1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2025 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 * # CategoryMouse 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 * Cursor types for SDL_CreateSystemCursor(). 45 */ 46 typedef enum SDL_SystemCursor 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 * Scroll direction types for the Scroll event 65 */ 66 typedef enum SDL_MouseWheelDirection 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 */ 81 extern 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 */ 104 extern 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 */ 133 extern 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 */ 152 extern 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 */ 173 extern 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 */ 196 extern 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 */ 217 extern 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 */ 263 extern 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 */ 274 extern 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 */ 317 extern 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 */ 336 extern 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 */ 351 extern 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 */ 369 extern 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 */ 383 extern 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 */ 397 extern 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 */ 413 extern 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 */ 435 extern 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: */