mirror of
https://github.com/RetroDECK/Duckstation.git
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301 lines
11 KiB
C
301 lines
11 KiB
C
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2016 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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* \file SDL_mouse.h
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*
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* Include file for SDL mouse event 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 "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "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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typedef struct SDL_Cursor SDL_Cursor; /* Implementation dependent */
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/**
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* \brief Cursor types for SDL_CreateSystemCursor.
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*/
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typedef enum
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{
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SDL_SYSTEM_CURSOR_ARROW, /**< Arrow */
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SDL_SYSTEM_CURSOR_IBEAM, /**< I-beam */
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SDL_SYSTEM_CURSOR_WAIT, /**< Wait */
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SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair */
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SDL_SYSTEM_CURSOR_WAITARROW, /**< Small wait cursor (or Wait if not available) */
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SDL_SYSTEM_CURSOR_SIZENWSE, /**< Double arrow pointing northwest and southeast */
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SDL_SYSTEM_CURSOR_SIZENESW, /**< Double arrow pointing northeast and southwest */
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SDL_SYSTEM_CURSOR_SIZEWE, /**< Double arrow pointing west and east */
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SDL_SYSTEM_CURSOR_SIZENS, /**< Double arrow pointing north and south */
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SDL_SYSTEM_CURSOR_SIZEALL, /**< Four pointed arrow pointing north, south, east, and west */
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SDL_SYSTEM_CURSOR_NO, /**< Slashed circle or crossbones */
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SDL_SYSTEM_CURSOR_HAND, /**< Hand */
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SDL_NUM_SYSTEM_CURSORS
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} SDL_SystemCursor;
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/**
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* \brief Scroll direction types for the Scroll event
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*/
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typedef enum
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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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/* Function prototypes */
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/**
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* \brief Get the window which currently has mouse focus.
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*/
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extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
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/**
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* \brief 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
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* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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* mouse cursor position relative to the focus window for the currently
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* selected mouse. You can pass NULL for either x or y.
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
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/**
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* \brief Get the current state of the mouse, in relation to the desktop
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*
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* This works just like 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
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* you need to track the mouse outside of a specific window and
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* SDL_CaptureMouse() doesn't fit your needs. For example, it could be
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* useful if you need to track the mouse while dragging a window, where
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* coordinates relative to a 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
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* it from the last pump of the event queue. This function, however,
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* queries the OS for the current mouse position, and as such, might
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* be a slightly less efficient function. Unless you know what you're
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* doing and have a good reason to use this function, you probably want
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* SDL_GetMouseState() instead.
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*
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* \param x Returns the current X coord, relative to the desktop. Can be NULL.
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* \param y Returns the current Y coord, relative to the desktop. Can be NULL.
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* \return The current button state as a bitmask, which can be tested using the SDL_BUTTON(X) macros.
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*
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* \sa SDL_GetMouseState
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
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/**
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* \brief 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
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* be tested using the SDL_BUTTON(X) macros, and x and y are set to the
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* mouse deltas since the last call to SDL_GetRelativeMouseState().
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
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/**
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* \brief Moves the mouse to the given position within the window.
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*
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* \param window The window to move the mouse into, or NULL for the current 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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* \note This function generates a mouse motion event
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*/
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extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
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int x, int y);
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/**
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* \brief Moves the mouse to the given position in global screen space.
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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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* \return 0 on success, -1 on error (usually: unsupported by a platform).
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*
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* \note This function generates a mouse motion event
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*/
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extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
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/**
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* \brief Set relative mouse mode.
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*
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* \param enabled Whether or not to enable relative mode
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*
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* \return 0 on success, or -1 if relative mode is not supported.
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*
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* While the mouse is in relative mode, the cursor is hidden, and the
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* driver will try to report continuous motion in the current window.
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* Only relative motion events will be delivered, the mouse position
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* will not change.
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*
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* \note This function will flush any pending mouse motion.
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*
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* \sa SDL_GetRelativeMouseMode()
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*/
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extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
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/**
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* \brief Capture the mouse, to track input outside an SDL window.
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*
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* \param enabled Whether or not to enable capturing
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*
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* Capturing enables your app to obtain mouse events globally, instead of
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* just within your window. Not all video targets support this function.
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* When capturing is enabled, the current window will get all mouse events,
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* but unlike relative mode, no change is made to the cursor and it is
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* not restrained to your window.
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*
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* This function may also deny mouse input to other windows--both those in
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* your application and others on the system--so you should use this
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* function sparingly, and in small bursts. For example, you might want to
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* track the mouse while the user is dragging something, until the user
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* releases a mouse button. It is not recommended that you capture the mouse
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* for long periods of time, such as the entire time your app is running.
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*
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* While captured, mouse events still report coordinates relative to the
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* current (foreground) window, but those coordinates may be outside the
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* bounds of the window (including negative values). Capturing is only
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* allowed for the foreground window. If the window loses focus while
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* capturing, the capture will be disabled automatically.
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*
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* While capturing is enabled, the current window will have the
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* SDL_WINDOW_MOUSE_CAPTURE flag set.
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*
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* \return 0 on success, or -1 if not supported.
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*/
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extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
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/**
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* \brief Query whether relative mouse mode is enabled.
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*
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* \sa SDL_SetRelativeMouseMode()
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
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/**
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* \brief Create a cursor, using the specified bitmap data and
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* mask (in MSB format).
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*
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* The cursor width must be a multiple of 8 bits.
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*
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* The cursor is created in black and white according to the following:
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* <table>
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* <tr><td> data </td><td> mask </td><td> resulting pixel on screen </td></tr>
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* <tr><td> 0 </td><td> 1 </td><td> White </td></tr>
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* <tr><td> 1 </td><td> 1 </td><td> Black </td></tr>
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* <tr><td> 0 </td><td> 0 </td><td> Transparent </td></tr>
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* <tr><td> 1 </td><td> 0 </td><td> Inverted color if possible, black
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* if not. </td></tr>
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* </table>
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*
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* \sa SDL_FreeCursor()
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
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const Uint8 * mask,
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int w, int h, int hot_x,
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int hot_y);
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/**
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* \brief Create a color cursor.
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*
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* \sa SDL_FreeCursor()
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
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int hot_x,
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int hot_y);
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/**
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* \brief Create a system cursor.
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*
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* \sa SDL_FreeCursor()
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
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/**
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* \brief Set the active cursor.
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*/
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extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
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/**
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* \brief Return the active cursor.
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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/**
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* \brief Return the default cursor.
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*/
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
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/**
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* \brief Frees a cursor created with SDL_CreateCursor().
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*
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* \sa SDL_CreateCursor()
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*/
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extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
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/**
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* \brief Toggle whether or not the cursor is shown.
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*
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* \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current
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* state.
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*
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* \return 1 if the cursor is shown, or 0 if the cursor is hidden.
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*/
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extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
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/**
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* Used as a mask when testing buttons in buttonstate.
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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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*/
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#define SDL_BUTTON(X) (1 << ((X)-1))
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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_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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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _SDL_mouse_h */
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/* vi: set ts=4 sw=4 expandtab: */
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