include/SDL_mouse.h
changeset 3407 d3baf5ac4e37
parent 2859 99210400e8b9
child 3585 f8816ffa210b
--- a/include/SDL_mouse.h	Sun Oct 18 23:21:15 2009 +0000
+++ b/include/SDL_mouse.h	Mon Oct 19 13:31:58 2009 +0000
@@ -21,9 +21,9 @@
 */
 
 /**
- * \file SDL_mouse.h
- *
- * Include file for SDL mouse event handling
+ *  \file SDL_mouse.h
+ *  
+ *  Include file for SDL mouse event handling.
  */
 
 #ifndef _SDL_mouse_h
@@ -46,129 +46,112 @@
 /* Function prototypes */
 
 /**
- * \fn int SDL_GetNumMice(void)
- *
- * \brief Get the number of mouse input devices available.
- *
- * \sa SDL_SelectMouse()
+ *  \brief Get the number of mouse input devices available.
+ *  
+ *  \sa SDL_SelectMouse()
  */
 extern DECLSPEC int SDLCALL SDL_GetNumMice(void);
 
 /**
- * \fn char* SDL_GetMouseName(int index)
- *
- * \brief Gets the name of a mouse with the given index.
- *
- * \param index is the index of the mouse, which name is to be returned.
- *
- * \return the name of the mouse with the specified index
+ *  \brief Gets the name of a mouse with the given index.
+ *  
+ *  \param index is the index of the mouse, which name is to be returned.
+ *  
+ *  \return the name of the mouse with the specified index
  */
 extern DECLSPEC char *SDLCALL SDL_GetMouseName(int index);
 
 /**
- * \fn int SDL_SelectMouse(int index)
- *
- * \brief Set the index of the currently selected mouse.
- *
- * \return The index of the previously selected mouse.
- *
- * \note You can query the currently selected mouse by passing an index of -1.
- *
- * \sa SDL_GetNumMice()
+ *  \brief Set the index of the currently selected mouse.
+ *  
+ *  \return The index of the previously selected mouse.
+ *  
+ *  \note You can query the currently selected mouse by passing an index of -1.
+ *  
+ *  \sa SDL_GetNumMice()
  */
 extern DECLSPEC int SDLCALL SDL_SelectMouse(int index);
 
 /**
- * \fn SDL_WindowID SDL_GetMouseFocusWindow(int index)
- *
- * \brief Get the window which currently has focus for the currently selected mouse.
+ *  \brief Get the window which currently has focus for the specified mouse.
  */
 extern DECLSPEC SDL_WindowID SDLCALL SDL_GetMouseFocusWindow(int index);
 
 /**
- * \fn int SDL_SetRelativeMouseMode(int index, SDL_bool enabled)
- *
- * \brief Set relative mouse mode for the currently selected mouse.
- *
- * \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()
+ *  \brief Set relative mouse mode for the specified mouse.
+ *  
+ *  \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(int index,
                                                      SDL_bool enabled);
 
 /**
- * \fn SDL_bool SDL_GetRelativeMouseMode(int index)
- *
- * \brief Query whether relative mouse mode is enabled for the currently selected mouse.
- *
- * \sa SDL_SetRelativeMouseMode()
+ *  \brief Query whether relative mouse mode is enabled for the specified mouse.
+ *  
+ *  \sa SDL_SetRelativeMouseMode()
  */
 extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(int index);
 
 /**
- * \fn Uint8 SDL_GetMouseState(int index, int *x, int *y)
- *
- * \brief Retrieve the current state of the currently selected 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.
+ *  \brief Retrieve the current state of the specified 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 Uint8 SDLCALL SDL_GetMouseState(int index, int *x, int *y);
 
 /**
- * \fn Uint8 SDL_GetRelativeMouseState(int index, int *x, int *y)
- *
- * \brief Retrieve the state of the currently selected mouse.
+ *  \brief Retrieve the state of the specified 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().
+ *  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 Uint8 SDLCALL SDL_GetRelativeMouseState(int index, int *x,
                                                         int *y);
 
 /**
- * \fn void SDL_WarpMouseInWindow(SDL_WindowID windowID, int x, int y)
- *
- * \brief Moves the currently selected mouse to the given position within the window.
- *
- * \param windowID The window to move the mouse into, or 0 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
+ *  \brief Moves the currently selected mouse to the given position within the window.
+ *  
+ *  \param windowID The window to move the mouse into, or 0 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_WindowID windowID,
                                                    int x, int y);
 
 /**
- * \fn SDL_Cursor *SDL_CreateCursor (const Uint8 * data, const Uint8 * mask, int w, int h, int hot_x, int hot_y)
- *
- * \brief Create a cursor for the currently selected mouse, 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:
- * data  mask    resulting pixel on screen
- *  0     1       White
- *  1     1       Black
- *  0     0       Transparent
- *  1     0       Inverted color if possible, black if not.
- *
- * \sa SDL_FreeCursor()
+ *  \brief Create a cursor for the currently selected mouse, 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,
@@ -176,78 +159,73 @@
                                                      int hot_y);
 
 /**
- * \fn void SDL_SetCursor(SDL_Cursor * cursor)
- *
- * \brief Set the active cursor for the currently selected mouse.
- *
- * \note The cursor must have been created for the selected mouse.
+ *  \brief Set the active cursor for the currently selected mouse.
+ *  
+ *  \note The cursor must have been created for the selected mouse.
  */
 extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
 
 /**
- * \fn SDL_Cursor *SDL_GetCursor(void)
- *
- * \brief Return the active cursor for the currently selected mouse.
+ *  \brief Return the active cursor for the currently selected mouse.
  */
 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
 
 /**
- * \fn void SDL_FreeCursor(SDL_Cursor * cursor)
- *
- * \brief Frees a cursor created with SDL_CreateCursor().
- *
- * \sa SDL_CreateCursor()
+ *  \brief Frees a cursor created with SDL_CreateCursor().
+ *  
+ *  \sa SDL_CreateCursor()
  */
 extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
 
 /**
- * \fn int SDL_ShowCursor(int toggle)
- *
- * \brief Toggle whether or not the cursor is shown for the currently selected mouse.
- *
- * \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.
+ *  \brief Toggle whether or not the cursor is shown for the currently selected 
+ *         mouse.
+ *  
+ *  \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
- */
-
 /**
- * \fn int SDL_GetCursorsNumber(int index)
- *
- * \brief Gets the number of cursors a pointing device supports.
- * Useful for tablet users. Useful only under Windows.
- *
- * \param index is the index of the pointing device, which number of cursors we
- * want to receive.
- *
- * \return the number of cursors supported by the pointing device. On Windows
- * if a device is a tablet it returns a number >=1. Normal mice always return 1.
- * On Linux every device reports one cursor.
+ *  \brief Gets the number of cursors a pointing device supports.
+ *  
+ *  Useful for tablet users. Useful only under Windows.
+ *  
+ *  \param index is the index of the pointing device, which number of cursors we
+ *               want to receive.
+ *  
+ *  \return the number of cursors supported by the pointing device. On Windows
+ *          if a device is a tablet it returns a number >=1. Normal mice always 
+ *          return 1.
+ *  
+ *  On Linux every device reports one cursor.
  */
 extern DECLSPEC int SDLCALL SDL_GetCursorsNumber(int index);
 
 /**
- * \fn int SDL_GetCurrentCursor(int index)
- *
- * \brief Returns the index of the current cursor used by a specific pointing
- * device. Useful only under Windows.
- *
- * \param index is the index of the pointing device, which cursor index we want
- * to receive.
- *
- * \return the index of the cursor currently used by a specific pointing device.
- * Always 0 under Linux. On Windows if the device isn't a tablet it returns 0.
- * If the device is the tablet it returns the cursor index.
- * 0 - stylus, 1 - eraser, 2 - cursor.
+ *  \brief Returns the index of the current cursor used by a specific pointing
+ *         device.
+ *  
+ *  Useful only under Windows.
+ *  
+ *  \param index is the index of the pointing device, which cursor index we want
+ *               to receive.
+ *  
+ *  \return the index of the cursor currently used by a specific pointing 
+ *          device.  Always 0 under Linux. On Windows if the device isn't a 
+ *          tablet it returns 0.  If the device is the tablet it returns the 
+ *          cursor index.  0 - stylus, 1 - eraser, 2 - cursor.
  */
 extern DECLSPEC int SDLCALL SDL_GetCurrentCursor(int index);
 
+/**
+ *  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