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