1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2025 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 | * # CategoryMouse |
24 | * |
25 | * Any GUI application has to deal with the mouse, and SDL provides functions |
26 | * to manage mouse input and the displayed cursor. |
27 | * |
28 | * Most interactions with the mouse will come through the event subsystem. |
29 | * Moving a mouse generates an SDL_EVENT_MOUSE_MOTION event, pushing a button |
30 | * generates SDL_EVENT_MOUSE_BUTTON_DOWN, etc, but one can also query the |
31 | * current state of the mouse at any time with SDL_GetMouseState(). |
32 | * |
33 | * For certain games, it's useful to disassociate the mouse cursor from mouse |
34 | * input. An FPS, for example, would not want the player's motion to stop as |
35 | * the mouse hits the edge of the window. For these scenarios, use |
36 | * SDL_SetWindowRelativeMouseMode(), which hides the cursor, grabs mouse input |
37 | * to the window, and reads mouse input no matter how far it moves. |
38 | * |
39 | * Games that want the system to track the mouse but want to draw their own |
40 | * cursor can use SDL_HideCursor() and SDL_ShowCursor(). It might be more |
41 | * efficient to let the system manage the cursor, if possible, using |
42 | * SDL_SetCursor() with a custom image made through SDL_CreateColorCursor(), |
43 | * or perhaps just a specific system cursor from SDL_CreateSystemCursor(). |
44 | * |
45 | * SDL can, on many platforms, differentiate between multiple connected mice, |
46 | * allowing for interesting input scenarios and multiplayer games. They can be |
47 | * enumerated with SDL_GetMice(), and SDL will send SDL_EVENT_MOUSE_ADDED and |
48 | * SDL_EVENT_MOUSE_REMOVED events as they are connected and unplugged. |
49 | * |
50 | * Since many apps only care about basic mouse input, SDL offers a virtual |
51 | * mouse device for touch and pen input, which often can make a desktop |
52 | * application work on a touchscreen phone without any code changes. Apps that |
53 | * care about touch/pen separately from mouse input should filter out events |
54 | * with a `which` field of SDL_TOUCH_MOUSEID/SDL_PEN_MOUSEID. |
55 | */ |
56 | |
57 | #ifndef SDL_mouse_h_ |
58 | #define SDL_mouse_h_ |
59 | |
60 | #include <SDL3/SDL_stdinc.h> |
61 | #include <SDL3/SDL_error.h> |
62 | #include <SDL3/SDL_surface.h> |
63 | #include <SDL3/SDL_video.h> |
64 | |
65 | #include <SDL3/SDL_begin_code.h> |
66 | /* Set up for C function definitions, even when using C++ */ |
67 | #ifdef __cplusplus |
68 | extern "C" { |
69 | #endif |
70 | |
71 | /** |
72 | * This is a unique ID for a mouse for the time it is connected to the system, |
73 | * and is never reused for the lifetime of the application. |
74 | * |
75 | * If the mouse is disconnected and reconnected, it will get a new ID. |
76 | * |
77 | * The value 0 is an invalid ID. |
78 | * |
79 | * \since This datatype is available since SDL 3.2.0. |
80 | */ |
81 | typedef Uint32 SDL_MouseID; |
82 | |
83 | /** |
84 | * The structure used to identify an SDL cursor. |
85 | * |
86 | * This is opaque data. |
87 | * |
88 | * \since This struct is available since SDL 3.2.0. |
89 | */ |
90 | typedef struct SDL_Cursor SDL_Cursor; |
91 | |
92 | /** |
93 | * Cursor types for SDL_CreateSystemCursor(). |
94 | * |
95 | * \since This enum is available since SDL 3.2.0. |
96 | */ |
97 | typedef enum SDL_SystemCursor |
98 | { |
99 | SDL_SYSTEM_CURSOR_DEFAULT, /**< Default cursor. Usually an arrow. */ |
100 | SDL_SYSTEM_CURSOR_TEXT, /**< Text selection. Usually an I-beam. */ |
101 | SDL_SYSTEM_CURSOR_WAIT, /**< Wait. Usually an hourglass or watch or spinning ball. */ |
102 | SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair. */ |
103 | SDL_SYSTEM_CURSOR_PROGRESS, /**< Program is busy but still interactive. Usually it's WAIT with an arrow. */ |
104 | SDL_SYSTEM_CURSOR_NWSE_RESIZE, /**< Double arrow pointing northwest and southeast. */ |
105 | SDL_SYSTEM_CURSOR_NESW_RESIZE, /**< Double arrow pointing northeast and southwest. */ |
106 | SDL_SYSTEM_CURSOR_EW_RESIZE, /**< Double arrow pointing west and east. */ |
107 | SDL_SYSTEM_CURSOR_NS_RESIZE, /**< Double arrow pointing north and south. */ |
108 | SDL_SYSTEM_CURSOR_MOVE, /**< Four pointed arrow pointing north, south, east, and west. */ |
109 | SDL_SYSTEM_CURSOR_NOT_ALLOWED, /**< Not permitted. Usually a slashed circle or crossbones. */ |
110 | SDL_SYSTEM_CURSOR_POINTER, /**< Pointer that indicates a link. Usually a pointing hand. */ |
111 | SDL_SYSTEM_CURSOR_NW_RESIZE, /**< Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE. */ |
112 | SDL_SYSTEM_CURSOR_N_RESIZE, /**< Window resize top. May be NS_RESIZE. */ |
113 | SDL_SYSTEM_CURSOR_NE_RESIZE, /**< Window resize top-right. May be NESW_RESIZE. */ |
114 | SDL_SYSTEM_CURSOR_E_RESIZE, /**< Window resize right. May be EW_RESIZE. */ |
115 | SDL_SYSTEM_CURSOR_SE_RESIZE, /**< Window resize bottom-right. May be NWSE_RESIZE. */ |
116 | SDL_SYSTEM_CURSOR_S_RESIZE, /**< Window resize bottom. May be NS_RESIZE. */ |
117 | SDL_SYSTEM_CURSOR_SW_RESIZE, /**< Window resize bottom-left. May be NESW_RESIZE. */ |
118 | SDL_SYSTEM_CURSOR_W_RESIZE, /**< Window resize left. May be EW_RESIZE. */ |
119 | SDL_SYSTEM_CURSOR_COUNT |
120 | } SDL_SystemCursor; |
121 | |
122 | /** |
123 | * Scroll direction types for the Scroll event |
124 | * |
125 | * \since This enum is available since SDL 3.2.0. |
126 | */ |
127 | typedef enum SDL_MouseWheelDirection |
128 | { |
129 | SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */ |
130 | SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */ |
131 | } SDL_MouseWheelDirection; |
132 | |
133 | /** |
134 | * A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc. |
135 | * |
136 | * - Button 1: Left mouse button |
137 | * - Button 2: Middle mouse button |
138 | * - Button 3: Right mouse button |
139 | * - Button 4: Side mouse button 1 |
140 | * - Button 5: Side mouse button 2 |
141 | * |
142 | * \since This datatype is available since SDL 3.2.0. |
143 | * |
144 | * \sa SDL_GetMouseState |
145 | * \sa SDL_GetGlobalMouseState |
146 | * \sa SDL_GetRelativeMouseState |
147 | */ |
148 | typedef Uint32 SDL_MouseButtonFlags; |
149 | |
150 | /** |
151 | * A callback used to transform mouse motion delta from raw values. |
152 | * |
153 | * This is called during SDL's handling of platform mouse events to scale the |
154 | * values of the resulting motion delta. |
155 | * |
156 | * \param userdata what was passed as `userdata` to |
157 | * SDL_SetRelativeMouseTransform(). |
158 | * \param timestamp the associated time at which this mouse motion event was |
159 | * received. |
160 | * \param window the associated window to which this mouse motion event was |
161 | * addressed. |
162 | * \param mouseID the associated mouse from which this mouse motion event was |
163 | * emitted. |
164 | * \param x pointer to a variable that will be treated as the resulting x-axis |
165 | * motion. |
166 | * \param y pointer to a variable that will be treated as the resulting y-axis |
167 | * motion. |
168 | * |
169 | * \threadsafety This callback is called by SDL's internal mouse input |
170 | * processing procedure, which may be a thread separate from the |
171 | * main event loop that is run at realtime priority. Stalling |
172 | * this thread with too much work in the callback can therefore |
173 | * potentially freeze the entire system. Care should be taken |
174 | * with proper synchronization practices when adding other side |
175 | * effects beyond mutation of the x and y values. |
176 | * |
177 | * \since This datatype is available since SDL 3.2.6. |
178 | * |
179 | * \sa SDL_SetRelativeMouseTransform |
180 | */ |
181 | typedef void (SDLCALL *SDL_MouseMotionTransformCallback)( |
182 | void *userdata, |
183 | Uint64 timestamp, |
184 | SDL_Window *window, |
185 | SDL_MouseID mouseID, |
186 | float *x, float *y |
187 | ); |
188 | |
189 | #define SDL_BUTTON_LEFT 1 |
190 | #define SDL_BUTTON_MIDDLE 2 |
191 | #define SDL_BUTTON_RIGHT 3 |
192 | #define SDL_BUTTON_X1 4 |
193 | #define SDL_BUTTON_X2 5 |
194 | |
195 | #define SDL_BUTTON_MASK(X) (1u << ((X)-1)) |
196 | #define SDL_BUTTON_LMASK SDL_BUTTON_MASK(SDL_BUTTON_LEFT) |
197 | #define SDL_BUTTON_MMASK SDL_BUTTON_MASK(SDL_BUTTON_MIDDLE) |
198 | #define SDL_BUTTON_RMASK SDL_BUTTON_MASK(SDL_BUTTON_RIGHT) |
199 | #define SDL_BUTTON_X1MASK SDL_BUTTON_MASK(SDL_BUTTON_X1) |
200 | #define SDL_BUTTON_X2MASK SDL_BUTTON_MASK(SDL_BUTTON_X2) |
201 | |
202 | |
203 | /* Function prototypes */ |
204 | |
205 | /** |
206 | * Return whether a mouse is currently connected. |
207 | * |
208 | * \returns true if a mouse is connected, false otherwise. |
209 | * |
210 | * \threadsafety This function should only be called on the main thread. |
211 | * |
212 | * \since This function is available since SDL 3.2.0. |
213 | * |
214 | * \sa SDL_GetMice |
215 | */ |
216 | extern SDL_DECLSPEC bool SDLCALL SDL_HasMouse(void); |
217 | |
218 | /** |
219 | * Get a list of currently connected mice. |
220 | * |
221 | * Note that this will include any device or virtual driver that includes |
222 | * mouse functionality, including some game controllers, KVM switches, etc. |
223 | * You should wait for input from a device before you consider it actively in |
224 | * use. |
225 | * |
226 | * \param count a pointer filled in with the number of mice returned, may be |
227 | * NULL. |
228 | * \returns a 0 terminated array of mouse instance IDs or NULL on failure; |
229 | * call SDL_GetError() for more information. This should be freed |
230 | * with SDL_free() when it is no longer needed. |
231 | * |
232 | * \threadsafety This function should only be called on the main thread. |
233 | * |
234 | * \since This function is available since SDL 3.2.0. |
235 | * |
236 | * \sa SDL_GetMouseNameForID |
237 | * \sa SDL_HasMouse |
238 | */ |
239 | extern SDL_DECLSPEC SDL_MouseID * SDLCALL SDL_GetMice(int *count); |
240 | |
241 | /** |
242 | * Get the name of a mouse. |
243 | * |
244 | * This function returns "" if the mouse doesn't have a name. |
245 | * |
246 | * \param instance_id the mouse instance ID. |
247 | * \returns the name of the selected mouse, or NULL on failure; call |
248 | * SDL_GetError() for more information. |
249 | * |
250 | * \threadsafety This function should only be called on the main thread. |
251 | * |
252 | * \since This function is available since SDL 3.2.0. |
253 | * |
254 | * \sa SDL_GetMice |
255 | */ |
256 | extern SDL_DECLSPEC const char * SDLCALL SDL_GetMouseNameForID(SDL_MouseID instance_id); |
257 | |
258 | /** |
259 | * Get the window which currently has mouse focus. |
260 | * |
261 | * \returns the window with mouse focus. |
262 | * |
263 | * \threadsafety This function should only be called on the main thread. |
264 | * |
265 | * \since This function is available since SDL 3.2.0. |
266 | */ |
267 | extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); |
268 | |
269 | /** |
270 | * Query SDL's cache for the synchronous mouse button state and the |
271 | * window-relative SDL-cursor position. |
272 | * |
273 | * This function returns the cached synchronous state as SDL understands it |
274 | * from the last pump of the event queue. |
275 | * |
276 | * To query the platform for immediate asynchronous state, use |
277 | * SDL_GetGlobalMouseState. |
278 | * |
279 | * Passing non-NULL pointers to `x` or `y` will write the destination with |
280 | * respective x or y coordinates relative to the focused window. |
281 | * |
282 | * In Relative Mode, the SDL-cursor's position usually contradicts the |
283 | * platform-cursor's position as manually calculated from |
284 | * SDL_GetGlobalMouseState() and SDL_GetWindowPosition. |
285 | * |
286 | * \param x a pointer to receive the SDL-cursor's x-position from the focused |
287 | * window's top left corner, can be NULL if unused. |
288 | * \param y a pointer to receive the SDL-cursor's y-position from the focused |
289 | * window's top left corner, can be NULL if unused. |
290 | * \returns a 32-bit bitmask of the button state that can be bitwise-compared |
291 | * against the SDL_BUTTON_MASK(X) macro. |
292 | * |
293 | * \threadsafety This function should only be called on the main thread. |
294 | * |
295 | * \since This function is available since SDL 3.2.0. |
296 | * |
297 | * \sa SDL_GetGlobalMouseState |
298 | * \sa SDL_GetRelativeMouseState |
299 | */ |
300 | extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetMouseState(float *x, float *y); |
301 | |
302 | /** |
303 | * Query the platform for the asynchronous mouse button state and the |
304 | * desktop-relative platform-cursor position. |
305 | * |
306 | * This function immediately queries the platform for the most recent |
307 | * asynchronous state, more costly than retrieving SDL's cached state in |
308 | * SDL_GetMouseState(). |
309 | * |
310 | * Passing non-NULL pointers to `x` or `y` will write the destination with |
311 | * respective x or y coordinates relative to the desktop. |
312 | * |
313 | * In Relative Mode, the platform-cursor's position usually contradicts the |
314 | * SDL-cursor's position as manually calculated from SDL_GetMouseState() and |
315 | * SDL_GetWindowPosition. |
316 | * |
317 | * This function can be useful if you need to track the mouse outside of a |
318 | * specific window and SDL_CaptureMouse() doesn't fit your needs. For example, |
319 | * it could be useful if you need to track the mouse while dragging a window, |
320 | * where coordinates relative to a window might not be in sync at all times. |
321 | * |
322 | * \param x a pointer to receive the platform-cursor's x-position from the |
323 | * desktop's top left corner, can be NULL if unused. |
324 | * \param y a pointer to receive the platform-cursor's y-position from the |
325 | * desktop's top left corner, can be NULL if unused. |
326 | * \returns a 32-bit bitmask of the button state that can be bitwise-compared |
327 | * against the SDL_BUTTON_MASK(X) macro. |
328 | * |
329 | * \threadsafety This function should only be called on the main thread. |
330 | * |
331 | * \since This function is available since SDL 3.2.0. |
332 | * |
333 | * \sa SDL_CaptureMouse |
334 | * \sa SDL_GetMouseState |
335 | * \sa SDL_GetGlobalMouseState |
336 | */ |
337 | extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetGlobalMouseState(float *x, float *y); |
338 | |
339 | /** |
340 | * Query SDL's cache for the synchronous mouse button state and accumulated |
341 | * mouse delta since last call. |
342 | * |
343 | * This function returns the cached synchronous state as SDL understands it |
344 | * from the last pump of the event queue. |
345 | * |
346 | * To query the platform for immediate asynchronous state, use |
347 | * SDL_GetGlobalMouseState. |
348 | * |
349 | * Passing non-NULL pointers to `x` or `y` will write the destination with |
350 | * respective x or y deltas accumulated since the last call to this function |
351 | * (or since event initialization). |
352 | * |
353 | * This function is useful for reducing overhead by processing relative mouse |
354 | * inputs in one go per-frame instead of individually per-event, at the |
355 | * expense of losing the order between events within the frame (e.g. quickly |
356 | * pressing and releasing a button within the same frame). |
357 | * |
358 | * \param x a pointer to receive the x mouse delta accumulated since last |
359 | * call, can be NULL if unused. |
360 | * \param y a pointer to receive the y mouse delta accumulated since last |
361 | * call, can be NULL if unused. |
362 | * \returns a 32-bit bitmask of the button state that can be bitwise-compared |
363 | * against the SDL_BUTTON_MASK(X) macro. |
364 | * |
365 | * \threadsafety This function should only be called on the main thread. |
366 | * |
367 | * \since This function is available since SDL 3.2.0. |
368 | * |
369 | * \sa SDL_GetMouseState |
370 | * \sa SDL_GetGlobalMouseState |
371 | */ |
372 | extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetRelativeMouseState(float *x, float *y); |
373 | |
374 | /** |
375 | * Move the mouse cursor to the given position within the window. |
376 | * |
377 | * This function generates a mouse motion event if relative mode is not |
378 | * enabled. If relative mode is enabled, you can force mouse events for the |
379 | * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint. |
380 | * |
381 | * Note that this function will appear to succeed, but not actually move the |
382 | * mouse when used over Microsoft Remote Desktop. |
383 | * |
384 | * \param window the window to move the mouse into, or NULL for the current |
385 | * mouse focus. |
386 | * \param x the x coordinate within the window. |
387 | * \param y the y coordinate within the window. |
388 | * |
389 | * \threadsafety This function should only be called on the main thread. |
390 | * |
391 | * \since This function is available since SDL 3.2.0. |
392 | * |
393 | * \sa SDL_WarpMouseGlobal |
394 | */ |
395 | extern SDL_DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window *window, |
396 | float x, float y); |
397 | |
398 | /** |
399 | * Move the mouse to the given position in global screen space. |
400 | * |
401 | * This function generates a mouse motion event. |
402 | * |
403 | * A failure of this function usually means that it is unsupported by a |
404 | * platform. |
405 | * |
406 | * Note that this function will appear to succeed, but not actually move the |
407 | * mouse when used over Microsoft Remote Desktop. |
408 | * |
409 | * \param x the x coordinate. |
410 | * \param y the y coordinate. |
411 | * \returns true on success or false on failure; call SDL_GetError() for more |
412 | * information. |
413 | * |
414 | * \threadsafety This function should only be called on the main thread. |
415 | * |
416 | * \since This function is available since SDL 3.2.0. |
417 | * |
418 | * \sa SDL_WarpMouseInWindow |
419 | */ |
420 | extern SDL_DECLSPEC bool SDLCALL SDL_WarpMouseGlobal(float x, float y); |
421 | |
422 | /** |
423 | * Set a user-defined function by which to transform relative mouse inputs. |
424 | * |
425 | * This overrides the relative system scale and relative speed scale hints. |
426 | * Should be called prior to enabling relative mouse mode, fails otherwise. |
427 | * |
428 | * \param callback a callback used to transform relative mouse motion, or NULL |
429 | * for default behavior. |
430 | * \param userdata a pointer that will be passed to `callback`. |
431 | * \returns true on success or false on failure; call SDL_GetError() for more |
432 | * information. |
433 | * |
434 | * \threadsafety This function should only be called on the main thread. |
435 | * |
436 | * \since This function is available since SDL 3.4.0. |
437 | */ |
438 | extern SDL_DECLSPEC bool SDLCALL SDL_SetRelativeMouseTransform(SDL_MouseMotionTransformCallback callback, void *userdata); |
439 | |
440 | /** |
441 | * Set relative mouse mode for a window. |
442 | * |
443 | * While the window has focus and relative mouse mode is enabled, the cursor |
444 | * is hidden, the mouse position is constrained to the window, and SDL will |
445 | * report continuous relative mouse motion even if the mouse is at the edge of |
446 | * the window. |
447 | * |
448 | * If you'd like to keep the mouse position fixed while in relative mode you |
449 | * can use SDL_SetWindowMouseRect(). If you'd like the cursor to be at a |
450 | * specific location when relative mode ends, you should use |
451 | * SDL_WarpMouseInWindow() before disabling relative mode. |
452 | * |
453 | * This function will flush any pending mouse motion for this window. |
454 | * |
455 | * \param window the window to change. |
456 | * \param enabled true to enable relative mode, false to disable. |
457 | * \returns true on success or false on failure; call SDL_GetError() for more |
458 | * information. |
459 | * |
460 | * \threadsafety This function should only be called on the main thread. |
461 | * |
462 | * \since This function is available since SDL 3.2.0. |
463 | * |
464 | * \sa SDL_GetWindowRelativeMouseMode |
465 | */ |
466 | extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled); |
467 | |
468 | /** |
469 | * Query whether relative mouse mode is enabled for a window. |
470 | * |
471 | * \param window the window to query. |
472 | * \returns true if relative mode is enabled for a window or false otherwise. |
473 | * |
474 | * \threadsafety This function should only be called on the main thread. |
475 | * |
476 | * \since This function is available since SDL 3.2.0. |
477 | * |
478 | * \sa SDL_SetWindowRelativeMouseMode |
479 | */ |
480 | extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowRelativeMouseMode(SDL_Window *window); |
481 | |
482 | /** |
483 | * Capture the mouse and to track input outside an SDL window. |
484 | * |
485 | * Capturing enables your app to obtain mouse events globally, instead of just |
486 | * within your window. Not all video targets support this function. When |
487 | * capturing is enabled, the current window will get all mouse events, but |
488 | * unlike relative mode, no change is made to the cursor and it is not |
489 | * restrained to your window. |
490 | * |
491 | * This function may also deny mouse input to other windows--both those in |
492 | * your application and others on the system--so you should use this function |
493 | * sparingly, and in small bursts. For example, you might want to track the |
494 | * mouse while the user is dragging something, until the user releases a mouse |
495 | * button. It is not recommended that you capture the mouse for long periods |
496 | * of time, such as the entire time your app is running. For that, you should |
497 | * probably use SDL_SetWindowRelativeMouseMode() or SDL_SetWindowMouseGrab(), |
498 | * depending on your goals. |
499 | * |
500 | * While captured, mouse events still report coordinates relative to the |
501 | * current (foreground) window, but those coordinates may be outside the |
502 | * bounds of the window (including negative values). Capturing is only allowed |
503 | * for the foreground window. If the window loses focus while capturing, the |
504 | * capture will be disabled automatically. |
505 | * |
506 | * While capturing is enabled, the current window will have the |
507 | * `SDL_WINDOW_MOUSE_CAPTURE` flag set. |
508 | * |
509 | * Please note that SDL will attempt to "auto capture" the mouse while the |
510 | * user is pressing a button; this is to try and make mouse behavior more |
511 | * consistent between platforms, and deal with the common case of a user |
512 | * dragging the mouse outside of the window. This means that if you are |
513 | * calling SDL_CaptureMouse() only to deal with this situation, you do not |
514 | * have to (although it is safe to do so). If this causes problems for your |
515 | * app, you can disable auto capture by setting the |
516 | * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero. |
517 | * |
518 | * \param enabled true to enable capturing, false to disable. |
519 | * \returns true on success or false on failure; call SDL_GetError() for more |
520 | * information. |
521 | * |
522 | * \threadsafety This function should only be called on the main thread. |
523 | * |
524 | * \since This function is available since SDL 3.2.0. |
525 | * |
526 | * \sa SDL_GetGlobalMouseState |
527 | */ |
528 | extern SDL_DECLSPEC bool SDLCALL SDL_CaptureMouse(bool enabled); |
529 | |
530 | /** |
531 | * Create a cursor using the specified bitmap data and mask (in MSB format). |
532 | * |
533 | * `mask` has to be in MSB (Most Significant Bit) format. |
534 | * |
535 | * The cursor width (`w`) must be a multiple of 8 bits. |
536 | * |
537 | * The cursor is created in black and white according to the following: |
538 | * |
539 | * - data=0, mask=1: white |
540 | * - data=1, mask=1: black |
541 | * - data=0, mask=0: transparent |
542 | * - data=1, mask=0: inverted color if possible, black if not. |
543 | * |
544 | * Cursors created with this function must be freed with SDL_DestroyCursor(). |
545 | * |
546 | * If you want to have a color cursor, or create your cursor from an |
547 | * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can |
548 | * hide the cursor and draw your own as part of your game's rendering, but it |
549 | * will be bound to the framerate. |
550 | * |
551 | * Also, SDL_CreateSystemCursor() is available, which provides several |
552 | * readily-available system cursors to pick from. |
553 | * |
554 | * \param data the color value for each pixel of the cursor. |
555 | * \param mask the mask value for each pixel of the cursor. |
556 | * \param w the width of the cursor. |
557 | * \param h the height of the cursor. |
558 | * \param hot_x the x-axis offset from the left of the cursor image to the |
559 | * mouse x position, in the range of 0 to `w` - 1. |
560 | * \param hot_y the y-axis offset from the top of the cursor image to the |
561 | * mouse y position, in the range of 0 to `h` - 1. |
562 | * \returns a new cursor with the specified parameters on success or NULL on |
563 | * failure; call SDL_GetError() for more information. |
564 | * |
565 | * \threadsafety This function should only be called on the main thread. |
566 | * |
567 | * \since This function is available since SDL 3.2.0. |
568 | * |
569 | * \sa SDL_CreateColorCursor |
570 | * \sa SDL_CreateSystemCursor |
571 | * \sa SDL_DestroyCursor |
572 | * \sa SDL_SetCursor |
573 | */ |
574 | extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor(const Uint8 *data, |
575 | const Uint8 *mask, |
576 | int w, int h, int hot_x, |
577 | int hot_y); |
578 | |
579 | /** |
580 | * Create a color cursor. |
581 | * |
582 | * If this function is passed a surface with alternate representations, the |
583 | * surface will be interpreted as the content to be used for 100% display |
584 | * scale, and the alternate representations will be used for high DPI |
585 | * situations. For example, if the original surface is 32x32, then on a 2x |
586 | * macOS display or 200% display scale on Windows, a 64x64 version of the |
587 | * image will be used, if available. If a matching version of the image isn't |
588 | * available, the closest larger size image will be downscaled to the |
589 | * appropriate size and be used instead, if available. Otherwise, the closest |
590 | * smaller image will be upscaled and be used instead. |
591 | * |
592 | * \param surface an SDL_Surface structure representing the cursor image. |
593 | * \param hot_x the x position of the cursor hot spot. |
594 | * \param hot_y the y position of the cursor hot spot. |
595 | * \returns the new cursor on success or NULL on failure; call SDL_GetError() |
596 | * for more information. |
597 | * |
598 | * \threadsafety This function should only be called on the main thread. |
599 | * |
600 | * \since This function is available since SDL 3.2.0. |
601 | * |
602 | * \sa SDL_CreateCursor |
603 | * \sa SDL_CreateSystemCursor |
604 | * \sa SDL_DestroyCursor |
605 | * \sa SDL_SetCursor |
606 | */ |
607 | extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, |
608 | int hot_x, |
609 | int hot_y); |
610 | |
611 | /** |
612 | * Create a system cursor. |
613 | * |
614 | * \param id an SDL_SystemCursor enum value. |
615 | * \returns a cursor on success or NULL on failure; call SDL_GetError() for |
616 | * more information. |
617 | * |
618 | * \threadsafety This function should only be called on the main thread. |
619 | * |
620 | * \since This function is available since SDL 3.2.0. |
621 | * |
622 | * \sa SDL_DestroyCursor |
623 | */ |
624 | extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); |
625 | |
626 | /** |
627 | * Set the active cursor. |
628 | * |
629 | * This function sets the currently active cursor to the specified one. If the |
630 | * cursor is currently visible, the change will be immediately represented on |
631 | * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if |
632 | * this is desired for any reason. |
633 | * |
634 | * \param cursor a cursor to make active. |
635 | * \returns true on success or false on failure; call SDL_GetError() for more |
636 | * information. |
637 | * |
638 | * \threadsafety This function should only be called on the main thread. |
639 | * |
640 | * \since This function is available since SDL 3.2.0. |
641 | * |
642 | * \sa SDL_GetCursor |
643 | */ |
644 | extern SDL_DECLSPEC bool SDLCALL SDL_SetCursor(SDL_Cursor *cursor); |
645 | |
646 | /** |
647 | * Get the active cursor. |
648 | * |
649 | * This function returns a pointer to the current cursor which is owned by the |
650 | * library. It is not necessary to free the cursor with SDL_DestroyCursor(). |
651 | * |
652 | * \returns the active cursor or NULL if there is no mouse. |
653 | * |
654 | * \threadsafety This function should only be called on the main thread. |
655 | * |
656 | * \since This function is available since SDL 3.2.0. |
657 | * |
658 | * \sa SDL_SetCursor |
659 | */ |
660 | extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void); |
661 | |
662 | /** |
663 | * Get the default cursor. |
664 | * |
665 | * You do not have to call SDL_DestroyCursor() on the return value, but it is |
666 | * safe to do so. |
667 | * |
668 | * \returns the default cursor on success or NULL on failuree; call |
669 | * SDL_GetError() for more information. |
670 | * |
671 | * \threadsafety This function should only be called on the main thread. |
672 | * |
673 | * \since This function is available since SDL 3.2.0. |
674 | */ |
675 | extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetDefaultCursor(void); |
676 | |
677 | /** |
678 | * Free a previously-created cursor. |
679 | * |
680 | * Use this function to free cursor resources created with SDL_CreateCursor(), |
681 | * SDL_CreateColorCursor() or SDL_CreateSystemCursor(). |
682 | * |
683 | * \param cursor the cursor to free. |
684 | * |
685 | * \threadsafety This function should only be called on the main thread. |
686 | * |
687 | * \since This function is available since SDL 3.2.0. |
688 | * |
689 | * \sa SDL_CreateColorCursor |
690 | * \sa SDL_CreateCursor |
691 | * \sa SDL_CreateSystemCursor |
692 | */ |
693 | extern SDL_DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor *cursor); |
694 | |
695 | /** |
696 | * Show the cursor. |
697 | * |
698 | * \returns true on success or false on failure; call SDL_GetError() for more |
699 | * information. |
700 | * |
701 | * \threadsafety This function should only be called on the main thread. |
702 | * |
703 | * \since This function is available since SDL 3.2.0. |
704 | * |
705 | * \sa SDL_CursorVisible |
706 | * \sa SDL_HideCursor |
707 | */ |
708 | extern SDL_DECLSPEC bool SDLCALL SDL_ShowCursor(void); |
709 | |
710 | /** |
711 | * Hide the cursor. |
712 | * |
713 | * \returns true on success or false on failure; call SDL_GetError() for more |
714 | * information. |
715 | * |
716 | * \threadsafety This function should only be called on the main thread. |
717 | * |
718 | * \since This function is available since SDL 3.2.0. |
719 | * |
720 | * \sa SDL_CursorVisible |
721 | * \sa SDL_ShowCursor |
722 | */ |
723 | extern SDL_DECLSPEC bool SDLCALL SDL_HideCursor(void); |
724 | |
725 | /** |
726 | * Return whether the cursor is currently being shown. |
727 | * |
728 | * \returns `true` if the cursor is being shown, or `false` if the cursor is |
729 | * hidden. |
730 | * |
731 | * \threadsafety This function should only be called on the main thread. |
732 | * |
733 | * \since This function is available since SDL 3.2.0. |
734 | * |
735 | * \sa SDL_HideCursor |
736 | * \sa SDL_ShowCursor |
737 | */ |
738 | extern SDL_DECLSPEC bool SDLCALL SDL_CursorVisible(void); |
739 | |
740 | /* Ends C function definitions when using C++ */ |
741 | #ifdef __cplusplus |
742 | } |
743 | #endif |
744 | #include <SDL3/SDL_close_code.h> |
745 | |
746 | #endif /* SDL_mouse_h_ */ |
747 | |