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
38extern "C" {
39#endif
40
41typedef struct SDL_Cursor SDL_Cursor; /**< Implementation dependent */
42
43/**
44 * \brief Cursor types for SDL_CreateSystemCursor().
45 */
46typedef 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 */
66typedef 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 */
79extern 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 */
100extern 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
114 * the OS for the current mouse position, and as such, might be a slightly
115 * less 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 */
129extern 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 */
146extern 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 * \param window the window to move the mouse into, or NULL for the current
154 * mouse focus
155 * \param x the x coordinate within the window
156 * \param y the y coordinate within the window
157 *
158 * \sa SDL_WarpMouseGlobal
159 */
160extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
161 int x, int y);
162
163/**
164 * Move the mouse to the given position in global screen space.
165 *
166 * This function generates a mouse motion event.
167 *
168 * A failure of this function usually means that it is unsupported by a
169 * platform.
170 *
171 * \param x the x coordinate
172 * \param y the y coordinate
173 * \returns 0 on success or a negative error code on failure; call
174 * SDL_GetError() for more information.
175 *
176 * \since This function is available since SDL 2.0.4.
177 *
178 * \sa SDL_WarpMouseInWindow
179 */
180extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
181
182/**
183 * Set relative mouse mode.
184 *
185 * While the mouse is in relative mode, the cursor is hidden, and the driver
186 * will try to report continuous motion in the current window. Only relative
187 * motion events will be delivered, the mouse position will not change.
188 *
189 * This function will flush any pending mouse motion.
190 *
191 * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
192 * \returns 0 on success or a negative error code on failure; call
193 * SDL_GetError() for more information.
194 *
195 * If relative mode is not supported, this returns -1.
196 *
197 * \sa SDL_GetRelativeMouseMode
198 */
199extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
200
201/**
202 * Capture the mouse and to track input outside an SDL window.
203 *
204 * Capturing enables your app to obtain mouse events globally, instead of just
205 * within your window. Not all video targets support this function. When
206 * capturing is enabled, the current window will get all mouse events, but
207 * unlike relative mode, no change is made to the cursor and it is not
208 * restrained to your window.
209 *
210 * This function may also deny mouse input to other windows--both those in
211 * your application and others on the system--so you should use this function
212 * sparingly, and in small bursts. For example, you might want to track the
213 * mouse while the user is dragging something, until the user releases a mouse
214 * button. It is not recommended that you capture the mouse for long periods
215 * of time, such as the entire time your app is running. For that, you should
216 * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
217 * on your goals.
218 *
219 * While captured, mouse events still report coordinates relative to the
220 * current (foreground) window, but those coordinates may be outside the
221 * bounds of the window (including negative values). Capturing is only allowed
222 * for the foreground window. If the window loses focus while capturing, the
223 * capture will be disabled automatically.
224 *
225 * While capturing is enabled, the current window will have the
226 * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
227 *
228 * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
229 * \returns 0 on success or -1 if not supported; call SDL_GetError() for more
230 * information.
231 *
232 * \since This function is available since SDL 2.0.4.
233 *
234 * \sa SDL_GetGlobalMouseState
235 */
236extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
237
238/**
239 * Query whether relative mouse mode is enabled.
240 *
241 * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
242 *
243 * \sa SDL_SetRelativeMouseMode
244 */
245extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
246
247/**
248 * Create a cursor using the specified bitmap data and
249 * mask (in MSB format).
250 *
251 * `mask` has to be in MSB (Most Significant Bit) format.
252 *
253 * The cursor width (`w`) must be a multiple of 8 bits.
254 *
255 * The cursor is created in black and white according to the following:
256 *
257 * - data=0, mask=1: white
258 * - data=1, mask=1: black
259 * - data=0, mask=1: transparent
260 * - data=1, mask=0: inverted color if possible, black if not.
261 *
262 * Cursors created with this function must be freed with SDL_FreeCursor().
263 *
264 * If you want to have a color cursor, or create your cursor from an
265 * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
266 * hide the cursor and draw your own as part of your game's rendering, but it
267 * will be bound to the framerate.
268 *
269 * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
270 * provides twelve readily available system cursors to pick from.
271 *
272 * \param data the color value for each pixel of the cursor
273 * \param mask the mask value for each pixel of the cursor
274 * \param w the width of the cursor
275 * \param h the height of the cursor
276 * \param hot_x the X-axis location of the upper left corner of the cursor
277 * relative to the actual mouse position
278 * \param hot_y the Y-axis location of the upper left corner of the cursor
279 * relative to the actual mouse position
280 * \returns a new cursor with the specified parameters on success or NULL on
281 * failure; call SDL_GetError() for more information.
282 *
283 * \sa SDL_FreeCursor
284 * \sa SDL_SetCursor
285 * \sa SDL_ShowCursor
286 */
287extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
288 const Uint8 * mask,
289 int w, int h, int hot_x,
290 int hot_y);
291
292/**
293 * Create a color cursor.
294 *
295 * \param surface an SDL_Surface structure representing the cursor image
296 * \param hot_x the x position of the cursor hot spot
297 * \param hot_y the y position of the cursor hot spot
298 * \returns the new cursor on success or NULL on failure; call SDL_GetError()
299 * for more information.
300 *
301 * \since This function is available since SDL 2.0.0.
302 *
303 * \sa SDL_CreateCursor
304 * \sa SDL_FreeCursor
305 */
306extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
307 int hot_x,
308 int hot_y);
309
310/**
311 * Create a system cursor.
312 *
313 * \param id an SDL_SystemCursor enum value
314 * \returns a cursor on success or NULL on failure; call SDL_GetError() for
315 * more information.
316 *
317 * \since This function is available since SDL 2.0.0.
318 *
319 * \sa SDL_FreeCursor
320 */
321extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
322
323/**
324 * Set the active cursor.
325 *
326 * This function sets the currently active cursor to the specified one. If the
327 * cursor is currently visible, the change will be immediately represented on
328 * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
329 * this is desired for any reason.
330 *
331 * \param cursor a cursor to make active
332 *
333 * \sa SDL_CreateCursor
334 * \sa SDL_GetCursor
335 * \sa SDL_ShowCursor
336 */
337extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
338
339/**
340 * Get the active cursor.
341 *
342 * This function returns a pointer to the current cursor which is owned by the
343 * library. It is not necessary to free the cursor with SDL_FreeCursor().
344 *
345 * \returns the active cursor or NULL if there is no mouse.
346 *
347 * \sa SDL_SetCursor
348 */
349extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
350
351/**
352 * Get the default cursor.
353 *
354 * \returns the default cursor on success or NULL on failure.
355 *
356 * \since This function is available since SDL 2.0.0.
357 *
358 * \sa SDL_CreateSystemCursor
359 */
360extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
361
362/**
363 * Free a previously-created cursor.
364 *
365 * Use this function to free cursor resources created with SDL_CreateCursor(),
366 * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
367 *
368 * \param cursor the cursor to free
369 *
370 * \sa SDL_CreateColorCursor
371 * \sa SDL_CreateCursor
372 * \sa SDL_CreateSystemCursor
373 */
374extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
375
376/**
377 * Toggle whether or not the cursor is shown.
378 *
379 * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
380 * displays the cursor and passing `SDL_DISABLE` hides it.
381 *
382 * The current state of the mouse cursor can be queried by passing `SDL_QUERY`;
383 * either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
384 *
385 * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
386 * `SDL_QUERY` to query the current state without changing it.
387 * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
388 * cursor is hidden, or a negative error code on failure; call
389 * SDL_GetError() for more information.
390 *
391 * \sa SDL_CreateCursor
392 * \sa SDL_SetCursor
393 */
394extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
395
396/**
397 * Used as a mask when testing buttons in buttonstate.
398 *
399 * - Button 1: Left mouse button
400 * - Button 2: Middle mouse button
401 * - Button 3: Right mouse button
402 */
403#define SDL_BUTTON(X) (1 << ((X)-1))
404#define SDL_BUTTON_LEFT 1
405#define SDL_BUTTON_MIDDLE 2
406#define SDL_BUTTON_RIGHT 3
407#define SDL_BUTTON_X1 4
408#define SDL_BUTTON_X2 5
409#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
410#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
411#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
412#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
413#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
414
415/* Ends C function definitions when using C++ */
416#ifdef __cplusplus
417}
418#endif
419#include "close_code.h"
420
421#endif /* SDL_mouse_h_ */
422
423/* vi: set ts=4 sw=4 expandtab: */
424