view include/SDL_mouse.h @ 4573:6399178be313

Completed work on X11_CreateTexture. Added lots of safety features. These include support for drawing a texture using the core protocol while other textures are drawn using Xrender if Xrender does not support the color format of the said texture or any other fault with Xrender.
author Sunny Sachanandani <sunnysachanandani@gmail.com>
date Fri, 28 May 2010 20:40:09 +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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