Mercurial > sdl-ios-xcode
view include/SDL_mouse.h @ 3099:82e60908fab1
Date: Mon, 23 Mar 2009 09:17:24 +0200
From: "Mike Gorchak"
Subject: New QNX patches
Please apply patch qnx4.diff, which is attached. What has been done:
1)Added back OpenGL ES renderer for QNX target. Added few corrections to
OpenGL ES renderer to let it work under QNX. OpenGL ES renderer do not
support textures under QNX, so I think some additional work must be done.
2) Added GL_OES_query_matrix extension to SDL_opengles.h header file, which
required by OpenGL ES 1.1 specification.
3) Added attribute clearing at the entrance of function
SDL_GL_GetAttribure(). Added error checking into the function
SDL_GL_GetAttribure(), because some attributes can't be obtained in OpenGL
ES 1.0.
4) Porting testdyngles to OpenGL ES 1.0 (1.1 has glColor4ub() and
glColor4f() functions, but 1.0 has glColor4f() only).
5) Added error checking after obtaining attributes using
SDL_GL_GetAttribute() function to the testgl2 and testgles.
6) Small correction to testmultiaudio with printing errors.
7) Added software and accelerated OpenGL ES 1.0 support into the QNX GF
driver.
Please remove ./src/audio/nto directory - it will not be used anymore.
Please create ./src/audio/qsa directory and add content of the archive
qsa.tar.gz into this directory. I rewrote some sound code, added support for
multiple audio cards, enumeration, etc. Added initial support for capture.
As far as I can understand SDL 1.3 is not supporting audio capture right now
? Sam, Am I right ? Or audio capture must be supported through the
PlayDevice routine ?
And last, please put file SDL_gf_opengles.c to the ./src/video/qnxgf
directory. It is OpenGL ES 1.1 emulation layer for some functions, which are
not supported by OpenGL ES 1.0.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 24 Mar 2009 10:33:12 +0000 |
parents | 99210400e8b9 |
children | d3baf5ac4e37 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 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 char* SDL_GetMouseName(int index) * * \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); /** * \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(int index) * * \brief Get the window which currently has focus for the currently selected mouse. */ extern DECLSPEC SDL_WindowID SDLCALL SDL_GetMouseFocusWindow(int index); /** * \fn int SDL_SetRelativeMouseMode(int index, 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(int index, SDL_bool enabled); /** * \fn SDL_bool SDL_GetRelativeMouseMode(int index) * * \brief Query whether relative mouse mode is enabled for the currently selected mouse. * * \sa SDL_SetRelativeMouseMode() */ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(int index); /** * \fn Uint8 SDL_GetMouseState(int index, 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 index, int *x, int *y); /** * \fn Uint8 SDL_GetRelativeMouseState(int index, 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 index, 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 */ /** * \fn int SDL_GetCursorsNumber(int index) * * \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); /** * \fn int SDL_GetCurrentCursor(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); #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: */