summaryrefslogtreecommitdiff
path: root/dependencies/SDL/SDL_mouse.h
diff options
context:
space:
mode:
Diffstat (limited to 'dependencies/SDL/SDL_mouse.h')
-rw-r--r--dependencies/SDL/SDL_mouse.h465
1 files changed, 465 insertions, 0 deletions
diff --git a/dependencies/SDL/SDL_mouse.h b/dependencies/SDL/SDL_mouse.h
new file mode 100644
index 0000000..b318c70
--- /dev/null
+++ b/dependencies/SDL/SDL_mouse.h
@@ -0,0 +1,465 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2022 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 */
+
+/**
+ * Get the window which currently has mouse focus.
+ *
+ * \returns the window with mouse focus.
+ *
+ * \since This function is available since SDL 2.0.0.
+ */
+extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
+
+/**
+ * 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 (where `X` is generally 1 for the
+ * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
+ * mouse cursor position relative to the focus window. You can pass NULL for
+ * either `x` or `y`.
+ *
+ * \param x the x coordinate of the mouse cursor position relative to the
+ * focus window
+ * \param y the y coordinate of the mouse cursor position relative to the
+ * focus window
+ * \returns a 32-bit button bitmask of the current button state.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetGlobalMouseState
+ * \sa SDL_GetRelativeMouseState
+ * \sa SDL_PumpEvents
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
+
+/**
+ * Get the current state of the mouse in relation to the desktop.
+ *
+ * This works similarly to 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 filled in with the current X coord relative to the desktop; can be
+ * NULL
+ * \param y filled in with the current Y coord relative to the desktop; can be
+ * NULL
+ * \returns the current button state as a bitmask which can be tested using
+ * the SDL_BUTTON(X) macros.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_CaptureMouse
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
+
+/**
+ * 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 (where `X` is generally 1 for the
+ * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
+ * mouse deltas since the last call to SDL_GetRelativeMouseState() or since
+ * event initialization. You can pass NULL for either `x` or `y`.
+ *
+ * \param x a pointer filled with the last recorded x coordinate of the mouse
+ * \param y a pointer filled with the last recorded y coordinate of the mouse
+ * \returns a 32-bit button bitmask of the relative button state.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetMouseState
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
+
+/**
+ * Move the mouse cursor to the given position within the window.
+ *
+ * This function generates a mouse motion event if relative mode is not
+ * enabled. If relative mode is enabled, you can force mouse events for the
+ * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
+ *
+ * Note that this function will appear to succeed, but not actually move the
+ * mouse when used over Microsoft Remote Desktop.
+ *
+ * \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
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_WarpMouseGlobal
+ */
+extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
+ int x, int y);
+
+/**
+ * Move the mouse to the given position in global screen space.
+ *
+ * This function generates a mouse motion event.
+ *
+ * A failure of this function usually means that it is unsupported by a
+ * platform.
+ *
+ * Note that this function will appear to succeed, but not actually move the
+ * mouse when used over Microsoft Remote Desktop.
+ *
+ * \param x the x coordinate
+ * \param y the y coordinate
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_WarpMouseInWindow
+ */
+extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
+
+/**
+ * Set relative mouse mode.
+ *
+ * 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 that this function will not be able to provide continuous relative
+ * motion when used over Microsoft Remote Desktop, instead motion is limited
+ * to the bounds of the screen.
+ *
+ * This function will flush any pending mouse motion.
+ *
+ * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
+ * \returns 0 on success or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * If relative mode is not supported, this returns -1.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_GetRelativeMouseMode
+ */
+extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
+
+/**
+ * Capture the mouse and to track input outside an SDL window.
+ *
+ * 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. For that, you should
+ * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
+ * on your goals.
+ *
+ * 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.
+ *
+ * Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
+ * mouse while the user is pressing a button; this is to try and make mouse
+ * behavior more consistent between platforms, and deal with the common case
+ * of a user dragging the mouse outside of the window. This means that if you
+ * are calling SDL_CaptureMouse() only to deal with this situation, you no
+ * longer have to (although it is safe to do so). If this causes problems for
+ * your app, you can disable auto capture by setting the
+ * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
+ *
+ * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
+ * \returns 0 on success or -1 if not supported; call SDL_GetError() for more
+ * information.
+ *
+ * \since This function is available since SDL 2.0.4.
+ *
+ * \sa SDL_GetGlobalMouseState
+ */
+extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
+
+/**
+ * Query whether relative mouse mode is enabled.
+ *
+ * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetRelativeMouseMode
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
+
+/**
+ * Create a cursor using the specified bitmap data and mask (in MSB format).
+ *
+ * `mask` has to be in MSB (Most Significant Bit) format.
+ *
+ * The cursor width (`w`) must be a multiple of 8 bits.
+ *
+ * The cursor is created in black and white according to the following:
+ *
+ * - data=0, mask=1: white
+ * - data=1, mask=1: black
+ * - data=0, mask=0: transparent
+ * - data=1, mask=0: inverted color if possible, black if not.
+ *
+ * Cursors created with this function must be freed with SDL_FreeCursor().
+ *
+ * If you want to have a color cursor, or create your cursor from an
+ * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
+ * hide the cursor and draw your own as part of your game's rendering, but it
+ * will be bound to the framerate.
+ *
+ * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
+ * provides twelve readily available system cursors to pick from.
+ *
+ * \param data the color value for each pixel of the cursor
+ * \param mask the mask value for each pixel of the cursor
+ * \param w the width of the cursor
+ * \param h the height of the cursor
+ * \param hot_x the X-axis location of the upper left corner of the cursor
+ * relative to the actual mouse position
+ * \param hot_y the Y-axis location of the upper left corner of the cursor
+ * relative to the actual mouse position
+ * \returns a new cursor with the specified parameters on success or NULL on
+ * failure; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeCursor
+ * \sa SDL_SetCursor
+ * \sa SDL_ShowCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
+ const Uint8 * mask,
+ int w, int h, int hot_x,
+ int hot_y);
+
+/**
+ * Create a color cursor.
+ *
+ * \param surface an SDL_Surface structure representing the cursor image
+ * \param hot_x the x position of the cursor hot spot
+ * \param hot_y the y position of the cursor hot spot
+ * \returns the new cursor on success or NULL on failure; call SDL_GetError()
+ * for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateCursor
+ * \sa SDL_FreeCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
+ int hot_x,
+ int hot_y);
+
+/**
+ * Create a system cursor.
+ *
+ * \param id an SDL_SystemCursor enum value
+ * \returns a cursor on success or NULL on failure; call SDL_GetError() for
+ * more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_FreeCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
+
+/**
+ * Set the active cursor.
+ *
+ * This function sets the currently active cursor to the specified one. If the
+ * cursor is currently visible, the change will be immediately represented on
+ * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
+ * this is desired for any reason.
+ *
+ * \param cursor a cursor to make active
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateCursor
+ * \sa SDL_GetCursor
+ * \sa SDL_ShowCursor
+ */
+extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
+
+/**
+ * Get the active cursor.
+ *
+ * This function returns a pointer to the current cursor which is owned by the
+ * library. It is not necessary to free the cursor with SDL_FreeCursor().
+ *
+ * \returns the active cursor or NULL if there is no mouse.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_SetCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
+
+/**
+ * Get the default cursor.
+ *
+ * \returns the default cursor on success or NULL on failure.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateSystemCursor
+ */
+extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
+
+/**
+ * Free a previously-created cursor.
+ *
+ * Use this function to free cursor resources created with SDL_CreateCursor(),
+ * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
+ *
+ * \param cursor the cursor to free
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateColorCursor
+ * \sa SDL_CreateCursor
+ * \sa SDL_CreateSystemCursor
+ */
+extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
+
+/**
+ * Toggle whether or not the cursor is shown.
+ *
+ * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
+ * displays the cursor and passing `SDL_DISABLE` hides it.
+ *
+ * The current state of the mouse cursor can be queried by passing
+ * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
+ *
+ * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
+ * `SDL_QUERY` to query the current state without changing it.
+ * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
+ * cursor is hidden, or a negative error code on failure; call
+ * SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 2.0.0.
+ *
+ * \sa SDL_CreateCursor
+ * \sa SDL_SetCursor
+ */
+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: */