diff options
Diffstat (limited to 'contrib/SDL-3.2.8/include/SDL3/SDL_mouse.h')
| -rw-r--r-- | contrib/SDL-3.2.8/include/SDL3/SDL_mouse.h | 689 |
1 files changed, 689 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/include/SDL3/SDL_mouse.h b/contrib/SDL-3.2.8/include/SDL3/SDL_mouse.h new file mode 100644 index 0000000..864135d --- /dev/null +++ b/contrib/SDL-3.2.8/include/SDL3/SDL_mouse.h | |||
| @@ -0,0 +1,689 @@ | |||
| 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 | * Any GUI application has to deal with the mouse, and SDL provides functions | ||
| 26 | * to manage mouse input and the displayed cursor. | ||
| 27 | * | ||
| 28 | * Most interactions with the mouse will come through the event subsystem. | ||
| 29 | * Moving a mouse generates an SDL_EVENT_MOUSE_MOTION event, pushing a button | ||
| 30 | * generates SDL_EVENT_MOUSE_BUTTON_DOWN, etc, but one can also query the | ||
| 31 | * current state of the mouse at any time with SDL_GetMouseState(). | ||
| 32 | * | ||
| 33 | * For certain games, it's useful to disassociate the mouse cursor from mouse | ||
| 34 | * input. An FPS, for example, would not want the player's motion to stop as | ||
| 35 | * the mouse hits the edge of the window. For these scenarios, use | ||
| 36 | * SDL_SetWindowRelativeMouseMode(), which hides the cursor, grabs mouse input | ||
| 37 | * to the window, and reads mouse input no matter how far it moves. | ||
| 38 | * | ||
| 39 | * Games that want the system to track the mouse but want to draw their own | ||
| 40 | * cursor can use SDL_HideCursor() and SDL_ShowCursor(). It might be more | ||
| 41 | * efficient to let the system manage the cursor, if possible, using | ||
| 42 | * SDL_SetCursor() with a custom image made through SDL_CreateColorCursor(), | ||
| 43 | * or perhaps just a specific system cursor from SDL_CreateSystemCursor(). | ||
| 44 | * | ||
| 45 | * SDL can, on many platforms, differentiate between multiple connected mice, | ||
| 46 | * allowing for interesting input scenarios and multiplayer games. They can be | ||
| 47 | * enumerated with SDL_GetMice(), and SDL will send SDL_EVENT_MOUSE_ADDED and | ||
| 48 | * SDL_EVENT_MOUSE_REMOVED events as they are connected and unplugged. | ||
| 49 | * | ||
| 50 | * Since many apps only care about basic mouse input, SDL offers a virtual | ||
| 51 | * mouse device for touch and pen input, which often can make a desktop | ||
| 52 | * application work on a touchscreen phone without any code changes. Apps that | ||
| 53 | * care about touch/pen separately from mouse input should filter out events | ||
| 54 | * with a `which` field of SDL_TOUCH_MOUSEID/SDL_PEN_MOUSEID. | ||
| 55 | */ | ||
| 56 | |||
| 57 | #ifndef SDL_mouse_h_ | ||
| 58 | #define SDL_mouse_h_ | ||
| 59 | |||
| 60 | #include <SDL3/SDL_stdinc.h> | ||
| 61 | #include <SDL3/SDL_error.h> | ||
| 62 | #include <SDL3/SDL_surface.h> | ||
| 63 | #include <SDL3/SDL_video.h> | ||
| 64 | |||
| 65 | #include <SDL3/SDL_begin_code.h> | ||
| 66 | /* Set up for C function definitions, even when using C++ */ | ||
| 67 | #ifdef __cplusplus | ||
| 68 | extern "C" { | ||
| 69 | #endif | ||
| 70 | |||
| 71 | /** | ||
| 72 | * This is a unique ID for a mouse for the time it is connected to the system, | ||
| 73 | * and is never reused for the lifetime of the application. | ||
| 74 | * | ||
| 75 | * If the mouse is disconnected and reconnected, it will get a new ID. | ||
| 76 | * | ||
| 77 | * The value 0 is an invalid ID. | ||
| 78 | * | ||
| 79 | * \since This datatype is available since SDL 3.2.0. | ||
| 80 | */ | ||
| 81 | typedef Uint32 SDL_MouseID; | ||
| 82 | |||
| 83 | /** | ||
| 84 | * The structure used to identify an SDL cursor. | ||
| 85 | * | ||
| 86 | * This is opaque data. | ||
| 87 | * | ||
| 88 | * \since This struct is available since SDL 3.2.0. | ||
| 89 | */ | ||
| 90 | typedef struct SDL_Cursor SDL_Cursor; | ||
| 91 | |||
| 92 | /** | ||
| 93 | * Cursor types for SDL_CreateSystemCursor(). | ||
| 94 | * | ||
| 95 | * \since This enum is available since SDL 3.2.0. | ||
| 96 | */ | ||
| 97 | typedef enum SDL_SystemCursor | ||
| 98 | { | ||
| 99 | SDL_SYSTEM_CURSOR_DEFAULT, /**< Default cursor. Usually an arrow. */ | ||
| 100 | SDL_SYSTEM_CURSOR_TEXT, /**< Text selection. Usually an I-beam. */ | ||
| 101 | SDL_SYSTEM_CURSOR_WAIT, /**< Wait. Usually an hourglass or watch or spinning ball. */ | ||
| 102 | SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair. */ | ||
| 103 | SDL_SYSTEM_CURSOR_PROGRESS, /**< Program is busy but still interactive. Usually it's WAIT with an arrow. */ | ||
| 104 | SDL_SYSTEM_CURSOR_NWSE_RESIZE, /**< Double arrow pointing northwest and southeast. */ | ||
| 105 | SDL_SYSTEM_CURSOR_NESW_RESIZE, /**< Double arrow pointing northeast and southwest. */ | ||
| 106 | SDL_SYSTEM_CURSOR_EW_RESIZE, /**< Double arrow pointing west and east. */ | ||
| 107 | SDL_SYSTEM_CURSOR_NS_RESIZE, /**< Double arrow pointing north and south. */ | ||
| 108 | SDL_SYSTEM_CURSOR_MOVE, /**< Four pointed arrow pointing north, south, east, and west. */ | ||
| 109 | SDL_SYSTEM_CURSOR_NOT_ALLOWED, /**< Not permitted. Usually a slashed circle or crossbones. */ | ||
| 110 | SDL_SYSTEM_CURSOR_POINTER, /**< Pointer that indicates a link. Usually a pointing hand. */ | ||
| 111 | SDL_SYSTEM_CURSOR_NW_RESIZE, /**< Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE. */ | ||
| 112 | SDL_SYSTEM_CURSOR_N_RESIZE, /**< Window resize top. May be NS_RESIZE. */ | ||
| 113 | SDL_SYSTEM_CURSOR_NE_RESIZE, /**< Window resize top-right. May be NESW_RESIZE. */ | ||
| 114 | SDL_SYSTEM_CURSOR_E_RESIZE, /**< Window resize right. May be EW_RESIZE. */ | ||
| 115 | SDL_SYSTEM_CURSOR_SE_RESIZE, /**< Window resize bottom-right. May be NWSE_RESIZE. */ | ||
| 116 | SDL_SYSTEM_CURSOR_S_RESIZE, /**< Window resize bottom. May be NS_RESIZE. */ | ||
| 117 | SDL_SYSTEM_CURSOR_SW_RESIZE, /**< Window resize bottom-left. May be NESW_RESIZE. */ | ||
| 118 | SDL_SYSTEM_CURSOR_W_RESIZE, /**< Window resize left. May be EW_RESIZE. */ | ||
| 119 | SDL_SYSTEM_CURSOR_COUNT | ||
| 120 | } SDL_SystemCursor; | ||
| 121 | |||
| 122 | /** | ||
| 123 | * Scroll direction types for the Scroll event | ||
| 124 | * | ||
| 125 | * \since This enum is available since SDL 3.2.0. | ||
| 126 | */ | ||
| 127 | typedef enum SDL_MouseWheelDirection | ||
| 128 | { | ||
| 129 | SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */ | ||
| 130 | SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */ | ||
| 131 | } SDL_MouseWheelDirection; | ||
| 132 | |||
| 133 | /** | ||
| 134 | * A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc. | ||
| 135 | * | ||
| 136 | * - Button 1: Left mouse button | ||
| 137 | * - Button 2: Middle mouse button | ||
| 138 | * - Button 3: Right mouse button | ||
| 139 | * - Button 4: Side mouse button 1 | ||
| 140 | * - Button 5: Side mouse button 2 | ||
| 141 | * | ||
| 142 | * \since This datatype is available since SDL 3.2.0. | ||
| 143 | * | ||
| 144 | * \sa SDL_GetMouseState | ||
| 145 | * \sa SDL_GetGlobalMouseState | ||
| 146 | * \sa SDL_GetRelativeMouseState | ||
| 147 | */ | ||
| 148 | typedef Uint32 SDL_MouseButtonFlags; | ||
| 149 | |||
| 150 | #define SDL_BUTTON_LEFT 1 | ||
| 151 | #define SDL_BUTTON_MIDDLE 2 | ||
| 152 | #define SDL_BUTTON_RIGHT 3 | ||
| 153 | #define SDL_BUTTON_X1 4 | ||
| 154 | #define SDL_BUTTON_X2 5 | ||
| 155 | |||
| 156 | #define SDL_BUTTON_MASK(X) (1u << ((X)-1)) | ||
| 157 | #define SDL_BUTTON_LMASK SDL_BUTTON_MASK(SDL_BUTTON_LEFT) | ||
| 158 | #define SDL_BUTTON_MMASK SDL_BUTTON_MASK(SDL_BUTTON_MIDDLE) | ||
| 159 | #define SDL_BUTTON_RMASK SDL_BUTTON_MASK(SDL_BUTTON_RIGHT) | ||
| 160 | #define SDL_BUTTON_X1MASK SDL_BUTTON_MASK(SDL_BUTTON_X1) | ||
| 161 | #define SDL_BUTTON_X2MASK SDL_BUTTON_MASK(SDL_BUTTON_X2) | ||
| 162 | |||
| 163 | |||
| 164 | /* Function prototypes */ | ||
| 165 | |||
| 166 | /** | ||
| 167 | * Return whether a mouse is currently connected. | ||
| 168 | * | ||
| 169 | * \returns true if a mouse is connected, false otherwise. | ||
| 170 | * | ||
| 171 | * \threadsafety This function should only be called on the main thread. | ||
| 172 | * | ||
| 173 | * \since This function is available since SDL 3.2.0. | ||
| 174 | * | ||
| 175 | * \sa SDL_GetMice | ||
| 176 | */ | ||
| 177 | extern SDL_DECLSPEC bool SDLCALL SDL_HasMouse(void); | ||
| 178 | |||
| 179 | /** | ||
| 180 | * Get a list of currently connected mice. | ||
| 181 | * | ||
| 182 | * Note that this will include any device or virtual driver that includes | ||
| 183 | * mouse functionality, including some game controllers, KVM switches, etc. | ||
| 184 | * You should wait for input from a device before you consider it actively in | ||
| 185 | * use. | ||
| 186 | * | ||
| 187 | * \param count a pointer filled in with the number of mice returned, may be | ||
| 188 | * NULL. | ||
| 189 | * \returns a 0 terminated array of mouse instance IDs or NULL on failure; | ||
| 190 | * call SDL_GetError() for more information. This should be freed | ||
| 191 | * with SDL_free() when it is no longer needed. | ||
| 192 | * | ||
| 193 | * \threadsafety This function should only be called on the main thread. | ||
| 194 | * | ||
| 195 | * \since This function is available since SDL 3.2.0. | ||
| 196 | * | ||
| 197 | * \sa SDL_GetMouseNameForID | ||
| 198 | * \sa SDL_HasMouse | ||
| 199 | */ | ||
| 200 | extern SDL_DECLSPEC SDL_MouseID * SDLCALL SDL_GetMice(int *count); | ||
| 201 | |||
| 202 | /** | ||
| 203 | * Get the name of a mouse. | ||
| 204 | * | ||
| 205 | * This function returns "" if the mouse doesn't have a name. | ||
| 206 | * | ||
| 207 | * \param instance_id the mouse instance ID. | ||
| 208 | * \returns the name of the selected mouse, or NULL on failure; call | ||
| 209 | * SDL_GetError() for more information. | ||
| 210 | * | ||
| 211 | * \threadsafety This function should only be called on the main thread. | ||
| 212 | * | ||
| 213 | * \since This function is available since SDL 3.2.0. | ||
| 214 | * | ||
| 215 | * \sa SDL_GetMice | ||
| 216 | */ | ||
| 217 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetMouseNameForID(SDL_MouseID instance_id); | ||
| 218 | |||
| 219 | /** | ||
| 220 | * Get the window which currently has mouse focus. | ||
| 221 | * | ||
| 222 | * \returns the window with mouse focus. | ||
| 223 | * | ||
| 224 | * \threadsafety This function should only be called on the main thread. | ||
| 225 | * | ||
| 226 | * \since This function is available since SDL 3.2.0. | ||
| 227 | */ | ||
| 228 | extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); | ||
| 229 | |||
| 230 | /** | ||
| 231 | * Query SDL's cache for the synchronous mouse button state and the | ||
| 232 | * window-relative SDL-cursor position. | ||
| 233 | * | ||
| 234 | * This function returns the cached synchronous state as SDL understands it | ||
| 235 | * from the last pump of the event queue. | ||
| 236 | * | ||
| 237 | * To query the platform for immediate asynchronous state, use | ||
| 238 | * SDL_GetGlobalMouseState. | ||
| 239 | * | ||
| 240 | * Passing non-NULL pointers to `x` or `y` will write the destination with | ||
| 241 | * respective x or y coordinates relative to the focused window. | ||
| 242 | * | ||
| 243 | * In Relative Mode, the SDL-cursor's position usually contradicts the | ||
| 244 | * platform-cursor's position as manually calculated from | ||
| 245 | * SDL_GetGlobalMouseState() and SDL_GetWindowPosition. | ||
| 246 | * | ||
| 247 | * \param x a pointer to receive the SDL-cursor's x-position from the focused | ||
| 248 | * window's top left corner, can be NULL if unused. | ||
| 249 | * \param y a pointer to receive the SDL-cursor's y-position from the focused | ||
| 250 | * window's top left corner, can be NULL if unused. | ||
| 251 | * \returns a 32-bit bitmask of the button state that can be bitwise-compared | ||
| 252 | * against the SDL_BUTTON_MASK(X) macro. | ||
| 253 | * | ||
| 254 | * \threadsafety This function should only be called on the main thread. | ||
| 255 | * | ||
| 256 | * \since This function is available since SDL 3.2.0. | ||
| 257 | * | ||
| 258 | * \sa SDL_GetGlobalMouseState | ||
| 259 | * \sa SDL_GetRelativeMouseState | ||
| 260 | */ | ||
| 261 | extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetMouseState(float *x, float *y); | ||
| 262 | |||
| 263 | /** | ||
| 264 | * Query the platform for the asynchronous mouse button state and the | ||
| 265 | * desktop-relative platform-cursor position. | ||
| 266 | * | ||
| 267 | * This function immediately queries the platform for the most recent | ||
| 268 | * asynchronous state, more costly than retrieving SDL's cached state in | ||
| 269 | * SDL_GetMouseState(). | ||
| 270 | * | ||
| 271 | * Passing non-NULL pointers to `x` or `y` will write the destination with | ||
| 272 | * respective x or y coordinates relative to the desktop. | ||
| 273 | * | ||
| 274 | * In Relative Mode, the platform-cursor's position usually contradicts the | ||
| 275 | * SDL-cursor's position as manually calculated from SDL_GetMouseState() and | ||
| 276 | * SDL_GetWindowPosition. | ||
| 277 | * | ||
| 278 | * This function can be useful if you need to track the mouse outside of a | ||
| 279 | * specific window and SDL_CaptureMouse() doesn't fit your needs. For example, | ||
| 280 | * it could be useful if you need to track the mouse while dragging a window, | ||
| 281 | * where coordinates relative to a window might not be in sync at all times. | ||
| 282 | * | ||
| 283 | * \param x a pointer to receive the platform-cursor's x-position from the | ||
| 284 | * desktop's top left corner, can be NULL if unused. | ||
| 285 | * \param y a pointer to receive the platform-cursor's y-position from the | ||
| 286 | * desktop's top left corner, can be NULL if unused. | ||
| 287 | * \returns a 32-bit bitmask of the button state that can be bitwise-compared | ||
| 288 | * against the SDL_BUTTON_MASK(X) macro. | ||
| 289 | * | ||
| 290 | * \threadsafety This function should only be called on the main thread. | ||
| 291 | * | ||
| 292 | * \since This function is available since SDL 3.2.0. | ||
| 293 | * | ||
| 294 | * \sa SDL_CaptureMouse | ||
| 295 | * \sa SDL_GetMouseState | ||
| 296 | * \sa SDL_GetGlobalMouseState | ||
| 297 | */ | ||
| 298 | extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetGlobalMouseState(float *x, float *y); | ||
| 299 | |||
| 300 | /** | ||
| 301 | * Query SDL's cache for the synchronous mouse button state and accumulated | ||
| 302 | * mouse delta since last call. | ||
| 303 | * | ||
| 304 | * This function returns the cached synchronous state as SDL understands it | ||
| 305 | * from the last pump of the event queue. | ||
| 306 | * | ||
| 307 | * To query the platform for immediate asynchronous state, use | ||
| 308 | * SDL_GetGlobalMouseState. | ||
| 309 | * | ||
| 310 | * Passing non-NULL pointers to `x` or `y` will write the destination with | ||
| 311 | * respective x or y deltas accumulated since the last call to this function | ||
| 312 | * (or since event initialization). | ||
| 313 | * | ||
| 314 | * This function is useful for reducing overhead by processing relative mouse | ||
| 315 | * inputs in one go per-frame instead of individually per-event, at the | ||
| 316 | * expense of losing the order between events within the frame (e.g. quickly | ||
| 317 | * pressing and releasing a button within the same frame). | ||
| 318 | * | ||
| 319 | * \param x a pointer to receive the x mouse delta accumulated since last | ||
| 320 | * call, can be NULL if unused. | ||
| 321 | * \param y a pointer to receive the y mouse delta accumulated since last | ||
| 322 | * call, can be NULL if unused. | ||
| 323 | * \returns a 32-bit bitmask of the button state that can be bitwise-compared | ||
| 324 | * against the SDL_BUTTON_MASK(X) macro. | ||
| 325 | * | ||
| 326 | * \threadsafety This function should only be called on the main thread. | ||
| 327 | * | ||
| 328 | * \since This function is available since SDL 3.2.0. | ||
| 329 | * | ||
| 330 | * \sa SDL_GetMouseState | ||
| 331 | * \sa SDL_GetGlobalMouseState | ||
| 332 | */ | ||
| 333 | extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetRelativeMouseState(float *x, float *y); | ||
| 334 | |||
| 335 | /** | ||
| 336 | * Move the mouse cursor to the given position within the window. | ||
| 337 | * | ||
| 338 | * This function generates a mouse motion event if relative mode is not | ||
| 339 | * enabled. If relative mode is enabled, you can force mouse events for the | ||
| 340 | * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint. | ||
| 341 | * | ||
| 342 | * Note that this function will appear to succeed, but not actually move the | ||
| 343 | * mouse when used over Microsoft Remote Desktop. | ||
| 344 | * | ||
| 345 | * \param window the window to move the mouse into, or NULL for the current | ||
| 346 | * mouse focus. | ||
| 347 | * \param x the x coordinate within the window. | ||
| 348 | * \param y the y coordinate within the window. | ||
| 349 | * | ||
| 350 | * \threadsafety This function should only be called on the main thread. | ||
| 351 | * | ||
| 352 | * \since This function is available since SDL 3.2.0. | ||
| 353 | * | ||
| 354 | * \sa SDL_WarpMouseGlobal | ||
| 355 | */ | ||
| 356 | extern SDL_DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window *window, | ||
| 357 | float x, float y); | ||
| 358 | |||
| 359 | /** | ||
| 360 | * Move the mouse to the given position in global screen space. | ||
| 361 | * | ||
| 362 | * This function generates a mouse motion event. | ||
| 363 | * | ||
| 364 | * A failure of this function usually means that it is unsupported by a | ||
| 365 | * platform. | ||
| 366 | * | ||
| 367 | * Note that this function will appear to succeed, but not actually move the | ||
| 368 | * mouse when used over Microsoft Remote Desktop. | ||
| 369 | * | ||
| 370 | * \param x the x coordinate. | ||
| 371 | * \param y the y coordinate. | ||
| 372 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
| 373 | * information. | ||
| 374 | * | ||
| 375 | * \threadsafety This function should only be called on the main thread. | ||
| 376 | * | ||
| 377 | * \since This function is available since SDL 3.2.0. | ||
| 378 | * | ||
| 379 | * \sa SDL_WarpMouseInWindow | ||
| 380 | */ | ||
| 381 | extern SDL_DECLSPEC bool SDLCALL SDL_WarpMouseGlobal(float x, float y); | ||
| 382 | |||
| 383 | /** | ||
| 384 | * Set relative mouse mode for a window. | ||
| 385 | * | ||
| 386 | * While the window has focus and relative mouse mode is enabled, the cursor | ||
| 387 | * is hidden, the mouse position is constrained to the window, and SDL will | ||
| 388 | * report continuous relative mouse motion even if the mouse is at the edge of | ||
| 389 | * the window. | ||
| 390 | * | ||
| 391 | * If you'd like to keep the mouse position fixed while in relative mode you | ||
| 392 | * can use SDL_SetWindowMouseRect(). If you'd like the cursor to be at a | ||
| 393 | * specific location when relative mode ends, you should use | ||
| 394 | * SDL_WarpMouseInWindow() before disabling relative mode. | ||
| 395 | * | ||
| 396 | * This function will flush any pending mouse motion for this window. | ||
| 397 | * | ||
| 398 | * \param window the window to change. | ||
| 399 | * \param enabled true to enable relative mode, false to disable. | ||
| 400 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
| 401 | * information. | ||
| 402 | * | ||
| 403 | * \threadsafety This function should only be called on the main thread. | ||
| 404 | * | ||
| 405 | * \since This function is available since SDL 3.2.0. | ||
| 406 | * | ||
| 407 | * \sa SDL_GetWindowRelativeMouseMode | ||
| 408 | */ | ||
| 409 | extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled); | ||
| 410 | |||
| 411 | /** | ||
| 412 | * Query whether relative mouse mode is enabled for a window. | ||
| 413 | * | ||
| 414 | * \param window the window to query. | ||
| 415 | * \returns true if relative mode is enabled for a window or false otherwise. | ||
| 416 | * | ||
| 417 | * \threadsafety This function should only be called on the main thread. | ||
| 418 | * | ||
| 419 | * \since This function is available since SDL 3.2.0. | ||
| 420 | * | ||
| 421 | * \sa SDL_SetWindowRelativeMouseMode | ||
| 422 | */ | ||
| 423 | extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowRelativeMouseMode(SDL_Window *window); | ||
| 424 | |||
| 425 | /** | ||
| 426 | * Capture the mouse and to track input outside an SDL window. | ||
| 427 | * | ||
| 428 | * Capturing enables your app to obtain mouse events globally, instead of just | ||
| 429 | * within your window. Not all video targets support this function. When | ||
| 430 | * capturing is enabled, the current window will get all mouse events, but | ||
| 431 | * unlike relative mode, no change is made to the cursor and it is not | ||
| 432 | * restrained to your window. | ||
| 433 | * | ||
| 434 | * This function may also deny mouse input to other windows--both those in | ||
| 435 | * your application and others on the system--so you should use this function | ||
| 436 | * sparingly, and in small bursts. For example, you might want to track the | ||
| 437 | * mouse while the user is dragging something, until the user releases a mouse | ||
| 438 | * button. It is not recommended that you capture the mouse for long periods | ||
| 439 | * of time, such as the entire time your app is running. For that, you should | ||
| 440 | * probably use SDL_SetWindowRelativeMouseMode() or SDL_SetWindowMouseGrab(), | ||
| 441 | * depending on your goals. | ||
| 442 | * | ||
| 443 | * While captured, mouse events still report coordinates relative to the | ||
| 444 | * current (foreground) window, but those coordinates may be outside the | ||
| 445 | * bounds of the window (including negative values). Capturing is only allowed | ||
| 446 | * for the foreground window. If the window loses focus while capturing, the | ||
| 447 | * capture will be disabled automatically. | ||
| 448 | * | ||
| 449 | * While capturing is enabled, the current window will have the | ||
| 450 | * `SDL_WINDOW_MOUSE_CAPTURE` flag set. | ||
| 451 | * | ||
| 452 | * Please note that SDL will attempt to "auto capture" the mouse while the | ||
| 453 | * user is pressing a button; this is to try and make mouse behavior more | ||
| 454 | * consistent between platforms, and deal with the common case of a user | ||
| 455 | * dragging the mouse outside of the window. This means that if you are | ||
| 456 | * calling SDL_CaptureMouse() only to deal with this situation, you do not | ||
| 457 | * have to (although it is safe to do so). If this causes problems for your | ||
| 458 | * app, you can disable auto capture by setting the | ||
| 459 | * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero. | ||
| 460 | * | ||
| 461 | * \param enabled true to enable capturing, false to disable. | ||
| 462 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
| 463 | * information. | ||
| 464 | * | ||
| 465 | * \threadsafety This function should only be called on the main thread. | ||
| 466 | * | ||
| 467 | * \since This function is available since SDL 3.2.0. | ||
| 468 | * | ||
| 469 | * \sa SDL_GetGlobalMouseState | ||
| 470 | */ | ||
| 471 | extern SDL_DECLSPEC bool SDLCALL SDL_CaptureMouse(bool enabled); | ||
| 472 | |||
| 473 | /** | ||
| 474 | * Create a cursor using the specified bitmap data and mask (in MSB format). | ||
| 475 | * | ||
| 476 | * `mask` has to be in MSB (Most Significant Bit) format. | ||
| 477 | * | ||
| 478 | * The cursor width (`w`) must be a multiple of 8 bits. | ||
| 479 | * | ||
| 480 | * The cursor is created in black and white according to the following: | ||
| 481 | * | ||
| 482 | * - data=0, mask=1: white | ||
| 483 | * - data=1, mask=1: black | ||
| 484 | * - data=0, mask=0: transparent | ||
| 485 | * - data=1, mask=0: inverted color if possible, black if not. | ||
| 486 | * | ||
| 487 | * Cursors created with this function must be freed with SDL_DestroyCursor(). | ||
| 488 | * | ||
| 489 | * If you want to have a color cursor, or create your cursor from an | ||
| 490 | * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can | ||
| 491 | * hide the cursor and draw your own as part of your game's rendering, but it | ||
| 492 | * will be bound to the framerate. | ||
| 493 | * | ||
| 494 | * Also, SDL_CreateSystemCursor() is available, which provides several | ||
| 495 | * readily-available system cursors to pick from. | ||
| 496 | * | ||
| 497 | * \param data the color value for each pixel of the cursor. | ||
| 498 | * \param mask the mask value for each pixel of the cursor. | ||
| 499 | * \param w the width of the cursor. | ||
| 500 | * \param h the height of the cursor. | ||
| 501 | * \param hot_x the x-axis offset from the left of the cursor image to the | ||
| 502 | * mouse x position, in the range of 0 to `w` - 1. | ||
| 503 | * \param hot_y the y-axis offset from the top of the cursor image to the | ||
| 504 | * mouse y position, in the range of 0 to `h` - 1. | ||
| 505 | * \returns a new cursor with the specified parameters on success or NULL on | ||
| 506 | * failure; call SDL_GetError() for more information. | ||
| 507 | * | ||
| 508 | * \threadsafety This function should only be called on the main thread. | ||
| 509 | * | ||
| 510 | * \since This function is available since SDL 3.2.0. | ||
| 511 | * | ||
| 512 | * \sa SDL_CreateColorCursor | ||
| 513 | * \sa SDL_CreateSystemCursor | ||
| 514 | * \sa SDL_DestroyCursor | ||
| 515 | * \sa SDL_SetCursor | ||
| 516 | */ | ||
| 517 | extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor(const Uint8 *data, | ||
| 518 | const Uint8 *mask, | ||
| 519 | int w, int h, int hot_x, | ||
| 520 | int hot_y); | ||
| 521 | |||
| 522 | /** | ||
| 523 | * Create a color cursor. | ||
| 524 | * | ||
| 525 | * If this function is passed a surface with alternate representations, the | ||
| 526 | * surface will be interpreted as the content to be used for 100% display | ||
| 527 | * scale, and the alternate representations will be used for high DPI | ||
| 528 | * situations. For example, if the original surface is 32x32, then on a 2x | ||
| 529 | * macOS display or 200% display scale on Windows, a 64x64 version of the | ||
| 530 | * image will be used, if available. If a matching version of the image isn't | ||
| 531 | * available, the closest larger size image will be downscaled to the | ||
| 532 | * appropriate size and be used instead, if available. Otherwise, the closest | ||
| 533 | * smaller image will be upscaled and be used instead. | ||
| 534 | * | ||
| 535 | * \param surface an SDL_Surface structure representing the cursor image. | ||
| 536 | * \param hot_x the x position of the cursor hot spot. | ||
| 537 | * \param hot_y the y position of the cursor hot spot. | ||
| 538 | * \returns the new cursor on success or NULL on failure; call SDL_GetError() | ||
| 539 | * for more information. | ||
| 540 | * | ||
| 541 | * \threadsafety This function should only be called on the main thread. | ||
| 542 | * | ||
| 543 | * \since This function is available since SDL 3.2.0. | ||
| 544 | * | ||
| 545 | * \sa SDL_CreateCursor | ||
| 546 | * \sa SDL_CreateSystemCursor | ||
| 547 | * \sa SDL_DestroyCursor | ||
| 548 | * \sa SDL_SetCursor | ||
| 549 | */ | ||
| 550 | extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, | ||
| 551 | int hot_x, | ||
| 552 | int hot_y); | ||
| 553 | |||
| 554 | /** | ||
| 555 | * Create a system cursor. | ||
| 556 | * | ||
| 557 | * \param id an SDL_SystemCursor enum value. | ||
| 558 | * \returns a cursor on success or NULL on failure; call SDL_GetError() for | ||
| 559 | * more information. | ||
| 560 | * | ||
| 561 | * \threadsafety This function should only be called on the main thread. | ||
| 562 | * | ||
| 563 | * \since This function is available since SDL 3.2.0. | ||
| 564 | * | ||
| 565 | * \sa SDL_DestroyCursor | ||
| 566 | */ | ||
| 567 | extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); | ||
| 568 | |||
| 569 | /** | ||
| 570 | * Set the active cursor. | ||
| 571 | * | ||
| 572 | * This function sets the currently active cursor to the specified one. If the | ||
| 573 | * cursor is currently visible, the change will be immediately represented on | ||
| 574 | * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if | ||
| 575 | * this is desired for any reason. | ||
| 576 | * | ||
| 577 | * \param cursor a cursor to make active. | ||
| 578 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
| 579 | * information. | ||
| 580 | * | ||
| 581 | * \threadsafety This function should only be called on the main thread. | ||
| 582 | * | ||
| 583 | * \since This function is available since SDL 3.2.0. | ||
| 584 | * | ||
| 585 | * \sa SDL_GetCursor | ||
| 586 | */ | ||
| 587 | extern SDL_DECLSPEC bool SDLCALL SDL_SetCursor(SDL_Cursor *cursor); | ||
| 588 | |||
| 589 | /** | ||
| 590 | * Get the active cursor. | ||
| 591 | * | ||
| 592 | * This function returns a pointer to the current cursor which is owned by the | ||
| 593 | * library. It is not necessary to free the cursor with SDL_DestroyCursor(). | ||
| 594 | * | ||
| 595 | * \returns the active cursor or NULL if there is no mouse. | ||
| 596 | * | ||
| 597 | * \threadsafety This function should only be called on the main thread. | ||
| 598 | * | ||
| 599 | * \since This function is available since SDL 3.2.0. | ||
| 600 | * | ||
| 601 | * \sa SDL_SetCursor | ||
| 602 | */ | ||
| 603 | extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void); | ||
| 604 | |||
| 605 | /** | ||
| 606 | * Get the default cursor. | ||
| 607 | * | ||
| 608 | * You do not have to call SDL_DestroyCursor() on the return value, but it is | ||
| 609 | * safe to do so. | ||
| 610 | * | ||
| 611 | * \returns the default cursor on success or NULL on failuree; call | ||
| 612 | * SDL_GetError() for more information. | ||
| 613 | * | ||
| 614 | * \threadsafety This function should only be called on the main thread. | ||
| 615 | * | ||
| 616 | * \since This function is available since SDL 3.2.0. | ||
| 617 | */ | ||
| 618 | extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetDefaultCursor(void); | ||
| 619 | |||
| 620 | /** | ||
| 621 | * Free a previously-created cursor. | ||
| 622 | * | ||
| 623 | * Use this function to free cursor resources created with SDL_CreateCursor(), | ||
| 624 | * SDL_CreateColorCursor() or SDL_CreateSystemCursor(). | ||
| 625 | * | ||
| 626 | * \param cursor the cursor to free. | ||
| 627 | * | ||
| 628 | * \threadsafety This function should only be called on the main thread. | ||
| 629 | * | ||
| 630 | * \since This function is available since SDL 3.2.0. | ||
| 631 | * | ||
| 632 | * \sa SDL_CreateColorCursor | ||
| 633 | * \sa SDL_CreateCursor | ||
| 634 | * \sa SDL_CreateSystemCursor | ||
| 635 | */ | ||
| 636 | extern SDL_DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor *cursor); | ||
| 637 | |||
| 638 | /** | ||
| 639 | * Show the cursor. | ||
| 640 | * | ||
| 641 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
| 642 | * information. | ||
| 643 | * | ||
| 644 | * \threadsafety This function should only be called on the main thread. | ||
| 645 | * | ||
| 646 | * \since This function is available since SDL 3.2.0. | ||
| 647 | * | ||
| 648 | * \sa SDL_CursorVisible | ||
| 649 | * \sa SDL_HideCursor | ||
| 650 | */ | ||
| 651 | extern SDL_DECLSPEC bool SDLCALL SDL_ShowCursor(void); | ||
| 652 | |||
| 653 | /** | ||
| 654 | * Hide the cursor. | ||
| 655 | * | ||
| 656 | * \returns true on success or false on failure; call SDL_GetError() for more | ||
| 657 | * information. | ||
| 658 | * | ||
| 659 | * \threadsafety This function should only be called on the main thread. | ||
| 660 | * | ||
| 661 | * \since This function is available since SDL 3.2.0. | ||
| 662 | * | ||
| 663 | * \sa SDL_CursorVisible | ||
| 664 | * \sa SDL_ShowCursor | ||
| 665 | */ | ||
| 666 | extern SDL_DECLSPEC bool SDLCALL SDL_HideCursor(void); | ||
| 667 | |||
| 668 | /** | ||
| 669 | * Return whether the cursor is currently being shown. | ||
| 670 | * | ||
| 671 | * \returns `true` if the cursor is being shown, or `false` if the cursor is | ||
| 672 | * hidden. | ||
| 673 | * | ||
| 674 | * \threadsafety This function should only be called on the main thread. | ||
| 675 | * | ||
| 676 | * \since This function is available since SDL 3.2.0. | ||
| 677 | * | ||
| 678 | * \sa SDL_HideCursor | ||
| 679 | * \sa SDL_ShowCursor | ||
| 680 | */ | ||
| 681 | extern SDL_DECLSPEC bool SDLCALL SDL_CursorVisible(void); | ||
| 682 | |||
| 683 | /* Ends C function definitions when using C++ */ | ||
| 684 | #ifdef __cplusplus | ||
| 685 | } | ||
| 686 | #endif | ||
| 687 | #include <SDL3/SDL_close_code.h> | ||
| 688 | |||
| 689 | #endif /* SDL_mouse_h_ */ | ||
