view docs/html/sdlgetrelativemousestate.html @ 1525:23a347cfbed8

Fixed bug #38 I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000. Here's the setup: my game starts in a window, with SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The mouse cursor is outside of the window when the game launches, and when the window appears the cursor is grabbed and placed at the top left corner of the inside of the game window. At this point, if I click the mouse without moving it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535).
author Sam Lantinga <slouken@libsdl.org>
date Tue, 14 Mar 2006 06:00:30 +0000
parents 355632dca928
children
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>SDL_GetRelativeMouseState</H1
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>Name</H2
>SDL_GetRelativeMouseState&nbsp;--&nbsp;Retrieve the current state of the mouse</DIV
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><PRE
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>#include "SDL.h"</PRE
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><CODE
><CODE
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>Uint8 <B
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>SDL_GetRelativeMouseState</B
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>(int *x, int *y);</CODE
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>The current button state is returned as a button bitmask, which can
be tested using the <TT
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>SDL_BUTTON(X)</TT
> macros, and <TT
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><I
>x</I
></TT
> and <TT
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>y</I
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> are set to the change in the mouse position since the last call to <TT
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>SDL_GetRelativeMouseState</TT
> or since event initialization.  You can pass <TT
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