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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/**
23 * \file SDL_mouse.h
24 *
25 * Include file for SDL mouse event handling.
26 */
27
28#ifndef SDL_mouse_h_
29#define SDL_mouse_h_
30
31#include "SDL_stdinc.h"
32#include "SDL_error.h"
33#include "SDL_video.h"
34
35#include "begin_code.h"
36/* Set up for C function definitions, even when using C++ */
37#ifdef __cplusplus
38extern "C" {
39#endif
40
41typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
42
43/**
44 * \brief Cursor types for SDL_CreateSystemCursor().
45 */
46typedef enum
47{
48 SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
49 SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
50 SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
51 SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
52 SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
53 SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
54 SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
55 SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
56 SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
57 SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
58 SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
59 SDL_SYSTEM_CURSOR_HAND, /**< Hand */
60 SDL_NUM_SYSTEM_CURSORS
61} SDL_SystemCursor;
62
63/**
64 * \brief Scroll direction types for the Scroll event
65 */
66typedef enum
67{
68 SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
69 SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
70} SDL_MouseWheelDirection;
71
72/* Function prototypes */
73
74/**
75 * Get the window which currently has mouse focus.
76 *
77 * \returns the window with mouse focus.
78 *
79 * \since This function is available since SDL 2.0.0.
80 */
81extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
82
83/**
84 * Retrieve the current state of the mouse.
85 *
86 * The current button state is returned as a button bitmask, which can be
87 * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
88 * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
89 * mouse cursor position relative to the focus window. You can pass NULL for
90 * either `x` or `y`.
91 *
92 * \param x the x coordinate of the mouse cursor position relative to the
93 * focus window
94 * \param y the y coordinate of the mouse cursor position relative to the
95 * focus window
96 * \returns a 32-bit button bitmask of the current button state.
97 *
98 * \since This function is available since SDL 2.0.0.
99 *
100 * \sa SDL_GetGlobalMouseState
101 * \sa SDL_GetRelativeMouseState
102 * \sa SDL_PumpEvents
103 */
104extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
105
106/**
107 * Get the current state of the mouse in relation to the desktop.
108 *
109 * This works similarly to SDL_GetMouseState(), but the coordinates will be
110 * reported relative to the top-left of the desktop. This can be useful if you
111 * need to track the mouse outside of a specific window and SDL_CaptureMouse()
112 * doesn't fit your needs. For example, it could be useful if you need to
113 * track the mouse while dragging a window, where coordinates relative to a
114 * window might not be in sync at all times.
115 *
116 * Note: SDL_GetMouseState() returns the mouse position as SDL understands it
117 * from the last pump of the event queue. This function, however, queries the
118 * OS for the current mouse position, and as such, might be a slightly less
119 * efficient function. Unless you know what you're doing and have a good
120 * reason to use this function, you probably want SDL_GetMouseState() instead.
121 *
122 * \param x filled in with the current X coord relative to the desktop; can be
123 * NULL
124 * \param y filled in with the current Y coord relative to the desktop; can be
125 * NULL
126 * \returns the current button state as a bitmask which can be tested using
127 * the SDL_BUTTON(X) macros.
128 *
129 * \since This function is available since SDL 2.0.4.
130 *
131 * \sa SDL_CaptureMouse
132 */
133extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
134
135/**
136 * Retrieve the relative state of the mouse.
137 *
138 * The current button state is returned as a button bitmask, which can be
139 * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
140 * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
141 * mouse deltas since the last call to SDL_GetRelativeMouseState() or since
142 * event initialization. You can pass NULL for either `x` or `y`.
143 *
144 * \param x a pointer filled with the last recorded x coordinate of the mouse
145 * \param y a pointer filled with the last recorded y coordinate of the mouse
146 * \returns a 32-bit button bitmask of the relative button state.
147 *
148 * \since This function is available since SDL 2.0.0.
149 *
150 * \sa SDL_GetMouseState
151 */
152extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
153
154/**
155 * Move the mouse cursor to the given position within the window.
156 *
157 * This function generates a mouse motion event if relative mode is not
158 * enabled. If relative mode is enabled, you can force mouse events for the
159 * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
160 *
161 * Note that this function will appear to succeed, but not actually move the
162 * mouse when used over Microsoft Remote Desktop.
163 *
164 * \param window the window to move the mouse into, or NULL for the current
165 * mouse focus
166 * \param x the x coordinate within the window
167 * \param y the y coordinate within the window
168 *
169 * \since This function is available since SDL 2.0.0.
170 *
171 * \sa SDL_WarpMouseGlobal
172 */
173extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
174 int x, int y);
175
176/**
177 * Move the mouse to the given position in global screen space.
178 *
179 * This function generates a mouse motion event.
180 *
181 * A failure of this function usually means that it is unsupported by a
182 * platform.
183 *
184 * Note that this function will appear to succeed, but not actually move the
185 * mouse when used over Microsoft Remote Desktop.
186 *
187 * \param x the x coordinate
188 * \param y the y coordinate
189 * \returns 0 on success or a negative error code on failure; call
190 * SDL_GetError() for more information.
191 *
192 * \since This function is available since SDL 2.0.4.
193 *
194 * \sa SDL_WarpMouseInWindow
195 */
196extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
197
198/**
199 * Set relative mouse mode.
200 *
201 * While the mouse is in relative mode, the cursor is hidden, the mouse
202 * position is constrained to the window, and SDL will report continuous
203 * relative mouse motion even if the mouse is at the edge of the window.
204 *
205 * This function will flush any pending mouse motion.
206 *
207 * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
208 * \returns 0 on success or a negative error code on failure; call
209 * SDL_GetError() for more information.
210 *
211 * If relative mode is not supported, this returns -1.
212 *
213 * \since This function is available since SDL 2.0.0.
214 *
215 * \sa SDL_GetRelativeMouseMode
216 */
217extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
218
219/**
220 * Capture the mouse and to track input outside an SDL window.
221 *
222 * Capturing enables your app to obtain mouse events globally, instead of just
223 * within your window. Not all video targets support this function. When
224 * capturing is enabled, the current window will get all mouse events, but
225 * unlike relative mode, no change is made to the cursor and it is not
226 * restrained to your window.
227 *
228 * This function may also deny mouse input to other windows--both those in
229 * your application and others on the system--so you should use this function
230 * sparingly, and in small bursts. For example, you might want to track the
231 * mouse while the user is dragging something, until the user releases a mouse
232 * button. It is not recommended that you capture the mouse for long periods
233 * of time, such as the entire time your app is running. For that, you should
234 * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
235 * on your goals.
236 *
237 * While captured, mouse events still report coordinates relative to the
238 * current (foreground) window, but those coordinates may be outside the
239 * bounds of the window (including negative values). Capturing is only allowed
240 * for the foreground window. If the window loses focus while capturing, the
241 * capture will be disabled automatically.
242 *
243 * While capturing is enabled, the current window will have the
244 * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
245 *
246 * Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
247 * mouse while the user is pressing a button; this is to try and make mouse
248 * behavior more consistent between platforms, and deal with the common case
249 * of a user dragging the mouse outside of the window. This means that if you
250 * are calling SDL_CaptureMouse() only to deal with this situation, you no
251 * longer have to (although it is safe to do so). If this causes problems for
252 * your app, you can disable auto capture by setting the
253 * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
254 *
255 * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
256 * \returns 0 on success or -1 if not supported; call SDL_GetError() for more
257 * information.
258 *
259 * \since This function is available since SDL 2.0.4.
260 *
261 * \sa SDL_GetGlobalMouseState
262 */
263extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
264
265/**
266 * Query whether relative mouse mode is enabled.
267 *
268 * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
269 *
270 * \since This function is available since SDL 2.0.0.
271 *
272 * \sa SDL_SetRelativeMouseMode
273 */
274extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
275
276/**
277 * Create a cursor using the specified bitmap data and mask (in MSB format).
278 *
279 * `mask` has to be in MSB (Most Significant Bit) format.
280 *
281 * The cursor width (`w`) must be a multiple of 8 bits.
282 *
283 * The cursor is created in black and white according to the following:
284 *
285 * - data=0, mask=1: white
286 * - data=1, mask=1: black
287 * - data=0, mask=0: transparent
288 * - data=1, mask=0: inverted color if possible, black if not.
289 *
290 * Cursors created with this function must be freed with SDL_FreeCursor().
291 *
292 * If you want to have a color cursor, or create your cursor from an
293 * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
294 * hide the cursor and draw your own as part of your game's rendering, but it
295 * will be bound to the framerate.
296 *
297 * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
298 * provides twelve readily available system cursors to pick from.
299 *
300 * \param data the color value for each pixel of the cursor
301 * \param mask the mask value for each pixel of the cursor
302 * \param w the width of the cursor
303 * \param h the height of the cursor
304 * \param hot_x the X-axis location of the upper left corner of the cursor
305 * relative to the actual mouse position
306 * \param hot_y the Y-axis location of the upper left corner of the cursor
307 * relative to the actual mouse position
308 * \returns a new cursor with the specified parameters on success or NULL on
309 * failure; call SDL_GetError() for more information.
310 *
311 * \since This function is available since SDL 2.0.0.
312 *
313 * \sa SDL_FreeCursor
314 * \sa SDL_SetCursor
315 * \sa SDL_ShowCursor
316 */
317extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
318 const Uint8 * mask,
319 int w, int h, int hot_x,
320 int hot_y);
321
322/**
323 * Create a color cursor.
324 *
325 * \param surface an SDL_Surface structure representing the cursor image
326 * \param hot_x the x position of the cursor hot spot
327 * \param hot_y the y position of the cursor hot spot
328 * \returns the new cursor on success or NULL on failure; call SDL_GetError()
329 * for more information.
330 *
331 * \since This function is available since SDL 2.0.0.
332 *
333 * \sa SDL_CreateCursor
334 * \sa SDL_FreeCursor
335 */
336extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
337 int hot_x,
338 int hot_y);
339
340/**
341 * Create a system cursor.
342 *
343 * \param id an SDL_SystemCursor enum value
344 * \returns a cursor on success or NULL on failure; call SDL_GetError() for
345 * more information.
346 *
347 * \since This function is available since SDL 2.0.0.
348 *
349 * \sa SDL_FreeCursor
350 */
351extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
352
353/**
354 * Set the active cursor.
355 *
356 * This function sets the currently active cursor to the specified one. If the
357 * cursor is currently visible, the change will be immediately represented on
358 * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
359 * this is desired for any reason.
360 *
361 * \param cursor a cursor to make active
362 *
363 * \since This function is available since SDL 2.0.0.
364 *
365 * \sa SDL_CreateCursor
366 * \sa SDL_GetCursor
367 * \sa SDL_ShowCursor
368 */
369extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
370
371/**
372 * Get the active cursor.
373 *
374 * This function returns a pointer to the current cursor which is owned by the
375 * library. It is not necessary to free the cursor with SDL_FreeCursor().
376 *
377 * \returns the active cursor or NULL if there is no mouse.
378 *
379 * \since This function is available since SDL 2.0.0.
380 *
381 * \sa SDL_SetCursor
382 */
383extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
384
385/**
386 * Get the default cursor.
387 *
388 * You do not have to call SDL_FreeCursor() on the return value, but it is
389 * safe to do so.
390 *
391 * \returns the default cursor on success or NULL on failure.
392 *
393 * \since This function is available since SDL 2.0.0.
394 *
395 * \sa SDL_CreateSystemCursor
396 */
397extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
398
399/**
400 * Free a previously-created cursor.
401 *
402 * Use this function to free cursor resources created with SDL_CreateCursor(),
403 * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
404 *
405 * \param cursor the cursor to free
406 *
407 * \since This function is available since SDL 2.0.0.
408 *
409 * \sa SDL_CreateColorCursor
410 * \sa SDL_CreateCursor
411 * \sa SDL_CreateSystemCursor
412 */
413extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
414
415/**
416 * Toggle whether or not the cursor is shown.
417 *
418 * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
419 * displays the cursor and passing `SDL_DISABLE` hides it.
420 *
421 * The current state of the mouse cursor can be queried by passing
422 * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
423 *
424 * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
425 * `SDL_QUERY` to query the current state without changing it.
426 * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
427 * cursor is hidden, or a negative error code on failure; call
428 * SDL_GetError() for more information.
429 *
430 * \since This function is available since SDL 2.0.0.
431 *
432 * \sa SDL_CreateCursor
433 * \sa SDL_SetCursor
434 */
435extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
436
437/**
438 * Used as a mask when testing buttons in buttonstate.
439 *
440 * - Button 1: Left mouse button
441 * - Button 2: Middle mouse button
442 * - Button 3: Right mouse button
443 */
444#define SDL_BUTTON(X) (1 << ((X)-1))
445#define SDL_BUTTON_LEFT 1
446#define SDL_BUTTON_MIDDLE 2
447#define SDL_BUTTON_RIGHT 3
448#define SDL_BUTTON_X1 4
449#define SDL_BUTTON_X2 5
450#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
451#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
452#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
453#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
454#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
455
456/* Ends C function definitions when using C++ */
457#ifdef __cplusplus
458}
459#endif
460#include "close_code.h"
461
462#endif /* SDL_mouse_h_ */
463
464/* vi: set ts=4 sw=4 expandtab: */