Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
584 lines
21 KiB
C
584 lines
21 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryMouse
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*
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* SDL mouse handling.
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*/
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#ifndef SDL_mouse_h_
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#define SDL_mouse_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* This is a unique ID for a mouse for the time it is connected to the system,
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* and is never reused for the lifetime of the application.
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*
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* If the mouse is disconnected and reconnected, it will get a new ID.
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*
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* The value 0 is an invalid ID.
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*
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* \since This datatype is available since SDL 3.0.0.
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*/
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typedef Uint32 SDL_MouseID;
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/**
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* The structure used to identify an SDL cursor.
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*
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* This is opaque data.
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*
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* \since This struct is available since SDL 3.0.0.
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*/
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typedef struct SDL_Cursor SDL_Cursor;
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/**
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* Cursor types for SDL_CreateSystemCursor().
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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typedef enum SDL_SystemCursor
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{
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SDL_SYSTEM_CURSOR_DEFAULT, /**< Default cursor. Usually an arrow. */
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SDL_SYSTEM_CURSOR_TEXT, /**< Text selection. Usually an I-beam. */
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SDL_SYSTEM_CURSOR_WAIT, /**< Wait. Usually an hourglass or watch or spinning ball. */
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SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair. */
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SDL_SYSTEM_CURSOR_PROGRESS, /**< Program is busy but still interactive. Usually it's WAIT with an arrow. */
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SDL_SYSTEM_CURSOR_NWSE_RESIZE, /**< Double arrow pointing northwest and southeast. */
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SDL_SYSTEM_CURSOR_NESW_RESIZE, /**< Double arrow pointing northeast and southwest. */
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SDL_SYSTEM_CURSOR_EW_RESIZE, /**< Double arrow pointing west and east. */
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SDL_SYSTEM_CURSOR_NS_RESIZE, /**< Double arrow pointing north and south. */
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SDL_SYSTEM_CURSOR_MOVE, /**< Four pointed arrow pointing north, south, east, and west. */
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SDL_SYSTEM_CURSOR_NOT_ALLOWED, /**< Not permitted. Usually a slashed circle or crossbones. */
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SDL_SYSTEM_CURSOR_POINTER, /**< Pointer that indicates a link. Usually a pointing hand. */
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SDL_SYSTEM_CURSOR_NW_RESIZE, /**< Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE. */
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SDL_SYSTEM_CURSOR_N_RESIZE, /**< Window resize top. May be NS_RESIZE. */
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SDL_SYSTEM_CURSOR_NE_RESIZE, /**< Window resize top-right. May be NESW_RESIZE. */
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SDL_SYSTEM_CURSOR_E_RESIZE, /**< Window resize right. May be EW_RESIZE. */
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SDL_SYSTEM_CURSOR_SE_RESIZE, /**< Window resize bottom-right. May be NWSE_RESIZE. */
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SDL_SYSTEM_CURSOR_S_RESIZE, /**< Window resize bottom. May be NS_RESIZE. */
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SDL_SYSTEM_CURSOR_SW_RESIZE, /**< Window resize bottom-left. May be NESW_RESIZE. */
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SDL_SYSTEM_CURSOR_W_RESIZE, /**< Window resize left. May be EW_RESIZE. */
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SDL_NUM_SYSTEM_CURSORS
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} SDL_SystemCursor;
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/**
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* Scroll direction types for the Scroll event
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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typedef enum SDL_MouseWheelDirection
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{
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SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
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SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
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} SDL_MouseWheelDirection;
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/**
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* A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc.
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*
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* - Button 1: Left mouse button
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* - Button 2: Middle mouse button
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* - Button 3: Right mouse button
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* - Button 4: Side mouse button 1
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* - Button 5: Side mouse button 2
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*
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* \since This datatype is available since SDL 3.0.0.
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*
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* \sa SDL_GetMouseState
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* \sa SDL_GetGlobalMouseState
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* \sa SDL_GetRelativeMouseState
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*/
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typedef Uint32 SDL_MouseButtonFlags;
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#define SDL_BUTTON_LEFT 1
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#define SDL_BUTTON_MIDDLE 2
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#define SDL_BUTTON_RIGHT 3
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#define SDL_BUTTON_X1 4
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#define SDL_BUTTON_X2 5
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#define SDL_BUTTON(X) (1u << ((X)-1))
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#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
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#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
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#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
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#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
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#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
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/* Function prototypes */
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/**
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* Return whether a mouse is currently connected.
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*
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* \returns SDL_TRUE if a mouse is connected, SDL_FALSE otherwise.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetMice
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HasMouse(void);
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/**
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* Get a list of currently connected mice.
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*
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* Note that this will include any device or virtual driver that includes
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* mouse functionality, including some game controllers, KVM switches, etc.
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* You should wait for input from a device before you consider it actively in
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* use.
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*
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* \param count a pointer filled in with the number of mice returned, may be
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* NULL.
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* \returns a 0 terminated array of mouse instance IDs or NULL on failure;
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* call SDL_GetError() for more information. This should be freed
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* with SDL_free() when it is no longer needed.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetMouseNameForID
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* \sa SDL_HasMouse
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*/
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extern SDL_DECLSPEC SDL_MouseID * SDLCALL SDL_GetMice(int *count);
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/**
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* Get the name of a mouse.
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*
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* This function returns "" if the mouse doesn't have a name.
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*
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* \param instance_id the mouse instance ID.
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* \returns the name of the selected mouse, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetMice
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetMouseNameForID(SDL_MouseID instance_id);
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/**
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* Get the window which currently has mouse focus.
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*
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* \returns the window with mouse focus.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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/**
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* Retrieve the current state of the mouse.
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*
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* The current button state is returned as a button bitmask, which can be
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* tested using the SDL_BUTTON(X) macro (where `X` is generally 1 for the
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* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
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* mouse cursor position relative to the focus window. You can pass NULL for
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* either `x` or `y`.
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*
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* \param x the x coordinate of the mouse cursor position relative to the
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* focus window.
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* \param y the y coordinate of the mouse cursor position relative to the
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* focus window.
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* \returns a 32-bit button bitmask of the current button state.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetGlobalMouseState
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* \sa SDL_GetRelativeMouseState
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*/
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extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetMouseState(float *x, float *y);
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/**
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* Get the current state of the mouse in relation to the desktop.
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*
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* This works similarly to SDL_GetMouseState(), but the coordinates will be
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* reported relative to the top-left of the desktop. This can be useful if you
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* need to track the mouse outside of a specific window and SDL_CaptureMouse()
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* doesn't fit your needs. For example, it could be useful if you need to
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* track the mouse while dragging a window, where coordinates relative to a
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* window might not be in sync at all times.
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*
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* Note: SDL_GetMouseState() returns the mouse position as SDL understands it
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* from the last pump of the event queue. This function, however, queries the
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* OS for the current mouse position, and as such, might be a slightly less
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* efficient function. Unless you know what you're doing and have a good
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* reason to use this function, you probably want SDL_GetMouseState() instead.
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*
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* \param x filled in with the current X coord relative to the desktop; can be
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* NULL.
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* \param y filled in with the current Y coord relative to the desktop; can be
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* NULL.
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* \returns the current button state as a bitmask which can be tested using
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* the SDL_BUTTON(X) macros.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CaptureMouse
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* \sa SDL_GetMouseState
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*/
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extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetGlobalMouseState(float *x, float *y);
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/**
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* Retrieve the relative state of the mouse.
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*
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* The current button state is returned as a button bitmask, which can be
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* tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
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* left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
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* mouse deltas since the last call to SDL_GetRelativeMouseState() or since
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* event initialization. You can pass NULL for either `x` or `y`.
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*
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* \param x a pointer filled with the last recorded x coordinate of the mouse.
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* \param y a pointer filled with the last recorded y coordinate of the mouse.
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* \returns a 32-bit button bitmask of the relative button state.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetMouseState
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*/
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extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetRelativeMouseState(float *x, float *y);
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/**
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* Move the mouse cursor to the given position within the window.
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*
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* This function generates a mouse motion event if relative mode is not
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* enabled. If relative mode is enabled, you can force mouse events for the
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* warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
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*
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* Note that this function will appear to succeed, but not actually move the
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* mouse when used over Microsoft Remote Desktop.
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*
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* \param window the window to move the mouse into, or NULL for the current
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* mouse focus.
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* \param x the x coordinate within the window.
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* \param y the y coordinate within the window.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_WarpMouseGlobal
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
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float x, float y);
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/**
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* Move the mouse to the given position in global screen space.
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*
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* This function generates a mouse motion event.
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*
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* A failure of this function usually means that it is unsupported by a
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* platform.
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*
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* Note that this function will appear to succeed, but not actually move the
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* mouse when used over Microsoft Remote Desktop.
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*
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* \param x the x coordinate.
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* \param y the y coordinate.
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* \returns SDL_TRUE on success or SDL_FALSE on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_WarpMouseInWindow
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WarpMouseGlobal(float x, float y);
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/**
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* Set relative mouse mode for a window.
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*
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* While the window has focus and relative mouse mode is enabled, the cursor
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* is hidden, the mouse position is constrained to the window, and SDL will
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* report continuous relative mouse motion even if the mouse is at the edge of
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* the window.
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*
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* This function will flush any pending mouse motion for this window.
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*
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* \param window the window to change.
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* \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
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* \returns SDL_TRUE on success or SDL_FALSE on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetWindowRelativeMouseMode
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetWindowRelativeMouseMode(SDL_Window *window, SDL_bool enabled);
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/**
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* Query whether relative mouse mode is enabled for a window.
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*
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* \param window the window to query.
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* \returns SDL_TRUE if relative mode is enabled for a window or SDL_FALSE
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* otherwise.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_SetWindowRelativeMouseMode
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GetWindowRelativeMouseMode(SDL_Window *window);
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/**
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* Capture the mouse and to track input outside an SDL window.
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*
|
|
* 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_SetWindowRelativeMouseMode() or SDL_SetWindowMouseGrab(),
|
|
* 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 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 do not
|
|
* 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 SDL_TRUE on success or SDL_FALSE on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetGlobalMouseState
|
|
*/
|
|
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_CaptureMouse(SDL_bool enabled);
|
|
|
|
/**
|
|
* 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_DestroyCursor().
|
|
*
|
|
* 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, SDL_CreateSystemCursor() is available, which provides several
|
|
* 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 offset from the left of the cursor image to the
|
|
* mouse x position, in the range of 0 to `w` - 1.
|
|
* \param hot_y the y-axis offset from the top of the cursor image to the
|
|
* mouse y position, in the range of 0 to `h` - 1.
|
|
* \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 3.0.0.
|
|
*
|
|
* \sa SDL_CreateColorCursor
|
|
* \sa SDL_CreateSystemCursor
|
|
* \sa SDL_DestroyCursor
|
|
* \sa SDL_SetCursor
|
|
*/
|
|
extern SDL_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.
|
|
*
|
|
* If this function is passed a surface with alternate representations, the
|
|
* surface will be interpreted as the content to be used for 100% display
|
|
* scale, and the alternate representations will be used for high DPI
|
|
* situations. For example, if the original surface is 32x32, then on a 2x
|
|
* macOS display or 200% display scale on Windows, a 64x64 version of the
|
|
* image will be used, if available. If a matching version of the image isn't
|
|
* available, the closest larger size image will be downscaled to the
|
|
* appropriate size and be used instead, if available. Otherwise, the closest
|
|
* smaller image will be upscaled and be used instead.
|
|
*
|
|
* \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 3.0.0.
|
|
*
|
|
* \sa SDL_CreateCursor
|
|
* \sa SDL_CreateSystemCursor
|
|
* \sa SDL_DestroyCursor
|
|
* \sa SDL_SetCursor
|
|
*/
|
|
extern SDL_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 3.0.0.
|
|
*
|
|
* \sa SDL_DestroyCursor
|
|
*/
|
|
extern SDL_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.
|
|
* \returns SDL_TRUE on success or SDL_FALSE on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetCursor
|
|
*/
|
|
extern SDL_DECLSPEC SDL_bool 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_DestroyCursor().
|
|
*
|
|
* \returns the active cursor or NULL if there is no mouse.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetCursor
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void);
|
|
|
|
/**
|
|
* Get the default cursor.
|
|
*
|
|
* You do not have to call SDL_DestroyCursor() on the return value, but it is
|
|
* safe to do so.
|
|
*
|
|
* \returns the default cursor on success or NULL on failuree; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_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 3.0.0.
|
|
*
|
|
* \sa SDL_CreateColorCursor
|
|
* \sa SDL_CreateCursor
|
|
* \sa SDL_CreateSystemCursor
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor *cursor);
|
|
|
|
/**
|
|
* Show the cursor.
|
|
*
|
|
* \returns SDL_TRUE on success or SDL_FALSE on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CursorVisible
|
|
* \sa SDL_HideCursor
|
|
*/
|
|
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ShowCursor(void);
|
|
|
|
/**
|
|
* Hide the cursor.
|
|
*
|
|
* \returns SDL_TRUE on success or SDL_FALSE on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CursorVisible
|
|
* \sa SDL_ShowCursor
|
|
*/
|
|
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_HideCursor(void);
|
|
|
|
/**
|
|
* Return whether the cursor is currently being shown.
|
|
*
|
|
* \returns `SDL_TRUE` if the cursor is being shown, or `SDL_FALSE` if the
|
|
* cursor is hidden.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_HideCursor
|
|
* \sa SDL_ShowCursor
|
|
*/
|
|
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_CursorVisible(void);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_mouse_h_ */
|