int *x, int *y) * * \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); /** * \fn Uint8 SDL_GetRelativeMouseState(int *x, int *y) * * \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 deltas since the last call to SDL_GetRelativeMouseState(). */ extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); /** * \fn void SDL_WarpMouseInWindow(SDL_WindowID windowID, int x, int y) * * \brief Moves the currently selected mouse to the given position within the window. * * \param windowID The window to move the mouse into, or 0 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_WindowID windowID, int x, int y); /** * \fn SDL_Cursor *SDL_CreateCursor (const Uint8 * data, const Uint8 * mask, int w, int h, int hot_x, int hot_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: * data mask resulting pixel on screen * 0 1 White * 1 1 Black * 0 0 Transparent * 1 0 Inverted color if possible, black if not. * * \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); /** * \fn void SDL_SetCursor(SDL_Cursor * cursor) * * \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); /** * \fn SDL_Cursor *SDL_GetCursor(void) * * \brief Return the active cursor for the currently selected mouse. */ extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); /** * \fn void SDL_FreeCursor(SDL_Cursor * cursor) * * \brief Frees a cursor created with SDL_CreateCursor(). * * \sa SDL_CreateCursor() */ extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); /** * \fn int SDL_ShowCursor(int toggle) * * \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); /* Used as a mask when testing buttons in buttonstate Button 1: Left mouse button Button 2: Middle mouse button Button 3: Right mouse button Button 4: Mouse wheel up (may also be a real button) Button 5: Mouse wheel down (may also be a real 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_WHEELUP 4 #define SDL_BUTTON_WHEELDOWN 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) /* 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: */