Mercurial > sdl-ios-xcode
view include/SDL_mouse.h @ 3760:64f346a83ed3 gsoc2008_manymouse
http://wilku.ravenlord.ws/doku.php?id=documentation for information how things work. Currently implemented: detecting many pointing devices and pressure detection. Still a bug. Each program has to be comipled with a flag -lXi
author | Szymon Wilczek <kazeuser@gmail.com> |
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date | Fri, 06 Jun 2008 15:23:29 +0000 |
parents | 545fbf461c5b |
children | 2970fcfbdd54 |
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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 int SDL_SetRelativeMouseMode(SDL_bool enabled) * * \brief Set relative mouse mode for the currently selected 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(SDL_bool enabled); /** * \fn SDL_bool SDL_GetRelativeMouseMode() * * \brief Query whether relative mouse mode is enabled for the currently selected mouse. * * \sa SDL_SetRelativeMouseMode() */ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); /** * \fn Uint8 SDL_GetMouseState(int *x, int *y) * * \brief Retrieve the current state of the currently selected 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 state of the currently selected 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 */ extern DECLSPEC int SDLCALL SDL_GetNumOfMice(void); extern DECLSPEC char* SDLCALL SDL_GetMouseName(int index); #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 */ /* vi: set ts=4 sw=4 expandtab: */