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  1. /*
  2.   Simple DirectMedia Layer
  3.   Copyright (C) 1997-2023 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.  *  \file SDL_mouse.h
  24.  *
  25.  *  Include file for SDL mouse event handling.
  26.  */
  27.  
  28. #ifndef SDL_mouse_h_
  29. #define SDL_mouse_h_
  30.  
  31. #include "SDL_stdinc.h"
  32. #include "SDL_error.h"
  33. #include "SDL_video.h"
  34.  
  35. #include "begin_code.h"
  36. /* Set up for C function definitions, even when using C++ */
  37. #ifdef __cplusplus
  38. extern "C" {
  39. #endif
  40.  
  41. typedef struct SDL_Cursor SDL_Cursor;   /**< Implementation dependent */
  42.  
  43. /**
  44.  * \brief Cursor types for SDL_CreateSystemCursor().
  45.  */
  46. typedef enum
  47. {
  48.     SDL_SYSTEM_CURSOR_ARROW,     /**< Arrow */
  49.     SDL_SYSTEM_CURSOR_IBEAM,     /**< I-beam */
  50.     SDL_SYSTEM_CURSOR_WAIT,      /**< Wait */
  51.     SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
  52.     SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
  53.     SDL_SYSTEM_CURSOR_SIZENWSE,  /**< Double arrow pointing northwest and southeast */
  54.     SDL_SYSTEM_CURSOR_SIZENESW,  /**< Double arrow pointing northeast and southwest */
  55.     SDL_SYSTEM_CURSOR_SIZEWE,    /**< Double arrow pointing west and east */
  56.     SDL_SYSTEM_CURSOR_SIZENS,    /**< Double arrow pointing north and south */
  57.     SDL_SYSTEM_CURSOR_SIZEALL,   /**< Four pointed arrow pointing north, south, east, and west */
  58.     SDL_SYSTEM_CURSOR_NO,        /**< Slashed circle or crossbones */
  59.     SDL_SYSTEM_CURSOR_HAND,      /**< Hand */
  60.     SDL_NUM_SYSTEM_CURSORS
  61. } SDL_SystemCursor;
  62.  
  63. /**
  64.  * \brief Scroll direction types for the Scroll event
  65.  */
  66. typedef enum
  67. {
  68.     SDL_MOUSEWHEEL_NORMAL,    /**< The scroll direction is normal */
  69.     SDL_MOUSEWHEEL_FLIPPED    /**< The scroll direction is flipped / natural */
  70. } SDL_MouseWheelDirection;
  71.  
  72. /* Function prototypes */
  73.  
  74. /**
  75.  * Get the window which currently has mouse focus.
  76.  *
  77.  * \returns the window with mouse focus.
  78.  *
  79.  * \since This function is available since SDL 2.0.0.
  80.  */
  81. extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
  82.  
  83. /**
  84.  * Retrieve the current state of the mouse.
  85.  *
  86.  * The current button state is returned as a button bitmask, which can be
  87.  * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
  88.  * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
  89.  * mouse cursor position relative to the focus window. You can pass NULL for
  90.  * either `x` or `y`.
  91.  *
  92.  * \param x the x coordinate of the mouse cursor position relative to the
  93.  *          focus window
  94.  * \param y the y coordinate of the mouse cursor position relative to the
  95.  *          focus window
  96.  * \returns a 32-bit button bitmask of the current button state.
  97.  *
  98.  * \since This function is available since SDL 2.0.0.
  99.  *
  100.  * \sa SDL_GetGlobalMouseState
  101.  * \sa SDL_GetRelativeMouseState
  102.  * \sa SDL_PumpEvents
  103.  */
  104. extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
  105.  
  106. /**
  107.  * Get the current state of the mouse in relation to the desktop.
  108.  *
  109.  * This works similarly to SDL_GetMouseState(), but the coordinates will be
  110.  * reported relative to the top-left of the desktop. This can be useful if you
  111.  * need to track the mouse outside of a specific window and SDL_CaptureMouse()
  112.  * doesn't fit your needs. For example, it could be useful if you need to
  113.  * track the mouse while dragging a window, where coordinates relative to a
  114.  * window might not be in sync at all times.
  115.  *
  116.  * Note: SDL_GetMouseState() returns the mouse position as SDL understands it
  117.  * from the last pump of the event queue. This function, however, queries the
  118.  * OS for the current mouse position, and as such, might be a slightly less
  119.  * efficient function. Unless you know what you're doing and have a good
  120.  * reason to use this function, you probably want SDL_GetMouseState() instead.
  121.  *
  122.  * \param x filled in with the current X coord relative to the desktop; can be
  123.  *          NULL
  124.  * \param y filled in with the current Y coord relative to the desktop; can be
  125.  *          NULL
  126.  * \returns the current button state as a bitmask which can be tested using
  127.  *          the SDL_BUTTON(X) macros.
  128.  *
  129.  * \since This function is available since SDL 2.0.4.
  130.  *
  131.  * \sa SDL_CaptureMouse
  132.  */
  133. extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
  134.  
  135. /**
  136.  * Retrieve the relative state of the mouse.
  137.  *
  138.  * The current button state is returned as a button bitmask, which can be
  139.  * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
  140.  * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
  141.  * mouse deltas since the last call to SDL_GetRelativeMouseState() or since
  142.  * event initialization. You can pass NULL for either `x` or `y`.
  143.  *
  144.  * \param x a pointer filled with the last recorded x coordinate of the mouse
  145.  * \param y a pointer filled with the last recorded y coordinate of the mouse
  146.  * \returns a 32-bit button bitmask of the relative button state.
  147.  *
  148.  * \since This function is available since SDL 2.0.0.
  149.  *
  150.  * \sa SDL_GetMouseState
  151.  */
  152. extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
  153.  
  154. /**
  155.  * Move the mouse cursor to the given position within the window.
  156.  *
  157.  * This function generates a mouse motion event if relative mode is not
  158.  * enabled. If relative mode is enabled, you can force mouse events for the
  159.  * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
  160.  *
  161.  * Note that this function will appear to succeed, but not actually move the
  162.  * mouse when used over Microsoft Remote Desktop.
  163.  *
  164.  * \param window the window to move the mouse into, or NULL for the current
  165.  *               mouse focus
  166.  * \param x the x coordinate within the window
  167.  * \param y the y coordinate within the window
  168.  *
  169.  * \since This function is available since SDL 2.0.0.
  170.  *
  171.  * \sa SDL_WarpMouseGlobal
  172.  */
  173. extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
  174.                                                    int x, int y);
  175.  
  176. /**
  177.  * Move the mouse to the given position in global screen space.
  178.  *
  179.  * This function generates a mouse motion event.
  180.  *
  181.  * A failure of this function usually means that it is unsupported by a
  182.  * platform.
  183.  *
  184.  * Note that this function will appear to succeed, but not actually move the
  185.  * mouse when used over Microsoft Remote Desktop.
  186.  *
  187.  * \param x the x coordinate
  188.  * \param y the y coordinate
  189.  * \returns 0 on success or a negative error code on failure; call
  190.  *          SDL_GetError() for more information.
  191.  *
  192.  * \since This function is available since SDL 2.0.4.
  193.  *
  194.  * \sa SDL_WarpMouseInWindow
  195.  */
  196. extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
  197.  
  198. /**
  199.  * Set relative mouse mode.
  200.  *
  201.  * While the mouse is in relative mode, the cursor is hidden, the mouse
  202.  * position is constrained to the window, and SDL will report continuous
  203.  * relative mouse motion even if the mouse is at the edge of the window.
  204.  *
  205.  * This function will flush any pending mouse motion.
  206.  *
  207.  * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
  208.  * \returns 0 on success or a negative error code on failure; call
  209.  *          SDL_GetError() for more information.
  210.  *
  211.  *          If relative mode is not supported, this returns -1.
  212.  *
  213.  * \since This function is available since SDL 2.0.0.
  214.  *
  215.  * \sa SDL_GetRelativeMouseMode
  216.  */
  217. extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
  218.  
  219. /**
  220.  * Capture the mouse and to track input outside an SDL window.
  221.  *
  222.  * Capturing enables your app to obtain mouse events globally, instead of just
  223.  * within your window. Not all video targets support this function. When
  224.  * capturing is enabled, the current window will get all mouse events, but
  225.  * unlike relative mode, no change is made to the cursor and it is not
  226.  * restrained to your window.
  227.  *
  228.  * This function may also deny mouse input to other windows--both those in
  229.  * your application and others on the system--so you should use this function
  230.  * sparingly, and in small bursts. For example, you might want to track the
  231.  * mouse while the user is dragging something, until the user releases a mouse
  232.  * button. It is not recommended that you capture the mouse for long periods
  233.  * of time, such as the entire time your app is running. For that, you should
  234.  * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
  235.  * on your goals.
  236.  *
  237.  * While captured, mouse events still report coordinates relative to the
  238.  * current (foreground) window, but those coordinates may be outside the
  239.  * bounds of the window (including negative values). Capturing is only allowed
  240.  * for the foreground window. If the window loses focus while capturing, the
  241.  * capture will be disabled automatically.
  242.  *
  243.  * While capturing is enabled, the current window will have the
  244.  * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
  245.  *
  246.  * Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
  247.  * mouse while the user is pressing a button; this is to try and make mouse
  248.  * behavior more consistent between platforms, and deal with the common case
  249.  * of a user dragging the mouse outside of the window. This means that if you
  250.  * are calling SDL_CaptureMouse() only to deal with this situation, you no
  251.  * longer have to (although it is safe to do so). If this causes problems for
  252.  * your app, you can disable auto capture by setting the
  253.  * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
  254.  *
  255.  * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
  256.  * \returns 0 on success or -1 if not supported; call SDL_GetError() for more
  257.  *          information.
  258.  *
  259.  * \since This function is available since SDL 2.0.4.
  260.  *
  261.  * \sa SDL_GetGlobalMouseState
  262.  */
  263. extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
  264.  
  265. /**
  266.  * Query whether relative mouse mode is enabled.
  267.  *
  268.  * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
  269.  *
  270.  * \since This function is available since SDL 2.0.0.
  271.  *
  272.  * \sa SDL_SetRelativeMouseMode
  273.  */
  274. extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
  275.  
  276. /**
  277.  * Create a cursor using the specified bitmap data and mask (in MSB format).
  278.  *
  279.  * `mask` has to be in MSB (Most Significant Bit) format.
  280.  *
  281.  * The cursor width (`w`) must be a multiple of 8 bits.
  282.  *
  283.  * The cursor is created in black and white according to the following:
  284.  *
  285.  * - data=0, mask=1: white
  286.  * - data=1, mask=1: black
  287.  * - data=0, mask=0: transparent
  288.  * - data=1, mask=0: inverted color if possible, black if not.
  289.  *
  290.  * Cursors created with this function must be freed with SDL_FreeCursor().
  291.  *
  292.  * If you want to have a color cursor, or create your cursor from an
  293.  * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
  294.  * hide the cursor and draw your own as part of your game's rendering, but it
  295.  * will be bound to the framerate.
  296.  *
  297.  * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
  298.  * provides twelve readily available system cursors to pick from.
  299.  *
  300.  * \param data the color value for each pixel of the cursor
  301.  * \param mask the mask value for each pixel of the cursor
  302.  * \param w the width of the cursor
  303.  * \param h the height of the cursor
  304.  * \param hot_x the X-axis location of the upper left corner of the cursor
  305.  *              relative to the actual mouse position
  306.  * \param hot_y the Y-axis location of the upper left corner of the cursor
  307.  *              relative to the actual mouse position
  308.  * \returns a new cursor with the specified parameters on success or NULL on
  309.  *          failure; call SDL_GetError() for more information.
  310.  *
  311.  * \since This function is available since SDL 2.0.0.
  312.  *
  313.  * \sa SDL_FreeCursor
  314.  * \sa SDL_SetCursor
  315.  * \sa SDL_ShowCursor
  316.  */
  317. extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
  318.                                                      const Uint8 * mask,
  319.                                                      int w, int h, int hot_x,
  320.                                                      int hot_y);
  321.  
  322. /**
  323.  * Create a color cursor.
  324.  *
  325.  * \param surface an SDL_Surface structure representing the cursor image
  326.  * \param hot_x the x position of the cursor hot spot
  327.  * \param hot_y the y position of the cursor hot spot
  328.  * \returns the new cursor on success or NULL on failure; call SDL_GetError()
  329.  *          for more information.
  330.  *
  331.  * \since This function is available since SDL 2.0.0.
  332.  *
  333.  * \sa SDL_CreateCursor
  334.  * \sa SDL_FreeCursor
  335.  */
  336. extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
  337.                                                           int hot_x,
  338.                                                           int hot_y);
  339.  
  340. /**
  341.  * Create a system cursor.
  342.  *
  343.  * \param id an SDL_SystemCursor enum value
  344.  * \returns a cursor on success or NULL on failure; call SDL_GetError() for
  345.  *          more information.
  346.  *
  347.  * \since This function is available since SDL 2.0.0.
  348.  *
  349.  * \sa SDL_FreeCursor
  350.  */
  351. extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
  352.  
  353. /**
  354.  * Set the active cursor.
  355.  *
  356.  * This function sets the currently active cursor to the specified one. If the
  357.  * cursor is currently visible, the change will be immediately represented on
  358.  * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
  359.  * this is desired for any reason.
  360.  *
  361.  * \param cursor a cursor to make active
  362.  *
  363.  * \since This function is available since SDL 2.0.0.
  364.  *
  365.  * \sa SDL_CreateCursor
  366.  * \sa SDL_GetCursor
  367.  * \sa SDL_ShowCursor
  368.  */
  369. extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
  370.  
  371. /**
  372.  * Get the active cursor.
  373.  *
  374.  * This function returns a pointer to the current cursor which is owned by the
  375.  * library. It is not necessary to free the cursor with SDL_FreeCursor().
  376.  *
  377.  * \returns the active cursor or NULL if there is no mouse.
  378.  *
  379.  * \since This function is available since SDL 2.0.0.
  380.  *
  381.  * \sa SDL_SetCursor
  382.  */
  383. extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
  384.  
  385. /**
  386.  * Get the default cursor.
  387.  *
  388.  * You do not have to call SDL_FreeCursor() on the return value, but it is
  389.  * safe to do so.
  390.  *
  391.  * \returns the default cursor on success or NULL on failure.
  392.  *
  393.  * \since This function is available since SDL 2.0.0.
  394.  *
  395.  * \sa SDL_CreateSystemCursor
  396.  */
  397. extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
  398.  
  399. /**
  400.  * Free a previously-created cursor.
  401.  *
  402.  * Use this function to free cursor resources created with SDL_CreateCursor(),
  403.  * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
  404.  *
  405.  * \param cursor the cursor to free
  406.  *
  407.  * \since This function is available since SDL 2.0.0.
  408.  *
  409.  * \sa SDL_CreateColorCursor
  410.  * \sa SDL_CreateCursor
  411.  * \sa SDL_CreateSystemCursor
  412.  */
  413. extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
  414.  
  415. /**
  416.  * Toggle whether or not the cursor is shown.
  417.  *
  418.  * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
  419.  * displays the cursor and passing `SDL_DISABLE` hides it.
  420.  *
  421.  * The current state of the mouse cursor can be queried by passing
  422.  * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
  423.  *
  424.  * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
  425.  *               `SDL_QUERY` to query the current state without changing it.
  426.  * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
  427.  *          cursor is hidden, or a negative error code on failure; call
  428.  *          SDL_GetError() for more information.
  429.  *
  430.  * \since This function is available since SDL 2.0.0.
  431.  *
  432.  * \sa SDL_CreateCursor
  433.  * \sa SDL_SetCursor
  434.  */
  435. extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
  436.  
  437. /**
  438.  * Used as a mask when testing buttons in buttonstate.
  439.  *
  440.  * - Button 1:  Left mouse button
  441.  * - Button 2:  Middle mouse button
  442.  * - Button 3:  Right mouse button
  443.  */
  444. #define SDL_BUTTON(X)       (1 << ((X)-1))
  445. #define SDL_BUTTON_LEFT     1
  446. #define SDL_BUTTON_MIDDLE   2
  447. #define SDL_BUTTON_RIGHT    3
  448. #define SDL_BUTTON_X1       4
  449. #define SDL_BUTTON_X2       5
  450. #define SDL_BUTTON_LMASK    SDL_BUTTON(SDL_BUTTON_LEFT)
  451. #define SDL_BUTTON_MMASK    SDL_BUTTON(SDL_BUTTON_MIDDLE)
  452. #define SDL_BUTTON_RMASK    SDL_BUTTON(SDL_BUTTON_RIGHT)
  453. #define SDL_BUTTON_X1MASK   SDL_BUTTON(SDL_BUTTON_X1)
  454. #define SDL_BUTTON_X2MASK   SDL_BUTTON(SDL_BUTTON_X2)
  455.  
  456. /* Ends C function definitions when using C++ */
  457. #ifdef __cplusplus
  458. }
  459. #endif
  460. #include "close_code.h"
  461.  
  462. #endif /* SDL_mouse_h_ */
  463.  
  464. /* vi: set ts=4 sw=4 expandtab: */
  465.