- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2017 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 */ 
-   
- /** 
-  *  \brief Get the window which currently has mouse focus. 
-  */ 
- extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); 
-   
- /** 
-  *  \brief 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, 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 Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); 
-   
- /** 
-  *  \brief Get the current state of the mouse, in relation to the desktop 
-  * 
-  *  This works just like 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 Returns the current X coord, relative to the desktop. Can be NULL. 
-  *  \param y Returns the current Y coord, relative to the desktop. Can be NULL. 
-  *  \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros. 
-  * 
-  *  \sa SDL_GetMouseState 
-  */ 
- extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y); 
-   
- /** 
-  *  \brief 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, and x and y are set to the 
-  *  mouse deltas since the last call to SDL_GetRelativeMouseState(). 
-  */ 
- extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); 
-   
- /** 
-  *  \brief Moves the mouse to the given position within the window. 
-  * 
-  *  \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 
-  * 
-  *  \note This function generates a mouse motion event 
-  */ 
- extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, 
-                                                    int x, int y); 
-   
- /** 
-  *  \brief Moves the mouse to the given position in global screen space. 
-  * 
-  *  \param x The x coordinate 
-  *  \param y The y coordinate 
-  *  \return 0 on success, -1 on error (usually: unsupported by a platform). 
-  * 
-  *  \note This function generates a mouse motion event 
-  */ 
- extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y); 
-   
- /** 
-  *  \brief Set relative mouse mode. 
-  * 
-  *  \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(SDL_bool enabled); 
-   
- /** 
-  *  \brief Capture the mouse, to track input outside an SDL window. 
-  * 
-  *  \param enabled Whether or not to enable capturing 
-  * 
-  *  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. 
-  * 
-  *  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. 
-  * 
-  *  \return 0 on success, or -1 if not supported. 
-  */ 
- extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); 
-   
- /** 
-  *  \brief Query whether relative mouse mode is enabled. 
-  * 
-  *  \sa SDL_SetRelativeMouseMode() 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); 
-   
- /** 
-  *  \brief Create a cursor, 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: 
-  *  <table> 
-  *  <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr> 
-  *  <tr><td>  0   </td><td>  1   </td><td> White </td></tr> 
-  *  <tr><td>  1   </td><td>  1   </td><td> Black </td></tr> 
-  *  <tr><td>  0   </td><td>  0   </td><td> Transparent </td></tr> 
-  *  <tr><td>  1   </td><td>  0   </td><td> Inverted color if possible, black 
-  *                                         if not. </td></tr> 
-  *  </table> 
-  * 
-  *  \sa SDL_FreeCursor() 
-  */ 
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, 
-                                                      const Uint8 * mask, 
-                                                      int w, int h, int hot_x, 
-                                                      int hot_y); 
-   
- /** 
-  *  \brief Create a color cursor. 
-  * 
-  *  \sa SDL_FreeCursor() 
-  */ 
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, 
-                                                           int hot_x, 
-                                                           int hot_y); 
-   
- /** 
-  *  \brief Create a system cursor. 
-  * 
-  *  \sa SDL_FreeCursor() 
-  */ 
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); 
-   
- /** 
-  *  \brief Set the active cursor. 
-  */ 
- extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); 
-   
- /** 
-  *  \brief Return the active cursor. 
-  */ 
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); 
-   
- /** 
-  *  \brief Return the default cursor. 
-  */ 
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); 
-   
- /** 
-  *  \brief Frees a cursor created with SDL_CreateCursor() or similar functions. 
-  * 
-  *  \sa SDL_CreateCursor() 
-  *  \sa SDL_CreateColorCursor() 
-  *  \sa SDL_CreateSystemCursor() 
-  */ 
- extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); 
-   
- /** 
-  *  \brief Toggle whether or not the cursor is shown. 
-  * 
-  *  \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current 
-  *                state. 
-  * 
-  *  \return 1 if the cursor is shown, or 0 if the cursor is hidden. 
-  */ 
- 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: */ 
-