95c3ee77c10 Removed testing code ea640894d32 Fixed SDL_DEFINE_STDBOOL logic if __bool_true_false_are_defined is defined 46fb2c6f1bf Added a script to help with the bool rename 23f855a9703 render: Integrate fix-shaders.sh into build-shaders.sh d658ef66279 Don't guess about the size of an int, assert it! 32fd1878a09 Provide a definition of bool if needed for your environment 1834c83d5a2 testplatform: make sure bool is 1 byte 026d3c2306f Sync SDL3 wiki -> header 95f7e532331 Added the examples directory to the API renaming tool a90ad3b0e28 Removed SDL_bool in favor of plain bool 9dd88592407 Sync SDL3 wiki -> header 32cf23d392f Added video/x11/edid.h to third party code list 407ccadfd72 Added copyright header to edid.h bd04459cde1 Fix typos (thanks @qndel!) e4f987f2996 tests: Fix testdropfile on high-DPI displays 8caf25f7b30 testautomation_stdlib.c (stdlib_strtox): fix warning from gcc-4.9: 03ae792df35 Fixed the recording field in audio device events c68e9e157cd Fixed typo bc9780299c0 Don't define backends if SDL_GPU_DISABLED is set 8481d1a12b0 Sync SDL3 wiki -> header 807b8a9d4de Allow initializing hints and properties from any thread d0edf687741 Added Uint32 versions of the atomic functions 8d223b3037e Renamed atomic functions to match SDL 3.0 naming convention f3e419596b1 Removed SDL_INIT_TIMER 9275c533ca2 Added thread-safe initialization/cleanup support 7edd43c276e Don't define render_drivers if SDL_RENDER_DISABLED is set 98cd8b34a76 Close the other file descriptors after redirection has taken place 4b3058d58db render: Don't try to rebuild D3D11, D3D12, Metal shaders without spirv-cross 13500bbf508 render: Fix detection of fxc, dxc in build-shaders.sh 11129761e7e v4l2: return success if the device is ready ab9c68d9ffc pipewire: Always destroy hotplug loop during deinitialization 1ffb9f22aa5 build-release.py fixes from SDL2 port 231ea07617d Added SDL_LogTrace() 6180da00e1d Skip a lock/unlock when logging known categories c499f79fe93 GPU: Fix multisample texture usage validation 926d1439660 Sync SDL3 wiki -> header 1bbc897e48e Updated documentation for bool return type 4a2683e2c10 Sync SDL3 wiki -> header dc639956baa Improve logging performance and make log priorities thread-safe f006d61bd12 Sync SDL3 wiki -> header fd1fcfc951b Sync SDL3 wiki -> header 9416917353c GPU: Rework MSAA (#10859) e59344ad469 Update proguard-rules.pro in-line with commit 9ff3446 0f85fdefc84 Fixed warning: "SDL_VIDEO_RENDER_D3D12" is not defined, evaluates to 0 4f722d372ae GPU: Metal vertex buffer indices should grow upward (#10837) 0548050fc5a Verify that the subsystems were successfully initialized 5b5b1a89267 Fixed cleaning up dependent subsystems if initialization fails 97d40b92180 Removed SDL_CleanupEnvironment() a7f1deae8d1 Sync SDL3 wiki -> header 28b94c47585 Re-added SDL_getenv() as a thread-safe getenv() implementation 718845a33d0 Fixed warning C4701: potentially uninitialized local variable 'startup_info' used 19243092c67 Renamed SDL_GpuGraphicsPipelineTargetInfo to SDL_GPUGraphicsPipelineTargetInfo 604d0c519ec If posix_spawn() is available, so is sigaction ec5d280c900 Make sure we ignore SIGPIPE so we don't crash if we write when the pipe is closed 34b2f4ffcab Use non-blocking pipes for process I/O on Windows dd07cc89910 SDL_Process: WAIT_TIMEOUT means the process has not exited yet 1f3fd65c4c7 cpuinfo: Rename SDL_GetCPUCount to SDL_GetNumLogicalCPUCores 93bf5342684 testgpu_simple_clear: Fixed AppInit return values. e5bd3bbcd6e add missing includes 8569bde053f Fixed typo 706aaaf2802 Sync SDL3 wiki -> header 3bc03477618 Revert "Sync SDL3 wiki -> header" c2e4b14a828 Revert "stdinc: Added missing `\param` to SDL_CreateEnvironment." 11c9975caa9 Revert "Sync SDL3 wiki -> header" ba65767afa2 Sync SDL3 wiki -> header 919f8d3e2b9 stdinc: Added missing `\param` to SDL_CreateEnvironment. 35427ff9ec7 Sync SDL3 wiki -> header dcb2a8c2fe2 Use CreateProcessW() to handle non-ASCII file paths and arguments e97f6365906 SDL_PROP_PROCESS_CREATE_ENVIRONMENT_POINTER is an SDL_Environment pointer 56fc4b790c4 Reduce strcmp() calls in hashtable lookup e6734794491 Removed SDL_WriteProcess() a833ee2e63e SDL_gpu.c: fixed build when SDL_GPU_DISABLED is defined. f6f49de1342 Add convenience functions to get process IOStreams 7ff015ceaee Close file descriptors not used by the child process fed0149172e Switched wayland messageboxes to use the new process API aa7357a14d7 SDL_CreateEnvironment() fills the environment with a non-zero parameter 76c469910ee Added SDL_PROP_PROCESS_CREATE_BACKGROUND_BOOLEAN 44c6cfda053 Switched zenity dialogs to use the new process API 3166a05c18b cmake: don't prepend absolute CMAKE_INSTALL_{INCLUDE,LIB}DIR with ${prefix} 27862907c65 Update src/process/windows/SDL_windowsprocess.c 82b33a7d3f6 Update src/process/windows/SDL_windowsprocess.c 3cf54675bb0 Windows process: escape backslashes before quotes 90e01040c52 Added thread-safe environment functions 16ff7503b7b gpu: Update GPU support queries to better match naming conventions d21c1de6518 Sync SDL3 wiki -> header 9eea8234e67 Add SDL_Process subsystem 6c83491116e Added SDL_FlushIO() 93caf1cd21a Fixed typo 1c5b063ade7 Sync SDL3 wiki -> header f1d0a716292 Fixed the documentation for SDL_SetError() d483886ec57 Sync SDL3 wiki -> header 84361bcf0ab stdlib: Remove test cases with impl-defined results eb199176e68 stdlib: Conditionally undef some SDL_strtox tests 59ec0344128 stdlib: Use macros to define SDL_strtox tests 7d94bf528db stdlib: Document SDL_strtox functions 8092e35287e stdlib: Improve SDL_strtod a78f612d4b2 stdlib: Add some tests for SDL_strtod 56a48763cd7 stdlib: Bring SDL_wcstol in line with SDL_strtol 61bc856b043 stdlib: Use new parser for scanf %p specifier e109aa09aa3 stdlib: Rewrite SDL_strto(ll?|ul) impl e326540a45d stdlib: Add failing tests for SDL_strto(ll?|ul) fb82772fb31 stdlib: Rewrite SDL_strtoull impl 5331f36789d stdlib: Add failing tests for SDL_strtoull 88d3cb4f900 Remove unnecessary include from SDL_pen_c.h 4efbe1ca285 stdlib: Assert that signed integers use two's complement arithmetic fd53b3e112b stdlib: Rewrite SDL_wcstol impl 5d30980df46 stdlib: Add failing tests for SDL_wcstol ee377793fe0 Spell "unknown" correctly ee65176eec3 SDL_test: add SDLTest_LogEscapedString 6a305e1532e SDL_test: fix SDLTest_CommonQuit with NULL state 0160e9eac64 gpu: Add SDL_QueryGPUSupport 262ffa27e7f Sync SDL3 wiki -> header 96e147b2b95 gpu: Rework driver name queries, add GetGPUShaderFormats 6d92de5d3a6 wayland: Ensure that a NULL internal structure isn't dereferenced when destroying a window 9d9721cd4c8 wayland: Fix some incorrect buffer scale calculations 94436a938d0 GPU: Remove unused and incorrect D16 format checks from Vulkan driver 5771b502f84 GPU: Fix D3D11/D3D12 vertex strides for multiple vertex buffers (#10818) 371cfaf8fe4 gpu: Implement support for SDL_GPU_DISABLED d3932b1ba2e Sync SDL3 wiki -> header a45a2caf493 GPU: Rename VertexBinding to VertexBufferDescription (#10811) 446ee3e7c54 Fix bug with SDL_ShowMessageBox not working with wayland (#10810) b7dc30ca246 pulseaudio: Hotplug thread fixes. c36982d45c2 vulkan: Avoid redundant commands for dynamic states 66489f91bb4 GPU: Cube Arrays (#10800) 9ea0a837aeb vulkan: Use a spinlock instead of a mutex for descriptor pools f8d4c492641 Sync SDL3 wiki -> header d5e1385c91d Fixed typos in SDL_gpu.h 6e2f2428bac Sync SDL3 wiki -> header ddd5723e2ee GPU: Remove pitch parameters from indirect draw calls (#10803) 3d7e8c9bb7b Add missing SDL_WPRINTF_VARARG_FUNCV in gendynapi.py d03c7cdf17b Removing extra semicolons fd2a266549f Adding void to empty function prototype parenthesis b15fab02070 Fixed typo in SDL_dialog.h d62e3c3791e Fix SDL_GPUShaderFormat flag values 4d135fb696d Fixed color scale when rendering to an sRGB render target 3f7f6f624b0 testcolorspace: don't tonemap from HDR to SDR when reading pixels 4e43da684c7 Added texture colorspace testing 86e393b5235 Clarify that INPUTTYPE_UNSPECIFIED is correct for RGB textures 92255d36d4b We already have functions for converting between sRGB and linear space 667a3e40e9a Use the correct namespace for structures 77c569496df SDL_GPUShaderFormat isn't an enum anymore 37c9fb490ef Changed enums to use XXX_COUNT for the count or number of values 64f12bea4a9 GPU: Remove unnecessary texture format swizzles in Vulkan (#10693) 4123023d3ed Renamed sdlgpu to gpu c77e51c0844 Use SDL_unsetenv() 3166f912826 GPU: Defer setting blend state on D3D11 6fca867ffe3 Fix testoffscreen.c: bool literal returned from 'main' eeb465e2fcb Sync SDL3 wiki -> header 2b8a349b262 Add SDL_BindGPUComputeSamplers (#10778) 323b60abf1a SDL_test_harness.c: Fix warning -Wcast-function-type-strict 0b6f993deac GPU: Zero-init handling (#10786) b8dbc7086d4 Disable GameInput mouse and keyboard support 76ce83801ad Removed pipewire client version check 9c8c6da4760 pipewire: If hotplug initialization fails, clean up any partial success 817f1b3da81 Revert "Changed SDL_GPU_TEXTUREFORMAT_INVALID to 0" b51c6551d6e Changed SDL_GPU_TEXTUREFORMAT_INVALID to 0 1e9ff723adb GPU: fix SDL_GetGPUSwapchainTextureFormat error return value 640559eba68 Added migration documentation for SDL_strtoll(), SDL_strtoull(), SDL_lltoa(), and SDL_ulltoa(). 4eb43705000 SDL_strtoll(), SDL_strtoull(), SDL_lltoa(), and SDL_ulltoa() use long long values 68c61ff3a8f Sync SDL3 wiki -> header 6fc6e3dc7eb Use SDL_bool where appropriate in SDL events 7d1bbae6b25 Sync SDL3 wiki -> header af37056c0d0 stdinc: Fix typos and reword comments about aliasing 8eb194b6f86 stdinc: Document number parsing APIs eda459ac49e stdinc: Fix up some printf definitions d6caf2abe78 Remove SDL_RESTRICT in favor of doc comments 731939fca16 stdinc: Document memcpy APIs 8cea4bd3c94 stdinc: Document memory allocation APIs f4c2c09f782 examples: Link to SDL integer types in code examples, too. 7713a7eec7d x11vulkan: Use the correct SONAME of libX11-xcb.so.1 on Linux, etc. 412a8244b66 audio: Make system-specific audio format types part of SDL_AudioFormat. d3091b95389 Remove SDL_GPUDepthStencilValue struct 80e541d1fcb Fixed calling SDL_utf8strlcpy() with dst_bytes of 0 668e2f82d21 Add load op and clear color to SDL_BlitGPUTexture (#10767) 47283250442 pipewire: Give hotplug threads a more indicative name c797ae16192 Fix -Wtype-limits warning 6e885d96193 Sync SDL3 wiki -> header 301f3ffa9dd Sync SDL3 wiki -> header 050aa4d084a include: Filling in more documentation gaps. a57f6c4af30 Fix additional calloc-transposed-args warnings d2ef15d8e6a Fix warnings: calloc-transposed-args 0da2bd49c8c Remove unused includes. This only removes includes that aren't used at all, not even in comments. aa6a0be7a87 Fix warning: redefinition of typedef 'SDLTest_TestSuiteRunner' 7df1caba7cf Clarified that the contents of new textures aren't defined. ac0b1b207f6 SDL_hints: fix gpu direct3d11 driver name in documentation 257385277d3 SDL_realloc() with size 0 now always defaults to size 1 4c0cb94b961 vulkan: VULKAN_CreateTexture returns a boolean 3eb49ac8627 vulken: VULKAN_CreateTexture returns a boolean 1ba99c53d48 Sync SDL3 wiki -> header 2b77b2e4ef0 Sync SDL3 wiki -> header 4f6e81cf622 include: Fixed up some minor documentation gaps. 7ec998819d1 Sync SDL3 wiki -> header 090e30dbca3 docs: Remove README-winrt.md, again. fd6056307f0 fix trailing doc comments 1a13acac092 Always blit to the swapchain in GPU_RenderPresent fa892d15b7d include files with required types directly e9c7b36fbd7 Sync SDL3 wiki -> header 68a9991ec99 GPU: Document structs (#10742) cf9613fe632 The GPU log category ate one of the SDL reserved categories a01e8a5e105 The GPU log category ate one of the SDL reserved categories 18492057331 Fix GDK builds after renames done in #10730 0a44ea1b0b3 Amend use of non-standard compiler syntax 0a8bf663b7d Fix VisualC project filter 1d59be67fc7 Fixed crash if PIPEWIRE_PREFERRED_Init() fails and then pipewire is used anyway f42da35ef96 Sync SDL3 wiki -> header 9730f62e8cb GPU: Rename struct members and parameters for SDL3 naming conventions (#10730) e21f70c5936 pipewire : check minimum client library version early 845855d6573 Revert "stdinc: Document more symbols." c93f76436fc stdinc: Document more symbols. 73b294cb1cd SDL_platform_defines.h: Added documentation, and a little whitespace. 4c8357a37da Clarified why the WINDOWS driver is lower than the RAWINPUT driver 66b4c080c06 Clarified why the WGI driver is lower than the WINDOWS driver 8f46cb771c7 SDL_XINPUT_Enabled() returns false until XInput DLL is successfully loaded 6da97c63da9 Sync SDL3 wiki -> header ac08dde1b22 windows: Clean out things that should be using `defined(SDL_PLATFORM_WINDOWS)`. 154452a7263 winrt: Removed WinRT/Windows Phone/UWP support. 6d7c211fafd Fixed race condition at startup that could cause a crash in the XInput driver 6e5bd58c4cc Include the Steam controller driver on Android 1381cc85543 Add a step to fix generated shader code 104642ffe79 Sorted API symbols 4c382aafcdc Fixed building on Raspberry Pi 360bc667a82 SDL_Log: restore SDL2's SDL_LogCategory order 26728c321fa SDL_test: add include for SDLTest_CommonState b4c3df1189c SDL_test: whitespace header fixes db96ddca344 SDL_test: use SDLCALL calling convention 379aea5c2df Fixed warnings building with Visual Studio 8edb901724a Fixed crashes in Metal renderer due to ARC releasing references on random memory in newly allocated structs e7969553f88 Sync SDL3 wiki -> header 702ed83f72a Initialize interface structures so they can be extended in the future 434193d1534 testmultiaudio: initialize audio through SDL_test framework 102b3b480bb SDL_test: move argument parsing into SDL_test 09af4a80866 SDL_test: make argument parsing extendable 396dd16471d SDL_test: Remove unused common_usage_* static char pointers 872608b8af2 Don't allocate in SDLTest_GenerateRunSeed 2f4b2df5959 SDL_test: pass data pointer to unit tests 741c04b339f Sync SDL3 wiki -> header baa1a5e2f47 Add SDL_strpbrk 55934bc85e4 include: add SDL_RESTRICT for restricted pointer aliasing 2d4eb29c379 Add SDL_SetGPUBlendConstants, SDL_SetGPUStencilReference (#10704) 04a732881a3 Add a test to verify structure alignment 9e850bdcfaa docs: Update the migration doc with SDL_SetWindowModalFor() changes c0b15e57f46 cmake: disable GPU backends for winrt f494658f9c4 SDL_gpu.c: remove BOM. cb2919ac55f [GPU] MinGW build fixes: 22aeb1bbba2 Sync SDL3 wiki -> header a46e7027ce7 video: Allow setting the parents of toplevel windows af4c6682ce6 Sync SDL3 wiki -> header cba5ccb9cf3 GPU: Fix documentation formatting 42a0df91bfe Add padding for non-32-bit-aligned types in structs (#10701) 387774ab8a3 Build config flags are either defined or undefined, never 0 e3fd581acac GPU: vulkan: Respect swapchain minImageCount b00bb215074 Added -Wl,--no-undefined-version to Android.mk 5db00cef96c Android.mk: allow to compile with storage functions a0f36fb85b4 Use atomic variables for thread communication 41810c823d6 Compilation without vulkan: SDL_GPU_VULKAN is always defined for some plateform (at android, macos), test against 0 or 1 defbf673069 SDL_migration.cocci: add SDL_TTF/mixer/image function names to be upgraded from int returned type to bool. f61d4db39af GPU: `colorAttachmentDescriptions` should be `const` 249a74e4363 Sync SDL3 wiki -> header 1c8c0144811 GPU: Document opaque handles and enums (#10700) 20d0a1a3d1a Added a defensive check against XINPUTGETCAPABILITIES being NULL ff1e2524134 testautomation: remove SDLTest_TestCaseFp casts abd2ac5992c Set the desired channel count when opening audio on Android e2c9a0a4273 Updated Android audio log messages 1788be85477 GPU: Add const to some function parameters (#10694) git-subtree-dir: external/SDL git-subtree-split: 95c3ee77c101c60aab69663be2bc4eee3d4302b2
584 lines
21 KiB
C
584 lines
21 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryMouse
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*
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* SDL mouse handling.
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*/
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#ifndef SDL_mouse_h_
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#define SDL_mouse_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_surface.h>
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#include <SDL3/SDL_video.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* This is a unique ID for a mouse for the time it is connected to the system,
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* and is never reused for the lifetime of the application.
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*
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* If the mouse is disconnected and reconnected, it will get a new ID.
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*
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* The value 0 is an invalid ID.
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*
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* \since This datatype is available since SDL 3.0.0.
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*/
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typedef Uint32 SDL_MouseID;
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/**
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* The structure used to identify an SDL cursor.
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*
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* This is opaque data.
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*
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* \since This struct is available since SDL 3.0.0.
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*/
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typedef struct SDL_Cursor SDL_Cursor;
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/**
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* Cursor types for SDL_CreateSystemCursor().
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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typedef enum SDL_SystemCursor
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{
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SDL_SYSTEM_CURSOR_DEFAULT, /**< Default cursor. Usually an arrow. */
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SDL_SYSTEM_CURSOR_TEXT, /**< Text selection. Usually an I-beam. */
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SDL_SYSTEM_CURSOR_WAIT, /**< Wait. Usually an hourglass or watch or spinning ball. */
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SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair. */
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SDL_SYSTEM_CURSOR_PROGRESS, /**< Program is busy but still interactive. Usually it's WAIT with an arrow. */
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SDL_SYSTEM_CURSOR_NWSE_RESIZE, /**< Double arrow pointing northwest and southeast. */
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SDL_SYSTEM_CURSOR_NESW_RESIZE, /**< Double arrow pointing northeast and southwest. */
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SDL_SYSTEM_CURSOR_EW_RESIZE, /**< Double arrow pointing west and east. */
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SDL_SYSTEM_CURSOR_NS_RESIZE, /**< Double arrow pointing north and south. */
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SDL_SYSTEM_CURSOR_MOVE, /**< Four pointed arrow pointing north, south, east, and west. */
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SDL_SYSTEM_CURSOR_NOT_ALLOWED, /**< Not permitted. Usually a slashed circle or crossbones. */
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SDL_SYSTEM_CURSOR_POINTER, /**< Pointer that indicates a link. Usually a pointing hand. */
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SDL_SYSTEM_CURSOR_NW_RESIZE, /**< Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE. */
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SDL_SYSTEM_CURSOR_N_RESIZE, /**< Window resize top. May be NS_RESIZE. */
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SDL_SYSTEM_CURSOR_NE_RESIZE, /**< Window resize top-right. May be NESW_RESIZE. */
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SDL_SYSTEM_CURSOR_E_RESIZE, /**< Window resize right. May be EW_RESIZE. */
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SDL_SYSTEM_CURSOR_SE_RESIZE, /**< Window resize bottom-right. May be NWSE_RESIZE. */
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SDL_SYSTEM_CURSOR_S_RESIZE, /**< Window resize bottom. May be NS_RESIZE. */
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SDL_SYSTEM_CURSOR_SW_RESIZE, /**< Window resize bottom-left. May be NESW_RESIZE. */
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SDL_SYSTEM_CURSOR_W_RESIZE, /**< Window resize left. May be EW_RESIZE. */
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SDL_SYSTEM_CURSOR_COUNT
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} SDL_SystemCursor;
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/**
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* Scroll direction types for the Scroll event
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*
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* \since This enum is available since SDL 3.0.0.
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*/
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typedef enum SDL_MouseWheelDirection
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{
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SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */
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SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */
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} SDL_MouseWheelDirection;
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/**
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* A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc.
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*
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* - Button 1: Left mouse button
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* - Button 2: Middle mouse button
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* - Button 3: Right mouse button
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* - Button 4: Side mouse button 1
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* - Button 5: Side mouse button 2
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*
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* \since This datatype is available since SDL 3.0.0.
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*
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* \sa SDL_GetMouseState
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* \sa SDL_GetGlobalMouseState
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* \sa SDL_GetRelativeMouseState
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*/
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typedef Uint32 SDL_MouseButtonFlags;
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#define SDL_BUTTON_LEFT 1
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#define SDL_BUTTON_MIDDLE 2
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#define SDL_BUTTON_RIGHT 3
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#define SDL_BUTTON_X1 4
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#define SDL_BUTTON_X2 5
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#define SDL_BUTTON(X) (1u << ((X)-1))
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#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
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#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
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#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
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#define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1)
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#define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2)
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/* Function prototypes */
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/**
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* Return whether a mouse is currently connected.
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*
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* \returns true if a mouse is connected, false otherwise.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetMice
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_HasMouse(void);
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/**
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* Get a list of currently connected mice.
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*
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* Note that this will include any device or virtual driver that includes
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* mouse functionality, including some game controllers, KVM switches, etc.
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* You should wait for input from a device before you consider it actively in
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* use.
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*
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* \param count a pointer filled in with the number of mice returned, may be
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* NULL.
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* \returns a 0 terminated array of mouse instance IDs or NULL on failure;
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* call SDL_GetError() for more information. This should be freed
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* with SDL_free() when it is no longer needed.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetMouseNameForID
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* \sa SDL_HasMouse
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*/
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extern SDL_DECLSPEC SDL_MouseID * SDLCALL SDL_GetMice(int *count);
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/**
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* Get the name of a mouse.
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*
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* This function returns "" if the mouse doesn't have a name.
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*
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* \param instance_id the mouse instance ID.
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* \returns the name of the selected mouse, or NULL on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetMice
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetMouseNameForID(SDL_MouseID instance_id);
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/**
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* Get the window which currently has mouse focus.
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*
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* \returns the window with mouse focus.
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*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void);
|
|
|
|
/**
|
|
* 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) macro (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`.
|
|
*
|
|
* \param x the x coordinate of the mouse cursor position relative to the
|
|
* focus window.
|
|
* \param y the y coordinate of the mouse cursor position relative to the
|
|
* focus window.
|
|
* \returns a 32-bit button bitmask of the current button state.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetGlobalMouseState
|
|
* \sa SDL_GetRelativeMouseState
|
|
*/
|
|
extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetMouseState(float *x, float *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.
|
|
*
|
|
* \param x filled in with the current X coord relative to the desktop; can be
|
|
* NULL.
|
|
* \param y filled in with the current Y coord relative to the desktop; can be
|
|
* NULL.
|
|
* \returns the current button state as a bitmask which can be tested using
|
|
* the SDL_BUTTON(X) macros.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CaptureMouse
|
|
* \sa SDL_GetMouseState
|
|
*/
|
|
extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetGlobalMouseState(float *x, float *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`.
|
|
*
|
|
* \param x a pointer filled with the last recorded x coordinate of the mouse.
|
|
* \param y a pointer filled with the last recorded y coordinate of the mouse.
|
|
* \returns a 32-bit button bitmask of the relative button state.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetMouseState
|
|
*/
|
|
extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetRelativeMouseState(float *x, float *y);
|
|
|
|
/**
|
|
* Move the mouse cursor to the given position within the window.
|
|
*
|
|
* This function generates a mouse motion event if relative mode is not
|
|
* enabled. If relative mode is enabled, you can force mouse events for the
|
|
* warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
|
|
*
|
|
* Note that this function will appear to succeed, but not actually move the
|
|
* mouse when used over Microsoft Remote Desktop.
|
|
*
|
|
* \param window the window to move the mouse into, or NULL for the current
|
|
* mouse focus.
|
|
* \param x the x coordinate within the window.
|
|
* \param y the y coordinate within the window.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_WarpMouseGlobal
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window * window,
|
|
float x, float 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.
|
|
*
|
|
* \param x the x coordinate.
|
|
* \param y the y coordinate.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_WarpMouseInWindow
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_WarpMouseGlobal(float x, float y);
|
|
|
|
/**
|
|
* Set relative mouse mode for a window.
|
|
*
|
|
* While the window has focus and relative mouse mode is enabled, the cursor
|
|
* is hidden, the mouse position is constrained to the window, and SDL will
|
|
* report continuous relative mouse motion even if the mouse is at the edge of
|
|
* the window.
|
|
*
|
|
* This function will flush any pending mouse motion for this window.
|
|
*
|
|
* \param window the window to change.
|
|
* \param enabled true to enable relative mode, false to disable.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetWindowRelativeMouseMode
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled);
|
|
|
|
/**
|
|
* Query whether relative mouse mode is enabled for a window.
|
|
*
|
|
* \param window the window to query.
|
|
* \returns true if relative mode is enabled for a window or false otherwise.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetWindowRelativeMouseMode
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowRelativeMouseMode(SDL_Window *window);
|
|
|
|
/**
|
|
* 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_SetWindowRelativeMouseMode() or SDL_SetWindowMouseGrab(),
|
|
* 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.
|
|
*
|
|
* Please note that SDL will attempt to "auto capture" the mouse while the
|
|
* user is pressing a button; this is to try and make mouse behavior more
|
|
* consistent between platforms, and deal with the common case of a user
|
|
* dragging the mouse outside of the window. This means that if you are
|
|
* calling SDL_CaptureMouse() only to deal with this situation, you do not
|
|
* have to (although it is safe to do so). If this causes problems for your
|
|
* app, you can disable auto capture by setting the
|
|
* `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
|
|
*
|
|
* \param enabled true to enable capturing, false to disable.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetGlobalMouseState
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_CaptureMouse(bool enabled);
|
|
|
|
/**
|
|
* 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:
|
|
*
|
|
* - data=0, mask=1: white
|
|
* - data=1, mask=1: black
|
|
* - data=0, mask=0: transparent
|
|
* - data=1, mask=0: inverted color if possible, black if not.
|
|
*
|
|
* Cursors created with this function must be freed with SDL_DestroyCursor().
|
|
*
|
|
* 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, SDL_CreateSystemCursor() is available, which provides several
|
|
* readily-available system cursors to pick from.
|
|
*
|
|
* \param data the color value for each pixel of the cursor.
|
|
* \param mask the mask value for each pixel of the cursor.
|
|
* \param w the width of the cursor.
|
|
* \param h the height of the cursor.
|
|
* \param hot_x the x-axis offset from the left of the cursor image to the
|
|
* mouse x position, in the range of 0 to `w` - 1.
|
|
* \param hot_y the y-axis offset from the top of the cursor image to the
|
|
* mouse y position, in the range of 0 to `h` - 1.
|
|
* \returns a new cursor with the specified parameters on success or NULL on
|
|
* failure; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateColorCursor
|
|
* \sa SDL_CreateSystemCursor
|
|
* \sa SDL_DestroyCursor
|
|
* \sa SDL_SetCursor
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor(const Uint8 * data,
|
|
const Uint8 * mask,
|
|
int w, int h, int hot_x,
|
|
int hot_y);
|
|
|
|
/**
|
|
* Create a color cursor.
|
|
*
|
|
* If this function is passed a surface with alternate representations, the
|
|
* surface will be interpreted as the content to be used for 100% display
|
|
* scale, and the alternate representations will be used for high DPI
|
|
* situations. For example, if the original surface is 32x32, then on a 2x
|
|
* macOS display or 200% display scale on Windows, a 64x64 version of the
|
|
* image will be used, if available. If a matching version of the image isn't
|
|
* available, the closest larger size image will be downscaled to the
|
|
* appropriate size and be used instead, if available. Otherwise, the closest
|
|
* smaller image will be upscaled and be used instead.
|
|
*
|
|
* \param surface an SDL_Surface structure representing the cursor image.
|
|
* \param hot_x the x position of the cursor hot spot.
|
|
* \param hot_y the y position of the cursor hot spot.
|
|
* \returns the new cursor on success or NULL on failure; call SDL_GetError()
|
|
* for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateCursor
|
|
* \sa SDL_CreateSystemCursor
|
|
* \sa SDL_DestroyCursor
|
|
* \sa SDL_SetCursor
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateColorCursor(SDL_Surface *surface,
|
|
int hot_x,
|
|
int hot_y);
|
|
|
|
/**
|
|
* Create a system cursor.
|
|
*
|
|
* \param id an SDL_SystemCursor enum value.
|
|
* \returns a cursor on success or NULL on failure; call SDL_GetError() for
|
|
* more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_DestroyCursor
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id);
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* \param cursor a cursor to make active.
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetCursor
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_SetCursor(SDL_Cursor *cursor);
|
|
|
|
/**
|
|
* 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_DestroyCursor().
|
|
*
|
|
* \returns the active cursor or NULL if there is no mouse.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetCursor
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void);
|
|
|
|
/**
|
|
* Get the default cursor.
|
|
*
|
|
* You do not have to call SDL_DestroyCursor() on the return value, but it is
|
|
* safe to do so.
|
|
*
|
|
* \returns the default cursor on success or NULL on failuree; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetDefaultCursor(void);
|
|
|
|
/**
|
|
* Free a previously-created cursor.
|
|
*
|
|
* Use this function to free cursor resources created with SDL_CreateCursor(),
|
|
* SDL_CreateColorCursor() or SDL_CreateSystemCursor().
|
|
*
|
|
* \param cursor the cursor to free.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateColorCursor
|
|
* \sa SDL_CreateCursor
|
|
* \sa SDL_CreateSystemCursor
|
|
*/
|
|
extern SDL_DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor *cursor);
|
|
|
|
/**
|
|
* Show the cursor.
|
|
*
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CursorVisible
|
|
* \sa SDL_HideCursor
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_ShowCursor(void);
|
|
|
|
/**
|
|
* Hide the cursor.
|
|
*
|
|
* \returns true on success or false on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CursorVisible
|
|
* \sa SDL_ShowCursor
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_HideCursor(void);
|
|
|
|
/**
|
|
* Return whether the cursor is currently being shown.
|
|
*
|
|
* \returns `true` if the cursor is being shown, or `false` if the cursor is
|
|
* hidden.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_HideCursor
|
|
* \sa SDL_ShowCursor
|
|
*/
|
|
extern SDL_DECLSPEC bool SDLCALL SDL_CursorVisible(void);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_mouse_h_ */
|