/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** * \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 /* *INDENT-OFF* */ extern "C" { /* *INDENT-ON* */ #endif typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */ /* Function prototypes */ /** * \brief Get the number of mouse input devices available. * * \sa SDL_SelectMouse() */ extern DECLSPEC int SDLCALL SDL_GetNumMice(void); /** * \brief Gets the name of a mouse with the given index. * * \param index is the index of the mouse, which name is to be returned. * * \return the name of the mouse with the specified index */ extern DECLSPEC char *SDLCALL SDL_GetMouseName(int index); /** * \brief Set the index of the currently selected mouse. * * \return The index of the previously selected mouse. * * \note You can query the currently selected mouse by passing an index of -1. * * \sa SDL_GetNumMice() */ extern DECLSPEC int SDLCALL SDL_SelectMouse(int index); /** * \brief Get the window which currently has focus for the specified mouse. */ extern DECLSPEC SDL_WindowID SDLCALL SDL_GetMouseFocusWindow(int index); /** * \brief Set relative mouse mode for the specified mouse. * * \param enabled Whether or not to enable relative mode * * \return 0 on success, or -1 if relative mode is not supported. * * 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 This function will flush any pending mouse motion. * * \sa SDL_GetRelativeMouseMode() */ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(int index, SDL_bool enabled); /** * \brief Query whether relative mouse mode is enabled for the specified mouse. * * \sa SDL_SetRelativeMouseMode() */ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(int index); /** * \brief Retrieve the current state of the specified mouse. * * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * mouse cursor position relative to the focus window for the currently * selected mouse. You can pass NULL for either x or y. */ extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int index, int *x, int *y); /** * \brief Retrieve the state of the specified mouse. * * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * mouse deltas since the last call to SDL_GetRelativeMouseState(). */ extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int index, int *x, int *y); /** * \brief Moves the currently selected mouse to the given position within the window. * * \param windowID The window to move the mouse into, or 0 for the current mouse focus * \param x The x coordinate within the window * \param y The y coordinate within the window * * \note This function generates a mouse motion event */ extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_WindowID windowID, int x, int y); /** * \brief Create a cursor for the currently selected mouse, using the * specified bitmap data and mask (in MSB format). * * The cursor width must be a multiple of 8 bits. * * The cursor is created in black and white according to the following: *
data | mask | resulting pixel on screen |
0 | 1 | White |
1 | 1 | Black |
0 | 0 | Transparent |
1 | 0 | Inverted color if possible, black if not. |