include/SDL_mouse.h
author Holmes Futrell <hfutrell@umail.ucsb.edu>
Thu, 01 Jan 2009 23:49:28 +0000
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Added target testdraw2 for running the test/testdraw2.c test.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2009 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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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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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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typedef struct SDL_Cursor SDL_Cursor;   /* Implementation dependent */
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/* Function prototypes */
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/**
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 * \fn int SDL_GetNumMice(void)
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 *
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 * \brief Get the number of mouse input devices available.
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 *
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 * \sa SDL_SelectMouse()
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 */
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extern DECLSPEC int SDLCALL SDL_GetNumMice(void);
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/**
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 * \fn char* SDL_GetMouseName(int index)
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 *
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 * \brief Gets the name of a mouse with the given index.
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 * \param index is the index of the mouse, which name is to be returned.
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 * \return the name of the mouse with the specified index
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 */
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extern DECLSPEC char *SDLCALL SDL_GetMouseName(int index);
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/**
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 * \fn int SDL_SelectMouse(int index)
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 *
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 * \brief Set the index of the currently selected mouse.
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 *
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 * \return The index of the previously selected mouse.
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 *
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 * \note You can query the currently selected mouse by passing an index of -1.
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 *
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 * \sa SDL_GetNumMice()
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 */
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extern DECLSPEC int SDLCALL SDL_SelectMouse(int index);
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/**
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 * \fn SDL_WindowID SDL_GetMouseFocusWindow(int index)
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 *
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 * \brief Get the window which currently has focus for the currently selected mouse.
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 */
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extern DECLSPEC SDL_WindowID SDLCALL SDL_GetMouseFocusWindow(int index);
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/**
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 * \fn int SDL_SetRelativeMouseMode(int index, SDL_bool enabled)
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 *
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 * \brief Set relative mouse mode for the currently selected mouse.
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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(int index,
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                                                     SDL_bool enabled);
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/**
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 * \fn SDL_bool SDL_GetRelativeMouseMode(int index)
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 *
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 * \brief Query whether relative mouse mode is enabled for the currently selected mouse.
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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(int index);
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/**
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 * \fn Uint8 SDL_GetMouseState(int index, int *x, int *y)
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 *
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 * \brief Retrieve the current state of the currently selected 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 Uint8 SDLCALL SDL_GetMouseState(int index, int *x, int *y);
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/**
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 * \fn Uint8 SDL_GetRelativeMouseState(int index, int *x, int *y)
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 *
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 * \brief Retrieve the state of the currently selected 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 Uint8 SDLCALL SDL_GetRelativeMouseState(int index, int *x,
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                                                        int *y);
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/**
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 * \fn void SDL_WarpMouseInWindow(SDL_WindowID windowID, int x, int y)
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 *
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 * \brief Moves the currently selected mouse to the given position within the window.
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 *
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 * \param windowID The window to move the mouse into, or 0 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_WindowID windowID,
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                                                   int x, int y);
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/**
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 * \fn SDL_Cursor *SDL_CreateCursor (const Uint8 * data, const Uint8 * mask, int w, int h, int hot_x, int hot_y)
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 *
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 * \brief Create a cursor for the currently selected mouse, using the
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 *        specified bitmap data and 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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 * data  mask    resulting pixel on screen
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 *  0     1       White
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 *  1     1       Black
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 *  0     0       Transparent
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 *  1     0       Inverted color if possible, black if not.
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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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 * \fn void SDL_SetCursor(SDL_Cursor * cursor)
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 *
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 * \brief Set the active cursor for the currently selected mouse.
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 *
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 * \note The cursor must have been created for the selected mouse.
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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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 * \fn SDL_Cursor *SDL_GetCursor(void)
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 *
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 * \brief Return the active cursor for the currently selected mouse.
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 */
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extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
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/**
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 * \fn void SDL_FreeCursor(SDL_Cursor * cursor)
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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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 * \fn int SDL_ShowCursor(int toggle)
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 *
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 * \brief Toggle whether or not the cursor is shown for the currently selected mouse.
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 *
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 * \param toggle 1 to show the cursor, 0 to hide it, -1 to query the current 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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/* 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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/**
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 * \fn int SDL_GetCursorsNumber(int index)
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 *
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 * \brief Gets the number of cursors a pointing device supports.
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 * Useful for tablet users. Useful only under Windows.
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 *
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 * \param index is the index of the pointing device, which number of cursors we
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 * want to receive.
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 *
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 * \return the number of cursors supported by the pointing device. On Windows
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 * if a device is a tablet it returns a number >=1. Normal mice always return 1.
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 * On Linux every device reports one cursor.
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 */
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extern DECLSPEC int SDLCALL SDL_GetCursorsNumber(int index);
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/**
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 * \fn int SDL_GetCurrentCursor(int index)
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 *
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 * \brief Returns the index of the current cursor used by a specific pointing
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 * device. Useful only under Windows.
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 *
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 * \param index is the index of the pointing device, which cursor index we want
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 * to receive.
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 *
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 * \return the index of the cursor currently used by a specific pointing device.
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 * Always 0 under Linux. On Windows if the device isn't a tablet it returns 0.
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 * If the device is the tablet it returns the cursor index.
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 * 0 - stylus, 1 - eraser, 2 - cursor.
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 */
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extern DECLSPEC int SDLCALL SDL_GetCurrentCursor(int index);
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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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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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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: */