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			301 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
| 
											1 year ago
										 | /*
 | ||
|  |   Simple DirectMedia Layer | ||
|  |   Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org> | ||
|  | 
 | ||
|  |   This software is provided 'as-is', without any express or implied | ||
|  |   warranty.  In no event will the authors be held liable for any damages | ||
|  |   arising from the use of this software. | ||
|  | 
 | ||
|  |   Permission is granted to anyone to use this software for any purpose, | ||
|  |   including commercial applications, and to alter it and redistribute it | ||
|  |   freely, subject to the following restrictions: | ||
|  | 
 | ||
|  |   1. The origin of this software must not be misrepresented; you must not | ||
|  |      claim that you wrote the original software. If you use this software | ||
|  |      in a product, an acknowledgment in the product documentation would be | ||
|  |      appreciated but is not required. | ||
|  |   2. Altered source versions must be plainly marked as such, and must not be | ||
|  |      misrepresented as being the original software. | ||
|  |   3. This notice may not be removed or altered from any source distribution. | ||
|  | */ | ||
|  | 
 | ||
|  | /**
 | ||
|  |  *  \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
 | ||
|  | extern "C" { | ||
|  | #endif
 | ||
|  | 
 | ||
|  | typedef struct SDL_Cursor SDL_Cursor;   /* Implementation dependent */ | ||
|  | 
 | ||
|  | /**
 | ||
|  |  * \brief Cursor types for SDL_CreateSystemCursor. | ||
|  |  */ | ||
|  | typedef enum | ||
|  | { | ||
|  |     SDL_SYSTEM_CURSOR_ARROW,     /**< Arrow */ | ||
|  |     SDL_SYSTEM_CURSOR_IBEAM,     /**< I-beam */ | ||
|  |     SDL_SYSTEM_CURSOR_WAIT,      /**< Wait */ | ||
|  |     SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */ | ||
|  |     SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */ | ||
|  |     SDL_SYSTEM_CURSOR_SIZENWSE,  /**< Double arrow pointing northwest and southeast */ | ||
|  |     SDL_SYSTEM_CURSOR_SIZENESW,  /**< Double arrow pointing northeast and southwest */ | ||
|  |     SDL_SYSTEM_CURSOR_SIZEWE,    /**< Double arrow pointing west and east */ | ||
|  |     SDL_SYSTEM_CURSOR_SIZENS,    /**< Double arrow pointing north and south */ | ||
|  |     SDL_SYSTEM_CURSOR_SIZEALL,   /**< Four pointed arrow pointing north, south, east, and west */ | ||
|  |     SDL_SYSTEM_CURSOR_NO,        /**< Slashed circle or crossbones */ | ||
|  |     SDL_SYSTEM_CURSOR_HAND,      /**< Hand */ | ||
|  |     SDL_NUM_SYSTEM_CURSORS | ||
|  | } SDL_SystemCursor; | ||
|  | 
 | ||
|  | /**
 | ||
|  |  * \brief Scroll direction types for the Scroll event | ||
|  |  */ | ||
|  | typedef enum | ||
|  | { | ||
|  |     SDL_MOUSEWHEEL_NORMAL,    /**< The scroll direction is normal */ | ||
|  |     SDL_MOUSEWHEEL_FLIPPED    /**< The scroll direction is flipped / natural */ | ||
|  | } SDL_MouseWheelDirection; | ||
|  | 
 | ||
|  | /* 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 Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); | ||
|  | 
 | ||
|  | /**
 | ||
|  |  *  \brief Get the current state of the mouse, in relation to the desktop | ||
|  |  * | ||
|  |  *  This works just like SDL_GetMouseState(), but the coordinates will be | ||
|  |  *  reported relative to the top-left of the desktop. This can be useful if | ||
|  |  *  you need to track the mouse outside of a specific window and | ||
|  |  *  SDL_CaptureMouse() doesn't fit your needs. For example, it could be | ||
|  |  *  useful if you need to track the mouse while dragging a window, where | ||
|  |  *  coordinates relative to a window might not be in sync at all times. | ||
|  |  * | ||
|  |  *  \note SDL_GetMouseState() returns the mouse position as SDL understands | ||
|  |  *        it from the last pump of the event queue. This function, however, | ||
|  |  *        queries the OS for the current mouse position, and as such, might | ||
|  |  *        be a slightly less efficient function. Unless you know what you're | ||
|  |  *        doing and have a good reason to use this function, you probably want | ||
|  |  *        SDL_GetMouseState() instead. | ||
|  |  * | ||
|  |  *  \param x Returns the current X coord, relative to the desktop. Can be NULL. | ||
|  |  *  \param y Returns the current Y coord, relative to the desktop. Can be NULL. | ||
|  |  *  \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros. | ||
|  |  * | ||
|  |  *  \sa SDL_GetMouseState | ||
|  |  */ | ||
|  | extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(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 Uint32 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 Moves the mouse to the given position in global screen space. | ||
|  |  * | ||
|  |  *  \param x The x coordinate | ||
|  |  *  \param y The y coordinate | ||
|  |  *  \return 0 on success, -1 on error (usually: unsupported by a platform). | ||
|  |  * | ||
|  |  *  \note This function generates a mouse motion event | ||
|  |  */ | ||
|  | extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(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 Capture the mouse, to track input outside an SDL window. | ||
|  |  * | ||
|  |  *  \param enabled Whether or not to enable capturing | ||
|  |  * | ||
|  |  *  Capturing enables your app to obtain mouse events globally, instead of | ||
|  |  *  just within your window. Not all video targets support this function. | ||
|  |  *  When capturing is enabled, the current window will get all mouse events, | ||
|  |  *  but unlike relative mode, no change is made to the cursor and it is | ||
|  |  *  not restrained to your window. | ||
|  |  * | ||
|  |  *  This function may also deny mouse input to other windows--both those in | ||
|  |  *  your application and others on the system--so you should use this | ||
|  |  *  function sparingly, and in small bursts. For example, you might want to | ||
|  |  *  track the mouse while the user is dragging something, until the user | ||
|  |  *  releases a mouse button. It is not recommended that you capture the mouse | ||
|  |  *  for long periods of time, such as the entire time your app is running. | ||
|  |  * | ||
|  |  *  While captured, mouse events still report coordinates relative to the | ||
|  |  *  current (foreground) window, but those coordinates may be outside the | ||
|  |  *  bounds of the window (including negative values). Capturing is only | ||
|  |  *  allowed for the foreground window. If the window loses focus while | ||
|  |  *  capturing, the capture will be disabled automatically. | ||
|  |  * | ||
|  |  *  While capturing is enabled, the current window will have the | ||
|  |  *  SDL_WINDOW_MOUSE_CAPTURE flag set. | ||
|  |  * | ||
|  |  *  \return 0 on success, or -1 if not supported. | ||
|  |  */ | ||
|  | extern DECLSPEC int SDLCALL SDL_CaptureMouse(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 Create a color cursor. | ||
|  |  * | ||
|  |  *  \sa SDL_FreeCursor() | ||
|  |  */ | ||
|  | extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, | ||
|  |                                                           int hot_x, | ||
|  |                                                           int hot_y); | ||
|  | 
 | ||
|  | /**
 | ||
|  |  *  \brief Create a system cursor. | ||
|  |  * | ||
|  |  *  \sa SDL_FreeCursor() | ||
|  |  */ | ||
|  | extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); | ||
|  | 
 | ||
|  | /**
 | ||
|  |  *  \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 Return the default cursor. | ||
|  |  */ | ||
|  | extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(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
 | ||
|  | } | ||
|  | #endif
 | ||
|  | #include "close_code.h"
 | ||
|  | 
 | ||
|  | #endif /* _SDL_mouse_h */
 | ||
|  | 
 | ||
|  | /* vi: set ts=4 sw=4 expandtab: */ |