view include/SDL_mouse.h @ 5172:ededa1ccf91c

Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available. This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 03 Feb 2011 21:13:55 -0800
parents 3e69e077cb95
children b530ef003506
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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.
 *
 *  Please note that this ONLY discusses "mice" with the notion of the
 *  desktop GUI. You (usually) have one system cursor, and the OS hides
 *  the hardware details from you. If you plug in 10 mice, all ten move that
 *  one cursor. For many applications and games, this is perfect, and this
 *  API has served hundreds of SDL programs well since its birth.
 *
 *  It's not the whole picture, though. If you want more lowlevel control,
 *  SDL offers a different API, that gives you visibility into each input
 *  device, multi-touch interfaces, etc.
 *
 *  Those two APIs are incompatible, and you usually should not use both
 *  at the same time. But for legacy purposes, this API refers to a "mouse"
 *  when it actually means the system pointer and not a physical mouse.
 *
 *  The other API is in SDL_input.h
 */

#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 window which currently has mouse focus.
 */
extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);

/**
 *  \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);

/**
 *  \brief Retrieve the relative 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);

/**
 *  \brief Moves the 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 Set relative mouse mode.
 *  
 *  \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);

/**
 *  \brief Query whether relative mouse mode is enabled.
 *  
 *  \sa SDL_SetRelativeMouseMode()
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);

/**
 *  \brief Create a cursor, 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.
 */
extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);

/**
 *  \brief Return the active cursor.
 */
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.
 *  
 *  \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
 */
#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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