1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2021 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 extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); 80 81 /** 82 * Retrieve the current state of the mouse. 83 * 84 * The current button state is returned as a button bitmask, which can be 85 * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the 86 * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the 87 * mouse cursor position relative to the focus window. You can pass NULL for 88 * either `x` or `y`. 89 * 90 * \param x the x coordinate of the mouse cursor position relative to the 91 * focus window 92 * \param y the y coordinate of the mouse cursor position relative to the 93 * focus window 94 * \returns a 32-bit button bitmask of the current button state. 95 * 96 * \sa SDL_GetGlobalMouseState 97 * \sa SDL_GetRelativeMouseState 98 * \sa SDL_PumpEvents 99 */ 100 extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y); 101 102 /** 103 * Get the current state of the mouse in relation to the desktop. 104 * 105 * This works similarly to SDL_GetMouseState(), but the coordinates will be 106 * reported relative to the top-left of the desktop. This can be useful if you 107 * need to track the mouse outside of a specific window and SDL_CaptureMouse() 108 * doesn't fit your needs. For example, it could be useful if you need to 109 * track the mouse while dragging a window, where coordinates relative to a 110 * window might not be in sync at all times. 111 * 112 * Note: SDL_GetMouseState() returns the mouse position as SDL understands it 113 * from the last pump of the event queue. This function, however, queries the 114 * OS for the current mouse position, and as such, might be a slightly less 115 * efficient function. Unless you know what you're doing and have a good 116 * reason to use this function, you probably want SDL_GetMouseState() instead. 117 * 118 * \param x filled in with the current X coord relative to the desktop; can be 119 * NULL 120 * \param y filled in with the current Y coord relative to the desktop; can be 121 * NULL 122 * \returns the current button state as a bitmask which can be tested using 123 * the SDL_BUTTON(X) macros. 124 * 125 * \since This function is available since SDL 2.0.4. 126 * 127 * \sa SDL_CaptureMouse 128 */ 129 extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y); 130 131 /** 132 * Retrieve the relative state of the mouse. 133 * 134 * The current button state is returned as a button bitmask, which can be 135 * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the 136 * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the 137 * mouse deltas since the last call to SDL_GetRelativeMouseState() or since 138 * event initialization. You can pass NULL for either `x` or `y`. 139 * 140 * \param x a pointer filled with the last recorded x coordinate of the mouse 141 * \param y a pointer filled with the last recorded y coordinate of the mouse 142 * \returns a 32-bit button bitmask of the relative button state. 143 * 144 * \sa SDL_GetMouseState 145 */ 146 extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); 147 148 /** 149 * Move the mouse cursor to the given position within the window. 150 * 151 * This function generates a mouse motion event. 152 * 153 * Note that this function will appear to succeed, but not actually move the 154 * mouse when used over Microsoft Remote Desktop. 155 * 156 * \param window the window to move the mouse into, or NULL for the current 157 * mouse focus 158 * \param x the x coordinate within the window 159 * \param y the y coordinate within the window 160 * 161 * \sa SDL_WarpMouseGlobal 162 */ 163 extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window, 164 int x, int y); 165 166 /** 167 * Move the mouse to the given position in global screen space. 168 * 169 * This function generates a mouse motion event. 170 * 171 * A failure of this function usually means that it is unsupported by a 172 * platform. 173 * 174 * Note that this function will appear to succeed, but not actually move the 175 * mouse when used over Microsoft Remote Desktop. 176 * 177 * \param x the x coordinate 178 * \param y the y coordinate 179 * \returns 0 on success or a negative error code on failure; call 180 * SDL_GetError() for more information. 181 * 182 * \since This function is available since SDL 2.0.4. 183 * 184 * \sa SDL_WarpMouseInWindow 185 */ 186 extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y); 187 188 /** 189 * Set relative mouse mode. 190 * 191 * While the mouse is in relative mode, the cursor is hidden, and the driver 192 * will try to report continuous motion in the current window. Only relative 193 * motion events will be delivered, the mouse position will not change. 194 * 195 * Note that this function will not be able to provide continuous relative 196 * motion when used over Microsoft Remote Desktop, instead motion is limited 197 * to the bounds of the screen. 198 * 199 * This function will flush any pending mouse motion. 200 * 201 * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable. 202 * \returns 0 on success or a negative error code on failure; call 203 * SDL_GetError() for more information. 204 * 205 * If relative mode is not supported, this returns -1. 206 * 207 * \sa SDL_GetRelativeMouseMode 208 */ 209 extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled); 210 211 /** 212 * Capture the mouse and to track input outside an SDL window. 213 * 214 * Capturing enables your app to obtain mouse events globally, instead of just 215 * within your window. Not all video targets support this function. When 216 * capturing is enabled, the current window will get all mouse events, but 217 * unlike relative mode, no change is made to the cursor and it is not 218 * restrained to your window. 219 * 220 * This function may also deny mouse input to other windows--both those in 221 * your application and others on the system--so you should use this function 222 * sparingly, and in small bursts. For example, you might want to track the 223 * mouse while the user is dragging something, until the user releases a mouse 224 * button. It is not recommended that you capture the mouse for long periods 225 * of time, such as the entire time your app is running. For that, you should 226 * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending 227 * on your goals. 228 * 229 * While captured, mouse events still report coordinates relative to the 230 * current (foreground) window, but those coordinates may be outside the 231 * bounds of the window (including negative values). Capturing is only allowed 232 * for the foreground window. If the window loses focus while capturing, the 233 * capture will be disabled automatically. 234 * 235 * While capturing is enabled, the current window will have the 236 * `SDL_WINDOW_MOUSE_CAPTURE` flag set. 237 * 238 * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable. 239 * \returns 0 on success or -1 if not supported; call SDL_GetError() for more 240 * information. 241 * 242 * \since This function is available since SDL 2.0.4. 243 * 244 * \sa SDL_GetGlobalMouseState 245 */ 246 extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled); 247 248 /** 249 * Query whether relative mouse mode is enabled. 250 * 251 * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise. 252 * 253 * \sa SDL_SetRelativeMouseMode 254 */ 255 extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void); 256 257 /** 258 * Create a cursor using the specified bitmap data and mask (in MSB format). 259 * 260 * `mask` has to be in MSB (Most Significant Bit) format. 261 * 262 * The cursor width (`w`) must be a multiple of 8 bits. 263 * 264 * The cursor is created in black and white according to the following: 265 * 266 * - data=0, mask=1: white 267 * - data=1, mask=1: black 268 * - data=0, mask=0: transparent 269 * - data=1, mask=0: inverted color if possible, black if not. 270 * 271 * Cursors created with this function must be freed with SDL_FreeCursor(). 272 * 273 * If you want to have a color cursor, or create your cursor from an 274 * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can 275 * hide the cursor and draw your own as part of your game's rendering, but it 276 * will be bound to the framerate. 277 * 278 * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which 279 * provides twelve readily available system cursors to pick from. 280 * 281 * \param data the color value for each pixel of the cursor 282 * \param mask the mask value for each pixel of the cursor 283 * \param w the width of the cursor 284 * \param h the height of the cursor 285 * \param hot_x the X-axis location of the upper left corner of the cursor 286 * relative to the actual mouse position 287 * \param hot_y the Y-axis location of the upper left corner of the cursor 288 * relative to the actual mouse position 289 * \returns a new cursor with the specified parameters on success or NULL on 290 * failure; call SDL_GetError() for more information. 291 * 292 * \sa SDL_FreeCursor 293 * \sa SDL_SetCursor 294 * \sa SDL_ShowCursor 295 */ 296 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data, 297 const Uint8 * mask, 298 int w, int h, int hot_x, 299 int hot_y); 300 301 /** 302 * Create a color cursor. 303 * 304 * \param surface an SDL_Surface structure representing the cursor image 305 * \param hot_x the x position of the cursor hot spot 306 * \param hot_y the y position of the cursor hot spot 307 * \returns the new cursor on success or NULL on failure; call SDL_GetError() 308 * for more information. 309 * 310 * \since This function is available since SDL 2.0.0. 311 * 312 * \sa SDL_CreateCursor 313 * \sa SDL_FreeCursor 314 */ 315 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, 316 int hot_x, 317 int hot_y); 318 319 /** 320 * Create a system cursor. 321 * 322 * \param id an SDL_SystemCursor enum value 323 * \returns a cursor on success or NULL on failure; call SDL_GetError() for 324 * more information. 325 * 326 * \since This function is available since SDL 2.0.0. 327 * 328 * \sa SDL_FreeCursor 329 */ 330 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); 331 332 /** 333 * Set the active cursor. 334 * 335 * This function sets the currently active cursor to the specified one. If the 336 * cursor is currently visible, the change will be immediately represented on 337 * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if 338 * this is desired for any reason. 339 * 340 * \param cursor a cursor to make active 341 * 342 * \sa SDL_CreateCursor 343 * \sa SDL_GetCursor 344 * \sa SDL_ShowCursor 345 */ 346 extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor); 347 348 /** 349 * Get the active cursor. 350 * 351 * This function returns a pointer to the current cursor which is owned by the 352 * library. It is not necessary to free the cursor with SDL_FreeCursor(). 353 * 354 * \returns the active cursor or NULL if there is no mouse. 355 * 356 * \sa SDL_SetCursor 357 */ 358 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void); 359 360 /** 361 * Get the default cursor. 362 * 363 * \returns the default cursor on success or NULL on failure. 364 * 365 * \since This function is available since SDL 2.0.0. 366 * 367 * \sa SDL_CreateSystemCursor 368 */ 369 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void); 370 371 /** 372 * Free a previously-created cursor. 373 * 374 * Use this function to free cursor resources created with SDL_CreateCursor(), 375 * SDL_CreateColorCursor() or SDL_CreateSystemCursor(). 376 * 377 * \param cursor the cursor to free 378 * 379 * \sa SDL_CreateColorCursor 380 * \sa SDL_CreateCursor 381 * \sa SDL_CreateSystemCursor 382 */ 383 extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor); 384 385 /** 386 * Toggle whether or not the cursor is shown. 387 * 388 * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE` 389 * displays the cursor and passing `SDL_DISABLE` hides it. 390 * 391 * The current state of the mouse cursor can be queried by passing 392 * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned. 393 * 394 * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it, 395 * `SDL_QUERY` to query the current state without changing it. 396 * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the 397 * cursor is hidden, or a negative error code on failure; call 398 * SDL_GetError() for more information. 399 * 400 * \sa SDL_CreateCursor 401 * \sa SDL_SetCursor 402 */ 403 extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); 404 405 /** 406 * Used as a mask when testing buttons in buttonstate. 407 * 408 * - Button 1: Left mouse button 409 * - Button 2: Middle mouse button 410 * - Button 3: Right mouse button 411 */ 412 #define SDL_BUTTON(X) (1 << ((X)-1)) 413 #define SDL_BUTTON_LEFT 1 414 #define SDL_BUTTON_MIDDLE 2 415 #define SDL_BUTTON_RIGHT 3 416 #define SDL_BUTTON_X1 4 417 #define SDL_BUTTON_X2 5 418 #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) 419 #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) 420 #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) 421 #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) 422 #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) 423 424 /* Ends C function definitions when using C++ */ 425 #ifdef __cplusplus 426 } 427 #endif 428 #include "close_code.h" 429 430 #endif /* SDL_mouse_h_ */ 431 432 /* vi: set ts=4 sw=4 expandtab: */ 433