SDL
2.0
|
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "begin_code.h"
#include "close_code.h"
Go to the source code of this file.
Macros | |
#define | SDL_BUTTON(X) (1 << ((X)-1)) |
#define | SDL_BUTTON_LEFT 1 |
#define | SDL_BUTTON_MIDDLE 2 |
#define | SDL_BUTTON_RIGHT 3 |
#define | SDL_BUTTON_X1 4 |
#define | SDL_BUTTON_X2 5 |
#define | SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) |
#define | SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) |
#define | SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) |
#define | SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) |
#define | SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) |
Typedefs | |
typedef struct SDL_Cursor | SDL_Cursor |
Enumerations | |
enum | SDL_SystemCursor { SDL_SYSTEM_CURSOR_ARROW , SDL_SYSTEM_CURSOR_IBEAM , SDL_SYSTEM_CURSOR_WAIT , SDL_SYSTEM_CURSOR_CROSSHAIR , SDL_SYSTEM_CURSOR_WAITARROW , SDL_SYSTEM_CURSOR_SIZENWSE , SDL_SYSTEM_CURSOR_SIZENESW , SDL_SYSTEM_CURSOR_SIZEWE , SDL_SYSTEM_CURSOR_SIZENS , SDL_SYSTEM_CURSOR_SIZEALL , SDL_SYSTEM_CURSOR_NO , SDL_SYSTEM_CURSOR_HAND , SDL_NUM_SYSTEM_CURSORS } |
Cursor types for SDL_CreateSystemCursor(). More... | |
enum | SDL_MouseWheelDirection { SDL_MOUSEWHEEL_NORMAL , SDL_MOUSEWHEEL_FLIPPED } |
Scroll direction types for the Scroll event. More... | |
Functions | |
SDL_Window * | SDL_GetMouseFocus (void) |
Uint32 | SDL_GetMouseState (int *x, int *y) |
Uint32 | SDL_GetGlobalMouseState (int *x, int *y) |
Uint32 | SDL_GetRelativeMouseState (int *x, int *y) |
void | SDL_WarpMouseInWindow (SDL_Window *window, int x, int y) |
int | SDL_WarpMouseGlobal (int x, int y) |
int | SDL_SetRelativeMouseMode (SDL_bool enabled) |
int | SDL_CaptureMouse (SDL_bool enabled) |
SDL_bool | SDL_GetRelativeMouseMode (void) |
SDL_Cursor * | SDL_CreateCursor (const Uint8 *data, const Uint8 *mask, int w, int h, int hot_x, int hot_y) |
SDL_Cursor * | SDL_CreateColorCursor (SDL_Surface *surface, int hot_x, int hot_y) |
SDL_Cursor * | SDL_CreateSystemCursor (SDL_SystemCursor id) |
void | SDL_SetCursor (SDL_Cursor *cursor) |
SDL_Cursor * | SDL_GetCursor (void) |
SDL_Cursor * | SDL_GetDefaultCursor (void) |
void | SDL_FreeCursor (SDL_Cursor *cursor) |
int | SDL_ShowCursor (int toggle) |
Include file for SDL mouse event handling.
Definition in file SDL_mouse.h.
#define SDL_BUTTON | ( | X | ) | (1 << ((X)-1)) |
Used as a mask when testing buttons in buttonstate.
Definition at line 434 of file SDL_mouse.h.
#define SDL_BUTTON_LEFT 1 |
Definition at line 435 of file SDL_mouse.h.
#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) |
Definition at line 440 of file SDL_mouse.h.
#define SDL_BUTTON_MIDDLE 2 |
Definition at line 436 of file SDL_mouse.h.
#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) |
Definition at line 441 of file SDL_mouse.h.
#define SDL_BUTTON_RIGHT 3 |
Definition at line 437 of file SDL_mouse.h.
#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) |
Definition at line 442 of file SDL_mouse.h.
#define SDL_BUTTON_X1 4 |
Definition at line 438 of file SDL_mouse.h.
#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) |
Definition at line 443 of file SDL_mouse.h.
#define SDL_BUTTON_X2 5 |
Definition at line 439 of file SDL_mouse.h.
#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) |
Definition at line 444 of file SDL_mouse.h.
typedef struct SDL_Cursor SDL_Cursor |
Implementation dependent
Definition at line 1 of file SDL_mouse.h.
Scroll direction types for the Scroll event.
Enumerator | |
---|---|
SDL_MOUSEWHEEL_NORMAL | The scroll direction is normal |
SDL_MOUSEWHEEL_FLIPPED | The scroll direction is flipped / natural |
Definition at line 66 of file SDL_mouse.h.
enum SDL_SystemCursor |
Cursor types for SDL_CreateSystemCursor().
Definition at line 46 of file SDL_mouse.h.
int SDL_CaptureMouse | ( | SDL_bool | enabled | ) |
Capture the mouse and to track input outside an SDL window.
Capturing enables your app to obtain mouse events globally, instead of just within your window. Not all video targets support this function. When capturing is enabled, the current window will get all mouse events, but unlike relative mode, no change is made to the cursor and it is not restrained to your window.
This function may also deny mouse input to other windows–both those in your application and others on the system–so you should use this function sparingly, and in small bursts. For example, you might want to track the mouse while the user is dragging something, until the user releases a mouse button. It is not recommended that you capture the mouse for long periods of time, such as the entire time your app is running. For that, you should probably use SDL_SetRelativeMouseMode() or SDL_SetWindowGrab(), depending on your goals.
While captured, mouse events still report coordinates relative to the current (foreground) window, but those coordinates may be outside the bounds of the window (including negative values). Capturing is only allowed for the foreground window. If the window loses focus while capturing, the capture will be disabled automatically.
While capturing is enabled, the current window will have the SDL_WINDOW_MOUSE_CAPTURE
flag set.
enabled | SDL_TRUE to enable capturing, SDL_FALSE to disable. |
SDL_Cursor* SDL_CreateColorCursor | ( | SDL_Surface * | surface, |
int | hot_x, | ||
int | hot_y | ||
) |
Create a color cursor.
surface | an SDL_Surface structure representing the cursor image |
hot_x | the x position of the cursor hot spot |
hot_y | the y position of the cursor hot spot |
SDL_Cursor* SDL_CreateCursor | ( | const Uint8 * | data, |
const Uint8 * | mask, | ||
int | w, | ||
int | h, | ||
int | hot_x, | ||
int | hot_y | ||
) |
Create a cursor using the specified bitmap data and mask (in MSB format).
mask
has to be in MSB (Most Significant Bit) format.
The cursor width (w
) must be a multiple of 8 bits.
The cursor is created in black and white according to the following:
Cursors created with this function must be freed with SDL_FreeCursor().
If you want to have a color cursor, or create your cursor from an SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can hide the cursor and draw your own as part of your game's rendering, but it will be bound to the framerate.
Also, since SDL 2.0.0, SDL_CreateSystemCursor() is available, which provides twelve readily available system cursors to pick from.
data | the color value for each pixel of the cursor |
mask | the mask value for each pixel of the cursor |
w | the width of the cursor |
h | the height of the cursor |
hot_x | the X-axis location of the upper left corner of the cursor relative to the actual mouse position |
hot_y | the Y-axis location of the upper left corner of the cursor relative to the actual mouse position |
SDL_Cursor* SDL_CreateSystemCursor | ( | SDL_SystemCursor | id | ) |
Create a system cursor.
id | an SDL_SystemCursor enum value |
void SDL_FreeCursor | ( | SDL_Cursor * | cursor | ) |
Free a previously-created cursor.
Use this function to free cursor resources created with SDL_CreateCursor(), SDL_CreateColorCursor() or SDL_CreateSystemCursor().
cursor | the cursor to free |
SDL_Cursor* SDL_GetCursor | ( | void | ) |
Get the active cursor.
This function returns a pointer to the current cursor which is owned by the library. It is not necessary to free the cursor with SDL_FreeCursor().
SDL_Cursor* SDL_GetDefaultCursor | ( | void | ) |
Get the default cursor.
Uint32 SDL_GetGlobalMouseState | ( | int * | x, |
int * | y | ||
) |
Get the current state of the mouse in relation to the desktop.
This works similarly to SDL_GetMouseState(), but the coordinates will be reported relative to the top-left of the desktop. This can be useful if you need to track the mouse outside of a specific window and SDL_CaptureMouse() doesn't fit your needs. For example, it could be useful if you need to track the mouse while dragging a window, where coordinates relative to a window might not be in sync at all times.
Note: SDL_GetMouseState() returns the mouse position as SDL understands it from the last pump of the event queue. This function, however, queries the OS for the current mouse position, and as such, might be a slightly less efficient function. Unless you know what you're doing and have a good reason to use this function, you probably want SDL_GetMouseState() instead.
x | filled in with the current X coord relative to the desktop; can be NULL |
y | filled in with the current Y coord relative to the desktop; can be NULL |
SDL_Window* SDL_GetMouseFocus | ( | void | ) |
Get the window which currently has mouse focus.
Uint32 SDL_GetMouseState | ( | int * | x, |
int * | y | ||
) |
Retrieve the current state of the mouse.
The current button state is returned as a button bitmask, which can be tested using the SDL_BUTTON(X)
macros (where X
is generally 1 for the left, 2 for middle, 3 for the right button), and x
and y
are set to the mouse cursor position relative to the focus window. You can pass NULL for either x
or y
.
x | the x coordinate of the mouse cursor position relative to the focus window |
y | the y coordinate of the mouse cursor position relative to the focus window |
SDL_bool SDL_GetRelativeMouseMode | ( | void | ) |
Query whether relative mouse mode is enabled.
Uint32 SDL_GetRelativeMouseState | ( | int * | x, |
int * | y | ||
) |
Retrieve the relative state of the mouse.
The current button state is returned as a button bitmask, which can be tested using the SDL_BUTTON(X)
macros (where X
is generally 1 for the left, 2 for middle, 3 for the right button), and x
and y
are set to the mouse deltas since the last call to SDL_GetRelativeMouseState() or since event initialization. You can pass NULL for either x
or y
.
x | a pointer filled with the last recorded x coordinate of the mouse |
y | a pointer filled with the last recorded y coordinate of the mouse |
void SDL_SetCursor | ( | SDL_Cursor * | cursor | ) |
Set the active cursor.
This function sets the currently active cursor to the specified one. If the cursor is currently visible, the change will be immediately represented on the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if this is desired for any reason.
cursor | a cursor to make active |
int SDL_SetRelativeMouseMode | ( | SDL_bool | enabled | ) |
Set relative mouse mode.
While the mouse is in relative mode, the cursor is hidden, and the driver will try to report continuous motion in the current window. Only relative motion events will be delivered, the mouse position will not change.
Note that this function will not be able to provide continuous relative motion when used over Microsoft Remote Desktop, instead motion is limited to the bounds of the screen.
This function will flush any pending mouse motion.
enabled | SDL_TRUE to enable relative mode, SDL_FALSE to disable. |
If relative mode is not supported, this returns -1.
int SDL_ShowCursor | ( | int | toggle | ) |
Toggle whether or not the cursor is shown.
The cursor starts off displayed but can be turned off. Passing SDL_ENABLE
displays the cursor and passing SDL_DISABLE
hides it.
The current state of the mouse cursor can be queried by passing SDL_QUERY
; either SDL_DISABLE
or SDL_ENABLE
will be returned.
toggle | SDL_ENABLE to show the cursor, SDL_DISABLE to hide it, SDL_QUERY to query the current state without changing it. |
SDL_ENABLE
if the cursor is shown, or SDL_DISABLE
if the cursor is hidden, or a negative error code on failure; call SDL_GetError() for more information.int SDL_WarpMouseGlobal | ( | int | x, |
int | y | ||
) |
Move the mouse to the given position in global screen space.
This function generates a mouse motion event.
A failure of this function usually means that it is unsupported by a platform.
Note that this function will appear to succeed, but not actually move the mouse when used over Microsoft Remote Desktop.
x | the x coordinate |
y | the y coordinate |
void SDL_WarpMouseInWindow | ( | SDL_Window * | window, |
int | x, | ||
int | y | ||
) |
Move the mouse cursor to the given position within the window.
This function generates a mouse motion event.
Note that this function will appear to succeed, but not actually move the mouse when used over Microsoft Remote Desktop.
window | the window to move the mouse into, or NULL for the current mouse focus |
x | the x coordinate within the window |
y | the y coordinate within the window |