1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 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 38 extern "C" { 39 #endif 40 41 typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */ 42 43 /** 44 * \brief Cursor types for SDL_CreateSystemCursor(). 45 */ 46 typedef 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 */ 66 typedef 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 * \brief Get the window which currently has mouse focus. 76 */ 77 extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); 78 79 /** 80 * \brief Retrieve the current state of the mouse. 81 * 82 * The current button state is returned as a button bitmask, which can 83 * be tested using the SDL_BUTTON(X) macros, and x and y are set to the 84 * mouse cursor position relative to the focus window for the currently 85 * selected mouse. You can pass NULL for either x or y. 86 */ 87 extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); 88 89 /** 90 * \brief Get the current state of the mouse, in relation to the desktop 91 * 92 * This works just like SDL_GetMouseState(), but the coordinates will be 93 * reported relative to the top-left of the desktop. This can be useful if 94 * you need to track the mouse outside of a specific window and 95 * SDL_CaptureMouse() doesn't fit your needs. For example, it could be 96 * useful if you need to track the mouse while dragging a window, where 97 * coordinates relative to a window might not be in sync at all times. 98 * 99 * \note SDL_GetMouseState() returns the mouse position as SDL understands 100 * it from the last pump of the event queue. This function, however, 101 * queries the OS for the current mouse position, and as such, might 102 * be a slightly less efficient function. Unless you know what you're 103 * doing and have a good reason to use this function, you probably want 104 * SDL_GetMouseState() instead. 105 * 106 * \param x Returns the current X coord, relative to the desktop. Can be NULL. 107 * \param y Returns the current Y coord, relative to the desktop. Can be NULL. 108 * \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros. 109 * 110 * \sa SDL_GetMouseState 111 */ 112 extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y); 113 114 /** 115 * \brief Retrieve the relative state of the mouse. 116 * 117 * The current button state is returned as a button bitmask, which can 118 * be tested using the SDL_BUTTON(X) macros, and x and y are set to the 119 * mouse deltas since the last call to SDL_GetRelativeMouseState(). 120 */ 121 extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); 122 123 /** 124 * \brief Moves the mouse to the given position within the window. 125 * 126 * \param window The window to move the mouse into, or NULL for the current mouse focus 127 * \param x The x coordinate within the window 128 * \param y The y coordinate within the window 129 * 130 * \note This function generates a mouse motion event 131 */ 132 extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, 133 int x, int y); 134 135 /** 136 * \brief Moves the mouse to the given position in global screen space. 137 * 138 * \param x The x coordinate 139 * \param y The y coordinate 140 * \return 0 on success, -1 on error (usually: unsupported by a platform). 141 * 142 * \note This function generates a mouse motion event 143 */ 144 extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y); 145 146 /** 147 * \brief Set relative mouse mode. 148 * 149 * \param enabled Whether or not to enable relative mode 150 * 151 * \return 0 on success, or -1 if relative mode is not supported. 152 * 153 * While the mouse is in relative mode, the cursor is hidden, and the 154 * driver will try to report continuous motion in the current window. 155 * Only relative motion events will be delivered, the mouse position 156 * will not change. 157 * 158 * \note This function will flush any pending mouse motion. 159 * 160 * \sa SDL_GetRelativeMouseMode() 161 */ 162 extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); 163 164 /** 165 * \brief Capture the mouse, to track input outside an SDL window. 166 * 167 * \param enabled Whether or not to enable capturing 168 * 169 * Capturing enables your app to obtain mouse events globally, instead of 170 * just within your window. Not all video targets support this function. 171 * When capturing is enabled, the current window will get all mouse events, 172 * but unlike relative mode, no change is made to the cursor and it is 173 * not restrained to your window. 174 * 175 * This function may also deny mouse input to other windows--both those in 176 * your application and others on the system--so you should use this 177 * function sparingly, and in small bursts. For example, you might want to 178 * track the mouse while the user is dragging something, until the user 179 * releases a mouse button. It is not recommended that you capture the mouse 180 * for long periods of time, such as the entire time your app is running. 181 * 182 * While captured, mouse events still report coordinates relative to the 183 * current (foreground) window, but those coordinates may be outside the 184 * bounds of the window (including negative values). Capturing is only 185 * allowed for the foreground window. If the window loses focus while 186 * capturing, the capture will be disabled automatically. 187 * 188 * While capturing is enabled, the current window will have the 189 * SDL_WINDOW_MOUSE_CAPTURE flag set. 190 * 191 * \return 0 on success, or -1 if not supported. 192 */ 193 extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); 194 195 /** 196 * \brief Query whether relative mouse mode is enabled. 197 * 198 * \sa SDL_SetRelativeMouseMode() 199 */ 200 extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); 201 202 /** 203 * \brief Create a cursor, using the specified bitmap data and 204 * mask (in MSB format). 205 * 206 * The cursor width must be a multiple of 8 bits. 207 * 208 * The cursor is created in black and white according to the following: 209 * <table> 210 * <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr> 211 * <tr><td> 0 </td><td> 1 </td><td> White </td></tr> 212 * <tr><td> 1 </td><td> 1 </td><td> Black </td></tr> 213 * <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr> 214 * <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black 215 * if not. </td></tr> 216 * </table> 217 * 218 * \sa SDL_FreeCursor() 219 */ 220 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, 221 const Uint8 * mask, 222 int w, int h, int hot_x, 223 int hot_y); 224 225 /** 226 * \brief Create a color cursor. 227 * 228 * \sa SDL_FreeCursor() 229 */ 230 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, 231 int hot_x, 232 int hot_y); 233 234 /** 235 * \brief Create a system cursor. 236 * 237 * \sa SDL_FreeCursor() 238 */ 239 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); 240 241 /** 242 * \brief Set the active cursor. 243 */ 244 extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); 245 246 /** 247 * \brief Return the active cursor. 248 */ 249 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); 250 251 /** 252 * \brief Return the default cursor. 253 */ 254 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); 255 256 /** 257 * \brief Frees a cursor created with SDL_CreateCursor() or similar functions. 258 * 259 * \sa SDL_CreateCursor() 260 * \sa SDL_CreateColorCursor() 261 * \sa SDL_CreateSystemCursor() 262 */ 263 extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); 264 265 /** 266 * \brief Toggle whether or not the cursor is shown. 267 * 268 * \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current 269 * state. 270 * 271 * \return 1 if the cursor is shown, or 0 if the cursor is hidden. 272 */ 273 extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); 274 275 /** 276 * Used as a mask when testing buttons in buttonstate. 277 * - Button 1: Left mouse button 278 * - Button 2: Middle mouse button 279 * - Button 3: Right mouse button 280 */ 281 #define SDL_BUTTON(X) (1 << ((X)-1)) 282 #define SDL_BUTTON_LEFT 1 283 #define SDL_BUTTON_MIDDLE 2 284 #define SDL_BUTTON_RIGHT 3 285 #define SDL_BUTTON_X1 4 286 #define SDL_BUTTON_X2 5 287 #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) 288 #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) 289 #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) 290 #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) 291 #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) 292 293 294 /* Ends C function definitions when using C++ */ 295 #ifdef __cplusplus 296 } 297 #endif 298 #include "close_code.h" 299 300 #endif /* SDL_mouse_h_ */ 301 302 /* vi: set ts=4 sw=4 expandtab: */ 303