getting stuff working on windows again
[vg.git] / dep / sdl / include / SDL_mouse.h
1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2023 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 * \since This function is available since SDL 2.0.0.
80 */
81 extern DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
82
83 /**
84 * Retrieve the current state of the mouse.
85 *
86 * The current button state is returned as a button bitmask, which can be
87 * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
88 * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
89 * mouse cursor position relative to the focus window. You can pass NULL for
90 * either `x` or `y`.
91 *
92 * \param x the x coordinate of the mouse cursor position relative to the
93 * focus window
94 * \param y the y coordinate of the mouse cursor position relative to the
95 * focus window
96 * \returns a 32-bit button bitmask of the current button state.
97 *
98 * \since This function is available since SDL 2.0.0.
99 *
100 * \sa SDL_GetGlobalMouseState
101 * \sa SDL_GetRelativeMouseState
102 * \sa SDL_PumpEvents
103 */
104 extern DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y);
105
106 /**
107 * Get the current state of the mouse in relation to the desktop.
108 *
109 * This works similarly to SDL_GetMouseState(), but the coordinates will be
110 * reported relative to the top-left of the desktop. This can be useful if you
111 * need to track the mouse outside of a specific window and SDL_CaptureMouse()
112 * doesn't fit your needs. For example, it could be useful if you need to
113 * track the mouse while dragging a window, where coordinates relative to a
114 * window might not be in sync at all times.
115 *
116 * Note: SDL_GetMouseState() returns the mouse position as SDL understands it
117 * from the last pump of the event queue. This function, however, queries the
118 * OS for the current mouse position, and as such, might be a slightly less
119 * efficient function. Unless you know what you're doing and have a good
120 * reason to use this function, you probably want SDL_GetMouseState() instead.
121 *
122 * \param x filled in with the current X coord relative to the desktop; can be
123 * NULL
124 * \param y filled in with the current Y coord relative to the desktop; can be
125 * NULL
126 * \returns the current button state as a bitmask which can be tested using
127 * the SDL_BUTTON(X) macros.
128 *
129 * \since This function is available since SDL 2.0.4.
130 *
131 * \sa SDL_CaptureMouse
132 */
133 extern DECLSPEC Uint32 SDLCALL SDL_GetGlobalMouseState(int *x, int *y);
134
135 /**
136 * Retrieve the relative state of the mouse.
137 *
138 * The current button state is returned as a button bitmask, which can be
139 * tested using the `SDL_BUTTON(X)` macros (where `X` is generally 1 for the
140 * left, 2 for middle, 3 for the right button), and `x` and `y` are set to the
141 * mouse deltas since the last call to SDL_GetRelativeMouseState() or since
142 * event initialization. You can pass NULL for either `x` or `y`.
143 *
144 * \param x a pointer filled with the last recorded x coordinate of the mouse
145 * \param y a pointer filled with the last recorded y coordinate of the mouse
146 * \returns a 32-bit button bitmask of the relative button state.
147 *
148 * \since This function is available since SDL 2.0.0.
149 *
150 * \sa SDL_GetMouseState
151 */
152 extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
153
154 /**
155 * Move the mouse cursor to the given position within the window.
156 *
157 * This function generates a mouse motion event if relative mode is not
158 * enabled. If relative mode is enabled, you can force mouse events for the
159 * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
160 *
161 * Note that this function will appear to succeed, but not actually move the
162 * mouse when used over Microsoft Remote Desktop.
163 *
164 * \param window the window to move the mouse into, or NULL for the current
165 * mouse focus
166 * \param x the x coordinate within the window
167 * \param y the y coordinate within the window
168 *
169 * \since This function is available since SDL 2.0.0.
170 *
171 * \sa SDL_WarpMouseGlobal
172 */
173 extern DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
174 int x, int y);
175
176 /**
177 * Move the mouse to the given position in global screen space.
178 *
179 * This function generates a mouse motion event.
180 *
181 * A failure of this function usually means that it is unsupported by a
182 * platform.
183 *
184 * Note that this function will appear to succeed, but not actually move the
185 * mouse when used over Microsoft Remote Desktop.
186 *
187 * \param x the x coordinate
188 * \param y the y coordinate
189 * \returns 0 on success or a negative error code on failure; call
190 * SDL_GetError() for more information.
191 *
192 * \since This function is available since SDL 2.0.4.
193 *
194 * \sa SDL_WarpMouseInWindow
195 */
196 extern DECLSPEC int SDLCALL SDL_WarpMouseGlobal(int x, int y);
197
198 /**
199 * Set relative mouse mode.
200 *
201 * While the mouse is in relative mode, the cursor is hidden, and the driver
202 * will try to report continuous motion in the current window. Only relative
203 * motion events will be delivered, the mouse position will not change.
204 *
205 * Note that this function will not be able to provide continuous relative
206 * motion when used over Microsoft Remote Desktop, instead motion is limited
207 * to the bounds of the screen.
208 *
209 * This function will flush any pending mouse motion.
210 *
211 * \param enabled SDL_TRUE to enable relative mode, SDL_FALSE to disable.
212 * \returns 0 on success or a negative error code on failure; call
213 * SDL_GetError() for more information.
214 *
215 * If relative mode is not supported, this returns -1.
216 *
217 * \since This function is available since SDL 2.0.0.
218 *
219 * \sa SDL_GetRelativeMouseMode
220 */
221 extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
222
223 /**
224 * Capture the mouse and to track input outside an SDL window.
225 *
226 * Capturing enables your app to obtain mouse events globally, instead of just
227 * within your window. Not all video targets support this function. When
228 * capturing is enabled, the current window will get all mouse events, but
229 * unlike relative mode, no change is made to the cursor and it is not
230 * restrained to your window.
231 *
232 * This function may also deny mouse input to other windows--both those in
233 * your application and others on the system--so you should use this function
234 * sparingly, and in small bursts. For example, you might want to track the
235 * mouse while the user is dragging something, until the user releases a mouse
236 * button. It is not recommended that you capture the mouse for long periods
237 * of time, such as the entire time your app is running. For that, you should
238 * probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending
239 * on your goals.
240 *
241 * While captured, mouse events still report coordinates relative to the
242 * current (foreground) window, but those coordinates may be outside the
243 * bounds of the window (including negative values). Capturing is only allowed
244 * for the foreground window. If the window loses focus while capturing, the
245 * capture will be disabled automatically.
246 *
247 * While capturing is enabled, the current window will have the
248 * `SDL_WINDOW_MOUSE_CAPTURE` flag set.
249 *
250 * Please note that as of SDL 2.0.22, SDL will attempt to "auto capture" the
251 * mouse while the user is pressing a button; this is to try and make mouse
252 * behavior more consistent between platforms, and deal with the common case
253 * of a user dragging the mouse outside of the window. This means that if you
254 * are calling SDL_CaptureMouse() only to deal with this situation, you no
255 * longer have to (although it is safe to do so). If this causes problems for
256 * your app, you can disable auto capture by setting the
257 * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
258 *
259 * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
260 * \returns 0 on success or -1 if not supported; call SDL_GetError() for more
261 * information.
262 *
263 * \since This function is available since SDL 2.0.4.
264 *
265 * \sa SDL_GetGlobalMouseState
266 */
267 extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
268
269 /**
270 * Query whether relative mouse mode is enabled.
271 *
272 * \returns SDL_TRUE if relative mode is enabled or SDL_FALSE otherwise.
273 *
274 * \since This function is available since SDL 2.0.0.
275 *
276 * \sa SDL_SetRelativeMouseMode
277 */
278 extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(void);
279
280 /**
281 * Create a cursor using the specified bitmap data and mask (in MSB format).
282 *
283 * `mask` has to be in MSB (Most Significant Bit) format.
284 *
285 * The cursor width (`w`) must be a multiple of 8 bits.
286 *
287 * The cursor is created in black and white according to the following:
288 *
289 * - data=0, mask=1: white
290 * - data=1, mask=1: black
291 * - data=0, mask=0: transparent
292 * - data=1, mask=0: inverted color if possible, black if not.
293 *
294 * Cursors created with this function must be freed with SDL_FreeCursor().
295 *
296 * If you want to have a color cursor, or create your cursor from an
297 * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can
298 * hide the cursor and draw your own as part of your game's rendering, but it
299 * will be bound to the framerate.
300 *
301 * Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which
302 * provides twelve readily available system cursors to pick from.
303 *
304 * \param data the color value for each pixel of the cursor
305 * \param mask the mask value for each pixel of the cursor
306 * \param w the width of the cursor
307 * \param h the height of the cursor
308 * \param hot_x the X-axis location of the upper left corner of the cursor
309 * relative to the actual mouse position
310 * \param hot_y the Y-axis location of the upper left corner of the cursor
311 * relative to the actual mouse position
312 * \returns a new cursor with the specified parameters on success or NULL on
313 * failure; call SDL_GetError() for more information.
314 *
315 * \since This function is available since SDL 2.0.0.
316 *
317 * \sa SDL_FreeCursor
318 * \sa SDL_SetCursor
319 * \sa SDL_ShowCursor
320 */
321 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateCursor(const Uint8 * data,
322 const Uint8 * mask,
323 int w, int h, int hot_x,
324 int hot_y);
325
326 /**
327 * Create a color cursor.
328 *
329 * \param surface an SDL_Surface structure representing the cursor image
330 * \param hot_x the x position of the cursor hot spot
331 * \param hot_y the y position of the cursor hot spot
332 * \returns the new cursor on success or NULL on failure; call SDL_GetError()
333 * for more information.
334 *
335 * \since This function is available since SDL 2.0.0.
336 *
337 * \sa SDL_CreateCursor
338 * \sa SDL_FreeCursor
339 */
340 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
341 int hot_x,
342 int hot_y);
343
344 /**
345 * Create a system cursor.
346 *
347 * \param id an SDL_SystemCursor enum value
348 * \returns a cursor on success or NULL on failure; call SDL_GetError() for
349 * more information.
350 *
351 * \since This function is available since SDL 2.0.0.
352 *
353 * \sa SDL_FreeCursor
354 */
355 extern DECLSPEC SDL_Cursor *SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
356
357 /**
358 * Set the active cursor.
359 *
360 * This function sets the currently active cursor to the specified one. If the
361 * cursor is currently visible, the change will be immediately represented on
362 * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if
363 * this is desired for any reason.
364 *
365 * \param cursor a cursor to make active
366 *
367 * \since This function is available since SDL 2.0.0.
368 *
369 * \sa SDL_CreateCursor
370 * \sa SDL_GetCursor
371 * \sa SDL_ShowCursor
372 */
373 extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor * cursor);
374
375 /**
376 * Get the active cursor.
377 *
378 * This function returns a pointer to the current cursor which is owned by the
379 * library. It is not necessary to free the cursor with SDL_FreeCursor().
380 *
381 * \returns the active cursor or NULL if there is no mouse.
382 *
383 * \since This function is available since SDL 2.0.0.
384 *
385 * \sa SDL_SetCursor
386 */
387 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetCursor(void);
388
389 /**
390 * Get the default cursor.
391 *
392 * \returns the default cursor on success or NULL on failure.
393 *
394 * \since This function is available since SDL 2.0.0.
395 *
396 * \sa SDL_CreateSystemCursor
397 */
398 extern DECLSPEC SDL_Cursor *SDLCALL SDL_GetDefaultCursor(void);
399
400 /**
401 * Free a previously-created cursor.
402 *
403 * Use this function to free cursor resources created with SDL_CreateCursor(),
404 * SDL_CreateColorCursor() or SDL_CreateSystemCursor().
405 *
406 * \param cursor the cursor to free
407 *
408 * \since This function is available since SDL 2.0.0.
409 *
410 * \sa SDL_CreateColorCursor
411 * \sa SDL_CreateCursor
412 * \sa SDL_CreateSystemCursor
413 */
414 extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor * cursor);
415
416 /**
417 * Toggle whether or not the cursor is shown.
418 *
419 * The cursor starts off displayed but can be turned off. Passing `SDL_ENABLE`
420 * displays the cursor and passing `SDL_DISABLE` hides it.
421 *
422 * The current state of the mouse cursor can be queried by passing
423 * `SDL_QUERY`; either `SDL_DISABLE` or `SDL_ENABLE` will be returned.
424 *
425 * \param toggle `SDL_ENABLE` to show the cursor, `SDL_DISABLE` to hide it,
426 * `SDL_QUERY` to query the current state without changing it.
427 * \returns `SDL_ENABLE` if the cursor is shown, or `SDL_DISABLE` if the
428 * cursor is hidden, or a negative error code on failure; call
429 * SDL_GetError() for more information.
430 *
431 * \since This function is available since SDL 2.0.0.
432 *
433 * \sa SDL_CreateCursor
434 * \sa SDL_SetCursor
435 */
436 extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
437
438 /**
439 * Used as a mask when testing buttons in buttonstate.
440 *
441 * - Button 1: Left mouse button
442 * - Button 2: Middle mouse button
443 * - Button 3: Right mouse button
444 */
445 #define SDL_BUTTON(X) (1 << ((X)-1))
446 #define SDL_BUTTON_LEFT 1
447 #define SDL_BUTTON_MIDDLE 2
448 #define SDL_BUTTON_RIGHT 3
449 #define SDL_BUTTON_X1 4
450 #define SDL_BUTTON_X2 5
451 #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
452 #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
453 #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
454 #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
455 #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
456
457 /* Ends C function definitions when using C++ */
458 #ifdef __cplusplus
459 }
460 #endif
461 #include "close_code.h"
462
463 #endif /* SDL_mouse_h_ */
464
465 /* vi: set ts=4 sw=4 expandtab: */