- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> 
-   
-   This software is provided 'as-is', without any express or implied 
-   warranty.  In no event will the authors be held liable for any damages 
-   arising from the use of this software. 
-   
-   Permission is granted to anyone to use this software for any purpose, 
-   including commercial applications, and to alter it and redistribute it 
-   freely, subject to the following restrictions: 
-   
-   1. The origin of this software must not be misrepresented; you must not 
-      claim that you wrote the original software. If you use this software 
-      in a product, an acknowledgment in the product documentation would be 
-      appreciated but is not required. 
-   2. Altered source versions must be plainly marked as such, and must not be 
-      misrepresented as being the original software. 
-   3. This notice may not be removed or altered from any source distribution. 
- */ 
-   
- /** 
-  *  \file SDL_mouse.h 
-  * 
-  *  Include file for SDL mouse event handling. 
-  */ 
-   
- #ifndef SDL_mouse_h_ 
- #define SDL_mouse_h_ 
-   
- #include "SDL_stdinc.h" 
- #include "SDL_error.h" 
- #include "SDL_video.h" 
-   
- #include "begin_code.h" 
- /* Set up for C function definitions, even when using C++ */ 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- typedef struct SDL_Cursor SDL_Cursor;   /**< Implementation dependent */ 
-   
- /** 
-  * \brief Cursor types for SDL_CreateSystemCursor(). 
-  */ 
- typedef enum 
- { 
-     SDL_SYSTEM_CURSOR_ARROW,     /**< Arrow */ 
-     SDL_SYSTEM_CURSOR_IBEAM,     /**< I-beam */ 
-     SDL_SYSTEM_CURSOR_WAIT,      /**< Wait */ 
-     SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */ 
-     SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */ 
-     SDL_SYSTEM_CURSOR_SIZENWSE,  /**< Double arrow pointing northwest and southeast */ 
-     SDL_SYSTEM_CURSOR_SIZENESW,  /**< Double arrow pointing northeast and southwest */ 
-     SDL_SYSTEM_CURSOR_SIZEWE,    /**< Double arrow pointing west and east */ 
-     SDL_SYSTEM_CURSOR_SIZENS,    /**< Double arrow pointing north and south */ 
-     SDL_SYSTEM_CURSOR_SIZEALL,   /**< Four pointed arrow pointing north, south, east, and west */ 
-     SDL_SYSTEM_CURSOR_NO,        /**< Slashed circle or crossbones */ 
-     SDL_SYSTEM_CURSOR_HAND,      /**< Hand */ 
-     SDL_NUM_SYSTEM_CURSORS 
- } SDL_SystemCursor; 
-   
- /** 
-  * \brief Scroll direction types for the Scroll event 
-  */ 
- typedef enum 
- { 
-     SDL_MOUSEWHEEL_NORMAL,    /**< The scroll direction is normal */ 
-     SDL_MOUSEWHEEL_FLIPPED    /**< The scroll direction is flipped / natural */ 
- } SDL_MouseWheelDirection; 
-   
- /* Function prototypes */ 
-   
- /** 
-  * Get the window which currently has mouse focus. 
-  * 
-  * \returns the window with mouse focus. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  */ 
- extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); 
-   
- /** 
-  * Retrieve the current state of the mouse. 
-  * 
-  * The current button state is returned as a button bitmask, which can be 
-  * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the 
-  * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the 
-  * mouse cursor position relative to the focus window. You can pass NULL for 
-  * either `x` or `y`. 
-  * 
-  * \param x the x coordinate of the mouse cursor position relative to the 
-  *          focus window 
-  * \param y the y coordinate of the mouse cursor position relative to the 
-  *          focus window 
-  * \returns a 32-bit button bitmask of the current button state. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetGlobalMouseState 
-  * \sa SDL_GetRelativeMouseState 
-  * \sa SDL_PumpEvents 
-  */ 
- extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); 
-   
- /** 
-  * Get the current state of the mouse in relation to the desktop. 
-  * 
-  * This works similarly to SDL_GetMouseState(), but the coordinates will be 
-  * reported relative to the top-left of the desktop. This can be useful if you 
-  * need to track the mouse outside of a specific window and SDL_CaptureMouse() 
-  * doesn't fit your needs. For example, it could be useful if you need to 
-  * track the mouse while dragging a window, where coordinates relative to a 
-  * window might not be in sync at all times. 
-  * 
-  * Note: SDL_GetMouseState() returns the mouse position as SDL understands it 
-  * from the last pump of the event queue. This function, however, queries the 
-  * OS for the current mouse position, and as such, might be a slightly less 
-  * efficient function. Unless you know what you're doing and have a good 
-  * reason to use this function, you probably want SDL_GetMouseState() instead. 
-  * 
-  * \param x filled in with the current X coord relative to the desktop; can be 
-  *          NULL 
-  * \param y filled in with the current Y coord relative to the desktop; can be 
-  *          NULL 
-  * \returns the current button state as a bitmask which can be tested using 
-  *          the SDL_BUTTON(X) macros. 
-  * 
-  * \since This function is available since SDL 2.0.4. 
-  * 
-  * \sa SDL_CaptureMouse 
-  */ 
- extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y); 
-   
- /** 
-  * Retrieve the relative state of the mouse. 
-  * 
-  * The current button state is returned as a button bitmask, which can be 
-  * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the 
-  * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the 
-  * mouse deltas since the last call to SDL_GetRelativeMouseState() or since 
-  * event initialization. You can pass NULL for either `x` or `y`. 
-  * 
-  * \param x a pointer filled with the last recorded x coordinate of the mouse 
-  * \param y a pointer filled with the last recorded y coordinate of the mouse 
-  * \returns a 32-bit button bitmask of the relative button state. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetMouseState 
-  */ 
- extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); 
-   
- /** 
-  * Move the mouse cursor to the given position within the window. 
-  * 
-  * This function generates a mouse motion event if relative mode is not 
-  * enabled. If relative mode is enabled, you can force mouse events for the 
-  * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint. 
-  * 
-  * Note that this function will appear to succeed, but not actually move the 
-  * mouse when used over Microsoft Remote Desktop. 
-  * 
-  * \param window the window to move the mouse into, or NULL for the current 
-  *               mouse focus 
-  * \param x the x coordinate within the window 
-  * \param y the y coordinate within the window 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_WarpMouseGlobal 
-  */ 
- extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, 
-                                                    int x, int y); 
-   
- /** 
-  * Move the mouse to the given position in global screen space. 
-  * 
-  * This function generates a mouse motion event. 
-  * 
-  * A failure of this function usually means that it is unsupported by a 
-  * platform. 
-  * 
-  * Note that this function will appear to succeed, but not actually move the 
-  * mouse when used over Microsoft Remote Desktop. 
-  * 
-  * \param x the x coordinate 
-  * \param y the y coordinate 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.4. 
-  * 
-  * \sa SDL_WarpMouseInWindow 
-  */ 
- extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y); 
-   
- /** 
-  * Set relative mouse mode. 
-  * 
-  * While the mouse is in relative mode, the cursor is hidden, the mouse 
-  * position is constrained to the window, and SDL will report continuous 
-  * relative mouse motion even if the mouse is at the edge of the window. 
-  * 
-  * This function will flush any pending mouse motion. 
-  * 
-  * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable. 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  *          If relative mode is not supported, this returns -1. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetRelativeMouseMode 
-  */ 
- extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); 
-   
- /** 
-  * Capture the mouse and to track input outside an SDL window. 
-  * 
-  * Capturing enables your app to obtain mouse events globally, instead of just 
-  * within your window. Not all video targets support this function. When 
-  * capturing is enabled, the current window will get all mouse events, but 
-  * unlike relative mode, no change is made to the cursor and it is not 
-  * restrained to your window. 
-  * 
-  * This function may also deny mouse input to other windows--both those in 
-  * your application and others on the system--so you should use this function 
-  * sparingly, and in small bursts. For example, you might want to track the 
-  * mouse while the user is dragging something, until the user releases a mouse 
-  * button. It is not recommended that you capture the mouse for long periods 
-  * of time, such as the entire time your app is running. For that, you should 
-  * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending 
-  * on your goals. 
-  * 
-  * While captured, mouse events still report coordinates relative to the 
-  * current (foreground) window, but those coordinates may be outside the 
-  * bounds of the window (including negative values). Capturing is only allowed 
-  * for the foreground window. If the window loses focus while capturing, the 
-  * capture will be disabled automatically. 
-  * 
-  * While capturing is enabled, the current window will have the 
-  * `SDL_WINDOW_MOUSE_CAPTURE` flag set. 
-  * 
-  * Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the 
-  * mouse while the user is pressing a button; this is to try and make mouse 
-  * behavior more consistent between platforms, and deal with the common case 
-  * of a user dragging the mouse outside of the window. This means that if you 
-  * are calling SDL_CaptureMouse() only to deal with this situation, you no 
-  * longer have to (although it is safe to do so). If this causes problems for 
-  * your app, you can disable auto capture by setting the 
-  * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero. 
-  * 
-  * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable. 
-  * \returns 0 on success or -1 if not supported; call SDL_GetError() for more 
-  *          information. 
-  * 
-  * \since This function is available since SDL 2.0.4. 
-  * 
-  * \sa SDL_GetGlobalMouseState 
-  */ 
- extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); 
-   
- /** 
-  * Query whether relative mouse mode is enabled. 
-  * 
-  * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetRelativeMouseMode 
-  */ 
- extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); 
-   
- /** 
-  * Create a cursor using the specified bitmap data and mask (in MSB format). 
-  * 
-  * `mask` has to be in MSB (Most Significant Bit) format. 
-  * 
-  * The cursor width (`w`) must be a multiple of 8 bits. 
-  * 
-  * The cursor is created in black and white according to the following: 
-  * 
-  * - data=0, mask=1: white 
-  * - data=1, mask=1: black 
-  * - data=0, mask=0: transparent 
-  * - data=1, mask=0: inverted color if possible, black if not. 
-  * 
-  * Cursors created with this function must be freed with SDL_FreeCursor(). 
-  * 
-  * If you want to have a color cursor, or create your cursor from an 
-  * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can 
-  * hide the cursor and draw your own as part of your game's rendering, but it 
-  * will be bound to the framerate. 
-  * 
-  * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which 
-  * provides twelve readily available system cursors to pick from. 
-  * 
-  * \param data the color value for each pixel of the cursor 
-  * \param mask the mask value for each pixel of the cursor 
-  * \param w the width of the cursor 
-  * \param h the height of the cursor 
-  * \param hot_x the X-axis location of the upper left corner of the cursor 
-  *              relative to the actual mouse position 
-  * \param hot_y the Y-axis location of the upper left corner of the cursor 
-  *              relative to the actual mouse position 
-  * \returns a new cursor with the specified parameters on success or NULL on 
-  *          failure; call SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_FreeCursor 
-  * \sa SDL_SetCursor 
-  * \sa SDL_ShowCursor 
-  */ 
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, 
-                                                      const Uint8 * mask, 
-                                                      int w, int h, int hot_x, 
-                                                      int hot_y); 
-   
- /** 
-  * Create a color cursor. 
-  * 
-  * \param surface an SDL_Surface structure representing the cursor image 
-  * \param hot_x the x position of the cursor hot spot 
-  * \param hot_y the y position of the cursor hot spot 
-  * \returns the new cursor on success or NULL on failure; call SDL_GetError() 
-  *          for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateCursor 
-  * \sa SDL_FreeCursor 
-  */ 
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, 
-                                                           int hot_x, 
-                                                           int hot_y); 
-   
- /** 
-  * Create a system cursor. 
-  * 
-  * \param id an SDL_SystemCursor enum value 
-  * \returns a cursor on success or NULL on failure; call SDL_GetError() for 
-  *          more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_FreeCursor 
-  */ 
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); 
-   
- /** 
-  * Set the active cursor. 
-  * 
-  * This function sets the currently active cursor to the specified one. If the 
-  * cursor is currently visible, the change will be immediately represented on 
-  * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if 
-  * this is desired for any reason. 
-  * 
-  * \param cursor a cursor to make active 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateCursor 
-  * \sa SDL_GetCursor 
-  * \sa SDL_ShowCursor 
-  */ 
- extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); 
-   
- /** 
-  * Get the active cursor. 
-  * 
-  * This function returns a pointer to the current cursor which is owned by the 
-  * library. It is not necessary to free the cursor with SDL_FreeCursor(). 
-  * 
-  * \returns the active cursor or NULL if there is no mouse. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_SetCursor 
-  */ 
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); 
-   
- /** 
-  * Get the default cursor. 
-  * 
-  * You do not have to call SDL_FreeCursor() on the return value, but it is 
-  * safe to do so. 
-  * 
-  * \returns the default cursor on success or NULL on failure. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateSystemCursor 
-  */ 
- extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); 
-   
- /** 
-  * Free a previously-created cursor. 
-  * 
-  * Use this function to free cursor resources created with SDL_CreateCursor(), 
-  * SDL_CreateColorCursor() or SDL_CreateSystemCursor(). 
-  * 
-  * \param cursor the cursor to free 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateColorCursor 
-  * \sa SDL_CreateCursor 
-  * \sa SDL_CreateSystemCursor 
-  */ 
- extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); 
-   
- /** 
-  * Toggle whether or not the cursor is shown. 
-  * 
-  * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE` 
-  * displays the cursor and passing `SDL_DISABLE` hides it. 
-  * 
-  * The current state of the mouse cursor can be queried by passing 
-  * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned. 
-  * 
-  * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it, 
-  *               `SDL_QUERY` to query the current state without changing it. 
-  * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the 
-  *          cursor is hidden, or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CreateCursor 
-  * \sa SDL_SetCursor 
-  */ 
- extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); 
-   
- /** 
-  * Used as a mask when testing buttons in buttonstate. 
-  * 
-  * - Button 1:  Left mouse button 
-  * - Button 2:  Middle mouse button 
-  * - Button 3:  Right mouse button 
-  */ 
- #define SDL_BUTTON(X)       (1 << ((X)-1)) 
- #define SDL_BUTTON_LEFT     1 
- #define SDL_BUTTON_MIDDLE   2 
- #define SDL_BUTTON_RIGHT    3 
- #define SDL_BUTTON_X1       4 
- #define SDL_BUTTON_X2       5 
- #define SDL_BUTTON_LMASK    SDL_BUTTON(SDL_BUTTON_LEFT) 
- #define SDL_BUTTON_MMASK    SDL_BUTTON(SDL_BUTTON_MIDDLE) 
- #define SDL_BUTTON_RMASK    SDL_BUTTON(SDL_BUTTON_RIGHT) 
- #define SDL_BUTTON_X1MASK   SDL_BUTTON(SDL_BUTTON_X1) 
- #define SDL_BUTTON_X2MASK   SDL_BUTTON(SDL_BUTTON_X2) 
-   
- /* Ends C function definitions when using C++ */ 
- #ifdef __cplusplus 
- } 
- #endif 
- #include "close_code.h" 
-   
- #endif /* SDL_mouse_h_ */ 
-   
- /* vi: set ts=4 sw=4 expandtab: */ 
-